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			<username>AndrewGronosky</username>
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			<username>Arcael</username>
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			<username>wackwitz</username>
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	<tags>
		<tag id="31">
			<name>Ability</name>
		</tag>
		<tag id="30">
			<name>Ambiguity</name>
		</tag>
		<tag id="9">
			<name>ArM1</name>
		</tag>
		<tag id="10">
			<name>ArM2</name>
		</tag>
		<tag id="11">
			<name>ArM3</name>
		</tag>
		<tag id="12">
			<name>ArM4</name>
		</tag>
		<tag id="13">
			<name>ArM5</name>
		</tag>
		<tag id="29">
			<name>Author</name>
		</tag>
		<tag id="19">
			<name>Character</name>
		</tag>
		<tag id="20">
			<name>Covenants</name>
		</tag>
		<tag id="21">
			<name>Creatures</name>
		</tag>
		<tag id="4">
			<name>Divine Realm</name>
		</tag>
		<tag id="27">
			<name>Enchanted Items</name>
		</tag>
		<tag id="3">
			<name>Faerie Realm</name>
		</tag>
		<tag id="17">
			<name>Fan Community</name>
		</tag>
		<tag id="16">
			<name>Fan-Created Content</name>
		</tag>
		<tag id="25">
			<name>Flaws</name>
		</tag>
		<tag id="8">
			<name>HermesWeb Project</name>
		</tag>
		<tag id="18">
			<name>House Rules</name>
		</tag>
		<tag id="5">
			<name>Infernal Realm</name>
		</tag>
		<tag id="2">
			<name>Magic Realm</name>
		</tag>
		<tag id="28">
			<name>Mysteries</name>
		</tag>
		<tag id="15">
			<name>Mythic Europe</name>
		</tag>
		<tag id="1">
			<name>Order of Hermes</name>
		</tag>
		<tag id="14">
			<name>Products</name>
		</tag>
		<tag id="23">
			<name>Real History</name>
		</tag>
		<tag id="6">
			<name>Rules</name>
		</tag>
		<tag id="22">
			<name>Spells</name>
		</tag>
		<tag id="32">
			<name>Templates</name>
		</tag>
		<tag id="26">
			<name>Tome</name>
		</tag>
		<tag id="24">
			<name>Virtues</name>
		</tag>
	</tags>
	<pages>
		<page node="1">
			<name>news</name>
			<title>News</title>
			<keywords>News, announcements, Project Redcap, Atlas Games</keywords>
			<description>News about the site and about Ars Magica in general</description>
			<language>en</language>
			<history size="28">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199565398</unix>
						<iso>2008-01-05 21:36:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
body
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1199893318</unix>
						<iso>2008-01-09 16:41:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
= Latest News

* [[About]] page created 2008-01-09
* System setup at 2008-01-04.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1199980346</unix>
						<iso>2008-01-10 16:52:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Pointer to page &quot;Overview&quot;.</comment>
					<text><![CDATA[
= Latest News

* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205288655</unix>
						<iso>2008-03-12 03:24:15</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated About page</comment>
					<text><![CDATA[
= Latest News

* 2008-03-11  Rewrote the [[About]] page to talk about important points.
* 2008-01-10  Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205334049</unix>
						<iso>2008-03-12 16:00:49</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
= Latest News

* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1207918527</unix>
						<iso>2008-04-11 14:55:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Page count</comment>
					<text><![CDATA[
= Latest News

* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to colle
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1220819915</unix>
						<iso>2008-09-07 22:38:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added some news from August and September</comment>
					<text><![CDATA[
= Latest News

* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now hav
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1230314130</unix>
						<iso>2008-12-26 18:55:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>This page to be deleted</comment>
					<text><![CDATA[
= Latest News

* 2008-12-26: This page is scheduled for deletion.  The [[About]], [[News]], and [[Overview]] pages are being merged together to make browsing easier.
* 2008-02-26: This page is scheduled for deletion.  The [[About]], [[News]], and [[Overview]] pages are being merged together to make browsing easier.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about imp
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1230389234</unix>
						<iso>2008-12-27 15:47:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added transition plan</comment>
					<text><![CDATA[
=Redcap-HermesWeb Transition Plan
Project: Redcap is maintained by Andrew Gronosky, who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process should be completed in the first quarter of 2009.

=Site News
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1230406716</unix>
						<iso>2008-12-27 20:38:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Guest account created</comment>
					<text><![CDATA[
=Redcap-HermesWeb Transition Plan
Project: Redcap is maintained by Andrew Gronosky, who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process should be completed in the first quarter of 2009.

=Site News
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect en
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1230488891</unix>
						<iso>2008-12-28 19:28:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Migrated Sagas</comment>
					<text><![CDATA[
=Redcap-HermesWeb Transition Plan
Project: Redcap is maintained by Andrew Gronosky, who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process should be completed in the first quarter of 2009.

=Site News
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1230552488</unix>
						<iso>2008-12-29 13:08:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added handy links for the casual visitor</comment>
					<text><![CDATA[
Please note:

* For a description of what this site is and its purpose, please see the [[About]] page.
* For a list of topics covered by this site, see the [[Overview]] page.

=Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by Andrew ease see the [[About]] page.
* For a list of topics covered by this site, see the [[Overview]] page.

=Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by Andrew Gronosky, who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process should be completed in the first quarter of 2009.

=Site News
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[A
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1230554564</unix>
						<iso>2008-12-29 13:42:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Beg for volunteers</comment>
					<text><![CDATA[
Please note:

* For a description of what this site is and its purpose, please see the [[About]] page.
* For a list of topics covered by this site, see the [[Overview]] page.

=Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by Andrew Gronosky, who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process should be completed in the first quarter of 2009.

=Site News

==Volunteers Wanted!

We need your help!  Volunteers are welcome to contribute in any way they can.  We are especially in need of:

* People who can write in-depth discussion of tricky rules subjects like Wards or the mundane interference clause of the [[Hermetic Oath]].
* People who can start the home pages for [[Languages]] other than English
* Maps and illustrations

---

* =Volunteers Wanted!

We need your help!  Volunteers are welcome to contribute in any way they can.  We are especially in need of:

* People who can write in-depth discussion of tricky rules subjects like Wards or the mundane interference clause of the [[Hermetic Oath]].
* People who can start the home pages for [[Languages]] other than English
* Maps and illustrations

---

* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessaril
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1230561386</unix>
						<iso>2008-12-29 15:36:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>First use of guest account</comment>
					<text><![CDATA[
Please note:

* For a description of what this site is and its purpose, please see the [[About]] page.
* For a list of topics covered by this site, see the [[Overview]] page.

=Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by Andrew Gronosky, who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process should be completed in the first quarter of 2009.

=Site News

==Volunteers Wanted!

We need your help!  Volunteers are welcome to contribute in any way they can.  We are especially in need of:

* People who can write in-depth discussion of tricky rules subjects like Wards or the mundane interference clause of the [[Hermetic Oath]].
* People who can start the home pages for [[Languages]] other than English
* Maps and illustrations

---

== News Items

* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: 
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1230561441</unix>
						<iso>2008-12-29 15:37:21</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
Please note:

* For a description of what this site is and its purpose, please see the [[About]] page.
* For a list of topics covered by this site, see the [[Overview]] page.

=Site News

==Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by Andrew Gronosky, who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process should be completed in the first quarter of 2009.

==Volunteers Wanted!

We need your help!  Volunteers are welcome to contribute in any way they can.  We are especially in need of:

* People who can write in-depth discussion of tricky rules subjects like Wards or the mundane interference clause of the [[Hermetic Oath]].
* People who can start the home pages for [[Languages]] other than English
* Maps and illustrations

---

== News Items

* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="16">
					<timestamp tz="GMT">
						<unix>1230588599</unix>
						<iso>2008-12-29 23:09:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed links made obsolete by navigation bar</comment>
					<text><![CDATA[
to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process should be completed in the first quarter of 2009.

==Volunteers Wanted!

We need your help!  Volunteers are welcome to contribute in any way they can.  We are especially in need of:

* People who can write in-depth discussion of tricky rules subjects like Wards or the mundane interference clause of the [[Hermetic Oath]].
* People who can start the home pages for [[Languages]] other than English
* Maps and illustrations

---

== News Items

* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least on've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our erson has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="17">
					<timestamp tz="GMT">
						<unix>1241351458</unix>
						<iso>2009-05-03 13:50:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Update with missed deadline</comment>
					<text><![CDATA[
=Site News

==Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by Andrew Gronosky, who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process is well underway.  We've missed our target of Q1 2009 but work continues steadily.  All of the Redcap English-language links and about 2/3 of the 5th Edition [[FAQ]] have been migrated.2009 but work continues steadily.  All of the Redcap English-language links and about 2/3 of the 5th Edition [[FAQ]] have been migrated.

==Volunteers Wanted!

We need your help!  Volunteers are welcome to contribute in any way they can.  We are especially in need of:

* People who can write in-depth discussion of tricky rules subjects like Wards or the mundane interference clause of the [[Hermetic Oath]].
* People who can start the home pages for [[Languages]] other than English
* Maps and illustrations

---

== News Items

* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
]]></text>
				</version>
				<version number="18">
					<timestamp tz="GMT">
						<unix>1241806422</unix>
						<iso>2009-05-08 20:13:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added status of FAQ</comment>
					<text><![CDATA[
=Site News

==Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by Andrew Gronosky, who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process is well underway.  We've missed our target of Q1 2009 but work continues steadily.  All of the Redcap English-language links and about 2/3 of the 5th Edition [[FAQ]] have been migrated.

==Volunteers Wanted!

We need your help!  Volunteers are welcome to contribute in any way they can.  We are especially in need of:

* People who can write in-depth discussion of tricky rules subjects like Wards or the mundane interference clause of the [[Hermetic Oath]].
* People who can start the home pages for [[Languages]] other than English
* Maps and illustrations

---

== News Items

* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb -- in addition to the hundreds of new articles created just for this project.
* 2008-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb -- in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-1
]]></text>
				</version>
				<version number="19">
					<timestamp tz="GMT">
						<unix>1245416426</unix>
						<iso>2009-06-19 15:00:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>New software installed</comment>
					<text><![CDATA[
=Site News

==Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by [[Andrew Gronosky]], who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process is well underway.  We've missed our target of Q1 2009 but work continues steadily.  All of the Redcap English-language links and about 2/3 of the 5th Edition [[FAQ]] have been migrated.

==Volunteers Wanted!

We need your help!  Volunteers are welcome to contribute in any way they can.  We are especially in need of:

* People who can write in-depth discussion of tricky rules subjects like Wards or the mundane interference clause of the [[Hermetic Oath]].
* People who can start the home pages for [[Languages]] other than English
* Maps and illustrations

---

== News Items

* 2009-06-19: Server software upgraded to new major release (in fact, entirely new software).
* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb -- in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="20">
					<timestamp tz="GMT">
						<unix>1250905720</unix>
						<iso>2009-08-22 03:48:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Server software switched from testing to active.</comment>
					<text><![CDATA[
=Site News

==Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by [[Andrew Gronosky]], who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

This process is well underway.  We've missed our target of Q1 2009 but work continues steadily.  All of the Redcap English-language links and about 2/3 of the 5th Edition [[FAQ]] have been migrated.

==Volunteers Wanted!

We need your help!  Volunteers are welcome to contribute in any way they can.  We are especially in need of:

* People who can write in-depth discussion of tricky rules subjects like Wards or the mundane interference clause of the [[Hermetic Oath]].
* People who can start the home pages for [[Languages]] other than English
* Maps and illustrations

---

= News Items

* 2009-08-22: Server software switched from testing to active.
* 2009-06-19: Server software upgraded to new major release (in fact, entirely new software).
* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb — in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="21">
					<timestamp tz="GMT">
						<unix>1266779872</unix>
						<iso>2010-02-21 20:17:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated, Feb 2010</comment>
					<text><![CDATA[
{{toc}}

Last updated Feb. 20, 2010

{{anchor|TransitionPlan}}

=Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by [[Andrew Gronosky]], who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' that are not found in Project: Redcap are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

Most of the contents of Project: Redcap have been copied by hand into ''HermesWeb''.  What remains now to be done is to re-design the front page of HermesWeb for the new purpose of being the "crossroads of the Order."

All the old Redcap pages will be left online, but a note will soon be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

= News Items

* 2010-02-20: Assigned categories to > 50 uncategorized pages.
* 2009-??-??: Site was migrated from the old software (Pie) to new software (PageWork)
* 2009-08-22: Server software switched from testing to active.
* 2009-06-19: Server software upgraded to new major release (in fact, entirely new software).
* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="22">
					<timestamp tz="GMT">
						<unix>1266888011</unix>
						<iso>2010-02-23 02:20:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed redundant new item</comment>
					<text><![CDATA[
{{toc}}

Last updated Feb. 22, 2010

{{anchor|TransitionPlan}}

=Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by [[Andrew Gronosky]], who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' that are not found in Project: Redcap are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

Most of the contents of Project: Redcap have been copied by hand into ''HermesWeb''.  What remains now to be done is to re-design the front page of HermesWeb for the new purpose of being the "crossroads of the Order."

All the old Redcap pages will be left online, but a note will soon be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

= News Items

* 2010-02-20: Assigned categories to > 50 uncategorized pages.
* 2009-08-22: Server software switched from testing to active.
* 2009-06-19: Server software upgraded to new major release (in fact, entirely new software).
* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="23">
					<timestamp tz="GMT">
						<unix>1268173548</unix>
						<iso>2010-03-09 23:25:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
{{toc}}

Last updated March 9, 2010

More detailed information about the project status, plans, and goals may be found on the [[Administration]] page.

{{anchor|TransitionPlan}}

=Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by [[Andrew Gronosky]], who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' that are not found in Project: Redcap are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

Most of the contents of Project: Redcap have been copied by hand into ''HermesWeb''.  What remains now to be done is to re-design the front page of HermesWeb for the new purpose of being the "crossroads of the Order."

All the old Redcap pages will be left online, but a note will soon be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

= News Items

* 2010-03-09: There has been a flurry of activity on content creation.  We are filling in a lot of the high-ranked missing resources, and have only a few missing pages with more than 5 backlinks.
* 2010-02-20: Assigned categories to > 50 uncategorized pages.
* 2009-08-22: Server software switched from testing to active.
* 2009-06-19: Server software upgraded to new major release (in fact, entirely new software).
* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="24">
					<timestamp tz="GMT">
						<unix>1268590282</unix>
						<iso>2010-03-14 19:11:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Added link to poll</comment>
					<text><![CDATA[
{{toc}}

Last updated March 9, 2010

More detailed information about the project status, plans, and goals may be found on the [[Administration]] page.

{{anchor|TransitionPlan}}

=Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by [[Andrew Gronosky]], who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' that are not found in Project: Redcap are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

Most of the contents of Project: Redcap have been copied by hand into ''HermesWeb''.  What remains now to be done is to re-design the front page of HermesWeb for the new purpose of being the "crossroads of the Order."

All the old Redcap pages will be left online, but a note will soon be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

= News Items

* 2010-03-14: You can change the future of this project, [[Project Redcap]]/[[HermesWeb]]-to-be, or at least, its name. [[http://forum.atlas-games.com/viewtopic.php?f=4&t=5690|» Vote here]].
* 2010-03-09: There has been a flurry of activity on content creation.  We are filling in a lot of the high-ranked missing resources, and have only a few missing pages with more than 5 backlinks.
* 2010-02-20: Assigned categories to > 50 uncategorized pages.
* 2009-08-22: Server software switched from testing to active.
* 2009-06-19: Server software upgraded to new major release (in fact, entirely new software).
* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="25">
					<timestamp tz="GMT">
						<unix>1269302673</unix>
						<iso>2010-03-23 01:04:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Update about the Geocities purge</comment>
					<text><![CDATA[
{{toc}}

Last updated March 9, 2010

More detailed information about the project status, plans, and goals may be found on the [[Administration]] page.

{{anchor|TransitionPlan}}

=Redcap-HermesWeb Transition Plan

[[Project Redcap]] is maintained by [[Andrew Gronosky]], who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' that are not found in Project: Redcap are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

Most of the contents of Project: Redcap have been copied by hand into ''HermesWeb''.  What remains now to be done is to re-design the front page of HermesWeb for the new purpose of being the "crossroads of the Order."

All the old Redcap pages will be left online, but a note will soon be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

= News Items

* 2010-03-22: The free Web hosting service Geocities went offline on October 27, 2009.  Today we began the process of going through and pruning out the links to all the great Ars Magica pages that are gone forever.  It's a bit depressing to see that Saga pages that have been around since the mid-1990's have disappeared.
* 2010-03-14: You can change the future of this project, [[Project Redcap]]/[[HermesWeb]]-to-be, or at least, its name. [[http://forum.atlas-games.com/viewtopic.php?f=4&t=5690|» Vote here]].
* 2010-03-09: There has been a flurry of activity on content creation.  We are filling in a lot of the high-ranked missing resources, and have only a few missing pages with more than 5 backlinks.
* 2010-02-20: Assigned categories to > 50 uncategorized pages.
* 2009-08-22: Server software switched from testing to active.
* 2009-06-19: Server software upgraded to new major release (in fact, entirely new software).
* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="26">
					<timestamp tz="GMT">
						<unix>1269469981</unix>
						<iso>2010-03-24 23:33:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added separate Ars Magica News section</comment>
					<text><![CDATA[
{{toc}}

Last updated March 9, 2010

More detailed information about the project status, plans, and goals may be found on the [[Administration]] page.

{{anchor|TransitionPlan}}

=Redcap-HermesWeb Transition Plan

We have identified a hosting provider for the combined site and will shortly be going to work to integrate HermesWeb into [[http://www.redcap.org/ | Project: Redcap]].

= Ars Magica News

* 2010-03-24: [[http://www.alteregosoftware.com/ | Alter Ego Software]] has announced a new [[Metacreator]] add-on covering [[Houses of Hermes: Societates]] and The [[Lion and the Lily]].
* 2010-03-24: We have some new rumors on the [[Upcoming Products]] page.
* The 2010 Ars Magica [[Conventions | Convention]] will be held on August 20-22, 2010.  There is still time to [[http://us.grandtribunal.net/ | register]].



= Site News

* 2010-03-22: The free Web hosting service Geocities went offline on October 27, 2009.  Today we began the process of going through and pruning out the links to all the great Ars Magica pages that are gone forever.  It's a bit depressing to see that Saga pages that have been around since the mid-1990's have disappeared.
* 2010-03-14: You can change the future of this project, [[Project Redcap]]/[[HermesWeb]]-to-be, or at least, its name. [[http://forum.atlas-games.com/viewtopic.php?f=4&t=5690|» Vote here]].
* 2010-03-09: There has been a flurry of activity on content creation.  We are filling in a lot of the high-ranked missing resources, and have only a few missing pages with more than 5 backlinks.
* 2010-02-20: Assigned categories to > 50 uncategorized pages.
* 2009-08-22: Server software switched from testing to active.
* 2009-06-19: Server software upgraded to new major release (in fact, entirely new software).
* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="27">
					<timestamp tz="GMT">
						<unix>1269470063</unix>
						<iso>2010-03-24 23:34:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed date of the new rumors</comment>
					<text><![CDATA[
{{toc}}

More detailed information about the project status, plans, and goals may be found on the [[Administration]] page.

{{anchor|TransitionPlan}}

=Redcap-HermesWeb Transition Plan

We have identified a hosting provider for the combined site and will shortly be going to work to integrate HermesWeb into [[http://www.redcap.org/ | Project: Redcap]].

= Ars Magica News

* 2010-03-24: [[http://www.alteregosoftware.com/ | Alter Ego Software]] has announced a new [[Metacreator]] add-on covering [[Houses of Hermes: Societates]] and The [[Lion and the Lily]].
* 2010-03-04: We have some new rumors on the [[Upcoming Products]] page.
* The 2010 Ars Magica [[Conventions | Convention]] will be held on August 20-22, 2010.  There is still time to [[http://us.grandtribunal.net/ | register]].

= Site News

* 2010-03-22: The free Web hosting service Geocities went offline on October 27, 2009.  Today we began the process of going through and pruning out the links to all the great Ars Magica pages that are gone forever.  It's a bit depressing to see that Saga pages that have been around since the mid-1990's have disappeared.
* 2010-03-14: You can change the future of this project, [[Project Redcap]]/[[HermesWeb]]-to-be, or at least, its name. [[http://forum.atlas-games.com/viewtopic.php?f=4&t=5690|» Vote here]].
* 2010-03-09: There has been a flurry of activity on content creation.  We are filling in a lot of the high-ranked missing resources, and have only a few missing pages with more than 5 backlinks.
* 2010-02-20: Assigned categories to > 50 uncategorized pages.
* 2009-08-22: Server software switched from testing to active.
* 2009-06-19: Server software upgraded to new major release (in fact, entirely new software).
* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
				<version number="28">
					<timestamp tz="GMT">
						<unix>1280323169</unix>
						<iso>2010-07-28 15:19:29</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Announced the attack of the spammers</comment>
					<text><![CDATA[
{{toc}}

More detailed information about the project status, plans, and goals may be found on the [[Administration]] page.

{{anchor|TransitionPlan}}

=Redcap-HermesWeb Transition Plan

We have identified a hosting provider for the combined site and will shortly be going to work to integrate HermesWeb into [[http://www.redcap.org/ | Project: Redcap]].

= Ars Magica News

* 2010-03-24: [[http://www.alteregosoftware.com/ | Alter Ego Software]] has announced a new [[Metacreator]] add-on covering [[Houses of Hermes: Societates]] and The [[Lion and the Lily]].
* 2010-03-04: We have some new rumors on the [[Upcoming Products]] page.
* The 2010 Ars Magica [[Conventions | Convention]] will be held on August 20-22, 2010.  There is still time to [[http://us.grandtribunal.net/ | register]].

= Site News

* 2010-07-27: We received our first spam attack.  We will have to disable anonymous editing, permanently. :-(
* 2010-03-22: The free Web hosting service Geocities went offline on October 27, 2009.  Today we began the process of going through and pruning out the links to all the great Ars Magica pages that are gone forever.  It's a bit depressing to see that Saga pages that have been around since the mid-1990's have disappeared.
* 2010-03-14: You can change the future of this project, [[Project Redcap]]/[[HermesWeb]]-to-be, or at least, its name. [[http://forum.atlas-games.com/viewtopic.php?f=4&t=5690|» Vote here]].
* 2010-03-09: There has been a flurry of activity on content creation.  We are filling in a lot of the high-ranked missing resources, and have only a few missing pages with more than 5 backlinks.
* 2010-02-20: Assigned categories to > 50 uncategorized pages.
* 2009-08-22: Server software switched from testing to active.
* 2009-06-19: Server software upgraded to new major release (in fact, entirely new software).
* 2009-05-08: Nearly all the questions from the Redcap [[FAQ]] have been incorporated into HermesWeb.  I estimate that over 80% of the Project Redcap content is now incorporated into HermesWeb in addition to the hundreds of new articles created just for this project.
* 2008-12-29: We've got our new, improved navigation bar.  Thanks, Pitt!
* 2008-12-29: We had our first anonymous edit using the guest account.  This is a big deal because it means at least one other person has contributed to our project!  Thank you, whoever you are.
* 2008-12-28: All [[Saga]] pages from [[Project Redcap]] have been migrated to here.  Actually, Yair had already done most of the work and I just followed through and checked the links and marked the Redcap pages as outdated.  I'll get started on migrating the [[FAQ]] next.
* 2008-12-27: Guest account created.  See [[Contributing]] for instructions.
* 2008-12-27: Posted transition plan.
* 2008-09-07: HermesWeb has gone public!  We're now listed in [[http://www.redcap.org | Project: Redcap]]
* 2008-08-09: There is [[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki | another Ars Magica Wiki]] out there!  It looks like we won't be the only interactive site for Ars Magica fans.  This is not, however, necessarily a bad thing.
* 2008-04-11: We now have over 400 pages, mostly due to Yair's incredible efforts
* 2008-03-12: Created [[Administration]] page to discuss plans and needs
* 2008-03-11: Rewrote the [[About]] page to talk about important points.
* 2008-01-10: [[Overview]] created as a means to collect entry points.
* 2008-01-09: [[About]] page created.
* 2008-01-04: System setup.
]]></text>
				</version>
			</history>
		</page>
		<page node="10">
			<name>fifth_edition</name>
			<title>Ars Magica 5th Edition</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Products</tag>
			</tags>
			<history size="9">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199916917</unix>
						<iso>2008-01-09 23:15:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Fifth edition (short: [[ArM5]]) refers to the fifth edition of [[Ars Magica]] in general, and the core rule book of this edition in particular. The publisher, [[http://www.atlas-games.com/|Atlas Games]], provides extensive information on the [[http://www.atlas-games.com/arm5/|Ars Magica line]] on their [[http://www.atlas-games.com/arm5/|web site]].

[[David Chart]] is the line developer of [[Ars Magica]] 5['th] edition.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230559431</unix>
						<iso>2008-12-29 15:03:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added some FAQ answers</comment>
					<text><![CDATA[
Fifth edition (short: [[ArM5]]) refers to the fifth edition of [[Ars Magica]] in general, and the core rule book of this edition in particular. The publisher, [[http://www.atlas-games.com/|Atlas Games]], provides extensive information on the [[http://www.atlas-games.com/arm5/|Ars Magica line]] on their [[http://www.atlas-games.com/arm5/|web site]].

[[David Chart]] is the line developer of [[Ars Magica]] 5['th] edition.

=[anchor:Errata]Errata

As with any complicated set of rules or instructions, there are a few mistakes that made it through the editing and proofreading process.  The official list errata for all ArM5 products is available from the [[http://www.atlas-games.com/arm5/arm5errata.php|Atlas Games Web site]].

=Frequently-Asked Questions About Ars Magica Fifth Edition

==Are there errata for Fifth Edition?

Yes; [[#Errata|see above]].

==[anchor:Why_Removed]Why has (rule X) been removed from Fifth Edition?

Many of the popular rules from Fourth Edition - laboratory customization, [[Hermetic Breakthrough|Hermetic breakthroughs]], [[Mystery|mystery cults]], advanced combat rules, and so on - are being revised and updated for Fifth Edition as the relevant supplements are released. Just because something was omitted from the core book, doesn't mean it doesn't exist anywhere.  Keep an eye on the [[Products#Upcoming|upcoming products]] from [[Atlas Games]].

One of the reasons the [[Fan Community]] built and maintains this site is to help people find the information they're looking for.  Try using the Search function on this site; it may be that the material you're looking for does exist in some book you don't have yet.

Many of the rules that people say were "left out" were not found in the Fourth Edition rule book, either. They came from one of the many Fourth Edition supplements. It's not realistic to expect a single 240-page rule book to include a full set of basic rules plus the "best of" several dozen ArM4 supplements.  Most of the [[Canon]] doesn't fit in the core book and can be found in other [[Products]].

["Andrew Gronosky]

==[anchor:Why_Changed]Why was (X) changed in (new edition/new supplement)? I liked it better before, and can see no reason for the change. What was the author thinking?

It seemed like a good idea at the time.

If you're unhappy about something, by all means feel free to express your sentiments; however, you should not expect the author(s) or editor to personally answer your complaints. They might not want to. Arguing with fans is not fun.

This is not to say that authors don't listen to feedback. In my experience, they do. Obviously, you'll get farther with polite and well-reasoned criticism than with a mad tirade.

["Andrew Gronosky]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230743533</unix>
						<iso>2008-12-31 18:12:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added differences from Fourth Edition</comment>
					<text><![CDATA[
Fifth edition (short: [[ArM5]]) refers to the fifth edition of [[Ars Magica]] in general, and the core rule book of this edition in particular. The publisher, [[http://www.atlas-games.com/|Atlas Games]], provides extensive information on the [[http://www.atlas-games.com/arm5/|Ars Magica line]] on their [[http://www.atlas-games.com/arm5/|web site]].

[[David Chart]] is the line developer of [[Ars Magica]] 5['th] edition and the author of the core rule book.

=[anchor:Errata]Errata

As with any complicated set of rules or instructions, there are a few mistakes that made it through the editing and proofreading process.  The official list errata for all ArM5 products is available from the [[http://www.atlas-games.com/arm5/arm5errata.php|Atlas Games Web site]].

=Differences Between Fifth Edition and Fourth Edition

The official [[http://www.atlas-games.com/arm5|Fifth Edition Web page]] has some design notes from the author of Fifth Edition (see the "Downloads" box in the right-hand column on that page). They explain several design changes between Fourth and Fifth Edition, in more detail than we can.

==The Big Picture

The Appendix to Fifth Edition probably says it best: there are two viable answers to the question of what is different between Fourth and Fifth Editions. The first is "nothing has changed." The second is "everything has changed."

"Nothing has changed" in that, if one had to describe Fifth Edition in 500 words or less, that description would be unchanged between editions.

"Everything has changed" in that almost all of the rules have received some revision. Just about every line or box on a character sheet has been affected by the changes, and probably every page of ArM5 rules has mechanical differences from the ArM4 rule.

Detailed discussion of the changes will proceed chapter-by-chapter. Even the chapter structure has changed between Fourth and Fifth Editions; I will follow the structure of the Fourth Edition book on the assumption that the people most interested in this question have seen Fourth Edition, but not Fifth. (Fourth Edition is available as a free download.)

==Introduction

The story about Antoninus of Jerbiton has been replaced with a much shorter introductory piece.

There are no [[Quality Die|quality dice]] in ArM5, only [[Stress Die|stress dice]] and [[Simple Die|simple dice]]. It is possible in ArM5 to have a stress die with zero botch dice, and this is what is used on the rare occasions when a quality die was called for in ArM4.

==Characters

One set of [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf|design notes covers]] the Fifth Edition character creation process.

Characters are still constructed the same way; a concept, followed by [[Virtues and Flaws]], [[Characteristic|Characteristics]], [[Abilities|Abilities]], [[Arts]], and [[Spell|spells]].

There's no dice-rolling method for creating characters in Fifth Edition; point-based purchase of Characteristics is the only option, though new Virtues and Flaws can increase or decrease the number of points available.

Abilities (skills) and Arts (magic) are now drawn from the same pool of points, both at character-creation time and as experienced PC's advance (though advancement points are usually specific to the source of learning). Abilities cost five times as much as Arts. Magi now have more flexibility in how they allocate points between Abilities and Arts.

The ArM5 template characters (once the [[#Errata|errata]] are included) are completely legal - unlike the ArM4 templates. These may be useful to new players and/or SG's.

Houses are now split into three kinds: "[[True Lineages]]" (which are the same as in ArM4), consisting of Bonisagus, Guernicus, Mercere, and Tremere; "[[Mystery Cults]]" (as per ArM4's "The Mysteries"), consisting of Bjornaer, Criamon, Merinita, & Verditius; "[[Societates]]" (groups of like-minded magi), consisting of Flambeau, Jerbiton, Ex Miscellanea, and Tytalus. Each kind of House is getting a separate "Houses of Hermes" [[Products|book]].

Probably the biggest difference is in [[Virtues and Flaws]]. Each Virtue or Flaw has been changed to have only one of two costs - Major or Minor, at 3 or 1 point, respectively. Magi and Companions are still built on up to ± 10 points, and Grogs on up to ± 3 points. Grogs may only have Minor Virtues or Flaws.

Two new categories of Virtues and Flaws are introduced in ArM5 - [[Personality Flaw|Personality Flaws]] and [[Story Flaw|Story Flaws]]. Characters are limited to two personality Flaws and at most one Story Flaw; grogs may not have Story Flaws at all.

Some former Virtues are now Flaws. The key factor in seemingly-advantageous "Flaws" (such as the former Virtues) is that each represents a story hook the PC *must* take if it's presented by the SG (e.g. your Faerie Friend has been summoned to Arcadia, and your PC *must* deal with that, either resisting the summons or going with), rather than a bought-at-creation advantage the SG should leave intact.

==Hermetic Magic

The big change is in how [[Penetration]] works. Penetration in ArM5 is calculated as (casting total + bonuses - spell level), meaning that one has a higher Penetration with low-level spells than with high-level spells. The effect of this is to greatly strengthen [[Magic Resistance]], including [[Parma Magica]]. It also helps make the game challenging for experienced magi, who may be able to cast high-level spells, but will still have low Penetration with them.

There are new rules about how having an [[Arcane Connection]] to the target can improve one's Penetration.

The scope of the individual Arts has been changed, causing some spells to change Arts.

Magi in Fifth Edition gain a generalized "[[Form Bonus]]" equal to (Art / 5). This bonus applies to Soak totals and other rolls to resist attacks from that Form. This rule was not present in Fourth Edition but it is similar to something that existed in earlier editions.

The [[Hermetic Limits|Limits of Hermetic Magic]] are explained in more detail and, some would say, more clearly.

The social effects of the [[Gift]] are explained differently in Fifth Edition than in Fourth.

It is no longer possible in ArM5 to use [[Vis|vis]] to extend the range, duration, or target of a [[Spell|spell]]. Spells with permanent effects, such as a spell that permanently heals a wound, must be [[Ritual|rituals]]. However, a new kind of healing magic has been introduced: spells that grant a bonus to [[Wound Recovery|wound recovery]] rolls while they are in effect.

[[Spontaneous Spell|Spontaneous spells]] always use a stress die in ArM5 if the caster exerts himself (spends Fatigue). Non-exerting spontaneous spells do not involve a die roll at all any more. It is possible to get a bonus to spontaneous spells through "[[Ceremonial Casting]]," which is a slow process kind of like a ritual, but without the need for vis.

In ArM5, most spells, including [[Pilum of Fire]], automatically hit their targets. The only spells that require an [[Aiming Roll]] (the ArM5 term for what was once called a "[[Targeting Roll]]") are spells that affect their targets indirectly, for example, by opening a pit under a person's feet so he falls in.

[[Magic Resistance|Magic resistance]] works a little differently in ArM5 than it did in previous editions. In a nutshell, magic resistance categorically keeps out magic, including enchanted objects (flaming swords and the like). Magic resistance remains a controversial topic of discussion online, but (unlike past editions) most of the controversy is not over how the rules are supposed to work: it's about the so-called "[[Pink Dot]] Loophole" and house rules that might resolve it.

[[Spell Mastery]] now relies on Abilities (skills), each representing mastery of one spell. When a magus attains a new level in a mastery ability for a given spell, he gets to choose a special trick or power (like multi-casting or getting a bonus to cast without words) for that particular spell.

ArM4-style [[Spell Focus|spell foci]], which were little props that gave a bonus to the casting roll, have been dropped from the ArM5 basic rules.

[[Casting From Text|Casting from a text]] is not mentioned in the ArM5 basic rules.

[[Certamen]] has been rewritten in both mechanical and legal terms. There is no specific Certamen skill any more. The certamen rules more strongly parallel the regular combat system. The social conventions surrounding certamen have been revised to make it harder to abuse certamen to bully weaker magi, and the method for choosing the Arts involved has been changed to make narrowly-specialized magi less dominant in certamen. On the other hand, many more Certamen options are now given in the Tremere section of [[Houses of Hermes True Lineages|Houses of Hermes: True Lineages]].

==Laboratory

There are [[http://www.atlas-games.com/pdf_storage/Dsgn2Lab.pdf|design notes]] describing the changes in the laboratory rules. We have nothing to add to what is said there.

==Spells

Some significant changes here. First, as has been mentioned already, [[Formulaic Spell|formulaic spells]] can no longer be boosted with vis. If you want the spell to last a year, in ArM5 you have to design it to last a year, meaning it must be a [[Ritual]].

There are no permanent spells in ArM5. The ways to work around that are to use an enchanted item (with a continuous effect) instead, or to design [[Ring]]/[[Circle]] spells and cast them on a circle that is carved in stone (those would be "almost" permanent).

The range categories for spells have been changed. Spells can be either [[Personal]] (caster only), [[Touch]], [[Voice]], [[Sight]], or [[Arcane Connection]]. There is no longer any such category as [[Near]] or [[Far]]. The Voice category is generally a replacement for Near, and takes a little getting used to. A Voice-range spell extends as far as the caster's voice can be heard, which can be a long way if he is yodeling from a mountaintop or a very short distance if he is whispering in a hurricane. Spells that work well when cast silently should be Touch or Sight range; a Voice-range spell cast with no voice at all can only affect the caster - even if the caster has the "[[Silent Magic]]" Virtue.

The there is a set of [[http://www.atlas-games.com/pdf_storage/Dsgn4Spells.pdf|design notes]] describing the changes to the spell rules in more detail.

==Combat

As is traditional, the combat rules have been rewritten from scratch with the new edition. The [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|designer's notes]] discuss the changes in broad detail.

One key difference is that "[[Trained Group|trained groups]]" now have a big advantage over a mob of individuals; for comparably-skilled combatants, a trained has an overwhelming advantage.

ArM5 does not use "[[Body Level|Body Levels]]" to track [[Wound|wounds]]. Instead, wounds are recorded individually and each has its own severity rating. It is not possible to kill a character by inflicting only Light Wounds; a character who took 10 Light Wounds would be badly impaired (-10 to all rolls) but would not (immediately) die. On the other hand, there is no equivalent to the "Hurt" Body Level - every wound in ArM5 causes at least a -1 penalty.
Down Time

The rules for "down time" (when characters are not in the lab or going on adventures) are given their own chapter in ArM5, called "Long-Term Events." The changes are relatively minor.

[[Long-Term Fatigue|Long-term Fatigue]] exists in ArM5. This is the same as in Third Edition - it's back. Casting ritual spells can cause long-term Fatigue loss.

The new wound rules in the combat chapter dictate new mechanics for wound recovery, but the basic idea is the same: make a Stamina roll after a certain period of time to see if your wounds improve. ArM5 makes clear what characters can and can't do when they are wounded, and what happens if they try to do something their wounds normally prevent (they have to make a Stamina check to see if their wounds actually get worse). Wound Penalties do not apply to recovery rolls.

The [[Aging|aging rules]] have been revised. ArM4's "afflictions" are gone; aging "points" accumulate on each Characteristic like "anti"-experience points, decreasing the Characteristic. The total of all aging points determines Decrepitude: PC's with Decrepitude scores of 4 are too frail for most adventuring; those with Decrepitude 5 are on their death beds. ArM5 introduces the [[Aging Crisis| aging "crisis,"]] which can potentially kill a character outright.

Rules for experience and advancement have been standardized. Arts and Abilities cost different amounts to improve (at a 1:5 ratio), but the same [[Experience Points|experience point]] (if it comes from a generic source of XP's) can be applied to an Art or an Ability. Also, ArM5 explicitly allows adventuring experience points to be spent on Arts.

The [[Books|book]] rules have changed a little. For those familiar with ArM4, there are now only two kinds of books instead of three: [[Tractatus|tractatus]] and [[Summa|summae]] ([[Librum Quaestoinem|libri quaestionem]] are gone). New, detailed book rules are given in the [[Covenants]] supplement.

ArM5 adds explicit rules for "learning by doing," gaining experience points through [[Exposure]].

[[Study from Vis|Studying from vis]] has been totally [[Jargon#nerf|nerfed]] in ArM5, yielding generally fewer XP than what one can gain from books.

There are new rules for "[[Warping]]," the negative effects of exposure to strong Auras or supernatural effects. For magi, Warping is the same thing as [[Twilight Points]]. Non-magi gain Flaws (and, occasionally, Virtues) as their Warping score increases.

==Covenants

ArM5 includes simplified covenant-creation rules in the main rule book. There is less emphasis on point values for everything: only the library and magic items have to be purchased with a point budget. Covenants in ArM5 have [[Boon|Boons]] and [[Hook|Hooks]], which work for covenants much like Virtues and Flaws work for characters.

There is an ArM5 supplement called [[Covenants]] which expands a great deal on the concepts in the core book.

==Mythic Europe

ArM5 includes more-specific advice on how to take advantage of the [[Mythic Europe]] setting to create unique and interesting stories.

Several issues about the setting are explicitly level up to players to decide for themselves: the level of historical accuracy, the level of organization / enforcement in the Order, how the Church will be portrayed, the level of demonic influence in Mythic Europe, and the ultimate fate of magic.
Realms

ArM5 makes clear the difference between the [[Magic Realm|Magical]] and [[Faerie Realm|Faerie Realms]]. Supplements seem to have resisted the ArM4 tendency to move everything interesting into the Faerie Realm.

The [[Dominion]] penalties on magic use are much stronger than in ArM4. Player characters actually have to worry about them.

==Bestiary

The ArM5 bestiary is shorter and omits mention of mundane animals. After ArM5 was published, the ArM5 [[Book of Mundane Beasts]] was released as a free PDF download.

["Andrew Gronosky and Steve Saunders. Additional thanks: Erik Tyrell]

=Frequently-Asked Questions

[anchor:Why_Removed]'''Why has (rule X) been removed from Fifth Edition?'''

Many of the popular rules from Fourth Edition - laboratory customization, [[Hermetic Breakthrough|Hermetic breakthroughs]], [[Mystery|mystery cults]], advanced combat rules, and so on - are being revised and updated for Fifth Edition as the relevant supplements are released. Just because something was omitted from the core book, doesn't mean it doesn't exist anywhere.  hing has changed." The second is "everything has changed."

"Nothing has changed" in that, if one had to describe Fifth Edition in 500 words or less, that description would be unchanged between editions.

"Everything has changed" in that almost all of the rules have received some revision. Just about every line or box on a character sheet has been affected by the changes, and probably every page of ArM5 rules has mechanical differences from the ArM4 rule.

Detailed discussion of the changes will proceed chapter-by-chapter. Even the chapter structure has changed between Fourth and Fifth Editions; I will follow the structure of the Fourth Edition book on the assumption that the people most interested in this question have seen Fourth Edition, but not Fifth. (Fourth[anchor:Why_Changed]'''Why was (X) changed in (new edition/new supplement)? I liked it better before, and can see no reason for the change. What was the author thinking?'''o [[Quality Die|quality dice]] in ArM5, only [[Stress Die|stress dice]] and [[Simple Die|simple dice]]. It is possible in ArM5 to have a stress die with zero botch dice, and this is what is used on the rare occasions when a quality die was called for in ArM4.

==Characters

One set of [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf|design notes covers]] the Fifth Edition character creation process.

Characters are still constructed the same way; a concept, followe
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1241486167</unix>
						<iso>2009-05-05 03:16:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Continuity</comment>
					<text><![CDATA[
Fifth edition (short: [[ArM5]]) refers to the fifth edition of [[Ars Magica]] in general, and the core rule book of this edition in particular. The publisher, [[http://www.atlas-games.com/|Atlas Games]], provides extensive information on the [[http://www.atlas-games.com/arm5/|Ars Magica line]] on their [[http://www.atlas-games.com/arm5/|web site]].

[[David Chart]] is the line developer of [[Ars Magica]] 5['th] edition and the author of the core rule book.

=[anchor:Errata]Errata

As with any complicated set of rules or instructions, there are a few mistakes that made it through the editing and proofreading process.  The official list errata for all ArM5 products is available from the [[http://www.atlas-games.com/arm5/arm5errata.php|Atlas Games Web site]].

=[anchor:Continuity]Continuity

With Fifth Edition, the [[Line Editor]] made an explicit decision to disregard existing [[Canon | canon]] and start anew.  Most of the major elements remain the same -- there are still tweleve [[Houses of Hermes | Houses]] and thirteen [[Tribunal | Tribunals]] -- but many of the details have been heavily rewritten.  The important point is that the canon of Fifth Edition is self-contained, and there is no need to obtain out-of-print books to understand the [[Order of Hermes]] and [[Mythic Europe]].

As with any major change to a shared world, this has met with mixed responses from the [[Fan Community]].

This raises a question whether older supplements (for [[ArM4]] and earlier) are still useful for the game.  Rule-intensive supplements like the [[Wizards Grimoire]] probably are of interest only to collectors; for more setting-related supplements like Tribunal books, the answer is more ambiguous.  It depends on what you want to use them for. As background material, sourcebooks on characters and covenants, and sources of maps and story hooks, they're definitely still useful. However, the actual stats of the characters and creatures in those books are rather obsolete. ArM5 rebuilt the study/advancement rules and the combat rules from the ground up, so stats that were sensible for Third or Fourth Edition are totally out of whack for Fifth.

A few of the rule changes in Fifth Edition have possible repercussions for the setting. For instance, it is now officially pretty easy to make money using magic, and [[Tribunals of Hermes: Rome]] (written for Third Edition) puts a great deal of emphasis on the commercial enterprises and money-making schemes of the various covenants.  This no longer makes a lot of sense - magi could just cast ''Touch of Midas'' and get 80 pounds of gold. Another change is that the boundary between the [[Magic Realm | Magic ]] and [[Faerie Realm | Faerie]] Realms has been re-drawn in Fifth Edition, with the result that a lot of creatures in the old Tribunal books are now mis-classified as Faerie when they should be Magic.

[[John Nephew]] has said that there are no plans to reprint or rewrite any of the old Tribunal books, so those supplements will not be directly superseded any time soon. The bottom line is that the sourcebooks are still very useful sources of settings and ideas, but are no longer much good as sources of ready-made NPC stats unless you choose to play an older edition of Ars Magica (you can do that, you know). 

=[anchor:Continuity]Continuity

With Fifth Edition, the [[Line Editor]] made an explicit decision to disregard existing [[Canon | canon]] and start anew.  Most of the major elements remain the same -- there are still tweleve [[Houses of Hermes | Houses]] and thirteen [[Tribunal | Tribunals]] -- but many of the details have been heavily rewritten.  The important point is that the canon of Fifth Edition is self-contained, and there is no need to obtain out-of-print books to understand the [[Order of Hermes]] and [[Mythic Europe]].

As with any major change to a shared world, this has met with mixed responses from the [[Fan Community]].

This raises a question whether older supplements (for [[ArM4]] and earlier) are still useful for the game.  Rule-intensive supplements like the [[Wizards Grimoire]] probably are of interest only to collectors; for more setting-related supplements like Tribunal books, the answer is more ambiguous.  It depends on what you want to use them for. As background material, sourcebooks on characters and covenants, and sources of maps and story hooks, they're definitely still useful. However, the actual stats of the characters and creatures in those books are rather obsolete. ArM5 rebuilt the study/advancement rules and the combat rules from the ground up, so stats that were sensible for Third or Fourth Edition are totally out of whack for Fifth.

A few of the rule changes in Fifth Edition have possible repercussions for the setting. For instance, it is now officially pretty easy to make money using magic, and [[Tribunals of Hermes: Rome]] (written for Third Edition) puts a great deal of emphasis on the commercial enterprises and money-making schemes of the various covenants.  This no longer makes a lot of sense - magi could just cast ''Touch of Midas'' and get 80 pounds of gold. Another change is that the boundary between the [[Magic Realm | Magic ]] and [[Faerie Realm | Faerie]] Realms has been re-drawn in Fifth Edition, with the result that a lot of creatures in the old Tribunal books are now mis-classified as Faerie when they should be Magic.

[[John Nephew]] has said that there are no plans to reprint or rewrite any of the old Tribunal books, so those supplements will not be directly superseded any time soon. The bottom line is that the sourcebooks are still very useful sources of settings and ideas, but are no longer much good as sources of ready-made NPC stats unless you choose to play an older edition of Ars Magica (you can do that, you know). 

=Differences Between Fifth Edition and Fourth Edition

The official [[http://www.atlas-games.com/arm5|Fifth Edition Web page]] has some design notes from the author of Fifth Edition (see the "Downloads" box in the right-hand column on that page). They explain several design changes between Fourth and Fifth Edition, in more detail than we can.

==The Big Picture

The Appendix to Fifth Edition probably says it best: there are two viable answers to the question of what is different between Fourth and Fifth Editions. The first is "nothing has changed." The second is "everything has changed."

"Nothing has changed" in that, if one had to describe Fifth Edition in 500 words or less, that description would be unchanged between editions.

"Everything has changed" in that almost all of the rules have received some revision. Just about every line or box on a character sheet has been affected by the changes, and probably every page of ArM5 rules has mechanical differences from the ArM4 rule.

Detailed discussion of the changes will proceed chapter-by-chapter. Even the chapter structure has changed between Fourth and Fifth Editions; I will follow the structure of the Fourth Edition book on the assumption that the people most interested in this question have seen Fourth Edition, but not Fifth. (Fourth Edition is available as a free download.)

==Introduction

The story about Antoninus of Jerbiton has been replaced with a much shorter introductory piece.

There are no [[Quality Die|quality dice]] in ArM5, only [[Stress Die|stress dice]] and [[Simple Die|simple dice]]. It is possible in ArM5 to have a stress die with zero botch dice, and this is what is used on the rare occasions when a quality die was called for in ArM4.

==Characters

One set of [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf|design notes covers]] the Fifth Edition character creation process.

Characters are still constructed the same way; a concept, followed by [[Virtues and Flaws]], [[Characteristic|Characteristics]], [[Abilities|Abilities]], [[Arts]], and [[Spell|spells]].

There's no dice-rolling method for creating characters in Fifth Edition; point-based purchase of Characteristics is the only option, though new Virtues and Flaws can increase or decrease the number of points available.

Abilities (skills) and Arts (magic) are now drawn from the same pool of points, both at character-creation time and as experienced PC's advance (though advancement points are usually specific to the source of learning). Abilities cost five times as much as Arts. Magi now have more flexibility in how they allocate points between Abilities and Arts.

The ArM5 template characters (once the [[#Errata|errata]] are included) are completely legal - unlike the ArM4 templates. These may be useful to new players and/or SG's.

Houses are now split into three kinds: "[[True Lineages]]" (which are the same as in ArM4), consisting of Bonisagus, Guernicus, Mercere, and Tremere; "[[Mystery Cults]]" (as per ArM4's "The Mysteries"), consisting of Bjornaer, Criamon, Merinita, & Verditius; "[[Societates]]" (groups of like-minded magi), consisting of Flambeau, Jerbiton, Ex Miscellanea, and Tytalus. Each kind of House is getting a separate "Houses of Hermes" [[Products|book]].

Probably the biggest difference is in [[Virtues and Flaws]]. Each Virtue or Flaw has been changed to have only one of two costs - Major or Minor, at 3 or 1 point, respectively. Magi and Companions are still built on up to ± 10 points, and Grogs on up to ± 3 points. Grogs may only have Minor Virtues or Flaws.

Two new categories of Virtues and Flaws are introduced in ArM5 - [[Personality Flaw|Personality Flaws]] and [[Story Flaw|Story Flaws]]. Characters are limited to two personality Flaws and at most one Story Flaw; grogs may not have Story Flaws at all.

Some former Virtues are now Flaws. The key factor in seemingly-advantageous "Flaws" (such as the former Virtues) is that each represents a story hook the PC *must* take if it's presented by the SG (e.g. your Faerie Friend has been summoned to Arcadia, and your PC *must* deal with that, either resisting the summons or going with), rather than a bought-at-creation advantage the SG should leave intact.

==Hermetic Magic

The big change is in how [[Penetration]] works. Penetration in ArM5 is calculated as (casting total + bonuses - spell level), meaning that one has a higher Penetration with low-level spells than with high-level spells. The effect of this is to greatly strengthen [[Magic Resistance]], including [[Parma Magica]]. It also helps make the game challenging for experienced magi, who may be able to cast high-level spells, but will still have low Penetration with them.

There are new rules about how having an [[Arcane Connection]] to the target can improve one's Penetration.

The scope of the individual Arts has been changed, causing some spells to change Arts.

Magi in Fifth Edition gain a generalized "[[Form Bonus]]" equal to (Art / 5). This bonus applies to Soak totals and other rolls to resist attacks from that Form. This rule was not present in Fourth Edition but it is similar to something that existed in earlier editions.

The [[Hermetic Limits|Limits of Hermetic Magic]] are explained in more detail and, some would say, more clearly.

The social effects of the [[Gift]] are explained differently in Fifth Edition than in Fourth.

It is no longer possible in ArM5 to use [[Vis|vis]] to extend the range, duration, or target of a [[Spell|spell]]. Spells with permanent effects, such as a spell that permanently heals a wound, must be [[Ritual|rituals]]. However, a new kind of healing magic has been introduced: spells that grant a bonus to [[Wound Recovery|wound recovery]] rolls while they are in effect.

[[Spontaneous Spell|Spontaneous spells]] always use a stress die in ArM5 if the caster exerts himself (spends Fatigue). Non-exerting spontaneous spells do not involve a die roll at all any more. It is possible to get a bonus to spontaneous spells through "[[Ceremonial Casting]]," which is a slow process kind of like a ritual, but without the need for vis.

In ArM5, most spells, including [[Pilum of Fire]], automatically hit their targets. The only spells that require an [[Aiming Roll]] (the ArM5 term for what was once called a "[[Targeting Roll]]") are spells that affect their targets indirectly, for example, by opening a pit under a person's feet so he falls in.

[[Magic Resistance|Magic resistance]] works a little differently in ArM5 than it did in previous editions. In a nutshell, magic resistance categorically keeps out magic, including enchanted objects (flaming swords and the like). Magic resistance remains a controversial topic of discussion online, but (unlike past editions) most of the controversy is not over how the rules are supposed to work: it's about the so-called "[[Pink Dot]] Loophole" and house rules that might resolve it.

[[Spell Mastery]] now relies on Abilities (skills), each representing mastery of one spell. When a magus attains a new level in a mastery ability for a given spell, he gets to choose a special trick or power (like multi-casting or getting a bonus to cast without words) for that particular spell.

ArM4-style [[Spell Focus|spell foci]], which were little props that gave a bonus to the casting roll, have been dropped from the ArM5 basic rules.

[[Casting From Text|Casting from a text]] is not mentioned in the ArM5 basic rules.

[[Certamen]] has been rewritten in both mechanical and legal terms. There is no specific Certamen skill any more. The certamen rules more strongly parallel the regular combat system. The social conventions surrounding certamen have been revised to make it harder to abuse certamen to bully weaker magi, and the method for choosing the Arts involved has been changed to make narrowly-specialized magi less dominant in certamen. On the other hand, many more Certamen options are now given in the Tremere section of [[Houses of Hermes True Lineages|Houses of Hermes: True Lineages]].

==Laboratory

There are [[http://www.atlas-games.com/pdf_storage/Dsgn2Lab.pdf|design notes]] describing the changes in the laboratory rules. We have nothing to add to what is said there.

==Spells

Some significant changes here. First, as has been mentioned already, [[Formulaic Spell|formulaic spells]] can no longer be boosted with vis. If you want the spell to last a year, in ArM5 you have to design it to last a year, meaning it must be a [[Ritual]].

There are no permanent spells in ArM5. The ways to work around that are to use an enchanted item (with a continuous effect) instead, or to design [[Ring]]/[[Circle]] spells and cast them on a circle that is carved in stone (those would be "almost" permanent).

The range categories for spells have been changed. Spells can be either [[Personal]] (caster only), [[Touch]], [[Voice]], [[Sight]], or [[Arcane Connection]]. There is no longer any such category as [[Near]] or [[Far]]. The Voice category is generally a replacement for Near, and takes a little getting used to. A Voice-range spell extends as far as the caster's voice can be heard, which can be a long way if he is yodeling from a mountaintop or a very short distance if he is whispering in a hurricane. Spells that work well when cast silently should be Touch or Sight range; a Voice-range spell cast with no voice at all can only affect the caster - even if the caster has the "[[Silent Magic]]" Virtue.

The there is a set of [[http://www.atlas-games.com/pdf_storage/Dsgn4Spells.pdf|design notes]] describing the changes to the spell rules in more detail.

==Combat

As is traditional, the combat rules have been rewritten from scratch with the new edition. The [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|designer's notes]] discuss the changes in broad detail.

One key difference is that "[[Trained Group|trained groups]]" now have a big advantage over a mob of individuals; for comparably-skilled combatants, a trained has an overwhelming advantage.

ArM5 does not use "[[Body Level|Body Levels]]" to track [[Wound|wounds]]. Instead, wounds are recorded individually and each has its own severity rating. It is not possible to kill a character by inflicting only Light Wounds; a character who took 10 Light Wounds would be badly impaired (-10 to all rolls) but would not (immediately) die. On the other hand, there is no equivalent to the "Hurt" Body Level - every wound in ArM5 causes at least a -1 penalty.
Down Time

The rules for "down time" (when characters are not in the lab or going on adventures) are given their own chapter in ArM5, called "Long-Term Events." The changes are relatively minor.

[[Long-Term Fatigue|Long-term Fatigue]] exists in ArM5. This is the same as in Third Edition - it's back. Casting ritual spells can cause long-term Fatigue loss.

The new wound rules in the combat chapter dictate new mechanics for wound recovery, but the basic idea is the same: make a Stamina roll after a certain period of time to see if your wounds improve. ArM5 makes clear what characters can and can't do when they are wounded, and what happens if they try to do something their wounds normally prevent (they have to make a Stamina check to see if their wounds actually get worse). Wound Penalties do not apply to recovery rolls.

The [[Aging|aging rules]] have been revised. ArM4's "afflictions" are gone; aging "points" accumulate on each Characteristic like "anti"-experience points, decreasing the Characteristic. The total of all aging points determines Decrepitude: PC's with Decrepitude scores of 4 are too frail for most adventuring; those with Decrepitude 5 are on their death beds. ArM5 introduces the [[Aging Crisis| aging "crisis,"]] which can potentially kill a character outright.

Rules for experience and advancement have been standardized. Arts and Abilities cost different amounts to improve (at a 1:5 ratio), but the same [[Experience Points|experience point]] (if it comes from a generic source of XP's) can be applied to an Art or an Ability. Also, ArM5 explicitly allows adventuring experience points to be spent on Arts.

The [[Books|book]] rules have changed a little. For those familiar with ArM4, there are now only two kinds of books instead of three: [[Tractatus|tractatus]] and [[Summa|summae]] ([[Librum Quaestoinem|libri quaestionem]] are gone). New, detailed book rules are given in the [[Covenants]] supplement.

ArM5 adds explicit rules for "learning by doing," gaining experience points through [[Exposure]].

[[Study from Vis|Studying from vis]] has been totally [[Jargon#nerf|nerfed]] in ArM5, yielding generally fewer XP than what one can gain from books.

There are new rules for "[[Warping]]," the negative effects of exposure to strong Auras or supernatural effects. For magi, Warping is the same thing as [[Twilight Points]]. Non-magi gain Flaws (and, occasionally, Virtues) as their Warping score increases.

==Covenants

ArM5 includes simplified covenant-creation rules in the main rule book. There is less emphasis on point values for everything: only the library and magic items have to be purchased with a point budget. Covenants in ArM5 have [[Boon|Boons]] and [[Hook|Hooks]], which work for covenants much like Virtues and Flaws work for characters.

There is an ArM5 supplement called [[Covenants]] which expands a great deal on the concepts in the core book.

==Mythic Europe

ArM5 includes more-specific advice on how to take advantage of the [[Mythic Europe]] setting to create unique and interesting stories.

Several issues about the setting are explicitly level up to players to decide for themselves: the level of historical accuracy, the level of organization / enforcement in the Order, how the Church will be portrayed, the level of demonic influence in Mythic Europe, and th
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1241486486</unix>
						<iso>2009-05-05 03:21:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added section on 4th edition conversions</comment>
					<text><![CDATA[
Fifth edition (short: [[ArM5]]) refers to the fifth edition of [[Ars Magica]] in general, and the core rule book of this edition in particular. The publisher, [[http://www.atlas-games.com/|Atlas Games]], provides extensive information on the [[http://www.atlas-games.com/arm5/|Ars Magica line]] on their [[http://www.atlas-games.com/arm5/|web site]].

[[David Chart]] is the line developer of [[Ars Magica]] 5['th] edition and the author of the core rule book.

=[anchor:Errata]Errata

As with any complicated set of rules or instructions, there are a few mistakes that made it through the editing and proofreading process.  The official list errata for all ArM5 products is available from the [[http://www.atlas-games.com/arm5/arm5errata.php|Atlas Games Web site]].

=[anchor:Continuity]Continuity

With Fifth Edition, the [[Line Editor]] made an explicit decision to disregard existing [[Canon | canon]] and start anew.  Most of the major elements remain the same -- there are still tweleve [[Houses of Hermes | Houses]] and thirteen [[Tribunal | Tribunals]] -- but many of the details have been heavily rewritten.  The important point is that the canon of Fifth Edition is self-contained, and there is no need to obtain out-of-print books to understand the [[Order of Hermes]] and [[Mythic Europe]].

As with any major change to a shared world, this has met with mixed responses from the [[Fan Community]].

This raises a question whether older supplements (for [[ArM4]] and earlier) are still useful for the game.  Rule-intensive supplements like the [[Wizards Grimoire]] probably are of interest only to collectors; for more setting-related supplements like Tribunal books, the answer is more ambiguous.  It depends on what you want to use them for. As background material, sourcebooks on characters and covenants, and sources of maps and story hooks, they're definitely still useful. However, the actual stats of the characters and creatures in those books are rather obsolete. ArM5 rebuilt the study/advancement rules and the combat rules from the ground up, so stats that were sensible for Third or Fourth Edition are totally out of whack for Fifth.

A few of the rule changes in Fifth Edition have possible repercussions for the setting. For instance, it is now officially pretty easy to make money using magic, and [[Tribunals of Hermes: Rome]] (written for Third Edition) puts a great deal of emphasis on the commercial enterprises and money-making schemes of the various covenants.  This no longer makes a lot of sense - magi could just cast ''Touch of Midas'' and get 80 pounds of gold. Another change is that the boundary between the [[Magic Realm | Magic ]] and [[Faerie Realm | Faerie]] Realms has been re-drawn in Fifth Edition, with the result that a lot of creatures in the old Tribunal books are now mis-classified as Faerie when they should be Magic.

[[John Nephew]] has said that there are no plans to reprint or rewrite any of the old Tribunal books, so those supplements will not be directly superseded any time soon. The bottom line is that the sourcebooks are still very useful sources of settings and ideas, but are no longer much good as sources of ready-made NPC stats unless you choose to play an older edition of Ars Magica (you can do that, you know). 

== [anchor:Conversion] Fourth-to-Fifth Edition Conversion

Revised editions of several of the most popular ArM4 supplements are already on the Atlas Games [[Products | product list]]. As to the others, [[John Nephew]] has said there are no plans for official conversion stats for any Fourth Edition (or earlier) supplement. You can always do an unofficial conversion yourself.

Think of it this way. Atlas games would have to pay someone would to do all that conversion work, and that would draw both money and author talent away from developing new Ars Magica material. It doesn't make good business sense for Atlas Games to pay authors to update out-of-print supplements instead of developing new products.

== [anchor:Conversion] Fourth-to-Fifth Edition Conversion

Revised editions of several of the most popular ArM4 supplements are already on the Atlas Games [[Products | product list]]. As to the others, [[John Nephew]] has said there are no plans for official conversion stats for any Fourth Edition (or earlier) supplement. You can always do an unofficial conversion yourself.

Think of it this way. Atlas games would have to pay someone would to do all that conversion work, and that would draw both money and author talent away from developing new Ars Magica material. It doesn't make good business sense for Atlas Games to pay authors to update out-of-print supplements instead of developing new products.

=Differences Between Fifth Edition and Fourth Edition

The official [[http://www.atlas-games.com/arm5|Fifth Edition Web page]] has some design notes from the author of Fifth Edition (see the "Downloads" box in the right-hand column on that page). They explain several design changes between Fourth and Fifth Edition, in more detail than we can.

==The Big Picture

The Appendix to Fifth Edition probably says it best: there are two viable answers to the question of what is different between Fourth and Fifth Editions. The first is "nothing has changed." The second is "everything has changed."

"Nothing has changed" in that, if one had to describe Fifth Edition in 500 words or less, that description would be unchanged between editions.

"Everything has changed" in that almost all of the rules have received some revision. Just about every line or box on a character sheet has been affected by the changes, and probably every page of ArM5 rules has mechanical differences from the ArM4 rule.

Detailed discussion of the changes will proceed chapter-by-chapter. Even the chapter structure has changed between Fourth and Fifth Editions; I will follow the structure of the Fourth Edition book on the assumption that the people most interested in this question have seen Fourth Edition, but not Fifth. (Fourth Edition is available as a free download.)

==Introduction

The story about Antoninus of Jerbiton has been replaced with a much shorter introductory piece.

There are no [[Quality Die|quality dice]] in ArM5, only [[Stress Die|stress dice]] and [[Simple Die|simple dice]]. It is possible in ArM5 to have a stress die with zero botch dice, and this is what is used on the rare occasions when a quality die was called for in ArM4.

==Characters

One set of [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf|design notes covers]] the Fifth Edition character creation process.

Characters are still constructed the same way; a concept, followed by [[Virtues and Flaws]], [[Characteristic|Characteristics]], [[Abilities|Abilities]], [[Arts]], and [[Spell|spells]].

There's no dice-rolling method for creating characters in Fifth Edition; point-based purchase of Characteristics is the only option, though new Virtues and Flaws can increase or decrease the number of points available.

Abilities (skills) and Arts (magic) are now drawn from the same pool of points, both at character-creation time and as experienced PC's advance (though advancement points are usually specific to the source of learning). Abilities cost five times as much as Arts. Magi now have more flexibility in how they allocate points between Abilities and Arts.

The ArM5 template characters (once the [[#Errata|errata]] are included) are completely legal - unlike the ArM4 templates. These may be useful to new players and/or SG's.

Houses are now split into three kinds: "[[True Lineages]]" (which are the same as in ArM4), consisting of Bonisagus, Guernicus, Mercere, and Tremere; "[[Mystery Cults]]" (as per ArM4's "The Mysteries"), consisting of Bjornaer, Criamon, Merinita, & Verditius; "[[Societates]]" (groups of like-minded magi), consisting of Flambeau, Jerbiton, Ex Miscellanea, and Tytalus. Each kind of House is getting a separate "Houses of Hermes" [[Products|book]].

Probably the biggest difference is in [[Virtues and Flaws]]. Each Virtue or Flaw has been changed to have only one of two costs - Major or Minor, at 3 or 1 point, respectively. Magi and Companions are still built on up to ± 10 points, and Grogs on up to ± 3 points. Grogs may only have Minor Virtues or Flaws.

Two new categories of Virtues and Flaws are introduced in ArM5 - [[Personality Flaw|Personality Flaws]] and [[Story Flaw|Story Flaws]]. Characters are limited to two personality Flaws and at most one Story Flaw; grogs may not have Story Flaws at all.

Some former Virtues are now Flaws. The key factor in seemingly-advantageous "Flaws" (such as the former Virtues) is that each represents a story hook the PC *must* take if it's presented by the SG (e.g. your Faerie Friend has been summoned to Arcadia, and your PC *must* deal with that, either resisting the summons or going with), rather than a bought-at-creation advantage the SG should leave intact.

==Hermetic Magic

The big change is in how [[Penetration]] works. Penetration in ArM5 is calculated as (casting total + bonuses - spell level), meaning that one has a higher Penetration with low-level spells than with high-level spells. The effect of this is to greatly strengthen [[Magic Resistance]], including [[Parma Magica]]. It also helps make the game challenging for experienced magi, who may be able to cast high-level spells, but will still have low Penetration with them.

There are new rules about how having an [[Arcane Connection]] to the target can improve one's Penetration.

The scope of the individual Arts has been changed, causing some spells to change Arts.

Magi in Fifth Edition gain a generalized "[[Form Bonus]]" equal to (Art / 5). This bonus applies to Soak totals and other rolls to resist attacks from that Form. This rule was not present in Fourth Edition but it is similar to something that existed in earlier editions.

The [[Hermetic Limits|Limits of Hermetic Magic]] are explained in more detail and, some would say, more clearly.

The social effects of the [[Gift]] are explained differently in Fifth Edition than in Fourth.

It is no longer possible in ArM5 to use [[Vis|vis]] to extend the range, duration, or target of a [[Spell|spell]]. Spells with permanent effects, such as a spell that permanently heals a wound, must be [[Ritual|rituals]]. However, a new kind of healing magic has been introduced: spells that grant a bonus to [[Wound Recovery|wound recovery]] rolls while they are in effect.

[[Spontaneous Spell|Spontaneous spells]] always use a stress die in ArM5 if the caster exerts himself (spends Fatigue). Non-exerting spontaneous spells do not involve a die roll at all any more. It is possible to get a bonus to spontaneous spells through "[[Ceremonial Casting]]," which is a slow process kind of like a ritual, but without the need for vis.

In ArM5, most spells, including [[Pilum of Fire]], automatically hit their targets. The only spells that require an [[Aiming Roll]] (the ArM5 term for what was once called a "[[Targeting Roll]]") are spells that affect their targets indirectly, for example, by opening a pit under a person's feet so he falls in.

[[Magic Resistance|Magic resistance]] works a little differently in ArM5 than it did in previous editions. In a nutshell, magic resistance categorically keeps out magic, including enchanted objects (flaming swords and the like). Magic resistance remains a controversial topic of discussion online, but (unlike past editions) most of the controversy is not over how the rules are supposed to work: it's about the so-called "[[Pink Dot]] Loophole" and house rules that might resolve it.

[[Spell Mastery]] now relies on Abilities (skills), each representing mastery of one spell. When a magus attains a new level in a mastery ability for a given spell, he gets to choose a special trick or power (like multi-casting or getting a bonus to cast without words) for that particular spell.

ArM4-style [[Spell Focus|spell foci]], which were little props that gave a bonus to the casting roll, have been dropped from the ArM5 basic rules.

[[Casting From Text|Casting from a text]] is not mentioned in the ArM5 basic rules.

[[Certamen]] has been rewritten in both mechanical and legal terms. There is no specific Certamen skill any more. The certamen rules more strongly parallel the regular combat system. The social conventions surrounding certamen have been revised to make it harder to abuse certamen to bully weaker magi, and the method for choosing the Arts involved has been changed to make narrowly-specialized magi less dominant in certamen. On the other hand, many more Certamen options are now given in the Tremere section of [[Houses of Hermes True Lineages|Houses of Hermes: True Lineages]].

==Laboratory

There are [[http://www.atlas-games.com/pdf_storage/Dsgn2Lab.pdf|design notes]] describing the changes in the laboratory rules. We have nothing to add to what is said there.

==Spells

Some significant changes here. First, as has been mentioned already, [[Formulaic Spell|formulaic spells]] can no longer be boosted with vis. If you want the spell to last a year, in ArM5 you have to design it to last a year, meaning it must be a [[Ritual]].

There are no permanent spells in ArM5. The ways to work around that are to use an enchanted item (with a continuous effect) instead, or to design [[Ring]]/[[Circle]] spells and cast them on a circle that is carved in stone (those would be "almost" permanent).

The range categories for spells have been changed. Spells can be either [[Personal]] (caster only), [[Touch]], [[Voice]], [[Sight]], or [[Arcane Connection]]. There is no longer any such category as [[Near]] or [[Far]]. The Voice category is generally a replacement for Near, and takes a little getting used to. A Voice-range spell extends as far as the caster's voice can be heard, which can be a long way if he is yodeling from a mountaintop or a very short distance if he is whispering in a hurricane. Spells that work well when cast silently should be Touch or Sight range; a Voice-range spell cast with no voice at all can only affect the caster - even if the caster has the "[[Silent Magic]]" Virtue.

The there is a set of [[http://www.atlas-games.com/pdf_storage/Dsgn4Spells.pdf|design notes]] describing the changes to the spell rules in more detail.

==Combat

As is traditional, the combat rules have been rewritten from scratch with the new edition. The [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|designer's notes]] discuss the changes in broad detail.

One key difference is that "[[Trained Group|trained groups]]" now have a big advantage over a mob of individuals; for comparably-skilled combatants, a trained has an overwhelming advantage.

ArM5 does not use "[[Body Level|Body Levels]]" to track [[Wound|wounds]]. Instead, wounds are recorded individually and each has its own severity rating. It is not possible to kill a character by inflicting only Light Wounds; a character who took 10 Light Wounds would be badly impaired (-10 to all rolls) but would not (immediately) die. On the other hand, there is no equivalent to the "Hurt" Body Level - every wound in ArM5 causes at least a -1 penalty.
Down Time

The rules for "down time" (when characters are not in the lab or going on adventures) are given their own chapter in ArM5, called "Long-Term Events." The changes are relatively minor.

[[Long-Term Fatigue|Long-term Fatigue]] exists in ArM5. This is the same as in Third Edition - it's back. Casting ritual spells can cause long-term Fatigue loss.

The new wound rules in the combat chapter dictate new mechanics for wound recovery, but the basic idea is the same: make a Stamina roll after a certain period of time to see if your wounds improve. ArM5 makes clear what characters can and can't do when they are wounded, and what happens if they try to do something their wounds normally prevent (they have to make a Stamina check to see if their wounds actually get worse). Wound Penalties do not apply to recovery rolls.

The [[Aging|aging rules]] have been revised. ArM4's "afflictions" are gone; aging "points" accumulate on each Characteristic like "anti"-experience points, decreasing the Characteristic. The total of all aging points determines Decrepitude: PC's with Decrepitude scores of 4 are too frail for most adventuring; those with Decrepitude 5 are on their death beds. ArM5 introduces the [[Aging Crisis| aging "crisis,"]] which can potentially kill a character outright.

Rules for experience and advancement have been standardized. Arts and Abilities cost different amounts to improve (at a 1:5 ratio), but the same [[Experience Points|experience point]] (if it comes from a generic source of XP's) can be applied to an Art or an Ability. Also, ArM5 explicitly allows adventuring experience points to be spent on Arts.

The [[Books|book]] rules have changed a little. For those familiar with ArM4, there are now only two kinds of books instead of three: [[Tractatus|tractatus]] and [[Summa|summae]] ([[Librum Quaestoinem|libri quaestionem]] are gone). New, detailed book rules are given in the [[Covenants]] supplement.

ArM5 adds explicit rules for "learning by doing," gaining experience points through [[Exposure]].

[[Study from Vis|Studying from vis]] has been totally [[Jargon#nerf|nerfed]] in ArM5, yielding generally fewer XP than what one can gain from books.

There are new rules for "[[Warping]]," the negative effects of exposure to strong Auras or supernatural effects. For magi, Warping is the same thing as [[Twilight Points]]. Non-magi gain Flaws (and, occasionally, Virtues) as their Warping score increases.

==Covenants

ArM5 includes simplified covenant-creation rules in the main rule book. There is less emphasis on point values for everything: only the library and magic items have to be purchased with a point budget. Covenants in ArM5 have [[Boon|Boons]] and [[Hook|Hooks]], which work for covenants much like Virtues and Flaws work for characters.

There is an ArM5 supplement called [[Covenants]] which expands a great deal on the concepts in the core book.

==Mythic Europe

ArM5 includes more-specific advice on how to take advantage of the [[Mythic Europe]] setting to create unique and interesting stories.

Several issues about the setting are explicitly level up to players to decide for themselves: the level of historical accuracy, the level of organization / enforcement in the Order, how the Church will be portrayed, the level of demonic influence in Mythic Europe, and the ultimate fate of magic.
Realms

ArM5 makes clear the difference between the [[Magic Realm|Magical]] and [[Faerie Realm|Faerie Realms]]. Supplements seem to have resisted the ArM4 tendency to move everything interesting into the Faerie Realm.

The [[Dominion]] penalties on magic use are much stronger than in ArM4. Player characters actually have to worry about them.

==Bestiary

The ArM5 bestiary is shorter and omits mention of mundane animals. After ArM5 was published, the ArM5 [[Book of Mundane Beasts]] was released as a free PDF download.

["Andrew Gronosky and Steve Saunders. Additional thanks: Erik Tyrell]

=Frequently-Asked Questions

[anchor:Why_Removed]'''Why has (rule X) been removed from Fifth Edition?'''

Many of the popular rules from Fourth Edition - laboratory customization, [[Hermetic Breakthrough|Hermetic breakthroughs]], [[Mystery|mystery cults]], advanced combat rules, and so on - are being revised and updated for Fifth Edition as the relevant supplements are released. Just because something was omitted from the core book, doesn't mean it doesn't exist anywhere.  Keep an eye on the [[Products#Upcoming|upcoming products]] from [[Atlas Games]].

One of the reasons the [[Fan Community]] built and maintains this site is to help people find the information they're looking for.  Try using the Search function on this site; it may be that the material you're looking for does exist in some book you don't have yet.

Many of the rules that people say were "left out" were not found in the Fourth Edition rule book, either. They came from one of the many Fourth Edition supplements. It's not realistic to expect a single 240-page rule book to include a full set of basic rules plus the "best of" several dozen ArM4 supplements.  Most of the [[Canon]] doesn't fit in the core boo
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1241562322</unix>
						<iso>2009-05-06 00:25:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Moved &quot;free conversions&quot; topic to be under FAQ</comment>
					<text><![CDATA[
Fifth edition (short: [[ArM5]]) refers to the fifth edition of [[Ars Magica]] in general, and the core rule book of this edition in particular. The publisher, [[http://www.atlas-games.com/|Atlas Games]], provides extensive information on the [[http://www.atlas-games.com/arm5/|Ars Magica line]] on their [[http://www.atlas-games.com/arm5/|web site]].

[[David Chart]] is the line developer of [[Ars Magica]] 5['th] edition and the author of the core rule book.

=[anchor:Errata]Errata

As with any complicated set of rules or instructions, there are a few mistakes that made it through the editing and proofreading process.  The official list errata for all ArM5 products is available from the [[http://www.atlas-games.com/arm5/arm5errata.php|Atlas Games Web site]].

=[anchor:Continuity]Continuity

With Fifth Edition, the [[Line Editor]] made an explicit decision to disregard existing [[Canon | canon]] and start anew.  Most of the major elements remain the same -- there are still tweleve [[Houses of Hermes | Houses]] and thirteen [[Tribunal | Tribunals]] -- but many of the details have been heavily rewritten.  The important point is that the canon of Fifth Edition is self-contained, and there is no need to obtain out-of-print books to understand the [[Order of Hermes]] and [[Mythic Europe]].

As with any major change to a shared world, this has met with mixed responses from the [[Fan Community]].

This raises a question whether older supplements (for [[ArM4]] and earlier) are still useful for the game.  Rule-intensive supplements like the [[Wizards Grimoire]] probably are of interest only to collectors; for more setting-related supplements like Tribunal books, the answer is more ambiguous.  It depends on what you want to use them for. As background material, sourcebooks on characters and covenants, and sources of maps and story hooks, they're definitely still useful. However, the actual stats of the characters and creatures in those books are rather obsolete. ArM5 rebuilt the study/advancement rules and the combat rules from the ground up, so stats that were sensible for Third or Fourth Edition are totally out of whack for Fifth.

A few of the rule changes in Fifth Edition have possible repercussions for the setting. For instance, it is now officially pretty easy to make money using magic, and [[Tribunals of Hermes: Rome]] (written for Third Edition) puts a great deal of emphasis on the commercial enterprises and money-making schemes of the various covenants.  This no longer makes a lot of sense - magi could just cast ''Touch of Midas'' and get 80 pounds of gold. Another change is that the boundary between the [[Magic Realm | Magic ]] and [[Faerie Realm | Faerie]] Realms has been re-drawn in Fifth Edition, with the result that a lot of creatures in the old Tribunal books are now mis-classified as Faerie when they should be Magic.

[[John Nephew]] has said that there are no plans to reprint or rewrite any of the old Tribunal books, so those supplements will not be directly superseded any time soon. The bottom line is that the sourcebooks are still very useful sources of settings and ideas, but are no longer much good as sources of ready-made NPC stats unless you choose to play an older edition of Ars Magica (you can do that, you know). 

= unchanged between editions.

"Everything has changed" in that almost all of the rules have received some revision. Just about every line or box on a character sheet has been affected by the changes, and probably every page of ArM5 rules has mechanical differences from the ArM4 rule.

Detailed discussion of the changes will proceed chapter-by-chapter. Even the chapter structure has changed between Fourth and Fifth Editions; I will follow the structure of the Fourth Edition book on the assumption that the people most interested in this question have seen Fourth Edition, but not Fifth. (Fourth Edition is available as a free download.)

==Introduction

The story about Antoninus of Jerbiton has been replaced with a much shorter introductory piece.

There are no [[Quality Die|quality dice]] in ArM5, only [[Stress Die|stress dice]] and [[Simple Die|simple dice]]. It is possible in ArM5 to have a stress die with zero botch dice, and this is what is used on the rare occasions when a quality die was called for in ArM4.

==Characters

One set of [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf|design notes covers]] the Fifth Edition character creation process.

Characters are still constructed the same way; a concept, followed by [[Virtues and Flaws]], [[Characteristic|Characteristics]], [[Abilities|Abilities]], [[Arts]], and [[Spell|spells]].

There's no dice-rolling method for creating characters in Fifth Edition; point-based purchase of Characteristics is the only option, though new Virtues and Flaws can increase or decrease the number of points available.

Abilities (skills) and Arts (magic) are now drawn from the same pool of points, both at character-creation time and as experienced PC's advance (though advancement points are usually specific to the source of learning). Abilities cost five times as much as Arts. Magi now have more flexibility in how they allocate points between Abilities and Arts.

The ArM5 template characters (once the [[#Errata|errata]] are included) are completely legal - unlike the ArM4 templates. These may be useful to new players and/or SG's.

Houses are now split into three kinds: "[[True Lineages]]" (which are the same as in ArM4), consisting of Bonisagus, Guernicus, Mercere, and Tremere; "[[Mystery Cults]]" (as per ArM4's "The Mysteries"), consisting of Bjornaer, Criamon, Merinita, & Verditius; "[[Societates]]" (groups of like-minded magi), consisting of Flambeau, Jerbiton, Ex Miscellanea, and Tytalus. Each kind of House is getting a separate "Houses of Hermes" [[Products|book]].

Probably the biggest difference is in [[Virtues and Flaws]]. Each Virtue or Flaw has been changed to have only one of two costs - Major or Minor, at 3 or 1 point, respectively. Magi and Companions are still built on up to ± 10 points, and Grogs on up to ± 3 points. Grogs may only have Minor Virtues or Flaws.

Two new categories of Virtues and Flaws are introduced in ArM5 - [[Personality Flaw|Personality Flaws]] and [[Story Flaw|Story Flaws]]. Characters are limited to two personality Flaws and at most one Story Flaw; grogs may not have Story Flaws at all.

Some former Virtues are now Flaws. The key factor in seemingly-advantageous "Flaws" (such as the former Virtues) is that each represents a story hook the PC *must* take if it's presented by the SG (e.g. your Faerie Friend has been summoned to Arcadia, and your PC *must* deal with that, either resisting the summons or going with), rather than a bought-at-creation advantage the SG should leave intact.

==Hermetic Magic

The big change is in how [[Penetration]] works. Penetration in ArM5 is calculated as (casting total + bonuses - spell level), meaning that one has a higher Penetration with low-level spells than with high-level spells. The effect of this is to greatly strengthen [[Magic Resistance]], including [[Parma Magica]]. It also helps make the game challenging for experienced magi, who may be able to cast high-level spells, but will still have low Penetration with them.

There are new rules about how having an [[Arcane Connection]] to the target can improve one's Penetration.

The scope of the individual Arts has been changed, causing some spells to change Arts.

Magi in Fifth Edition gain a generalized "[[Form Bonus]]" equal to (Art / 5). This bonus applies to Soak totals and other rolls to resist attacks from that Form. This rule was not present in Fourth Edition but it is similar to something that existed in earlier editions.

The [[Hermetic Limits|Limits of Hermetic Magic]] are explained in more detail and, some would say, more clearly.

The social effects of the [[Gift]] are explained differently in Fifth Edition than in Fourth.

It is no longer possible in ArM5 to use [[Vis|vis]] to extend the range, duration, or target of a [[Spell|spell]]. Spells with permanent effects, such as a spell that permanently heals a wound, must be [[Ritual|rituals]]. However, a new kind of healing magic has been introduced: spells that grant a bonus to [[Wound Recovery|wound recovery]] rolls while they are in effect.

[[Spontaneous Spell|Spontaneous spells]] always use a stress die in ArM5 if the caster exerts himself (spends Fatigue). Non-exerting spontaneous spells do not involve a die roll at all any more. It is possible to get a bonus to spontaneous spells through "[[Ceremonial Casting]]," which is a slow process kind of like a ritual, but without the need for vis.

In ArM5, most spells, including [[Pilum of Fire]], automatically hit their targets. The only spells that require an [[Aiming Roll]] (the ArM5 term for what was once called a "[[Targeting Roll]]") are spells that affect their targets indirectly, for example, by opening a pit under a person's feet so he falls in.

[[Magic Resistance|Magic resistance]] works a little differently in ArM5 than it did in previous editions. In a nutshell, magic resistance categorically keeps out magic, including enchanted objects (flaming swords and the like). Magic resistance remains a controversial topic of discussion online, but (unlike past editions) most of the controversy is not over how the rules are supposed to work: it's about the so-called "[[Pink Dot]] Loophole" and house rules that might resolve it.

[[Spell Mastery]] now relies on Abilities (skills), each representing mastery of one spell. When a magus attains a new level in a mastery ability for a given spell, he gets to choose a special trick or power (like multi-casting or getting a bonus to cast without words) for that particular spell.

ArM4-style [[Spell Focus|spell foci]], which were little props that gave a bonus to the casting roll, have been dropped from the ArM5 basic rules.

[[Casting From Text|Casting from a text]] is not mentioned in the ArM5 basic rules.

[[Certamen]] has been rewritten in both mechanical and legal terms. There is no specific Certamen skill any more. The certamen rules more strongly parallel the regular combat system. The social conventions surrounding certamen have been revised to make it harder to abuse certamen to bully weaker magi, and the method for choosing the Arts involved has been changed to make narrowly-specialized magi less dominant in certamen. On the other hand, many more Certamen options are now given in the Tremere section of [[Houses of Hermes True Lineages|Houses of Hermes: True Lineages]].

==Laboratory

There are [[http://www.atlas-games.com/pdf_storage/Dsgn2Lab.pdf|design notes]] describing the changes in the laboratory rules. We have nothing to add to what is said there.

==Spells

Some significant changes here. First, as has been mentioned already, [[Formulaic Spell|formulaic spells]] can no longer be boosted with vis. If you want the spell to last a year, in ArM5 you have to design it to last a year, meaning it must be a [[Ritual]].

There are no permanent spells in ArM5. The ways to work around that are to use an enchanted item (with a continuous effect) instead, or to design [[Ring]]/[[Circle]] spells and cast them on a circle that is carved in stone (those would be "almost" permanent).

The range categories for spells have been changed. Spells can be either [[Personal]] (caster only), [[Touch]], [[Voice]], [[Sight]], or [[Arcane Connection]]. There is no longer any such category as [[Near]] or [[Far]]. The Voice category is generally a replacement for Near, and takes a little getting used to. A Voice-range spell extends as far as the caster's voice can be heard, which can be a long way if he is yodeling from a mountaintop or a very short distance if he is whispering in a hurricane. Spells that work well when cast silently should be Touch or Sight range; a Voice-range spell cast with no voice at all can only affect the caster - even if the caster has the "[[Silent Magic]]" Virtue.

The there is a set of [[http://www.atlas-games.com/pdf_storage/Dsgn4Spells.pdf|design notes]] describing the changes to the spell rules in more detail.

==Combat

As is traditional, the combat rules have been rewritten from scratch with the new edition. The [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|designer's notes]] discuss the changes in broad detail.

One key difference is that "[[Trained Group|trained groups]]" now have a big advantage over a mob of individuals; for comparably-skilled combatants, a trained has an overwhelming advantage.

ArM5 does not use "[[Body Level|Body Levels]]" to track [[Wound|wounds]]. Instead, wounds are recorded individually and each has its own severity rating. It is not possible to kill a character by inflicting only Light Wounds; a character who took 10 Light Wounds would be badly impaired (-10 to all rolls) but would not (immediately) die. On the other hand, there is no equivalent to the "Hurt" Body Level - every wound in ArM5 causes at least a -1 penalty.
Down Time

The rules for "down time" (when characters are not in the lab or going on adventures) are given their own chapter in ArM5, called "Long-Term Events." The changes are relatively minor.

[[Long-Term Fatigue|Long-term Fatigue]] exists in ArM5. This is the same as in Third Edition - it's back. Casting ritual spells can cause long-term Fatigue loss.

The new wound rules in the combat chapter dictate new mechanics for wound recovery, but the basic idea is the same: make a Stamina roll after a certain period of time to see if your wounds improve. ArM5 makes clear what characters can and can't do when they are wounded, and what happens if they try to do something their wounds normally prevent (they have to make a Stamina check to see if their wounds actually get worse). Wound Penalties do not apply to recovery rolls.

The [[Aging|aging rules]] have been revised. ArM4's "afflictions" are gone; aging "points" accumulate on each Characteristic like "anti"-experience points, decreasing the Characteristic. The total of all aging points determines Decrepitude: PC's with Decrepitude scores of 4 are too frail for most adventuring; those with Decrepitude 5 are on their death beds. ArM5 introduces the [[Aging Crisis| aging "crisis,"]] which can potentially kill a character outright.

Rules for experience and advancement have been standardized. Arts and Abilities cost different amounts to improve (at a 1:5 ratio), but the same [[Experience Points|experience point]] (if it comes from a generic source of XP's) can be applied to an Art or an Ability. Also, ArM5 explicitly allows adventuring experience points to be spent on Arts.

The [[Books|book]] rules have changed a little. For those familiar with ArM4, there are now only two kinds of books instead of three: [[Tractatus|tractatus]] and [[Summa|summae]] ([[Librum Quaestoinem|libri quaestionem]] are gone). New, detailed book rules are given in the [[Covenants]] supplement.

ArM5 adds explicit rules for "learning by doing," gaining experience points through [[Exposure]].

[[Study from Vis|Studying from vis]] has been totally [[Jargon#nerf|nerfed]] in ArM5, yielding generally fewer XP than what one can gain from books.

There are new rules for "[[Warping]]," the negative effects of exposure to strong Auras or supernatural effects. For magi, Warping is the same thing as [[Twilight Points]]. Non-magi gain Flaws (and, occasionally, Virtues) as their Warping score increases.

==Covenants

ArM5 includes simplified covenant-creation rules in the main rule book. There is less emphasis on point values for everything: only the library and magic items have to be purchased with a point budget. Covenants in ArM5 have [[Boon|Boons]] and [[Hook|Hooks]], which work for covenants much like Virtues and Flaws work for characters.

There is an ArM5 supplement called [[Covenants]] which expands a great deal on the concepts in the core book.

==Mythic Europe

ArM5 includes more-specific advice on how to take advantage of the [[Mythic Europe]] setting to create unique and interesting stories.

Several issues about the setting are explicitly level up to players to decide for themselves: the level of historical accuracy, the level of organization / enforcement in the Order, how the Church will be portrayed, the level of demonic influence in Mythic Europe, and the ultimate fate of magic.
Realms

ArM5 makes clear the difference between the [[Magic Realm|Magical]] and [[Faerie Realm|Faerie Realms]]. Supplements seem to have resisted the ArM4 tendency to move everything interesting into the Faerie Realm.

The [[Dominion]] penalties on magic use are much stronger than in ArM4. Player characters actually have to worry about them.

==Bestiary

The ArM5 bestiary is shorter and omits mention of mundane animals. After ArM5 was published, the ArM5 [[Book of Mundane Beasts]] was released as a free PDF download.

["Andrew Gronosky and Steve Saunders. Additional thanks: Erik Tyrell]

=Frequently-Asked Questions

==[anchor:Why_Removed]Why has (rule X) been removed from Fifth Edition?

Many of the popular rules from Fourth Edition - laboratory customization, [[Hermetic Breakthrough|Hermetic breakthroughs]], [[Mystery|mystery cults]], advanced combat rules, and so on - are being revised and updated for Fifth Edition as the relevant supplements are released. Just because something was omitted from the core book, doesn't mean it doesn't exist anywhere.  Keep an eye on the [[Products#Upcoming|upcoming products]] from [[Atlas Games]].

One of the reasons the [[Fan Community]] built and maintains this site is to help people find the information they're looking for.  Try using the Search function on this site; it may ==[anchor:Why_Removed]Why has (rule X) been removed from Fifth Edition?ave yet.

Many of the rules that people say were "left out" were not found in the Fourth Edition rule book, either. They came from one of the many Fourth Edition supplements. It's not realistic to expect a single 240-page rule book to include a full set of basic rules plus the "best of" several dozen ArM4 supplements.  Most of the [[Canon]] doesn't fit in the core book and can be found in other [[Products]].

["Andrew Gronosky]

==[anchor:Why_Changed]Why was (X) changed in (new edition/new supplement)? I liked it better before, and can see no reason for the change. What was the author thinking?'

It seemed like a good idea at the time.

If you're unhappy about something, by all means feel free to express your sentiments; however, you should not expect the author(s) or editor to personally answer your complaints. They might not want to. Arguing with fans is not fun.

This is not to say that authors don't listen to feedback. In my experience, they do. Obviously, you'll get farther with polite and well-reasoned criticism than with a mad tirade.

["Andrew Gronosky]

== [anchor:Conversion] Will there be free conversions of 4th Edition==[anchor:Why_Changed]Why was (X) changed in (new edition/new supplement)? I liked it better before, and can see no reason for the change. What was the author thinking?hn Nephew]] has said there are no plans for official conversion stats for any Fourth Edition (or earlier) supplement. You can always do an unofficial conversion yourself.

Think of it this way. Atlas games would have to pay someone would to do all that conversion work, and that would draw both money and author talent away from developing new Ars Magica material. It doesn't make good business sense for Atlas Games to pay authors to update out-of-print supplements instead o

== [anchor:Conversion] Will there be free conversions of 4th Edition books to 5th Edition?

Revised editions of several of the most popular ArM4 supplements are already on the Atlas Games [[Products | product list]]. As to the others, [[John Nephew]] has said there are no plans for official conversion stats for any Fourth Edition (or earlier) supplement. You can always do an unofficial conversion yourself.

Think of it this way. Atlas games would have to pay someone would to do all that conversion work, and that would draw both money and author talent away from developing new Ars Magica material. It doesn't make good business sense for Atlas Games to pay authors to update out-of-print supplements instead of developing new products.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1241866927</unix>
						<iso>2009-05-09 13:02:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Heading for old Tribunal books</comment>
					<text><![CDATA[
Fifth edition (short: [[ArM5]]) refers to the fifth edition of [[Ars Magica]] in general, and the core rule book of this edition in particular. The publisher, [[http://www.atlas-games.com/|Atlas Games]], provides extensive information on the [[http://www.atlas-games.com/arm5/|Ars Magica line]] on their [[http://www.atlas-games.com/arm5/|web site]].

[[David Chart]] is the line developer of [[Ars Magica]] 5['th] edition and the author of the core rule book.

=[anchor:Errata]Errata

As with any complicated set of rules or instructions, there are a few mistakes that made it through the editing and proofreading process.  The official list errata for all ArM5 products is available from the [[http://www.atlas-games.com/arm5/arm5errata.php|Atlas Games Web site]].

=[anchor:Continuity]Continuity

With Fifth Edition, the [[Line Editor]] made an explicit decision to disregard existing [[Canon | canon]] and start anew.  Most of the major elements remain the same -- there are still tweleve [[Houses of Hermes | Houses]] and thirteen [[Tribunal | Tribunals]] -- but many of the details have been heavily rewritten.  The important point is that the canon of Fifth Edition is self-contained, and there is no need to obtain out-of-print books to understand the [[Order of Hermes]] and [[Mythic Europe]].

As with any major change to a shared world, this has met with mixed responses from the [[Fan Community]].

== Tribunal Books from Previous Editions

This raises a question whether older supplements (for [[ArM4]] and earlier) are still useful for the game.  Rule-intensive supplements like the [[Wizards Grimoire]] probably are of interest only to collectors; for more setting-related supplements like Tribunal books, the answer is more ambiguous.  It depends on what you want to use them for. As background material, sourcebooks on characters and covenants, and sources of maps and story hooks, they're definitely still useful. However, the actual stats of the characters and creatures in those books are rather obsolete. ArM5 rebuilt the study/advancement rules and the combat rules from the ground up, so stats that were sensible for Third or Fourth Edition are totally out of whack for Fifth.

A few of the rule changes in Fifth Edition have possible repercussions for the setting. For instance, it is now officially pretty easy to make money using magic, and [[Tribunals of Hermes: Rome]] (written for Third Edition) puts a great deal of emphasis on the commercial enterprises and money-making schemes of the various covenants.  This no longer makes a lot of sense - magi could just cast ''Touch of Midas'' and get 80 pounds of gold. Another change is that the boundary between the [[Magic Realm | Magic ]] and [[Faerie Realm | Faerie]] Realms has been re-drawn in Fifth Edition, with the result that a lot of creatures in the old Tribunal books are now mis-classified as Faerie when they should be Magic.

[[John Nephew]] has said that there are no plans to reprint or rewrite any of the old Tribunal books, so those supplements will not be directly superseded any time soon. The bottom line is that the sourcebooks are still very useful sources of settings and ideas, but are no longer much good as sources of ready-made NPC stats unless you choose to play an older edition of Ars Magica (you can do that, you know).

=Differences Between Fifth Edition and Fourth Edition

The official [[http://www.atlas-games.com/arm5|Fifth Edition Web page]] has some design notes from the author of Fifth Edition (see the "Downloads" box in the right-hand column on that page). They explain several design changes between Fourth and Fifth Edition, in more detail than we can.

==The Big Picture

The Appendix to Fifth Edition probably says it best: there are two viable answers to the question of what is different between Fourth and Fifth Editions. The first is "nothing has changed." The second is "everything has changed."

"Nothing has changed" in that, if one had to describe Fifth Edition in 500 words or less, that description would be unchanged between editions.

"Everything has changed" in that almost all of the rules have received some revision. Just about every line or box on a character sheet has been affected by the changes, and probably every page of ArM5 rules has mechanical differences from the ArM4 rule.

Detailed discussion of the changes will proceed chapter-by-chapter. Even the chapter structure has changed between Fourth and Fifth Editions; I will follow the structure of the Fourth Edition book on the assumption that the people most interested in this question have seen Fourth Edition, but not Fifth. (Fourth Edition is available as a free download.)

==Introduction

The story about Antoninus of Jerbiton has been replaced with a much shorter introductory piece.

There are no [[Quality Die|quality dice]] in ArM5, only [[Stress Die|stress dice]] and [[Simple Die|simple dice]]. It is possible in ArM5 to have a stress die with zero botch dice, and this is what is used on the rare occasions when a quality die was called for in ArM4.

==Characters

One set of [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf|design notes covers]] the Fifth Edition character creation process.

Characters are still constructed the same way; a concept, followed by [[Virtues and Flaws]], [[Characteristic|Characteristics]], [[Abilities|Abilities]], [[Arts]], and [[Spell|spells]].

There's no dice-rolling method for creating characters in Fifth Edition; point-based purchase of Characteristics is the only option, though new Virtues and Flaws can increase or decrease the number of points available.

Abilities (skills) and Arts (magic) are now drawn from the same pool of points, both at character-creation time and as experienced PC's advance (though advancement points are usually specific to the source of learning). Abilities cost five times as much as Arts. Magi now have more flexibility in how they allocate points between Abilities and Arts.

The ArM5 template characters (once the [[#Errata|errata]] are included) are completely legal - unlike the ArM4 templates. These may be useful to new players and/or SG's.

Houses are now split into three kinds: "[[True Lineages]]" (which are the same as in ArM4), consisting of Bonisagus, Guernicus, Mercere, and Tremere; "[[Mystery Cults]]" (as per ArM4's "The Mysteries"), consisting of Bjornaer, Criamon, Merinita, & Verditius; "[[Societates]]" (groups of like-minded magi), consisting of Flambeau, Jerbiton, Ex Miscellanea, and Tytalus. Each kind of House is getting a separate "Houses of Hermes" [[Products|book]].

Probably the biggest difference is in [[Virtues and Flaws]]. Each Virtue or Flaw has been changed to have only one of two costs - Major or Minor, at 3 or 1 point, respectively. Magi and Companions are still built on up to ± 10 points, and Grogs on up to ± 3 points. Grogs may only have Minor Virtues or Flaws.

Two new categories of Virtues and Flaws are introduced in ArM5 - [[Personality Flaw|Personality Flaws]] and [[Story Flaw|Story Flaws]]. Characters are limited to two personality Flaws and at most one Story Flaw; grogs may not have Story Flaws at all.

Some former Virtues are now Flaws. The key factor in seemingly-advantageous "Flaws" (such as the former Virtues) is that each represents a story hook the PC *must* take if it's presented by the SG (e.g. your Faerie Friend has been summoned to Arcadia, and your PC *must* deal with that, either resisting the summons or going with), rather than a bought-at-creation advantage the SG should leave intact.

==Hermetic Magic

The big change is in how [[Penetration]] works. Penetration in ArM5 is calculated as (casting total + bonuses - spell level), meaning that one has a higher Penetration with low-level spells than with high-level spells. The effect of this is to greatly strengthen [[Magic Resistance]], including [[Parma Magica]]. It also helps make the game challenging for experienced magi, who may be able to cast high-level spells, but will still have low Penetration with them.

There are new rules about how having an [[Arcane Connection]] to the target can improve one's Penetration.

The scope of the individual Arts has been changed, causing some spells to change Arts.

Magi in Fifth Edition gain a generalized "[[Form Bonus]]" equal to (Art / 5). This bonus applies to Soak totals and other rolls to resist attacks from that Form. This rule was not present in Fourth Edition but it is similar to something that existed in earlier editions.

The [[Hermetic Limits|Limits of Hermetic Magic]] are explained in more detail and, some would say, more clearly.

The social effects of the [[Gift]] are explained differently in Fifth Edition than in Fourth.

It is no longer possible in ArM5 to use [[Vis|vis]] to extend the range, duration, or target of a [[Spell|spell]]. Spells with permanent effects, such as a spell that permanently heals a wound, must be [[Ritual|rituals]]. However, a new kind of healing magic has been introduced: spells that grant a bonus to [[Wound Recovery|wound recovery]] rolls while they are in effect.

[[Spontaneous Spell|Spontaneous spells]] always use a stress die in ArM5 if the caster exerts himself (spends Fatigue). Non-exerting spontaneous spells do not involve a die roll at all any more. It is possible to get a bonus to spontaneous spells through "[[Ceremonial Casting]]," which is a slow process kind of like a ritual, but without the need for vis.

In ArM5, most spells, including [[Pilum of Fire]], automatically hit their targets. The only spells that require an [[Aiming Roll]] (the ArM5 term for what was once called a "[[Targeting Roll]]") are spells that affect their targets indirectly, for example, by opening a pit under a person's feet so he falls in.

[[Magic Resistance|Magic resistance]] works a little differently in ArM5 than it did in previous editions. In a nutshell, magic resistance categorically keeps out magic, including enchanted objects (flaming swords and the like). Magic resistance remains a controversial topic of discussion online, but (unlike past editions) most of the controversy is not over how the rules are supposed to work: it's about the so-called "[[Pink Dot]] Loophole" and house rules that might resolve it.

[[Spell Mastery]] now relies on Abilities (skills), each representing mastery of one spell. When a magus attains a new level in a mastery ability for a given spell, he gets to choose a special trick or power (like multi-casting or getting a bonus to cast without words) for that particular spell.

ArM4-style [[Spell Focus|spell foci]], which were little props that gave a bonus to the casting roll, have been dropped from the ArM5 basic rules.

[[Casting From Text|Casting from a text]] is not mentioned in the ArM5 basic rules.

[[Certamen]] has been rewritten in both mechanical and legal terms. There is no specific Certamen skill any more. The certamen rules more strongly parallel the regular combat system. The social conventions surrounding certamen have been revised to make it harder to abuse certamen to bully weaker magi, and the method for choosing the Arts involved has been changed to make narrowly-specialized magi less dominant in certamen. On the other hand, many more Certamen options are now given in the Tremere section of [[Houses of Hermes True Lineages|Houses of Hermes: True Lineages]].

==Laboratory

There are [[http://www.atlas-games.com/pdf_storage/Dsgn2Lab.pdf|design notes]] describing the changes in the laboratory rules. We have nothing to add to what is said there.

==Spells

Some significant changes here. First, as has been mentioned already, [[Formulaic Spell|formulaic spells]] can no longer be boosted with vis. If you want the spell to last a year, in ArM5 you have to design it to last a year, meaning it must be a [[Ritual]].

There are no permanent spells in ArM5. The ways to work around that are to use an enchanted item (with a continuous effect) instead, or to design [[Ring]]/[[Circle]] spells and cast them on a circle that is carved in stone (those would be "almost" permanent).

The range categories for spells have been changed. Spells can be either [[Personal]] (caster only), [[Touch]], [[Voice]], [[Sight]], or [[Arcane Connection]]. There is no longer any such category as [[Near]] or [[Far]]. The Voice category is generally a replacement for Near, and takes a little getting used to. A Voice-range spell extends as far as the caster's voice can be heard, which can be a long way if he is yodeling from a mountaintop or a very short distance if he is whispering in a hurricane. Spells that work well when cast silently should be Touch or Sight range; a Voice-range spell cast with no voice at all can only affect the caster - even if the caster has the "[[Silent Magic]]" Virtue.

The there is a set of [[http://www.atlas-games.com/pdf_storage/Dsgn4Spells.pdf|design notes]] describing the changes to the spell rules in more detail.

==Combat

As is traditional, the combat rules have been rewritten from scratch with the new edition. The [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|designer's notes]] discuss the changes in broad detail.

One key difference is that "[[Trained Group|trained groups]]" now have a big advantage over a mob of individuals; for comparably-skilled combatants, a trained has an overwhelming advantage.

ArM5 does not use "[[Body Level|Body Levels]]" to track [[Wound|wounds]]. Instead, wounds are recorded individually and each has its own severity rating. It is not possible to kill a character by inflicting only Light Wounds; a character who took 10 Light Wounds would be badly impaired (-10 to all rolls) but would not (immediately) die. On the other hand, there is no equivalent to the "Hurt" Body Level - every wound in ArM5 causes at least a -1 penalty.
Down Time

The rules for "down time" (when characters are not in the lab or going on adventures) are given their own chapter in ArM5, called "Long-Term Events." The changes are relatively minor.

[[Long-Term Fatigue|Long-term Fatigue]] exists in ArM5. This is the same as in Third Edition - it's back. Casting ritual spells can cause long-term Fatigue loss.

The new wound rules in the combat chapter dictate new mechanics for wound recovery, but the basic idea is the same: make a Stamina roll after a certain period of time to see if your wounds improve. ArM5 makes clear what characters can and can't do when they are wounded, and what happens if they try to do something their wounds normally prevent (they have to make a Stamina check to see if their wounds actually get worse). Wound Penalties do not apply to recovery rolls.

The [[Aging|aging rules]] have been revised. ArM4's "afflictions" are gone; aging "points" accumulate on each Characteristic like "anti"-experience points, decreasing the Characteristic. The total of all aging points determines Decrepitude: PC's with Decrepitude scores of 4 are too frail for most adventuring; those with Decrepitude 5 are on their death beds. ArM5 introduces the [[Aging Crisis| aging "crisis,"]] which can potentially kill a character outright.

Rules for experience and advancement have been standardized. Arts and Abilities cost different amounts to improve (at a 1:5 ratio), but the same [[Experience Points|experience point]] (if it comes from a generic source of XP's) can be applied to an Art or an Ability. Also, ArM5 explicitly allows adventuring experience points to be spent on Arts.

The [[Books|book]] rules have changed a little. For those familiar with ArM4, there are now only two kinds of books instead of three: [[Tractatus|tractatus]] and [[Summa|summae]] ([[Librum Quaestoinem|libri quaestionem]] are gone). New, detailed book rules are given in the [[Covenants]] supplement.

ArM5 adds explicit rules for "learning by doing," gaining experience points through [[Exposure]].

[[Study from Vis|Studying from vis]] has been totally [[Jargon#nerf|nerfed]] in ArM5, yielding generally fewer XP than what one can gain from books.

There are new rules for "[[Warping]]," the negative effects of exposure to strong Auras or supernatural effects. For magi, Warping is the same thing as [[Twilight Points]]. Non-magi gain Flaws (and, occasionally, Virtues) as their Warping score increases.

==Covenants

ArM5 includes simplified covenant-creation rules in the main rule book. There is less emphasis on point values for everything: only the library and magic items have to be purchased with a point budget. Covenants in ArM5 have [[Boon|Boons]] and [[Hook|Hooks]], which work for covenants much like Virtues and Flaws work for characters.

There is an ArM5 supplement called [[Covenants]] which expands a great deal on the concepts in the core book.

==Mythic Europe

ArM5 includes more-specific advice on how to take advantage of the [[Mythic Europe]] setting to create unique and interesting stories.

Several issues about the setting are explicitly level up to players to decide for themselves: the level of historical accuracy, the level of organization / enforcement in the Order, how the Church will be portrayed, the level of demonic influence in Mythic Europe, and the ultimate fate of magic.
Realms

ArM5 makes clear the difference between the [[Magic Realm|Magical]] and [[Faerie Realm|Faerie Realms]]. Supplements seem to have resisted the ArM4 tendency to move everything interesting into the Faerie Realm.

The [[Dominion]] penalties on magic use are much stronger than in ArM4. Player characters actually have to worry about them.

==Bestiary

The ArM5 bestiary is shorter and omits mention of mundane animals. After ArM5 was published, the ArM5 [[Book of Mundane Beasts]] was released as a free PDF download.

["Andrew Gronosky and Steve Saunders. Additional thanks: Erik Tyrell]

=Frequently-Asked Questions

==[anchor:Why_Removed]Why has (rule X) been removed from Fifth Edition?

Many of the popular rules from Fourth Edition - laboratory customization, [[Hermetic Breakthrough|Hermetic breakthroughs]], [[Mystery|mystery cults]], advanced combat rules, and so on - are being revised and updated for Fifth Edition as the relevant supplements are released. Just because something was omitted from the core book, doesn't mean it doesn't exist anywhere.  Keep an eye on the [[Products#Upcoming|upcoming products]] from [[Atlas Games]].

One of the reasons the [[Fan Community]] built and maintains this site is to help people find the information they're looking for.  Try using the Search function on this site; it may be that the material you're looking for does exist in some book you don't have yet.

Many of the rules that people say were "left out" were not found in the Fourth Edition rule book, either. They came from one of the many Fourth Edition supplements. It's not realistic to expect a single 240-page rule book to include a full set of basic rules plus the "best of" several dozen ArM4 supplements.  Most of the [[Canon]] doesn't fit in the core book and can be found in other [[Products]].

["Andrew Gronosky]

==[anchor:Why_Changed]Why was (X) changed in (new edition/new supplement)? I liked it better before, and can see no reason for the change. What was the author thinking?'

It seemed like a good idea at the time.

If you're unhappy about something, by all means feel free to express your sentiments; however, you should not expect the author(s) or editor to personally answer your complaints. They might not want to. Arguing with fans is not fun.

This is not to say that authors don't listen to feedback. In my experience, they do. Obviously, you'll get farther with polite and well-reasoned criticism than with a mad tirade.

["Andrew Gronosky]

== [anchor:Conversion] Will there be free conversions of 4th Edition books to 5th Edition?

Revised editions of several of the most popular ArM4 supplements are already on the Atlas Games [[Products | product list]]. As to the others, [[John Nephew]] has said there are no plans for official conversion stats for any Fourth Edition (or earlier) supplement. You can always do an unofficial conversion yourself.

Think of it this way. Atlas games would have to pay someone would to do all that conversion work, and that would draw both money and author talent away from developing new Ars Magica material. It doesn't make good business sense for Atlas Games to pay authors to update out-of-print supplements instead of developing new products.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1245420291</unix>
						<iso>2009-06-19 16:04:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Replaced doubled dashes</comment>
					<text><![CDATA[
Fifth edition (short: [[ArM5]]) refers to the fifth edition of [[Ars Magica]] in general, and the core rule book of this edition in particular. The publisher, [[http://www.atlas-games.com/|Atlas Games]], provides extensive information on the [[http://www.atlas-games.com/arm5/|Ars Magica line]] on their [[http://www.atlas-games.com/arm5/|web site]].

[[David Chart]] is the line developer of [[Ars Magica]] 5^^th^^ edition and the author of the core rule book.

{{toc}}

{{anchor|Errata}}
=Errata

As with any complicated set of rules or instructions, there are a few mistakes that made it through the editing and proofreading process.  The official list errata for all ArM5 products is available from the [[http://www.atlas-games.com/arm5/arm5errata.php|Atlas Games Web site]].

{{anchor|Continuity}}
=Continuity

With Fifth Edition, the [[Line Editor]] made an explicit decision to disregard existing [[Canon | canon]] and start anew.  Most of the major elements remain the same – there are still tweleve [[Houses of Hermes | Houses]] and thirteen [[Tribunal | Tribunals]] – but many of the details have been heavily rewritten.  The important point is that the canon of Fifth Edition is self-contained, and there is no need to obtain out-of-print books to understand the [[Order of Hermes]] and [[Mythic Europe]].

As with any major change to a shared world, this has met with mixed responses from the [[Fan Community]].

== Tribunal Books from Previous Editions

This raises a question whether older supplements (for [[ArM4]] and earlier) are still useful for the game.  Rule-intensive supplements like the [[Wizards Grimoire]] probably are of interest only to collectors; for more setting-related supplements like Tribunal books, the answer is more ambiguous.  It depends on what you want to use them for. As background material, sourcebooks on characters and covenants, and sources of maps and story hooks, they're definitely still useful. However, the actual stats of the characters and creatures in those books are rather obsolete. ArM5 rebuilt the study/advancement rules and the combat rules from the ground up, so stats that were sensible for Third or Fourth Edition are totally out of whack for Fifth.

A few of the rule changes in Fifth Edition have possible repercussions for the setting. For instance, it is now officially pretty easy to make money using magic, and [[Tribunals of Hermes: Rome]] (written for Third Edition) puts a great deal of emphasis on the commercial enterprises and money-making schemes of the various covenants.  This no longer makes a lot of sense - magi could just cast ''Touch of Midas'' and get 80 pounds of gold. Another change is that the boundary between the [[Magic Realm | Magic ]] and [[Faerie Realm | Faerie]] Realms has been re-drawn in Fifth Edition, with the result that a lot of creatures in the old Tribunal books are now mis-classified as Faerie when they should be Magic.

[[John Nephew]] has said that there are no plans to reprint or rewrite any of the old Tribunal books, so those supplements will not be directly superseded any time soon. The bottom line is that the sourcebooks are still very useful sources of settings and ideas, but are no longer much good as sources of ready-made NPC stats unless you choose to play an older edition of Ars Magica (you can do that, you know).

=Differences Between Fifth Edition and Fourth Edition

The official [[http://www.atlas-games.com/arm5|Fifth Edition Web page]] has some design notes from the author of Fifth Edition (see the "Downloads" box in the right-hand column on that page). They explain several design changes between Fourth and Fifth Edition, in more detail than we can.

==The Big Picture

The Appendix to Fifth Edition probably says it best: there are two viable answers to the question of what is different between Fourth and Fifth Editions. The first is "nothing has changed." The second is "everything has changed."

"Nothing has changed" in that, if one had to describe Fifth Edition in 500 words or less, that description would be unchanged between editions.

"Everything has changed" in that almost all of the rules have received some revision. Just about every line or box on a character sheet has been affected by the changes, and probably every page of ArM5 rules has mechanical differences from the ArM4 rule.

Detailed discussion of the changes will proceed chapter-by-chapter. Even the chapter structure has changed between Fourth and Fifth Editions; I will follow the structure of the Fourth Edition book on the assumption that the people most interested in this question have seen Fourth Edition, but not Fifth. (Fourth Edition is available as a free download.)

==Introduction

The story about Antoninus of Jerbiton has been replaced with a much shorter introductory piece.

There are no [[Quality Die|quality dice]] in ArM5, only [[Stress Die|stress dice]] and [[Simple Die|simple dice]]. It is possible in ArM5 to have a stress die with zero botch dice, and this is what is used on the rare occasions when a quality die was called for in ArM4.

==Characters

One set of [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf|design notes covers]] the Fifth Edition character creation process.

Characters are still constructed the same way; a concept, followed by [[Virtues and Flaws]], [[Characteristic|Characteristics]], [[Abilities|Abilities]], [[Arts]], and [[Spell|spells]].

There's no dice-rolling method for creating characters in Fifth Edition; point-based purchase of Characteristics is the only option, though new Virtues and Flaws can increase or decrease the number of points available.

Abilities (skills) and Arts (magic) are now drawn from the same pool of points, both at character-creation time and as experienced PC's advance (though advancement points are usually specific to the source of learning). Abilities cost five times as much as Arts. Magi now have more flexibility in how they allocate points between Abilities and Arts.

The ArM5 template characters (once the [[#Errata|errata]] are included) are completely legal - unlike the ArM4 templates. These may be useful to new players and/or SG's.

Houses are now split into three kinds: "[[True Lineages]]" (which are the same as in ArM4), consisting of Bonisagus, Guernicus, Mercere, and Tremere; "[[Mystery Cults]]" (as per ArM4's "The Mysteries"), consisting of Bjornaer, Criamon, Merinita, & Verditius; "[[Societates]]" (groups of like-minded magi), consisting of Flambeau, Jerbiton, Ex Miscellanea, and Tytalus. Each kind of House is getting a separate "Houses of Hermes" [[Products|book]].

Probably the biggest difference is in [[Virtues and Flaws]]. Each Virtue or Flaw has been changed to have only one of two costs - Major or Minor, at 3 or 1 point, respectively. Magi and Companions are still built on up to ± 10 points, and Grogs on up to ± 3 points. Grogs may only have Minor Virtues or Flaws.

Two new categories of Virtues and Flaws are introduced in ArM5 - [[Personality Flaw|Personality Flaws]] and [[Story Flaw|Story Flaws]]. Characters are limited to two personality Flaws and at most one Story Flaw; grogs may not have Story Flaws at all.

Some former Virtues are now Flaws. The key factor in seemingly-advantageous "Flaws" (such as the former Virtues) is that each represents a story hook the PC *must* take if it's presented by the SG (e.g. your Faerie Friend has been summoned to Arcadia, and your PC *must* deal with that, either resisting the summons or going with), rather than a bought-at-creation advantage the SG should leave intact.

==Hermetic Magic

The big change is in how [[Penetration]] works. Penetration in ArM5 is calculated as (casting total + bonuses - spell level), meaning that one has a higher Penetration with low-level spells than with high-level spells. The effect of this is to greatly strengthen [[Magic Resistance]], including [[Parma Magica]]. It also helps make the game challenging for experienced magi, who may be able to cast high-level spells, but will still have low Penetration with them.

There are new rules about how having an [[Arcane Connection]] to the target can improve one's Penetration.

The scope of the individual Arts has been changed, causing some spells to change Arts.

Magi in Fifth Edition gain a generalized "[[Form Bonus]]" equal to (Art / 5). This bonus applies to Soak totals and other rolls to resist attacks from that Form. This rule was not present in Fourth Edition but it is similar to something that existed in earlier editions.

The [[Hermetic Limits|Limits of Hermetic Magic]] are explained in more detail and, some would say, more clearly.

The social effects of the [[Gift]] are explained differently in Fifth Edition than in Fourth.

It is no longer possible in ArM5 to use [[Vis|vis]] to extend the range, duration, or target of a [[Spell|spell]]. Spells with permanent effects, such as a spell that permanently heals a wound, must be [[Ritual|rituals]]. However, a new kind of healing magic has been introduced: spells that grant a bonus to [[Wound Recovery|wound recovery]] rolls while they are in effect.

[[Spontaneous Spell|Spontaneous spells]] always use a stress die in ArM5 if the caster exerts himself (spends Fatigue). Non-exerting spontaneous spells do not involve a die roll at all any more. It is possible to get a bonus to spontaneous spells through "[[Ceremonial Casting]]," which is a slow process kind of like a ritual, but without the need for vis.

In ArM5, most spells, including [[Pilum of Fire]], automatically hit their targets. The only spells that require an [[Aiming Roll]] (the ArM5 term for what was once called a "[[Targeting Roll]]") are spells that affect their targets indirectly, for example, by opening a pit under a person's feet so he falls in.

[[Magic Resistance|Magic resistance]] works a little differently in ArM5 than it did in previous editions. In a nutshell, magic resistance categorically keeps out magic, including enchanted objects (flaming swords and the like). Magic resistance remains a controversial topic of discussion online, but (unlike past editions) most of the controversy is not over how the rules are supposed to work: it's about the so-called "[[Pink Dot]] Loophole" and house rules that might resolve it.

[[Spell Mastery]] now relies on Abilities (skills), each representing mastery of one spell. When a magus attains a new level in a mastery ability for a given spell, he gets to choose a special trick or power (like multi-casting or getting a bonus to cast without words) for that particular spell.

ArM4-style [[Spell Focus|spell foci]], which were little props that gave a bonus to the casting roll, have been dropped from the ArM5 basic rules.

[[Casting From Text|Casting from a text]] is not mentioned in the ArM5 basic rules.

[[Certamen]] has been rewritten in both mechanical and legal terms. There is no specific Certamen skill any more. The certamen rules more strongly parallel the regular combat system. The social conventions surrounding certamen have been revised to make it harder to abuse certamen to bully weaker magi, and the method for choosing the Arts involved has been changed to make narrowly-specialized magi less dominant in certamen. On the other hand, many more Certamen options are now given in the Tremere section of [[Houses of Hermes True Lineages|Houses of Hermes: True Lineages]].

==Laboratory

There are [[http://www.atlas-games.com/pdf_storage/Dsgn2Lab.pdf|design notes]] describing the changes in the laboratory rules. We have nothing to add to what is said there.

==Spells

Some significant changes here. First, as has been mentioned already, [[Formulaic Spell|formulaic spells]] can no longer be boosted with vis. If you want the spell to last a year, in ArM5 you have to design it to last a year, meaning it must be a [[Ritual]].

There are no permanent spells in ArM5. The ways to work around that are to use an enchanted item (with a continuous effect) instead, or to design [[Ring]]/[[Circle]] spells and cast them on a circle that is carved in stone (those would be "almost" permanent).

The range categories for spells have been changed. Spells can be either [[Personal]] (caster only), [[Touch]], [[Voice]], [[Sight]], or [[Arcane Connection]]. There is no longer any such category as [[Near]] or [[Far]]. The Voice category is generally a replacement for Near, and takes a little getting used to. A Voice-range spell extends as far as the caster's voice can be heard, which can be a long way if he is yodeling from a mountaintop or a very short distance if he is whispering in a hurricane. Spells that work well when cast silently should be Touch or Sight range; a Voice-range spell cast with no voice at all can only affect the caster - even if the caster has the "[[Silent Magic]]" Virtue.

The there is a set of [[http://www.atlas-games.com/pdf_storage/Dsgn4Spells.pdf|design notes]] describing the changes to the spell rules in more detail.

==Combat

As is traditional, the combat rules have been rewritten from scratch with the new edition. The [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|designer's notes]] discuss the changes in broad detail.

One key difference is that "[[Trained Group|trained groups]]" now have a big advantage over a mob of individuals; for comparably-skilled combatants, a trained has an overwhelming advantage.

ArM5 does not use "[[Body Level|Body Levels]]" to track [[Wound|wounds]]. Instead, wounds are recorded individually and each has its own severity rating. It is not possible to kill a character by inflicting only Light Wounds; a character who took 10 Light Wounds would be badly impaired (-10 to all rolls) but would not (immediately) die. On the other hand, there is no equivalent to the "Hurt" Body Level - every wound in ArM5 causes at least a -1 penalty.
Down Time

The rules for "down time" (when characters are not in the lab or going on adventures) are given their own chapter in ArM5, called "Long-Term Events." The changes are relatively minor.

[[Long-Term Fatigue|Long-term Fatigue]] exists in ArM5. This is the same as in Third Edition - it's back. Casting ritual spells can cause long-term Fatigue loss.

The new wound rules in the combat chapter dictate new mechanics for wound recovery, but the basic idea is the same: make a Stamina roll after a certain period of time to see if your wounds improve. ArM5 makes clear what characters can and can't do when they are wounded, and what happens if they try to do something their wounds normally prevent (they have to make a Stamina check to see if their wounds actually get worse). Wound Penalties do not apply to recovery rolls.

The [[Aging|aging rules]] have been revised. ArM4's "afflictions" are gone; aging "points" accumulate on each Characteristic like "anti"-experience points, decreasing the Characteristic. The total of all aging points determines Decrepitude: PC's with Decrepitude scores of 4 are too frail for most adventuring; those with Decrepitude 5 are on their death beds. ArM5 introduces the [[Aging Crisis| aging "crisis,"]] which can potentially kill a character outright.

Rules for experience and advancement have been standardized. Arts and Abilities cost different amounts to improve (at a 1:5 ratio), but the same [[Experience Points|experience point]] (if it comes from a generic source of XP's) can be applied to an Art or an Ability. Also, ArM5 explicitly allows adventuring experience points to be spent on Arts.

The [[Books|book]] rules have changed a little. For those familiar with ArM4, there are now only two kinds of books instead of three: [[Tractatus|tractatus]] and [[Summa|summae]] ([[Librum Quaestoinem|libri quaestionem]] are gone). New, detailed book rules are given in the [[Covenants]] supplement.

ArM5 adds explicit rules for "learning by doing," gaining experience points through [[Exposure]].

[[Study from Vis|Studying from vis]] has been totally [[Jargon#nerf|nerfed]] in ArM5, yielding generally fewer XP than what one can gain from books.

There are new rules for "[[Warping]]," the negative effects of exposure to strong Auras or supernatural effects. For magi, Warping is the same thing as [[Twilight Points]]. Non-magi gain Flaws (and, occasionally, Virtues) as their Warping score increases.

==Covenants

ArM5 includes simplified covenant-creation rules in the main rule book. There is less emphasis on point values for everything: only the library and magic items have to be purchased with a point budget. Covenants in ArM5 have [[Boon|Boons]] and [[Hook|Hooks]], which work for covenants much like Virtues and Flaws work for characters.

There is an ArM5 supplement called [[Covenants]] which expands a great deal on the concepts in the core book.

==Mythic Europe

ArM5 includes more-specific advice on how to take advantage of the [[Mythic Europe]] setting to create unique and interesting stories.

Several issues about the setting are explicitly level up to players to decide for themselves: the level of historical accuracy, the level of organization / enforcement in the Order, how the Church will be portrayed, the level of demonic influence in Mythic Europe, and the ultimate fate of magic.
Realms

ArM5 makes clear the difference between the [[Magic Realm|Magical]] and [[Faerie Realm|Faerie Realms]]. Supplements seem to have resisted the ArM4 tendency to move everything interesting into the Faerie Realm.

The [[Dominion]] penalties on magic use are much stronger than in ArM4. Player characters actually have to worry about them.

==Bestiary

The ArM5 bestiary is shorter and omits mention of mundane animals. After ArM5 was published, the ArM5 [[Book of Mundane Beasts]] was released as a free PDF download.

""Andrew Gronosky and Steve Saunders. Additional thanks: Erik Tyrell""

=Frequently-Asked Questions

{{anchor|Why_Removed}}
==Why has (rule X) been removed from Fifth Edition?

Many of the popular rules from Fourth Edition - laboratory customization, [[Hermetic Breakthrough|Hermetic breakthroughs]], [[Mystery|mystery cults]], advanced combat rules, and so on - are being revised and updated for Fifth Edition as the relevant supplements are released. Just because something was omitted from the core book, doesn't mean it doesn't exist anywhere.  Keep an eye on the [[Products#Upcoming|upcoming products]] from [[Atlas Games]].

One of the reasons the [[Fan Community]] built and maintains this site is to help people find the information they're looking for.  Try using the Search function on this site; it may be that the material you're looking for does exist in some book you don't have yet.

Many of the rules that people say were "left out" were not found in the Fourth Edition rule book, either. They came from one of the many Fourth Edition supplements. It's not realistic to expect a single 240-page rule book to include a full set of basic rules plus the "best of" several dozen ArM4 supplements.  Most of the [[Canon]] doesn't fit in the core book and can be found in other [[Products]].

""Andrew Gronosky""

{{anchor|Why_Changed}}
==Why was (X) changed in (new edition/new supplement)? I liked it better before, and can see no reason for the change. What was the author thinking?'

It seemed like a good idea at the time.

If you're unhappy about something, by all means feel free to express your sentiments; however, you should not expect the author(s) or editor to personally answer your complaints. They might not want to. Arguing with fans is not fun.

This is not to say that authors don't listen to feedback. In my experience, they do. Obviously, you'll get farther with polite and well-reasoned criticism than with a mad tirade.

""Andrew Gronosky""

{{anchor|Conversion}}
== Will there be free conversions of 4th Edition books to 5th Edition?

Revised editions of several of the most popular ArM4 supplements are already on the Atlas Games [[Products | product list]]. As to the others, [[John Nephew]] has said there are no plans for official conversion stats for any Fourth Edition (or earlier) supplement. You can always do an unofficial conversion yourself.

Think of it this way. Atlas games would have to pay someone would to do all that conversion work, and that would draw both money and author talent away from developing new Ars Magica material. It doesn't make good business sense for Atlas Games to pay authors to update out-of-print supplements instead of developing new products.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1268309097</unix>
						<iso>2010-03-11 13:04:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed some links and formatting</comment>
					<text><![CDATA[
Fifth edition (short: [[ArM5]]) refers to the fifth edition of [[Ars Magica]] in general, and the core rule book of this edition in particular. The publisher, [[http://www.atlas-games.com/|Atlas Games]], provides extensive information on the [[http://www.atlas-games.com/arm5/|Ars Magica line]] on their [[http://www.atlas-games.com/arm5/|web site]].

[[David Chart]] is the line developer of [[Ars Magica]] 5^^th^^ edition and the author of the core rule book.

{{toc}}

{{anchor|Errata}}
=Errata

As with any complicated set of rules or instructions, there are a few mistakes that made it through the editing and proofreading process.  The official list errata for all ArM5 products is available from the [[http://www.atlas-games.com/arm5/arm5errata.php|Atlas Games Web site]].

{{anchor|Continuity}}
=Continuity

With Fifth Edition, the [[Line Editor]] made an explicit decision to disregard existing [[Canon | canon]] and start anew.  Most of the major elements remain the same – there are still tweleve [[Houses of Hermes | Houses]] and thirteen [[Tribunal | Tribunals]] – but many of the details have been heavily rewritten.  The important point is that the canon of Fifth Edition is self-contained, and there is no need to obtain out-of-print books to understand the [[Order of Hermes]] and [[Mythic Europe]].

As with any major change to a shared world, this has met with mixed responses from the [[Fan Community]].

== Tribunal Books from Previous Editions

This raises a question whether older supplements (for [[ArM4]] and earlier) are still useful for the game.  Rule-intensive supplements like the [[Wizards Grimoire]] probably are of interest only to collectors; for more setting-related supplements like Tribunal books, the answer is more ambiguous.  It depends on what you want to use them for. As background material, sourcebooks on characters and covenants, and sources of maps and story hooks, they're definitely still useful. However, the actual stats of the characters and creatures in those books are rather obsolete. ArM5 rebuilt the study/advancement rules and the combat rules from the ground up, so stats that were sensible for Third or Fourth Edition are totally out of whack for Fifth.

A few of the rule changes in Fifth Edition have possible repercussions for the setting. For instance, it is now officially pretty easy to make money using magic, and [[Tribunals of Hermes: Rome]] (written for Third Edition) puts a great deal of emphasis on the commercial enterprises and money-making schemes of the various covenants.  This no longer makes a lot of sense - magi could just cast ''Touch of Midas'' and get 80 pounds of gold. Another change is that the boundary between the [[Magic Realm | Magic ]] and [[Faerie Realm | Faerie]] Realms has been re-drawn in Fifth Edition, with the result that a lot of creatures in the old Tribunal books are now mis-classified as Faerie when they should be Magic.

[[John Nephew]] has said that there are no plans to reprint or rewrite any of the old Tribunal books, so those supplements will not be directly superseded any time soon. The bottom line is that the sourcebooks are still very useful sources of settings and ideas, but are no longer much good as sources of ready-made NPC stats unless you choose to play an older edition of Ars Magica (you can do that, you know).

=Differences Between Fifth Edition and Fourth Edition

{{cite|[[Andrew Gronosky]] and Steve Saunders. Additional thanks: Erik Tyrell}}

The official [[http://www.atlas-games.com/arm5|Fifth Edition Web page]] has some design notes from the author of Fifth Edition (see the "Downloads" box in the right-hand column on that page). They explain several design changes between Fourth and Fifth Edition, in more detail than we can.

==The Big Picture

The Appendix to Fifth Edition probably says it best: there are two viable answers to the question of what is different between Fourth and Fifth Editions. The first is "nothing has changed." The second is "everything has changed."

"Nothing has changed" in that, if one had to describe Fifth Edition in 500 words or less, that description would be unchanged between editions.

"Everything has changed" in that almost all of the rules have received some revision. Just about every line or box on a character sheet has been affected by the changes, and probably every page of ArM5 rules has mechanical differences from the ArM4 rule.

Detailed discussion of the changes will proceed chapter-by-chapter. Even the chapter structure has changed between Fourth and Fifth Editions; I will follow the structure of the Fourth Edition book on the assumption that the people most interested in this question have seen Fourth Edition, but not Fifth. (Fourth Edition is available as a free download.)

==Introduction

The story about Antoninus of Jerbiton has been replaced with a much shorter introductory piece.

There are no [[Quality Die|quality dice]] in ArM5, only [[Stress Die|stress dice]] and [[Simple Die|simple dice]]. It is possible in ArM5 to have a stress die with zero botch dice, and this is what is used on the rare occasions when a quality die was called for in ArM4.

==Characters

One set of [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf|design notes covers]] the Fifth Edition character creation process.

Characters are still constructed the same way; a concept, followed by [[Virtues and Flaws]], [[Characteristic|Characteristics]], [[Abilities|Abilities]], [[Arts]], and [[Spell|spells]].

There's no dice-rolling method for creating characters in Fifth Edition; point-based purchase of Characteristics is the only option, though new Virtues and Flaws can increase or decrease the number of points available.

Abilities (skills) and Arts (magic) are now drawn from the same pool of points, both at character-creation time and as experienced PC's advance (though advancement points are usually specific to the source of learning). Abilities cost five times as much as Arts. Magi now have more flexibility in how they allocate points between Abilities and Arts.

The ArM5 template characters (once the [[#Errata|errata]] are included) are completely legal - unlike the ArM4 templates. These may be useful to new players and/or SG's.

Houses are now split into three kinds: "[[True Lineages]]" (which are the same as in ArM4), consisting of Bonisagus, Guernicus, Mercere, and Tremere; "[[Mystery Cult|Mystery Cults]]" (as per ArM4's "The Mysteries"), consisting of Bjornaer, Criamon, Merinita, & Verditius; "[[Societas|Societates]]" (groups of like-minded magi), consisting of Flambeau, Jerbiton, Ex Miscellanea, and Tytalus. Each kind of House is getting a separate "Houses of Hermes" [[Products|book]].

Probably the biggest difference is in [[Virtues and Flaws]]. Each Virtue or Flaw has been changed to have only one of two costs - Major or Minor, at 3 or 1 point, respectively. Magi and Companions are still built on up to ± 10 points, and Grogs on up to ± 3 points. Grogs may only have Minor Virtues or Flaws.

Two new categories of Virtues and Flaws are introduced in ArM5 - [[Personality Flaw|Personality Flaws]] and [[Story Flaw|Story Flaws]]. Characters are limited to two personality Flaws and at most one Story Flaw; grogs may not have Story Flaws at all.

Some former Virtues are now Flaws. The key factor in seemingly-advantageous "Flaws" (such as the former Virtues) is that each represents a story hook the PC *must* take if it's presented by the SG (e.g. your Faerie Friend has been summoned to Arcadia, and your PC *must* deal with that, either resisting the summons or going with), rather than a bought-at-creation advantage the SG should leave intact.

==Hermetic Magic

The big change is in how [[Penetration]] works. Penetration in ArM5 is calculated as (casting total + bonuses - spell level), meaning that one has a higher Penetration with low-level spells than with high-level spells. The effect of this is to greatly strengthen [[Magic Resistance]], including [[Parma Magica]]. It also helps make the game challenging for experienced magi, who may be able to cast high-level spells, but will still have low Penetration with them.

There are new rules about how having an [[Arcane Connection]] to the target can improve one's Penetration.

The scope of the individual Arts has been changed, causing some spells to change Arts.

Magi in Fifth Edition gain a generalized "[[Form Bonus]]" equal to (Art / 5). This bonus applies to Soak totals and other rolls to resist attacks from that Form. This rule was not present in Fourth Edition but it is similar to something that existed in earlier editions.

The [[Limits of Magic]] are explained in more detail and, some would say, more clearly.

The social effects of the [[Gift]] are explained differently in Fifth Edition than in Fourth.

It is no longer possible in ArM5 to use [[Vis|vis]] to extend the range, duration, or target of a [[Spell|spell]]. Spells with permanent effects, such as a spell that permanently heals a wound, must be [[Ritual|rituals]]. However, a new kind of healing magic has been introduced: spells that grant a bonus to [[Wound Recovery|wound recovery]] rolls while they are in effect.

[[Spontaneous Spell|Spontaneous spells]] always use a stress die in ArM5 if the caster exerts himself (spends Fatigue). Non-exerting spontaneous spells do not involve a die roll at all any more. It is possible to get a bonus to spontaneous spells through "[[Ceremonial Casting]]," which is a slow process kind of like a ritual, but without the need for vis.

In ArM5, most spells, including [[Pilum of Fire]], automatically hit their targets. The only spells that require an [[Aiming Roll]] (the ArM5 term for what was once called a "[[Targeting Roll]]") are spells that affect their targets indirectly, for example, by opening a pit under a person's feet so he falls in.

[[Magic Resistance|Magic resistance]] works a little differently in ArM5 than it did in previous editions. In a nutshell, magic resistance categorically keeps out magic, including enchanted objects (flaming swords and the like). Magic resistance remains a controversial topic of discussion online, but (unlike past editions) most of the controversy is not over how the rules are supposed to work: it's about the so-called "[[Pink Dot]] Loophole" and house rules that might resolve it.

[[Spell Mastery]] now relies on Abilities (skills), each representing mastery of one spell. When a magus attains a new level in a mastery ability for a given spell, he gets to choose a special trick or power (like multi-casting or getting a bonus to cast without words) for that particular spell.

ArM4-style [[Spell Focus|spell foci]], which were little props that gave a bonus to the casting roll, have been dropped from the ArM5 basic rules.

[[Casting From Text|Casting from a text]] is not mentioned in the ArM5 basic rules.

[[Certamen]] has been rewritten in both mechanical and legal terms. There is no specific Certamen skill any more. The certamen rules more strongly parallel the regular combat system. The social conventions surrounding certamen have been revised to make it harder to abuse certamen to bully weaker magi, and the method for choosing the Arts involved has been changed to make narrowly-specialized magi less dominant in certamen. On the other hand, many more Certamen options are now given in the Tremere section of [[Houses of Hermes True Lineages|Houses of Hermes: True Lineages]].

==Laboratory

There are [[http://www.atlas-games.com/pdf_storage/Dsgn2Lab.pdf|design notes]] describing the changes in the laboratory rules. We have nothing to add to what is said there.

==Spells

Some significant changes here. First, as has been mentioned already, [[Formulaic Spell|formulaic spells]] can no longer be boosted with vis. If you want the spell to last a year, in ArM5 you have to design it to last a year, meaning it must be a [[Ritual]].

There are no permanent spells in ArM5. The ways to work around that are to use an enchanted item (with a continuous effect) instead, or to design [[Ring]]/[[Circle]] spells and cast them on a circle that is carved in stone (those would be "almost" permanent).

The range categories for spells have been changed. Spells can be either [[Personal]] (caster only), [[Touch]], [[Voice]], [[Sight]], or [[Arcane Connection]]. There is no longer any such category as [[Near]] or [[Far]]. The Voice category is generally a replacement for Near, and takes a little getting used to. A Voice-range spell extends as far as the caster's voice can be heard, which can be a long way if he is yodeling from a mountaintop or a very short distance if he is whispering in a hurricane. Spells that work well when cast silently should be Touch or Sight range; a Voice-range spell cast with no voice at all can only affect the caster - even if the caster has the "[[Silent Magic]]" Virtue.

The there is a set of [[http://www.atlas-games.com/pdf_storage/Dsgn4Spells.pdf|design notes]] describing the changes to the spell rules in more detail.

==Combat

As is traditional, the combat rules have been rewritten from scratch with the new edition. The [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|designer's notes]] discuss the changes in broad detail.

One key difference is that "[[Trained Group|trained groups]]" now have a big advantage over a mob of individuals; for comparably-skilled combatants, a trained has an overwhelming advantage.

ArM5 does not use "[[Body Level|Body Levels]]" to track [[Wound|wounds]]. Instead, wounds are recorded individually and each has its own severity rating. It is not possible to kill a character by inflicting only Light Wounds; a character who took 10 Light Wounds would be badly impaired (-10 to all rolls) but would not (immediately) die. On the other hand, there is no equivalent to the "Hurt" Body Level - every wound in ArM5 causes at least a -1 penalty.
Down Time

The rules for "down time" (when characters are not in the lab or going on adventures) are given their own chapter in ArM5, called "Long-Term Events." The changes are relatively minor.

[[Long-Term Fatigue|Long-term Fatigue]] exists in ArM5. This is the same as in Third Edition - it's back. Casting ritual spells can cause long-term Fatigue loss.

The new wound rules in the combat chapter dictate new mechanics for wound recovery, but the basic idea is the same: make a Stamina roll after a certain period of time to see if your wounds improve. ArM5 makes clear what characters can and can't do when they are wounded, and what happens if they try to do something their wounds normally prevent (they have to make a Stamina check to see if their wounds actually get worse). Wound Penalties do not apply to recovery rolls.

The [[Aging|aging rules]] have been revised. ArM4's "afflictions" are gone; aging "points" accumulate on each Characteristic like "anti"-experience points, decreasing the Characteristic. The total of all aging points determines Decrepitude: PC's with Decrepitude scores of 4 are too frail for most adventuring; those with Decrepitude 5 are on their death beds. ArM5 introduces the [[Aging Crisis| aging "crisis,"]] which can potentially kill a character outright.

Rules for experience and advancement have been standardized. Arts and Abilities cost different amounts to improve (at a 1:5 ratio), but the same [[Experience Points|experience point]] (if it comes from a generic source of XP's) can be applied to an Art or an Ability. Also, ArM5 explicitly allows adventuring experience points to be spent on Arts.

The [[Books|book]] rules have changed a little. For those familiar with ArM4, there are now only two kinds of books instead of three: [[Tractatus|tractatus]] and [[Summa|summae]] ([[Librum Quaestoinem|libri quaestionem]] are gone). New, detailed book rules are given in the [[Covenants]] supplement.

ArM5 adds explicit rules for "learning by doing," gaining experience points through [[Exposure]].

[[Study from Vis|Studying from vis]] has been totally [[Jargon#nerf|nerfed]] in ArM5, yielding generally fewer XP than what one can gain from books.

There are new rules for "[[Warping]]," the negative effects of exposure to strong Auras or supernatural effects. For magi, Warping is the same thing as [[Twilight Points]]. Non-magi gain Flaws (and, occasionally, Virtues) as their Warping score increases.

==Covenants

ArM5 includes simplified covenant-creation rules in the main rule book. There is less emphasis on point values for everything: only the library and magic items have to be purchased with a point budget. Covenants in ArM5 have [[Boon|Boons]] and [[Hook|Hooks]], which work for covenants much like Virtues and Flaws work for characters.

There is an ArM5 supplement called [[Covenants]] which expands a great deal on the concepts in the core book.

==Mythic Europe

ArM5 includes more-specific advice on how to take advantage of the [[Mythic Europe]] setting to create unique and interesting stories.

Several issues about the setting are explicitly level up to players to decide for themselves: the level of historical accuracy, the level of organization / enforcement in the Order, how the Church will be portrayed, the level of demonic influence in Mythic Europe, and the ultimate fate of magic.
Realms

ArM5 makes clear the difference between the [[Magic Realm|Magical]] and [[Faerie Realm|Faerie Realms]]. Supplements seem to have resisted the ArM4 tendency to move everything interesting into the Faerie Realm.

The [[Dominion]] penalties on magic use are much stronger than in ArM4. Player characters actually have to worry about them.

==Bestiary

The ArM5 bestiary is shorter and omits mention of mundane animals. After ArM5 was published, the ArM5 [[Book of Mundane Beasts]] was released as a free PDF download.



=Frequently-Asked Questions

{{anchor|Why_Removed}}
==Why has (rule X) been removed from Fifth Edition?

Many of the popular rules from Fourth Edition - laboratory customization, [[Hermetic Breakthrough|Hermetic breakthroughs]], [[Mystery|mystery cults]], advanced combat rules, and so on - are being revised and updated for Fifth Edition as the relevant supplements are released. Just because something was omitted from the core book, doesn't mean it doesn't exist anywhere.  Keep an eye on the [[Products#Upcoming|upcoming products]] from [[Atlas Games]].

One of the reasons the [[Fan Community]] built and maintains this site is to help people find the information they're looking for.  Try using the Search function on this site; it may be that the material you're looking for does exist in some book you don't have yet.

Many of the rules that people say were "left out" were not found in the Fourth Edition rule book, either. They came from one of the many Fourth Edition supplements. It's not realistic to expect a single 240-page rule book to include a full set of basic rules plus the "best of" several dozen ArM4 supplements.  Most of the [[Canon]] doesn't fit in the core book and can be found in other [[Products]].

{{cite|Andrew Gronosky}}

{{anchor|Why_Changed}}
==Why was (X) changed in (new edition/new supplement)? I liked it better before, and can see no reason for the change. What was the author thinking?'

It seemed like a good idea at the time.

If you're unhappy about something, by all means feel free to express your sentiments; however, you should not expect the author(s) or editor to personally answer your complaints. They might not want to. Arguing with fans is not fun.

This is not to say that authors don't listen to feedback. In my experience, they do. Obviously, you'll get farther with polite and well-reasoned criticism than with a mad tirade.

{{cite|Andrew Gronosky}}

{{anchor|Conversion}}
== Will there be free conversions of 4th Edition books to 5th Edition?

Revised editions of several of the most popular ArM4 supplements are already on the Atlas Games [[Products | product list]]. As to the others, [[John Nephew]] has said there are no plans for official conversion stats for any Fourth Edition (or earlier) supplement. You can always do an unofficial conversion yourself.

Think of it this way. Atlas games would have to pay someone would to do all that conversion work, and that would draw both money and author talent away from developing new Ars Magica material. It doesn't make good business sense for Atlas Games to pay authors to update out-of-print supplements instead of developing new products.

{{cite|Andrew Gronosky}}
]]></text>
				</version>
			</history>
		</page>
		<page node="100">
			<name>presiding_quaesitor</name>
			<title>Presiding Quaesitor</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205771270</unix>
						<iso>2008-03-17 17:27:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Overseeing the legality of every Tribunal session is the '''Presiding Quaesitor''', who fuctions as the highest legal authority in the Tribunal. A Presiding Quaesitor has veto powers over Trbunal decisions and can declare an entire session void. He is also a member of the [[Magvillus Council]].

The Presiding Quaesitor of the [[Grand Tribunal]] is the [[Primus]] of [[House Quaesitor]]. Presiding Quaesitors of regional Tribunals are elected to their position.

===References

* [[ArM5]] 14 provides a brief account of the position.
* [[HoHTL]] 64 provides a more detailed description, including more powers, priveliges, and the manner of appointment.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205869594</unix>
						<iso>2008-03-18 20:46:34</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Overseeing the legality of every [[Tribunal]]al]] session is the '''Presiding Quaesitor''', who fuctions as the highest legal authority in the Tribunal. A Presiding Quaesitor has veto powers over Trbunal decisions and can declare an entire session void. He is also a member of the [[Magvillus Council]].

The Presiding Quaesitor of the [[Grand Tribunal]] is the [[Primus]] of [[House Quaesitor]]. Presiding Quaesitors of regional Tribunals are elected to their position.

===References

* [[ArM5]] 14 provides a brief account of the position.
* [[HoHTL]] 64 provides a more detailed description, including more powers, priveliges, and the manner of appointm
]]></text>
				</version>
			</history>
		</page>
		<page node="1000">
			<name>greater_immunity</name>
			<title>Greater Immunity</title>
			<keywords>Virtue, Major Supernatural Virtue, Greater Immunity, ArM5</keywords>
			<description>Greater Immunity Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129705</unix>
						<iso>2010-06-21 16:15:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Greater Immunity''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1001">
			<name>greater_infernal_power</name>
			<title>Greater Infernal Power</title>
			<keywords>Virtue, Major Supernatural Virtue, Greater Infernal Power, RoPTI</keywords>
			<description>Greater Infernal Power Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129705</unix>
						<iso>2010-06-21 16:15:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Greater Infernal Power''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 78
]]></text>
				</version>
			</history>
		</page>
		<page node="1002">
			<name>greater_purifying_touch</name>
			<title>Greater Purifying Touch</title>
			<keywords>Virtue, Major Supernatural Virtue, Greater Purifying Touch, ArM5</keywords>
			<description>Greater Purifying Touch Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129705</unix>
						<iso>2010-06-21 16:15:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Greater Purifying Touch''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1003">
			<name>hermetic_dream_interpreter</name>
			<title>Hermetic Dream Interpreter</title>
			<keywords>Virtue, Major Supernatural Virtue, Hermetic Dream Interpreter, TMRE</keywords>
			<description>Hermetic Dream Interpreter Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129705</unix>
						<iso>2010-06-21 16:15:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Dream Interpreter''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[TMRE]], p. 62-63
]]></text>
				</version>
			</history>
		</page>
		<page node="1004">
			<name>hex</name>
			<title>Hex</title>
			<keywords>Virtue, Major Supernatural Virtue, Hex, RoPTI</keywords>
			<description>Hex Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129706</unix>
						<iso>2010-06-21 16:15:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hex''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 85, 92
]]></text>
				</version>
			</history>
		</page>
		<page node="1005">
			<name>holy_magic_(virtue)</name>
			<title>Holy Magic (Virtue)</title>
			<keywords>Virtue, Major Supernatural Virtue, Holy Magic, RoPTD</keywords>
			<description>Holy Magic Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129706</unix>
						<iso>2010-06-21 16:15:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Holy Magic (Virtue)''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 34, 36, 66-69
]]></text>
				</version>
			</history>
		</page>
		<page node="1006">
			<name>holy_music</name>
			<title>Holy Music</title>
			<keywords>Virtue, Major Supernatural Virtue, Holy Music, RoPTD</keywords>
			<description>Holy Music Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129706</unix>
						<iso>2010-06-21 16:15:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Holy Music''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 93
]]></text>
				</version>
			</history>
		</page>
		<page node="1007">
			<name>immune_to_disease</name>
			<title>Immune to Disease</title>
			<keywords>Virtue, Major Supernatural Virtue, Immune to Disease, RoPTI</keywords>
			<description>Immune to Disease Major Supernatural Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129706</unix>
						<iso>2010-06-21 16:15:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Immune to Disease''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 85
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279195009</unix>
						<iso>2010-07-15 13:56:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Immune to Disease''' is a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 85
]]></text>
				</version>
			</history>
		</page>
		<page node="1008">
			<name>incantation</name>
			<title>Incantation</title>
			<keywords>Virtue, Major Supernatural Virtue, Incantation, RoPTI</keywords>
			<description>Incantation Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129707</unix>
						<iso>2010-06-21 16:15:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Incantation''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 86, 92, 104
]]></text>
				</version>
			</history>
		</page>
		<page node="1009">
			<name>infernal_blessing</name>
			<title>Infernal Blessing</title>
			<keywords>Virtue, Major Supernatural Virtue, Infernal Blessing, RoPTI</keywords>
			<description>Infernal Blessing Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129707</unix>
						<iso>2010-06-21 16:15:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Infernal Blessing''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 85-86
]]></text>
				</version>
			</history>
		</page>
		<page node="101">
			<name>archmagus</name>
			<title>Archmagus</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205771530</unix>
						<iso>2008-03-17 17:32:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The term '''Archmagus''' (musc., fem. "archmaga", plural "archmagi") denotes a [[Magus|magus]] of exceptional magical prowess and acclaim. In the [[Rhine Tribunal]], an Archmagus is an official position that can be obtained in a regulated manner and brings with it legal as well as political benefits. 

===References

* See [[GotF]] 24 for the process of becoming an Archmagus and its legal implications in the Rhine Tribunal.
]]></text>
				</version>
			</history>
		</page>
		<page node="1010">
			<name>intervention</name>
			<title>Intervention</title>
			<keywords>Virtue, Major Supernatural Virtue, Intervention, RoPTD</keywords>
			<description>Intervention Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129707</unix>
						<iso>2010-06-21 16:15:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Intervention''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 34, 37, 51-53
]]></text>
				</version>
			</history>
		</page>
		<page node="1011">
			<name>invocation</name>
			<title>Invocation</title>
			<keywords>Virtue, Major Supernatural Virtue, Invocation, RoPTD</keywords>
			<description>Invocation Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129707</unix>
						<iso>2010-06-21 16:15:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Invocation''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 34, 37, 46
]]></text>
				</version>
			</history>
		</page>
		<page node="1012">
			<name>kabbalah</name>
			<title>Kabbalah</title>
			<keywords>Virtue, Major Supernatural Virtue, Kabbalah, RoPTD</keywords>
			<description>Kabbalah Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129707</unix>
						<iso>2010-06-21 16:15:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Kabbalah''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 136-137, 139
]]></text>
				</version>
			</history>
		</page>
		<page node="1013">
			<name>malediction</name>
			<title>Malediction</title>
			<keywords>Virtue, Major Supernatural Virtue, Malediction, RoPTI</keywords>
			<description>Malediction Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129708</unix>
						<iso>2010-06-21 16:15:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Malediction''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 86, 94, 109-110
]]></text>
				</version>
			</history>
		</page>
		<page node="1014">
			<name>meditation</name>
			<title>Meditation</title>
			<keywords>Virtue, Major Supernatural Virtue, Meditation, RoPTD</keywords>
			<description>Meditation Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129708</unix>
						<iso>2010-06-21 16:15:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Meditation''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 34, 37, 46
]]></text>
				</version>
			</history>
		</page>
		<page node="1015">
			<name>merkavah</name>
			<title>Merkavah</title>
			<keywords>Virtue, Major Supernatural Virtue, Merkavah, RoPTD</keywords>
			<description>Merkavah Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129708</unix>
						<iso>2010-06-21 16:15:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Merkavah''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 137, 139
]]></text>
				</version>
			</history>
		</page>
		<page node="1016">
			<name>phantasm</name>
			<title>Phantasm</title>
			<keywords>Virtue, Major Supernatural Virtue, Phantasm, RoPTI</keywords>
			<description>Phantasm Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129708</unix>
						<iso>2010-06-21 16:15:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Phantasm''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 86, 94, 110-111
]]></text>
				</version>
			</history>
		</page>
		<page node="1017">
			<name>psychomachia</name>
			<title>Psychomachia</title>
			<keywords>Virtue, Major Supernatural Virtue, Psychomachia, RoPTI</keywords>
			<description>Psychomachia Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129709</unix>
						<iso>2010-06-21 16:15:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Psychomachia''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 86, 94, 111-112
]]></text>
				</version>
			</history>
		</page>
		<page node="1018">
			<name>purity</name>
			<title>Purity</title>
			<keywords>Virtue, Major Supernatural Virtue, Purity, RoPTD</keywords>
			<description>Purity Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129709</unix>
						<iso>2010-06-21 16:15:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Purity''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 35, 37, 47
]]></text>
				</version>
			</history>
		</page>
		<page node="1019">
			<name>sense_passions</name>
			<title>Sense Passions</title>
			<keywords>Virtue, Major Supernatural Virtue, Sense Passions, RoPTI</keywords>
			<description>Sense Passions Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129709</unix>
						<iso>2010-06-21 16:15:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sense Passions''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 86, 94
]]></text>
				</version>
			</history>
		</page>
		<page node="102">
			<name>cenobite</name>
			<title>Cenobite</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205771797</unix>
						<iso>2008-03-17 17:36:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Many [[Tribunal|Tribunals]] have strict requirements for the formation of new [[covenant|covenants]]. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. [[Magus|Magi]] belonging to such covenants, known as '''Cenobites''' in the [[Normandy Tribunal]], are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

===References

* [[tLatL]] 30
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205851151</unix>
						<iso>2008-03-18 15:39:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
Many [[Tribunal|Tribunals]] have strict requirements for the formation of new [[Covenant|covenants]]. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. [[Magus|Magi]] belonging to such covenants, known as '''Cenobites''' in the [[Normandy Tribunal]], are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

===References

* [[tLatL]] 30
]]></text>
				</version>
			</history>
		</page>
		<page node="1020">
			<name>shapeshifter_(virtue)</name>
			<title>Shapeshifter (Virtue)</title>
			<keywords>Virtue, Major Supernatural Virtue, Shapeshifter, ArM5</keywords>
			<description>Shapeshifter Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129709</unix>
						<iso>2010-06-21 16:15:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Shapeshifter (Virtue)''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 48, 67
]]></text>
				</version>
			</history>
		</page>
		<page node="1021">
			<name>speech_with_the_silent_(virtue)</name>
			<title>Speech with the Silent (Virtue)</title>
			<keywords>Virtue, Major Supernatural Virtue, Speech with the Silent, HoHMC</keywords>
			<description>Speech with the Silent Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129709</unix>
						<iso>2010-06-21 16:15:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Speech with the Silent (Virtue)''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[HoHMC]], p. 73
]]></text>
				</version>
			</history>
		</page>
		<page node="1022">
			<name>strong_faerie_blood</name>
			<title>Strong Faerie Blood</title>
			<keywords>Virtue, Major Supernatural Virtue, Strong Faerie Blood, ArM5</keywords>
			<description>Strong Faerie Blood Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129710</unix>
						<iso>2010-06-21 16:15:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Strong Faerie Blood''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 49
]]></text>
				</version>
			</history>
		</page>
		<page node="1023">
			<name>summoning</name>
			<title>Summoning</title>
			<keywords>Virtue, Major Supernatural Virtue, Summoning, RoPTI</keywords>
			<description>Summoning Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129710</unix>
						<iso>2010-06-21 16:15:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Summoning''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 87, 114-115
]]></text>
				</version>
			</history>
		</page>
		<page node="1024">
			<name>synthemata_magia</name>
			<title>Synthemata Magia</title>
			<keywords>Virtue, Major Supernatural Virtue, Synthemata Magia, TMRE</keywords>
			<description>Synthemata Magia Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129710</unix>
						<iso>2010-06-21 16:15:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Synthemata Magia''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[TMRE]], p. 87-88
]]></text>
				</version>
			</history>
		</page>
		<page node="1025">
			<name>thief_of_emotions</name>
			<title>Thief of Emotions</title>
			<keywords>Virtue, Major Supernatural Virtue, Thief of Emotions, GotF</keywords>
			<description>Thief of Emotions Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129710</unix>
						<iso>2010-06-21 16:15:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Thief of Emotions''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[GotF]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1026">
			<name>transcendence</name>
			<title>Transcendence</title>
			<keywords>Virtue, Major Supernatural Virtue, Transcendence, RoPTD</keywords>
			<description>Transcendence Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129711</unix>
						<iso>2010-06-21 16:15:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Transcendence''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 36, 37, 53-54
]]></text>
				</version>
			</history>
		</page>
		<page node="1027">
			<name>understanding</name>
			<title>Understanding</title>
			<keywords>Virtue, Major Supernatural Virtue, Understanding, RoPTD</keywords>
			<description>Understanding Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129711</unix>
						<iso>2010-06-21 16:15:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Understanding''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 36, 37, 54-55
]]></text>
				</version>
			</history>
		</page>
		<page node="1028">
			<name>wonders</name>
			<title>Wonders</title>
			<keywords>Virtue, Major Supernatural Virtue, Wonders, RoPTD</keywords>
			<description>Wonders Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129711</unix>
						<iso>2010-06-21 16:15:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wonders''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 36, 37-38, 55-56
]]></text>
				</version>
			</history>
		</page>
		<page node="1029">
			<name>doctor</name>
			<title>Doctor</title>
			<keywords>Virtue, Major Social Status Virtue, Doctor, RoPTD</keywords>
			<description>Doctor Major Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129711</unix>
						<iso>2010-06-21 16:15:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Doctor''' as a [[Major Virtue|Major]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="103">
			<name>journeyman</name>
			<title>Journeyman</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205772099</unix>
						<iso>2008-03-17 17:41:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Hermetic society, a '''Journeyman''' is a title commonly used in the [[Rhine Tribunal]] and perhaps other [[Tribunal|Tribunals]] to signify a [[Magus|magus]] that has passed his [[Gauntlet]] but has yet to proven himself to be of note. These are often young and inexperienced magi. A Journeyman is expected to eventually reach the position of [[Master]], although some do not.

The term is further used by [[House Verditius]] to similarly refer to young and weak members of the House, who have yet to reach the rank of [[Master]].

More generally, Journeymen and Masters are used in various Guilds to denote similar positions of skill and aptitude.

===References

* [[GotF]] 22
* [[HoHMC]] ??
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205862062</unix>
						<iso>2008-03-18 18:41:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>editing flag</comment>
					<text><![CDATA[
In Hermetic society, a '''Journeyman''' is a title commonly used in the [[Rhine Tribunal]] and perhaps other [[Tribunal|Tribunals]] to signify a [[Magus|magus]] that has passed his [[Gauntlet]] but has yet to proven himself to be of note. These are often young and inexperienced magi. A Journeyman is expected to eventually reach the position of [[Master]], although some do not.

The term is further used by [[House Verditius]] to similarly refer to young and weak members of the House, who have yet to reach the rank of [[Master]].

More generally, Journeymen and Masters are used in various Guilds to denote similar positions of skill and aptitude.

===References

* [[GotF]] 22
* [[HoHMC]] [[[[]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205873380</unix>
						<iso>2008-03-18 21:49:40</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
In Hermetic society, a '''Journeyman''' is a title commonly used in the [[Rhine Tribunal]] and perhaps other [[Tribunal|Tribunals]] to signify a [[Magus|magus]] that has passed his [[Gauntlet]] but has yet to proven himself to be of note. These are often young and inexperienced magi. A Journeyman is expected to eventually reach the position of [[Master]], although some do not.

The term is further used by [[House Verditius]] to similarly refer to young and weak members of the House, who have yet to reach the rank of [[Master]].

More generally, Journeymen and Masters are used in various Guilds to denote similar positions of skill and aptitude.

===References

* [[GotF]] 22
* [[HoHMC]] 113
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205933094</unix>
						<iso>2008-03-19 14:24:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
In Hermetic society, a '''Journeyman''' is a title commonly used in the [[Rhine Tribunal]] and perhaps other [[Regional Tribunal|Tribunals]] to signify a [[Magus|magus]] that has passed his [[Gauntlet]] but has yet to prove himselfe are often young and inexperienced magi. A Journeyman is expected to eventually reach the position of [[Master]], although some do not.

The term is further used by [[House Verditius]] to similarly refer to young and weak members of the House, who have yet to reach the rank of [[Master]].

More generally, Journeymen and Masters are used in various Guilds to denote similar positions of skill and aptitude.

===References

* [[GotF]] 22
* [[HoHMC]] 113
]]></text>
				</version>
			</history>
		</page>
		<page node="1030">
			<name>landed_noble</name>
			<title>Landed Noble</title>
			<keywords>Virtue, Major Social Status Virtue, Landed Noble, ArM5</keywords>
			<description>Landed Noble Major Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129711</unix>
						<iso>2010-06-21 16:15:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Landed Noble''' as a [[Major Virtue|Major]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1031">
			<name>magister_in_artibus</name>
			<title>Magister in Artibus</title>
			<keywords>Virtue, Major Social Status Virtue, Magister in Artibus, ArM5</keywords>
			<description>Magister in Artibus Major Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129712</unix>
						<iso>2010-06-21 16:15:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Magister in Artibus''' as a [[Major Virtue|Major]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 45
]]></text>
				</version>
			</history>
		</page>
		<page node="1032">
			<name>muqta‘</name>
			<title>Muqta‘</title>
			<keywords>Virtue, Major Social Status Virtue, Muqta‘, RoPTD</keywords>
			<description>Muqta‘ Major Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129712</unix>
						<iso>2010-06-21 16:15:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Muqta‘''' as a [[Major Virtue|Major]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 115
]]></text>
				</version>
			</history>
		</page>
		<page node="1033">
			<name>redcap_(virtue)</name>
			<title>Redcap (Virtue)</title>
			<keywords>Virtue, Major Social Status Virtue, Redcap, ArM5</keywords>
			<description>Redcap Major Social Status Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129712</unix>
						<iso>2010-06-21 16:15:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Redcap (Virtue)''' as a [[Major Virtue|Major]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279179912</unix>
						<iso>2010-07-15 09:45:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link to [[Redcap]]</comment>
					<text><![CDATA[
'''Redcap (Virtue)''' is a [[Major Virtue|Major]] [[Social Status]] [[Virtue]], signifying the character as a [[Redcap]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1034">
			<name>senior_clergy</name>
			<title>Senior Clergy</title>
			<keywords>Virtue, Major Social Status Virtue, Senior Clergy, RoPTD</keywords>
			<description>Senior Clergy Major Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129712</unix>
						<iso>2010-06-21 16:15:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Senior Clergy''' as a [[Major Virtue|Major]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 93
]]></text>
				</version>
			</history>
		</page>
		<page node="1035">
			<name>venditor_(virtue)</name>
			<title>Venditor (Virtue)</title>
			<keywords>Virtue, Major Social Status Virtue, Venditor, HoHMC</keywords>
			<description>Venditor Major Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129713</unix>
						<iso>2010-06-21 16:15:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Venditor (Virtue)''' as a [[Major Virtue|Major]] [[Social Status]] [[Virtue]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="1036">
			<name>amorphous_(virtue)</name>
			<title>Amorphous (Virtue)</title>
			<keywords>Virtue, Major Tainted Virtue, Amorphous, RoPTI</keywords>
			<description>Amorphous Major Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Infernal Realm</tag>
				<tag>Virtues</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129713</unix>
						<iso>2010-06-21 16:15:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Amorphous (Virtue)''' as a [[Major Virtue|Major]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 83
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183477</unix>
						<iso>2010-07-15 10:44:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Amorphous (Virtue)''' is a [[Major Virtue|Major]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 83
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279204476</unix>
						<iso>2010-07-15 16:34:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Amorphous''' is a [[Major Virtue|Major]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 83
]]></text>
				</version>
			</history>
		</page>
		<page node="1037">
			<name>command_animals_(virtue)</name>
			<title>Command Animals (Virtue)</title>
			<keywords>Virtue, Major Tainted Virtue, Command Animals, RoPTI</keywords>
			<description>Command Animals Major Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129713</unix>
						<iso>2010-06-21 16:15:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Command Animals (Virtue)''' as a [[Major Virtue|Major]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 83
]]></text>
				</version>
			</history>
		</page>
		<page node="1038">
			<name>demonic_blood_(virtue)</name>
			<title>Demonic Blood (Virtue)</title>
			<keywords>Virtue, Major Tainted Virtue, Demonic Blood, RoPTI</keywords>
			<description>Demonic Blood Major Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129713</unix>
						<iso>2010-06-21 16:15:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Demonic Blood (Virtue)''' as a [[Major Virtue|Major]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 84
]]></text>
				</version>
			</history>
		</page>
		<page node="1039">
			<name>hermetic_sorcery_(virtue)</name>
			<title>Hermetic Sorcery (Virtue)</title>
			<keywords>Virtue, Major Tainted Virtue, Hermetic Sorcery, RoPTI</keywords>
			<description>Hermetic Sorcery Major Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129713</unix>
						<iso>2010-06-21 16:15:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Sorcery (Virtue)''' as a [[Major Virtue|Major]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 85
]]></text>
				</version>
			</history>
		</page>
		<page node="104">
			<name>chapter_house</name>
			<title>Chapter House</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205772707</unix>
						<iso>2008-03-17 17:51:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Hermetic society, a *Chapter House* is a part of a [[Covenant|covenant]] that isn't at the main covenant's site yet regularly houses [[Magus|magi]]. It is formally a part of the covenant, and its magi are subject to the same [[Covenant Oath]] as in the main site but may enjoy different priveleges and duties according to the covenant's [[Charter]]. 

The practice of chapter houses is attributed to have begun in the [[Greater Alpine  Tribunal]], and has been used in canon by [[Fengheld]] in the [[Rhine Tribunal]]. 

Chapter Houses have a tendency to rebel against their mother covenant, turning into independent covenants. They are also a way to effectively found [[Vassal Covenants]] even without a local Tribunal tradition to that effect. Since they are still a part of the mother covenant, they may provide a means to effectively establish new covenants in Trubunals that restrict the formation of new covenants. For this reason, there are probably [[Peripheral Code]] rulings discouraging or forbidding the erection of Chapter Houses in such Tribunals. 

===References

* [[GotF]] ??
* [[SoI]] 10 (as a Fourth Edition supplement, this isn't part of Canon)
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205772741</unix>
						<iso>2008-03-17 17:52:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Hermetic society, a *Chapter House* is a part of a [[Covenant|covenant]] that isn't at the main covenant's site yet regularly houses [[Magus|magi]]. It is formally a part of the covenant, and its magi are subject to the same [[Covenant Oath]] as in the main site but may enjoy different priveleges and duties according to the covenant's [[Charter]]. 

The practice of chapter houses is attributed to have begun in the [[Greater Alpine  Tribunal]], and has been used in canon by [[Fengheld]] in the [[Rhine Tribunal]]. 

Chapter Houses have a tendency to rebel against their mother covenant, turning into independent covenants. They are also a way to effectively found [[Vassal Covenant|Vassal CovenantsVassal Covenants]] even without a local Tribunal tradition to that effect. Since they are still a part of the mother covenant, they may provide a means to effectively establish new covenants in Trubunals that restrict the formation of new covenants. For this reason, there are probably [[Peripheral Code]] rulings discouraging or forbidding the erection of Chapter Houses in such Tribunals. 

===References

* [[GotF]] ??
* [[SoI]] 10 (as a Fourth Edition supplement, this isn'
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205862461</unix>
						<iso>2008-03-18 18:47:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>editing flag</comment>
					<text><![CDATA[
In Hermetic society, a *Chapter House* is a part of a [[Covenant|covenant]] that isn't at the main covenant's site yet regularly houses [[Magus|magi]]. It is formally a part of the covenant, and its magi are subject to the same [[Covenant Oath]] as in the main site but may enjoy different priveleges and duties according to the covenant's [[Charter]]. 

The practice of chapter houses is attributed to have begun in the [[Greater Alpine  Tribunal]], and has been used in canon by [[Fengheld]] in the [[Rhine Tribunal]]. 

Chapter Houses have a tendency to rebel against their mother covenant, turning into independent covenants. They are also a way to effectively found [[Vassal Covenant|Vassal Covenants]] even without a local Tribunal tradition to that effect. Since they are still a part of the mother covenant, they may provide a means to effectively establish new covenants in Trubunals that restrict the formation of new covenants. For this reason, there are probably [[Peripheral Code]] rulings discouraging or forbidding the erection of Chapter Houses in such Tribunals. 

===References

* [[GotF]] [[??]]??]]
* [[SoI]] 10 (as a Fourth Edition supplement, this isn't part of Ca
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205873138</unix>
						<iso>2008-03-18 21:45:38</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
In Hermetic society, a *Chapter House* is a part of a [[Covenant|covenant]] that isn't at the main covenant's site yet regularly houses [[Magus|magi]]. It is formally a part of the covenant, and its magi are subject to the same [[Covenant Oath]] as in the main site but may enjoy different priveleges and duties according to the covenant's [[Charter]]. 

The practice of chapter houses is attributed to have begun in the [[Greater Alpine  Tribunal]], and has been used in canon by [[Fengheld]] in the [[Rhine Tribunal]]. 

Chapter Houses have a tendency to rebel against their mother covenant, turning into independent covenants. They are also a way to effectively found [[Vassal Covenant|Vassal Covenants]] even without a local Tribunal tradition to that effect. Since they are still a part of the mother covenant, they may provide a means to effectively establish new covenants in Trubunals that restrict the formation of new covenants. For this reason, there are probably [[Peripheral Code]] rulings discouraging or forbidding the erection of Chapter Houses in such Tribunals. 

===References

* [[GotF]] 83[SoI]] 10 (as a Fourth Edition supplement, this isn't part of Canon)
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205873268</unix>
						<iso>2008-03-18 21:47:48</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
In Hermetic society, a *Chapter House* is a part of a [[Covenant|covenant]] that isn't at the main covenant's site yet regularly houses [[Magus|magi]]. It is formally a part of the covenant, and its magi are subject to the same [[Charter]] as in the main site, but in addition may enjoy different priveleges and duties according to the chapter house's own [[Charter]]. 

The practice of chapter houses is said to have begun in the [[Greater Alps  Tribunal]], and has been used in canon by [[on by [[Fengheld]] in the [[Rhine Tribunal]]. 

Chapter Houses have a tendency to rebel against their mother covenant, turning into independent covenants. They are also a way to effectively found [[Vassal Covenant|Vassal Covenants]] even without a local Tribunal tradition to that effect. Since they are still a part of the mother covenant, they may provide a means to effectively establish new covenants in Trubunals that restrict the formation of new covenants. For this reason, there are probably [[Peripheral Code]] rulings discouraging or forbidding the erection of Chapter Houses in such Tribunals. 

===References

* [[GotF]] 83
* [[SoI]] 10 (as a Fourth Edition supplement, this isn't part o
]]></text>
				</version>
			</history>
		</page>
		<page node="1040">
			<name>immune_to_disease_(virtue)</name>
			<title>Immune to Disease (Virtue)</title>
			<keywords>Virtue, Major Tainted Virtue, Immune to Disease, RoPTI</keywords>
			<description>Immune to Disease Major Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129714</unix>
						<iso>2010-06-21 16:15:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Immune to Disease (Virtue)''' as a [[Major Virtue|Major]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 85
]]></text>
				</version>
			</history>
		</page>
		<page node="1041">
			<name>infernal_blessing_(virtue)</name>
			<title>Infernal Blessing (Virtue)</title>
			<keywords>Virtue, Major Tainted Virtue, Infernal Blessing, RoPTI</keywords>
			<description>Infernal Blessing Major Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129714</unix>
						<iso>2010-06-21 16:15:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Infernal Blessing (Virtue)''' as a [[Major Virtue|Major]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 85-86
]]></text>
				</version>
			</history>
		</page>
		<page node="1042">
			<name>death_prophecy</name>
			<title>Death Prophecy</title>
			<keywords>Virtue, Major General Virtue, Death Prophecy, ArM5</keywords>
			<description>Death Prophecy Major General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129714</unix>
						<iso>2010-06-21 16:15:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Death Prophecy''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="1043">
			<name>ghostly_warder</name>
			<title>Ghostly Warder</title>
			<keywords>Virtue, Major General Virtue, Ghostly Warder, ArM5</keywords>
			<description>Ghostly Warder Major General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129714</unix>
						<iso>2010-06-21 16:15:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ghostly Warder''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1044">
			<name>giant_blood</name>
			<title>Giant Blood</title>
			<keywords>Virtue, Major General Virtue, Giant Blood, ArM5</keywords>
			<description>Giant Blood Major General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129715</unix>
						<iso>2010-06-21 16:15:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Giant Blood''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1045">
			<name>greater_powers</name>
			<title>Greater Powers</title>
			<keywords>Virtue, Major General Virtue, Greater Powers, BCoC</keywords>
			<description>Greater Powers Major General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129715</unix>
						<iso>2010-06-21 16:15:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Greater Powers''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[BCoC]], p. 94
]]></text>
				</version>
			</history>
		</page>
		<page node="1046">
			<name>guardian_angel</name>
			<title>Guardian Angel</title>
			<keywords>Virtue, Major General Virtue, Guardian Angel, ArM5</keywords>
			<description>Guardian Angel Major General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129715</unix>
						<iso>2010-06-21 16:15:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Guardian Angel''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1047">
			<name>immortality_of_the_forest</name>
			<title>Immortality of the Forest</title>
			<keywords>Virtue, Major General Virtue, Immortality of the Forest, GotF</keywords>
			<description>Immortality of the Forest Major General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129715</unix>
						<iso>2010-06-21 16:15:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Immortality of the Forest''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[GotF]], p. 38
]]></text>
				</version>
			</history>
		</page>
		<page node="1048">
			<name>powerful_relic</name>
			<title>Powerful Relic</title>
			<keywords>Virtue, Major General Virtue, Powerful Relic, RoPTD</keywords>
			<description>Powerful Relic Major General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129715</unix>
						<iso>2010-06-21 16:15:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Powerful Relic''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[RoPTD]], p. 35
]]></text>
				</version>
			</history>
		</page>
		<page node="1049">
			<name>slave_owner</name>
			<title>Slave Owner</title>
			<keywords>Virtue, Major General Virtue, Slave Owner, GotF</keywords>
			<description>Slave Owner Major General Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129716</unix>
						<iso>2010-06-21 16:15:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Slave Owner''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[GotF]], p. 102
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279178706</unix>
						<iso>2010-07-15 09:25:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Slave Owner''' is a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[GotF]], p. 102
]]></text>
				</version>
			</history>
		</page>
		<page node="105">
			<name>vassal_covenant</name>
			<title>Vassal Covenant</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205772947</unix>
						<iso>2008-03-17 17:55:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures. Although restricted to this one Tribunal in the canonic setting, the system is based on sound principles of [[Hermetic Law]] and should be applicable in other Tribunals.

See also [[Chapter House|Chapter Houses]] for a different legal structure with similar practical results.

===References 

* [[tLatL]] 28
]]></text>
				</version>
			</history>
		</page>
		<page node="1050">
			<name>true_faith</name>
			<title>True Faith</title>
			<keywords>Virtue, Major General Virtue, True Faith, ArM5</keywords>
			<description>True Faith Major General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129716</unix>
						<iso>2010-06-21 16:15:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''True Faith''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[ArM5]], p. 50, 189
]]></text>
				</version>
			</history>
		</page>
		<page node="1051">
			<name>ways_of_the_(land)</name>
			<title>Ways of the (Land)</title>
			<keywords>Virtue, Major General Virtue, Ways of the (Land), ArM5</keywords>
			<description>Ways of the (Land) Major General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129716</unix>
						<iso>2010-06-21 16:15:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ways of the (Land)''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[ArM5]], p. 50
]]></text>
				</version>
			</history>
		</page>
		<page node="1052">
			<name>wealthy</name>
			<title>Wealthy</title>
			<keywords>Virtue, Major General Virtue, Wealthy, ArM5</keywords>
			<description>Wealthy Major General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129716</unix>
						<iso>2010-06-21 16:15:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wealthy''' as a [[Major Virtue|Major]] [[General Virtue]].

= References

* [[ArM5]], p. 50
]]></text>
				</version>
			</history>
		</page>
		<page node="1053">
			<name>adept_laboratory_student</name>
			<title>Adept Laboratory Student</title>
			<keywords>Virtue, Minor Hermetic Virtue, Adept Laboratory Student, ArM5</keywords>
			<description>Adept Laboratory Student Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129717</unix>
						<iso>2010-06-21 16:15:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Adept Laboratory Student''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1054">
			<name>affinity_with_(art)</name>
			<title>Affinity with (Art)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Affinity with (Art), ArM5</keywords>
			<description>Affinity with (Art) Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129717</unix>
						<iso>2010-06-21 16:15:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Affinity with (Art)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1055">
			<name>astrological_cyclic_magic_(positive)</name>
			<title>Astrological Cyclic Magic (positive)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Astrological Cyclic Magic (positive), TMRE</keywords>
			<description>Astrological Cyclic Magic (positive) Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129717</unix>
						<iso>2010-06-21 16:15:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Astrological Cyclic Magic (positive)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 37
]]></text>
				</version>
			</history>
		</page>
		<page node="1056">
			<name>boosted_magic_(virtue)</name>
			<title>Boosted Magic (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Boosted Magic, HoHTL</keywords>
			<description>Boosted Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129717</unix>
						<iso>2010-06-21 16:15:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Boosted Magic (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 104
]]></text>
				</version>
			</history>
		</page>
		<page node="1057">
			<name>cautious_sorcerer</name>
			<title>Cautious Sorcerer</title>
			<keywords>Virtue, Minor Hermetic Virtue, Cautious Sorcerer, ArM5</keywords>
			<description>Cautious Sorcerer Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129718</unix>
						<iso>2010-06-21 16:15:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cautious Sorcerer''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1058">
			<name>clan_ilfetu_(virtue)</name>
			<title>Clan Ilfetu (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Clan Ilfetu, HoHMC</keywords>
			<description>Clan Ilfetu Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129718</unix>
						<iso>2010-06-21 16:15:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clan Ilfetu (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHMC]], p. 37
]]></text>
				</version>
			</history>
		</page>
		<page node="1059">
			<name>colens_arcanorum_(virtue)</name>
			<title>Colens Arcanorum (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Colens Arcanorum, HoHTL</keywords>
			<description>Colens Arcanorum Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129718</unix>
						<iso>2010-06-21 16:15:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Colens Arcanorum (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 25
]]></text>
				</version>
			</history>
		</page>
		<page node="106">
			<name>hermetic_tourney</name>
			<title>Hermetic Tourney</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205773222</unix>
						<iso>2008-03-17 18:00:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Hermetic Tourney''' is a regular tournament held by the [[Magus|magi]] of the [[Normandy Tribunal]] to facilitate the division of [[Raw Vis|raw vis]] and other shared resourfces of the [[Tribunal]].

===References

* [[tLatL]] 31
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205932876</unix>
						<iso>2008-03-19 14:21:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling &amp; link</comment>
					<text><![CDATA[
The '''Hermetic Tourney''' is a regular tournament held by the [[Magus|magi]] of the [[Normandy Tribunal]] to facilitate the division of [[Raw Vis|raw vis]] and other shared resources of the [[Regional Tribunal|TribunalTribunal|Tribunal]].

===Reference
]]></text>
				</version>
			</history>
		</page>
		<page node="1060">
			<name>cyclic_magic_(positive)</name>
			<title>Cyclic Magic (positive)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Cyclic Magic (positive), ArM5</keywords>
			<description>Cyclic Magic (positive) Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129718</unix>
						<iso>2010-06-21 16:15:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cyclic Magic (positive)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="1061">
			<name>deft_form</name>
			<title>Deft Form</title>
			<keywords>Virtue, Minor Hermetic Virtue, Deft Form, ArM5</keywords>
			<description>Deft Form Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129718</unix>
						<iso>2010-06-21 16:15:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Deft Form''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="1062">
			<name>enduring_magic</name>
			<title>Enduring Magic</title>
			<keywords>Virtue, Minor Hermetic Virtue, Enduring Magic, ArM5</keywords>
			<description>Enduring Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129719</unix>
						<iso>2010-06-21 16:15:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enduring Magic''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="1063">
			<name>the_enigma</name>
			<title>The Enigma</title>
			<keywords>Virtue, Minor Hermetic Virtue, The Enigma, ArM5</keywords>
			<description>The Enigma Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129719</unix>
						<iso>2010-06-21 16:15:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Enigma''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 41, 92
]]></text>
				</version>
			</history>
		</page>
		<page node="1064">
			<name>faerie_magic_(virtue)</name>
			<title>Faerie Magic (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Faerie Magic, ArM5</keywords>
			<description>Faerie Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129719</unix>
						<iso>2010-06-21 16:15:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Faerie Magic (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 42, 92-93
]]></text>
				</version>
			</history>
		</page>
		<page node="1065">
			<name>fast_caster_(virtue)</name>
			<title>Fast Caster (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Fast Caster, ArM5</keywords>
			<description>Fast Caster Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129719</unix>
						<iso>2010-06-21 16:15:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fast Caster (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
			</history>
		</page>
		<page node="1066">
			<name>free_study</name>
			<title>Free Study</title>
			<keywords>Virtue, Minor Hermetic Virtue, Free Study, ArM5</keywords>
			<description>Free Study Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129720</unix>
						<iso>2010-06-21 16:15:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Free Study''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
			</history>
		</page>
		<page node="1067">
			<name>gild_trained</name>
			<title>Gild Trained</title>
			<keywords>Virtue, Minor Hermetic Virtue, Gild Trained, GotF</keywords>
			<description>Gild Trained Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129720</unix>
						<iso>2010-06-21 16:15:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gild Trained''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[GotF]], p. 20
]]></text>
				</version>
			</history>
		</page>
		<page node="1068">
			<name>harenarius_(virtue)</name>
			<title>Harenarius (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Harenarius, HoHTL</keywords>
			<description>Harenarius Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129720</unix>
						<iso>2010-06-21 16:15:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Harenarius (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 143
]]></text>
				</version>
			</history>
		</page>
		<page node="1069">
			<name>harnessed_magic_(virtue)</name>
			<title>Harnessed Magic (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Harnessed Magic, ArM5</keywords>
			<description>Harnessed Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129720</unix>
						<iso>2010-06-21 16:15:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Harnessed Magic (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="107">
			<name>peregrinatores</name>
			<title>Peregrinatores</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205773489</unix>
						<iso>2008-03-17 18:04:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Peregrinatores''' are literally guests. The term refers to [[Magus|magi]] enjoying the hospitality of foreign [[Covenant|covenants]]. In the [[Rhine Tribunal]], [[Peripheral Code]] rulings place peregrinatores in a special status and impose standards of hospitality. Many other tribunals, Houses, and covenants also emphasise the virtues of hospitality.

===References

* [[GotF]] 20
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205905211</unix>
						<iso>2008-03-19 06:40:11</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Peregrinatores''' are literally guests. The term refers to [[Magus|magi]] enjoying the hospitality of foreign [[Covenant|covenants]]. In the [[Rhine Tribunal]], [[Peripheral Code]] rulings place peregrinatores in a special status and impose standards of hospitality. Many other tribunals, Houses, and covenants also emphasise the virtues of hospitality.

===References

* [[GotF]] 20
* Some measure of hospitality is required to all [[Magus|magi]] throughout the Order, by [[Redcap]] insistence. See [[HoHTL]] 83.
]]></text>
				</version>
			</history>
		</page>
		<page node="1070">
			<name>heartbeast_(virtue)</name>
			<title>Heartbeast (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Heartbeast, ArM5</keywords>
			<description>Heartbeast Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129720</unix>
						<iso>2010-06-21 16:15:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Heartbeast (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 43, 91-92
]]></text>
				</version>
			</history>
		</page>
		<page node="1071">
			<name>hermetic_prestige</name>
			<title>Hermetic Prestige</title>
			<keywords>Virtue, Minor Hermetic Virtue, Hermetic Prestige, ArM5</keywords>
			<description>Hermetic Prestige Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129721</unix>
						<iso>2010-06-21 16:15:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Prestige''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1072">
			<name>inoffensive_to_animals</name>
			<title>Inoffensive to Animals</title>
			<keywords>Virtue, Minor Hermetic Virtue, Inoffensive to Animals, ArM5</keywords>
			<description>Inoffensive to Animals Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129721</unix>
						<iso>2010-06-21 16:15:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Inoffensive to Animals''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 43-44
]]></text>
				</version>
			</history>
		</page>
		<page node="1073">
			<name>inoffensive_to_(beings)_(virtue)</name>
			<title>Inoffensive to (Beings) (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Inoffensive to (Beings), HoHMC</keywords>
			<description>Inoffensive to (Beings) Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129721</unix>
						<iso>2010-06-21 16:15:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Inoffensive to (Beings) (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHMC]], p. 86-87
]]></text>
				</version>
			</history>
		</page>
		<page node="1074">
			<name>inventive_genius</name>
			<title>Inventive Genius</title>
			<keywords>Virtue, Minor Hermetic Virtue, Inventive Genius, ArM5</keywords>
			<description>Inventive Genius Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129721</unix>
						<iso>2010-06-21 16:15:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Inventive Genius''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1075">
			<name>leadworker_(virtue)</name>
			<title>Leadworker (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Leadworker, HoHTL</keywords>
			<description>Leadworker Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129722</unix>
						<iso>2010-06-21 16:15:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Leadworker (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 143
]]></text>
				</version>
			</history>
		</page>
		<page node="1076">
			<name>life_boost</name>
			<title>Life Boost</title>
			<keywords>Virtue, Minor Hermetic Virtue, Life Boost, ArM5</keywords>
			<description>Life Boost Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129722</unix>
						<iso>2010-06-21 16:15:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Life Boost''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1077">
			<name>minor_magical_focus</name>
			<title>Minor Magical Focus</title>
			<keywords>Virtue, Minor Hermetic Virtue, Minor Magical Focus, ArM5</keywords>
			<description>Minor Magical Focus Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129722</unix>
						<iso>2010-06-21 16:15:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Minor Magical Focus''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 46
]]></text>
				</version>
			</history>
		</page>
		<page node="1078">
			<name>minor_magical_focus_(house)</name>
			<title>Minor Magical Focus (House)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Minor Magical Focus (House), TMRE</keywords>
			<description>Minor Magical Focus (House) Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129722</unix>
						<iso>2010-06-21 16:15:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Minor Magical Focus (House)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 36-37
]]></text>
				</version>
			</history>
		</page>
		<page node="1079">
			<name>magical_memory</name>
			<title>Magical Memory</title>
			<keywords>Virtue, Minor Hermetic Virtue, Magical Memory, ArM5</keywords>
			<description>Magical Memory Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129723</unix>
						<iso>2010-06-21 16:15:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Magical Memory''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 45
]]></text>
				</version>
			</history>
		</page>
		<page node="108">
			<name>peripheral_code</name>
			<title>Peripheral Code</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="13">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205773974</unix>
						<iso>2008-03-17 18:12:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Peripheral Code''' is the body of case law of the [[[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.

The Peripheral Code cannot contradict the [[Code of Hermes]], and a [[Regional Tribunal|regional Tribunal]] cannot pass a ruling in contradiction to the [[Code of Hermes|Code]] or to relevant [[Grand Tribunal]] decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should council the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205839641</unix>
						<iso>2008-03-18 12:27:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
The '''Peripheral Code''' is the body of case law of the [[[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.

The Peripheral Code cannot contradict the [[Code of Hermes]], and a [[Regional Tribunal|regional Tribunal]] cannot pass a ruling in contradiction to the [[Code of Hermes|Code]] or to relevant [[Grand Tribunal]] decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205906340</unix>
						<iso>2008-03-19 06:59:00</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The '''Peripheral Code''' is the body of case law of the [[[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.

The Peripheral Code cannot contradict the [[Code of Hermes]], and a [[Regional Tribunal|regional Tribunal]] cannot pass a ruling in contradiction to the [[Code of Hermes|Code]] or to relevant [[Grand Tribunal]] decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

Key Peripheral Code rulings include:
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribunaal]] ([[HoHTL]] 87) but often respected elsewhere.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205933338</unix>
						<iso>2008-03-19 14:28:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link corrections &amp; deletions</comment>
					<text><![CDATA[
The '''Peripheral Code''' is the body of case law of the [[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunal|Ragional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.

The Peripheral Code cannot contradict the [[Code of Hermes]], and a [[Regional Tribunal|regional Tribunal]] cannot pass a ruling in contradiction to the Code or to relevant Grand Tribunal decisions n, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

Key Peripheral Code rulings include:
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribunaal]] ([[HoHTL]] 87) but often respected elsewhere.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205933394</unix>
						<iso>2008-03-19 14:29:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted link</comment>
					<text><![CDATA[
The '''Peripheral Code''' is the body of case law of the [[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunal|Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.

The Peripheral Code cannot contradict the [[Code of Hermes]], and a regional Tribunal cannot pass a ruling in contradiction to the Code or to relecisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

Key Peripheral Code rulings include:
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribunaal]] ([[HoHTL]] 87) but often respected elsewhere.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205933436</unix>
						<iso>2008-03-19 14:30:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
The '''Peripheral Code''' is the body of case law of the [[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunal|Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.

The Peripheral Code cannot contradict the [[Code of Hermes]], and a regional Tribunal cannot pass a ruling in contradiction to the Code or to relevant Grand Tribunal decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

Key Peripheral Code rulings include:
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribuna]] ([[HoHTL]] 87) but often respected elsewhere.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205963052</unix>
						<iso>2008-03-19 22:44:12</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The '''Peripheral Code''' is the body of case law of the [[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunal|Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.

The Peripheral Code cannot contradict the [[Code of Hermes]], and a regional Tribunal cannot pass a ruling in contradiction to the Code or to relevant Grand Tribunal decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

Key Peripheral Code rulings include:
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribunal]] ([[HoHTL]] 87) but often respected elsewhere.
* Further rulings can be found in [[HoHTL]] 90.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1206461551</unix>
						<iso>2008-03-25 17:12:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>sanctum text &amp; redcaps rulings</comment>
					<text><![CDATA[
The '''Peripheral Code''' is the body of case law of the [[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunal|Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.

The Peripheral Code cannot contradict the [[Code of Hermes]], and a regional Tribunal cannot pass a ruling in contradiction to the Code or to relevant Grand Tribunal decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

Canoniconic Peripheral Code rulings include:
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribunal]] ([[HoHTL]] 87) but often respected elsewhereRulings on violent [[Recap|Redcaps]] are on [[caps]] are 
* Extending privacy rights to [[Sanctum Text|Sanctum Texts]], [[HoHTL]] 71.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1206463641</unix>
						<iso>2008-03-25 17:47:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
The '''Peripheral Code''' is the body of case law of the [[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunal|Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.

The Peripheral Code cannot contradict the [[Code of Hermes]], and a regional Tribunal cannot pass a ruling in contradiction to the Code or to relevant Grand Tribunal decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

Canonic Peripheral Code rulings include:
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribunal]] ([[HoHTL]] 87) but often respected elsewhere.
* Rulings on violent [[Reddcap|Redcaps]] are on [[HoHTL]] 90.
* Extending privacy rights to [[Sanctum Text|Sanctum Texts]], [[HoHTL]] 71
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1208234372</unix>
						<iso>2008-04-15 06:39:32</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The '''Peripheral Code''' is the body of case law of the [[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunal|Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.

The Peripheral Code cannot contradict the [[Code of Hermes]], and a regional Tribunal cannot pass a ruling in contradiction to the Code or to relevant Grand Tribunal decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

Canonic Peripheral Code rulings include:
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribunal]] ([[HoHTL]] 87) but often respected elsewhere.
* Rulings on violent [[Redcap|Redcaps]] are on [[HoHTL]] 90.
* Extending privacy rights to [[Sanctum Text|Sanctum Texts]], [[HoHTL]] 71.
* The 1061 ruling forbidding direct sale of magic items to mundanes ([[ArM5]] 16). In [[HoHMC]] 111, it is revealed that [[Verditius]] magi may only sell one item per year in this manner, and that this is modified in some [[Regional Tribunal|Tribunals]]; it isn't clear whether this Peripheral Code applies to all magi or just to Verditius.
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1268581966</unix>
						<iso>2010-03-14 16:52:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Expanded the page to include some Peripheral Code references.</comment>
					<text><![CDATA[
{{preface|The '''Peripheral Code''' is the body of case law of the [[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunal|Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.}}

The Peripheral Code is discussed on pages 13-14 of [[ArM5]] and in considerably more detail in [[Houses of Hermes: True Lineages]] pages 46-56.

{{toc}}

= Authority of the Peripheral Code =

The Peripheral Code cannot contradict the [[Code of Hermes]], and a regional Tribunal cannot pass a ruling in contradiction to the Code or to relevant Grand Tribunal decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

= Peripheral Code Rulings by Topic =

The following sections list known references to the Peripheral Code that occur in [[ArM5]] [[canon]].  There are many such references so it's very likely that some have been overlooked.

We do not quote the exact wording of the [[Hermetic Oath]] or any Peripheral Code rulings due to site [[[policy]].  If you edit this page, please try to be specific about what a ruling is about and where to find it, but vague about what it actually says (so this page can't become a replacement for Ars Magica [[product | sourcebooks]]).

== Magical Resources ==

* Rulings on vigilante action by [[Redcap|Redcaps]] collecting debts by force, [[HoHTL]] 90.
* Extending privacy rights to [[Sanctum Text|Sanctum Texts]], [[HoHTL]] 71.

== Slaying Magi ==

* [[Forfeit immunity]], [[HoHTL]] pages 45-46.

== Wizard War ==

* Strict requirements for making a declaration of [[Wizard War]], [[HoHTL]] page 47
* Excessive use of Wizard War ruled a [[High Crime]] in one case, [[HoHTL]] page 48
* Using Wizard War to avenge someone killed in a previous Wizard War ruled legal in one case, [[HoHTL]] page 48

== Abiding by Decision of the Tribunal ==

* Rulings on vigilante action by [[Redcap|Redcaps]] collecting debts by force, [[HoHTL]] 90.

== Voting ==

* Residency requirements to vote in a Tribunal, [[HoHTL]] page 49
* Magi allowed to vote at Tribunal by proxy, [[HoHTL]] page 48
* Vagrancy, [[HoHTL]] page 49

== Endangering the Order ==

This section hasn't been researched yet.

== Interfering with Mundanes ==

* Magi forbidden from swearing oaths of fealty to mundanes, [[ArM5]] page 57.
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribunal]] ([[HoHTL]] 87) but often respected elsewhere.
* The 1061 ruling forbidding direct sale of magic items to mundanes ([[ArM5]] 16). In [[HoHMC]] 111, it is revealed that [[Verditius]] magi may only sell one item per year in this manner, and that this is modified in some [[Regional Tribunal|Tribunals]]; it isn't clear whether this Peripheral Code applies to all magi or just to Verditius.

== Dealing with Demons ==

* Is a responsible for danger to [[redcap | redcaps]] resulting from his feud with a demon, [[HoHTL]] page 51

== Molesting Faeries ==

This section hasn't been researched yet.

== Scrying ==

* Use of [[forceless casting]] to avoid accidentally scrying on magi, [[HoHTL]] 52

== Training Apprentices ==

* Keeping a [[The Gift | Gifted]] lab assistant without providing him/her training as an apprentice, [[HoHTL]] 52

== Special Clauses for House Bonisagus ==

This section hasn't been researched yet.
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1269379422</unix>
						<iso>2010-03-23 22:23:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added reference to Jerbiton guidelines on mundanes</comment>
					<text><![CDATA[
{{preface|The '''Peripheral Code''' is the body of case law of the [[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunal|Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.}}

The Peripheral Code is discussed on pages 13-14 of [[ArM5]] and in considerably more detail in [[Houses of Hermes: True Lineages]] pages 46-56.

{{toc}}

= Authority of the Peripheral Code =

The Peripheral Code cannot contradict the [[Code of Hermes]], and a regional Tribunal cannot pass a ruling in contradiction to the Code or to relevant Grand Tribunal decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

= Peripheral Code Rulings by Topic =

The following sections list known references to the Peripheral Code that occur in [[ArM5]] [[canon]].  There are many such references so it's very likely that some have been overlooked.

We do not quote the exact wording of the [[Hermetic Oath]] or any Peripheral Code rulings due to site [[[policy]].  If you edit this page, please try to be specific about what a ruling is about and where to find it, but vague about what it actually says (so this page can't become a replacement for Ars Magica [[product | sourcebooks]]).

== Magical Resources ==

* Rulings on vigilante action by [[Redcap|Redcaps]] collecting debts by force, [[HoHTL]] 90.
* Extending privacy rights to [[Sanctum Text|Sanctum Texts]], [[HoHTL]] 71.

== Slaying Magi ==

* [[Forfeit immunity]], [[HoHTL]] pages 45-46.

== Wizard War ==

* Strict requirements for making a declaration of [[Wizard War]], [[HoHTL]] page 47
* Excessive use of Wizard War ruled a [[High Crime]] in one case, [[HoHTL]] page 48
* Using Wizard War to avenge someone killed in a previous Wizard War ruled legal in one case, [[HoHTL]] page 48

== Abiding by Decision of the Tribunal ==

* Rulings on vigilante action by [[Redcap|Redcaps]] collecting debts by force, [[HoHTL]] 90.

== Voting ==

* Residency requirements to vote in a Tribunal, [[HoHTL]] page 49
* Magi allowed to vote at Tribunal by proxy, [[HoHTL]] page 48
* Vagrancy, [[HoHTL]] page 49

== Endangering the Order ==

This section hasn't been researched yet.

== Interfering with Mundanes ==

* Magi forbidden from swearing oaths of fealty to mundanes, [[ArM5]] page 57.
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribunal]] ([[HoHTL]] 87) but often respected elsewhere.
* The 1061 ruling forbidding direct sale of magic items to mundanes ([[ArM5]] 16). In [[HoHMC]] 111, it is revealed that [[Verditius]] magi may only sell one item per year in this manner, and that this is modified in some [[Regional Tribunal|Tribunals]]; it isn't clear whether this Peripheral Code applies to all magi or just to Verditius.
* Guidelines on interactions that are permitted by the Peripheral Code of most Tribunals, [[HoHS]] page 46

== Dealing with Demons ==

* Is a responsible for danger to [[redcap | redcaps]] resulting from his feud with a demon, [[HoHTL]] page 51

== Molesting Faeries ==

This section hasn't been researched yet.

== Scrying ==

* Use of [[forceless casting]] to avoid accidentally scrying on magi, [[HoHTL]] 52

== Training Apprentices ==

* Keeping a [[The Gift | Gifted]] lab assistant without providing him/her training as an apprentice, [[HoHTL]] 52

== Special Clauses for House Bonisagus ==

This section hasn't been researched yet.
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1269379713</unix>
						<iso>2010-03-23 22:28:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Wizard's War declararation</comment>
					<text><![CDATA[
{{preface|The '''Peripheral Code''' is the body of case law of the [[Order of Hermes]]. It consists of the totality of the [[Tribunal]] decisions and resolutions. [[Regional Tribunal|Regional Tribunals]] are bound by the decisions of the [[Grand Tribunal]] and record their own past decisions, so the Peripheral Code consists of Grand Tribunal decisions as well as the idiosyncratic case law of each Tribunal.}}

The Peripheral Code is discussed on pages 13-14 of [[ArM5]] and in considerably more detail in [[Houses of Hermes: True Lineages]] pages 46-56.

{{toc}}

= Authority of the Peripheral Code =

The Peripheral Code cannot contradict the [[Code of Hermes]], and a regional Tribunal cannot pass a ruling in contradiction to the Code or to relevant Grand Tribunal decisions (it can, however, reverse its own Peripheral Code). The [[Presiding Quaesitor]] should counsel the [[Magus|magi]] against any decisions that contradict the Code or Grand Tribunal, and if necessary veto any such resolution.

= Peripheral Code Rulings by Topic =

The following sections list known references to the Peripheral Code that occur in [[ArM5]] [[canon]].  There are many such references so it's very likely that some have been overlooked.

We do not quote the exact wording of the [[Hermetic Oath]] or any Peripheral Code rulings due to site [[[policy]].  If you edit this page, please try to be specific about what a ruling is about and where to find it, but vague about what it actually says (so this page can't become a replacement for Ars Magica [[product | sourcebooks]]).

== Magical Resources ==

* Rulings on vigilante action by [[Redcap|Redcaps]] collecting debts by force, [[HoHTL]] 90.
* Extending privacy rights to [[Sanctum Text|Sanctum Texts]], [[HoHTL]] 71.

== Slaying Magi ==

* [[Forfeit immunity]], [[HoHTL]] pages 45-46.

== Wizard War ==

* Strict requirements for making a declaration of [[Wizard War]], [[HoHTL]] page 47
* Excessive use of Wizard War ruled a [[High Crime]] in one case, [[HoHTL]] page 48
* Using Wizard War to avenge someone killed in a previous Wizard War ruled legal in one case, [[HoHTL]] page 48
* What happens if a magus is to receive a declaration of war but is absent or ignores the message, [[HoHS]] page 23

== Abiding by Decision of the Tribunal ==

* Rulings on vigilante action by [[Redcap|Redcaps]] collecting debts by force, [[HoHTL]] 90.

== Voting ==

* Residency requirements to vote in a Tribunal, [[HoHTL]] page 49
* Magi allowed to vote at Tribunal by proxy, [[HoHTL]] page 48
* Vagrancy, [[HoHTL]] page 49

== Endangering the Order ==

This section hasn't been researched yet.

== Interfering with Mundanes ==

* Magi forbidden from swearing oaths of fealty to mundanes, [[ArM5]] page 57.
* A limitation on the magical production of wealth, instituted in the [[Stonehenge Tribunal]] ([[HoHTL]] 87) but often respected elsewhere.
* The 1061 ruling forbidding direct sale of magic items to mundanes ([[ArM5]] 16). In [[HoHMC]] 111, it is revealed that [[Verditius]] magi may only sell one item per year in this manner, and that this is modified in some [[Regional Tribunal|Tribunals]]; it isn't clear whether this Peripheral Code applies to all magi or just to Verditius.
* Guidelines on interactions that are permitted by the Peripheral Code of most Tribunals, [[HoHS]] page 46

== Dealing with Demons ==

* Is a responsible for danger to [[redcap | redcaps]] resulting from his feud with a demon, [[HoHTL]] page 51

== Molesting Faeries ==

This section hasn't been researched yet.

== Scrying ==

* Use of [[forceless casting]] to avoid accidentally scrying on magi, [[HoHTL]] 52

== Training Apprentices ==

* Keeping a [[The Gift | Gifted]] lab assistant without providing him/her training as an apprentice, [[HoHTL]] 52

== Special Clauses for House Bonisagus ==

This section hasn't been researched yet.
]]></text>
				</version>
			</history>
		</page>
		<page node="1080">
			<name>mastered_spells</name>
			<title>Mastered Spells</title>
			<keywords>Virtue, Minor Hermetic Virtue, Mastered Spells, ArM5</keywords>
			<description>Mastered Spells Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129723</unix>
						<iso>2010-06-21 16:15:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mastered Spells''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 46
]]></text>
				</version>
			</history>
		</page>
		<page node="1081">
			<name>masterpiece_(virtue)</name>
			<title>Masterpiece (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Masterpiece, HoHMC</keywords>
			<description>Masterpiece Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129723</unix>
						<iso>2010-06-21 16:15:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Masterpiece (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHMC]], p. 135
]]></text>
				</version>
			</history>
		</page>
		<page node="1082">
			<name>method_caster</name>
			<title>Method Caster</title>
			<keywords>Virtue, Minor Hermetic Virtue, Method Caster, ArM5</keywords>
			<description>Method Caster Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129723</unix>
						<iso>2010-06-21 16:15:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Method Caster''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 46
]]></text>
				</version>
			</history>
		</page>
		<page node="1083">
			<name>mutantum_magic_(virtue)</name>
			<title>Mutantum Magic (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Mutantum Magic, HoHTL</keywords>
			<description>Mutantum Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129723</unix>
						<iso>2010-06-21 16:15:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mutantum Magic (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 101, 107
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279104165</unix>
						<iso>2010-07-14 12:42:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Mutantum Magic (Virtue)''' is a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 101, 107
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279104323</unix>
						<iso>2010-07-14 12:45:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Mutantes reference</comment>
					<text><![CDATA[
'''Mutantum Magic (Virtue)''' is a [[Minor Virtue|Minor]] [[Hermetic Virtue]] related to the [[Mutantes]].

= References

* [[HoHTL]], p. 101, 107
]]></text>
				</version>
			</history>
		</page>
		<page node="1084">
			<name>nyktophylax_(virtue)</name>
			<title>Nyktophylax (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Nyktophylax, HoHTL</keywords>
			<description>Nyktophylax Minor Hermetic Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129724</unix>
						<iso>2010-06-21 16:15:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Nyktophylax (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 143
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183535</unix>
						<iso>2010-07-15 10:45:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Nyktophylax (Virtue)''' is a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 143
]]></text>
				</version>
			</history>
		</page>
		<page node="1085">
			<name>performance_magic_(virtue)</name>
			<title>Performance Magic (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Performance Magic, TMRE</keywords>
			<description>Performance Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129724</unix>
						<iso>2010-06-21 16:15:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Performance Magic (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 29-30
]]></text>
				</version>
			</history>
		</page>
		<page node="1086">
			<name>personal_vis_source</name>
			<title>Personal Vis Source</title>
			<keywords>Virtue, Minor Hermetic Virtue, Personal Vis Source, ArM5</keywords>
			<description>Personal Vis Source Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129724</unix>
						<iso>2010-06-21 16:15:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Personal Vis Source''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 47
]]></text>
				</version>
			</history>
		</page>
		<page node="1087">
			<name>planetary_magic</name>
			<title>Planetary Magic</title>
			<keywords>Virtue, Minor Hermetic Virtue, Planetary Magic, TMRE</keywords>
			<description>Planetary Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129724</unix>
						<iso>2010-06-21 16:15:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Planetary Magic''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 30-31
]]></text>
				</version>
			</history>
		</page>
		<page node="1088">
			<name>potent_magic_(house)</name>
			<title>Potent Magic (House)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Potent Magic (House), TMRE</keywords>
			<description>Potent Magic (House) Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129725</unix>
						<iso>2010-06-21 16:15:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Potent Magic (House)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 36-37
]]></text>
				</version>
			</history>
		</page>
		<page node="1089">
			<name>puissant_(art)</name>
			<title>Puissant (Art)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Puissant (Art), ArM5</keywords>
			<description>Puissant (Art) Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129725</unix>
						<iso>2010-06-21 16:15:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Puissant (Art)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="109">
			<name>grand_tribunal</name>
			<title>Grand Tribunal</title>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205774622</unix>
						<iso>2008-03-17 18:23:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The *Grand Tribunal* is summoned every 33 years, forming a (representative) gathering of the entire [[Order of Hermes]] and its highest legal council. The session is conducted in [[Durenmar]], with the [[Primus]] of [[House Bonisagus]] serving as the [[Praeco]] and the [[Primus]] of [[House Guernicus]] serving as the [[Presiding Quaesitor]]. All the primi of the Order have seats in the Tribunal, as do representatives from each of the Order's [[Regional Tribunal|regional Tribunals]]. Other magi may attend, but cannot raise issues. 

The Grand Tribunal is used to settle inter-Tribunal disputes, pass Order-wide resolutions and [Peripheral Code]], form new Tribunals or change Tribunal borders, and appeal regional-Tribunal decisions. Its rulings are inviolate, as there is no higher court in Hermetic society, and are binding to the entire Order. There is always a limited amount of time and a limited amount of issues that can be discussed, and the struggle over which issues to raise at the Grand Tribunal usually takes up most of the time of the regional Tribunal sessions just preceding it. Often the scheduale of regional Tribunals is altered to make sure a session of the Tribunal is carried out a short time before the Grand Tribunal, so that the issues raised there will be the ones pressing the Tribunal and not ones that were of concern seven years ago.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205774896</unix>
						<iso>2008-03-17 18:28:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed typo</comment>
					<text><![CDATA[
The *Grand Tribunal* is summoned every 33 years, forming a (representative) gathering of the entire [[Order of Hermes]] and its highest legal council. The session is conducted in [[Durenmar]], with the [[Primus]] of [[House Bonisagus]] serving as the [[Praeco]] and the [[Primus]] of [[House Guernicus]] serving as the [[Presiding Quaesitor]]. All the primi of the Order have seats in the Tribunal, as do representatives from each of the Order's [[Regional Tribunal|regional Tribunals]]. Other magi may attend, but cannot raise issues. 

The Grand Tribunal is used to settle inter-Tribunal disputes, pass Order-wide resolutions and [[[Peripheral Code]], form new Tribunals or change Tribunal borders, and appeal regional-Tribunal decisions. Its rulings are inviolate, as there is no higher court in Hermetic society, and are binding to the entire Order. There is always a limited amount of time and a limited amount of issues that can be discussed, and the struggle over which issues to raise at the Grand Tribunal usually takes up most of the time of the regional Tribunal sessions just preceding it. Often the scheduale of regional Tribunals is altered to make sure a session of the Tribunal is carried out a short time before the Grand Tribunal, so that the issues raised there will be the ones pressing the Tribunal and not ones that were of concern seven years ago
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1209751666</unix>
						<iso>2008-05-02 20:07:46</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The *Grand Tribunal* is summoned every 33 years, forming a (representative) gathering of the entire [[Order of Hermes]] and its highest legal council. The session is conducted in [[Durenmar]], with the [[Primus]] of [[House Bonisagus]] serving as the [[Praeco]] and the [[Primus]] of [[House Guernicus]] serving as the [[Presiding Quaesitor]]. All the primi of the Order have seats in the Tribunal, as do representatives from each of the Order's [[Regional Tribunal|regional Tribunals]]. Other magi may attend, but cannot raise issues. 

The Grand Tribunal is used to settle inter-Tribunal disputes, pass Order-wide resolutions and [[Peripheral Code]], form new Tribunals or change Tribunal borders, and appeal regional-Tribunal decisions. Its rulings are inviolate, as there is no higher court in Hermetic society, and are binding to the entire Order. There is always a limited amount of time and a limited amount of issues that can be discussed, and the struggle over which issues to raise at the Grand Tribunal usually takes up most of the time of the regional Tribunal sessions just preceding it. Often the scheduale of regional Tribunals is altered to make sure a session of the Tribunal is carried out a short time before the Grand Tribunal, so that the issues raised there will be the ones pressing the Tribunal and not ones that were of concern seven years ago.

===See Also

* The [[Tribunal Feast]], held before the Grand Tribunal, and the [[Symposium]] held before any [[Tribunal]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1231628154</unix>
						<iso>2009-01-10 23:55:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Additional contexts</comment>
					<text><![CDATA[
The *Grand Tribunal* is summoned every 33 years, forming a (representative) gathering of the entire [[Order of Hermes]] and its highest legal council. The session is conducted in [[Durenmar]], with the [[Primus]] of [[House Bonisagus]] serving as the [[Praeco]] and the [[Primus]] of [[House Guernicus]] serving as the [[Presiding Quaesitor]]. All the primi of the Order have seats in the Tribunal, as do representatives from each of the [[Order]]'s [[Regional Tribunal|regional Tribunals]]. Other [[Magus|magi]] may attend, but cannot raise issues. 

The Grand Tribunal is used to settle inter-[[Tribunal]] disputes, pass [[Order]]-wide resolutions and [[Peripheral Code]], form new [[Tribunal]]s or change [[Tribunal]] borders, and appeal regional-[[Tribunal]] decisions. Its rulings are inviolate, as there is no higher court in [[Hermetic]] society, and are binding to the entire [[Order]]. There is always a limited amount of time and a limited amount of issues that can be discussed, and the struggle over which issues to raise at the Grand Tribunal usually takes up most of the time of the regional [[Tribunal]] sessions just preceding it. Often the schedule of regional [[Tribunal]]s is altered to make sure a session of the [[Tribunal]] is carried out a short time before the Grand Tribunal, so that the issues raised there will be the ones pressing the [[Tribunal]] and not ones that were of concern seven years ago.

= ] and not ones that were of concern seven years ago.

= See Also

* The [[Tribunal Feast]], held before the Grand Tribu
* [[http://www.atlas-games.com/product_tables/AG1280.php|Grand Tribunal]], a board game published by [[Atlas Games]].
* [[Grand Tribunal (convention)]], an European [[Ars Magica]] convention.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1231630433</unix>
						<iso>2009-01-11 00:33:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Context corrected</comment>
					<text><![CDATA[
The *Grand Tribunal* is summoned every 33 years, forming a (representative) gathering of the entire [[Order of Hermes]] and its highest legal council. The session is conducted in [[Durenmar]], with the [[Primus]] of [[House Bonisagus]] serving as the [[Praeco]] and the [[Primus]] of [[House Guernicus]] serving as the [[Presiding Quaesitor]]. All the primi of the Order have seats in the Tribunal, as do representatives from each of the [[Order]]'s [[Regional Tribunal|regional Tribunals]]. Other [[Magus|magi]] may attend, but cannot raise issues. 

The Grand Tribunal is used to settle inter-[[Tribunal]] disputes, pass [[Order]]-wide resolutions and [[Peripheral Code]], form new [[Tribunal]]s or change [[Tribunal]] borders, and appeal regional-[[Tribunal]] decisions. Its rulings are inviolate, as there is no higher court in [[Hermetic]] society, and are binding to the entire [[Order]]. There is always a limited amount of time and a limited amount of issues that can be discussed, and the struggle over which issues to raise at the Grand Tribunal usually takes up most of the time of the regional [[Tribunal]] sessions just preceding it. Often the schedule of regional [[Tribunal]]s is altered to make sure a session of the [[Tribunal]] is carried out a short time before the Grand Tribunal, so that the issues raised there will be the ones pressing the [[Tribunal]] and not ones that were of concern seven years ago.

= See Also

* The [[Tribunal Feast]], held before the Grand Tribunal, and the [[Symposium]] held before any [[Tribunal]].
* [[http://www.atlas-games.com/product_tables/AG1280.php|Grand Tribunal]], a board game published by [[Atlas Games]].
* [[Grand Tribunal (convention)]], an ica]] convention.
]]></text>
				</version>
			</history>
		</page>
		<page node="1090">
			<name>quiet_magic</name>
			<title>Quiet Magic</title>
			<keywords>Virtue, Minor Hermetic Virtue, Quiet Magic, ArM5</keywords>
			<description>Quiet Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129725</unix>
						<iso>2010-06-21 16:15:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Quiet Magic''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1091">
			<name>side_effect</name>
			<title>Side Effect</title>
			<keywords>Virtue, Minor Hermetic Virtue, Side Effect, ArM5</keywords>
			<description>Side Effect Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129725</unix>
						<iso>2010-06-21 16:15:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Side Effect''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1092">
			<name>skilled_parens</name>
			<title>Skilled Parens</title>
			<keywords>Virtue, Minor Hermetic Virtue, Skilled Parens, ArM5</keywords>
			<description>Skilled Parens Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129726</unix>
						<iso>2010-06-21 16:15:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Skilled Parens''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1093">
			<name>sorcerous_music</name>
			<title>Sorcerous Music</title>
			<keywords>Virtue, Minor Hermetic Virtue, Sorcerous Music, TMRE</keywords>
			<description>Sorcerous Music Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129726</unix>
						<iso>2010-06-21 16:15:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sorcerous Music''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 29-30
]]></text>
				</version>
			</history>
		</page>
		<page node="1094">
			<name>special_circumstances</name>
			<title>Special Circumstances</title>
			<keywords>Virtue, Minor Hermetic Virtue, Special Circumstances, ArM5</keywords>
			<description>Special Circumstances Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129726</unix>
						<iso>2010-06-21 16:15:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Special Circumstances''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 49
]]></text>
				</version>
			</history>
		</page>
		<page node="1095">
			<name>spell_binding_(virtue)</name>
			<title>Spell Binding</title>
			<keywords>Virtue, Minor Hermetic Virtue, Spell Binding, TMRE</keywords>
			<description>Spell Binding Minor Hermetic Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129726</unix>
						<iso>2010-06-21 16:15:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Spell Binding (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 27-29
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279193272</unix>
						<iso>2010-07-15 13:27:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Spell Binding''' is a [[Minor Virtue|Minor]] [[Hermetic Virtue]]. It is a [[Mystery]] that is no longer held by exclusively by [[Mystery Cult|mystery cults]], having spread to wide use in the [[Order of Hermes|Order]]. Spell Binding allows a magus to bind a spirit into maintaining a spell.

Spell binding requires binding powerful spirits to power moderate spells, and also requires a [[Ritual Spell|Ritual]] so that both time and [[raw vis]] are spent. Prudent use can, however, save raw vis (even considering the raw vis contained in the spirit) and the mystery allows for the creation of "instant" magic items or permanent effects.

= References

* [[TMRE]], p. 27-29
]]></text>
				</version>
			</history>
		</page>
		<page node="1096">
			<name>spell_improvisation_(virtue)</name>
			<title>Spell Improvisation (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Spell Improvisation, HoHMC</keywords>
			<description>Spell Improvisation Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129726</unix>
						<iso>2010-06-21 16:15:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Spell Improvisation (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHMC]], p. 87
]]></text>
				</version>
			</history>
		</page>
		<page node="1097">
			<name>study_bonus</name>
			<title>Study Bonus</title>
			<keywords>Virtue, Minor Hermetic Virtue, Study Bonus, ArM5</keywords>
			<description>Study Bonus Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129727</unix>
						<iso>2010-06-21 16:15:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Study Bonus''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 49
]]></text>
				</version>
			</history>
		</page>
		<page node="1098">
			<name>subtle_magic</name>
			<title>Subtle Magic</title>
			<keywords>Virtue, Minor Hermetic Virtue, Subtle Magic, ArM5</keywords>
			<description>Subtle Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129727</unix>
						<iso>2010-06-21 16:15:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Subtle Magic''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 49
]]></text>
				</version>
			</history>
		</page>
		<page node="1099">
			<name>tenens_occultorum_(virtue)</name>
			<title>Tenens Occultorum (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Tenens Occultorum, HoHTL</keywords>
			<description>Tenens Occultorum Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129727</unix>
						<iso>2010-06-21 16:15:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tenens Occultorum (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 25
]]></text>
				</version>
			</history>
		</page>
		<page node="11">
			<name>magi</name>
			<title>Magi</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199917715</unix>
						<iso>2008-01-09 23:28:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Magi refers to multiple representatives of the [[Order of Hermes]]. The Latin term translates to magicians or wise ones. A single female member is called a [[Maga|maga]], whereas a single male member is referred to as a [[Magus|magus]].
]]></text>
				</version>
			</history>
		</page>
		<page node="110">
			<name>bonisagus</name>
			<title>Bonisagus</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205779302</unix>
						<iso>2008-03-17 19:41:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term *Bonisagus* refers to one of the following unambiguous entities:

* [[Bonisagus the Founder]]
* [[House Bonisagus]]
* A single [[Magus|magus]] in his role as a member of [[House Bonisagus]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1100">
			<name>tethered_magic_(virtue)</name>
			<title>Tethered Magic (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Tethered Magic, HoHTL</keywords>
			<description>Tethered Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129727</unix>
						<iso>2010-06-21 16:15:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tethered Magic (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 107
]]></text>
				</version>
			</history>
		</page>
		<page node="1101">
			<name>verditius_magic_(virtue)</name>
			<title>Verditius Magic (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Verditius Magic, ArM5</keywords>
			<description>Verditius Magic Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129728</unix>
						<iso>2010-06-21 16:15:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Verditius Magic (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 50, 93
]]></text>
				</version>
			</history>
		</page>
		<page node="1102">
			<name>vulgar_alchemy_(virtue)</name>
			<title>Vulgar Alchemy (Virtue)</title>
			<keywords>Virtue, Minor Hermetic Virtue, Vulgar Alchemy, TMRE</keywords>
			<description>Vulgar Alchemy Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129728</unix>
						<iso>2010-06-21 16:15:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vulgar Alchemy (Virtue)''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 32-35
]]></text>
				</version>
			</history>
		</page>
		<page node="1103">
			<name>withstand_casting</name>
			<title>Withstand Casting</title>
			<keywords>Virtue, Minor Hermetic Virtue, Withstand Casting, TMRE</keywords>
			<description>Withstand Casting Minor Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129728</unix>
						<iso>2010-06-21 16:15:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Withstand Casting''' as a [[Minor Virtue|Minor]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 36
]]></text>
				</version>
			</history>
		</page>
		<page node="1104">
			<name>gift_of_tongues_(virtue)</name>
			<title>Gift of Tongues (Virtue)</title>
			<keywords>Virtue, Minor Heroic Virtue, Gift of Tongues, HoHTL</keywords>
			<description>Gift of Tongues Minor Heroic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129728</unix>
						<iso>2010-06-21 16:15:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gift of Tongues (Virtue)''' as a [[Minor Virtue|Minor]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 105
]]></text>
				</version>
			</history>
		</page>
		<page node="1105">
			<name>great_bearer_(virtue)</name>
			<title>Great Bearer (Virtue)</title>
			<keywords>Virtue, Minor Heroic Virtue, Great Bearer, HoHTL</keywords>
			<description>Great Bearer Minor Heroic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129729</unix>
						<iso>2010-06-21 16:15:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Great Bearer (Virtue)''' as a [[Minor Virtue|Minor]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 105
]]></text>
				</version>
			</history>
		</page>
		<page node="1106">
			<name>heroes'_birthright</name>
			<title>Heroes' Birthright</title>
			<keywords>Virtue, Minor Heroic Virtue, Heroes' Birthright, HoHTL</keywords>
			<description>Heroes' Birthright Minor Heroic Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129729</unix>
						<iso>2010-06-21 16:15:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Heroes' Birthright''' as a [[Minor Virtue|Minor]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 105-106
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279180486</unix>
						<iso>2010-07-15 09:54:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Heroes' Birthright''' is a [[Minor Virtue|Minor]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 105-106
]]></text>
				</version>
			</history>
		</page>
		<page node="1107">
			<name>messenger's_memory_(virtue)</name>
			<title>Messenger's Memory (Virtue)</title>
			<keywords>Virtue, Minor Heroic Virtue, Messenger's Memory, HoHTL</keywords>
			<description>Messenger's Memory Minor Heroic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129729</unix>
						<iso>2010-06-21 16:15:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Messenger's Memory (Virtue)''' as a [[Minor Virtue|Minor]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 106
]]></text>
				</version>
			</history>
		</page>
		<page node="1108">
			<name>mythic_(characteristic)</name>
			<title>Mythic (Characteristic)</title>
			<keywords>Virtue, Minor Heroic Virtue, Mythic (Characteristic), HoHTL</keywords>
			<description>Mythic (Characteristic) Minor Heroic Virtue</description>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129729</unix>
						<iso>2010-06-21 16:15:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mythic (Characteristic)''' as a [[Minor Virtue|Minor]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 107
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279182892</unix>
						<iso>2010-07-15 10:34:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Mythic (Characteristic)''' is a [[Minor Virtue|Minor]] [[Heroic Virtue]]. There are either such virtues, corresponding to the eight [[Characteristic|characteristics]] (Mythic Intelligence, Mythic Strength, and so on).

= References

* [[HoHTL]], p. 107
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279194982</unix>
						<iso>2010-07-15 13:56:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Mythic (Characteristic)''' is a [[Minor Virtue|Minor]] [[Heroic Virtue]]. There are eight such virtues, corresponding to the eight [[Characteristic|characteristics]] (Mythic Intelligence, Mythic Strength, and so on).

= References

* [[HoHTL]], p. 107
]]></text>
				</version>
			</history>
		</page>
		<page node="1109">
			<name>sure_traveler_(virtue)</name>
			<title>Sure Traveler (Virtue)</title>
			<keywords>Virtue, Minor Heroic Virtue, Sure Traveler, HoHTL</keywords>
			<description>Sure Traveler Minor Heroic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129729</unix>
						<iso>2010-06-21 16:15:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sure Traveler (Virtue)''' as a [[Minor Virtue|Minor]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 107
]]></text>
				</version>
			</history>
		</page>
		<page node="111">
			<name>merinita</name>
			<title>Merinita</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205779734</unix>
						<iso>2008-03-17 19:48:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term *Merinita* refers to one of the following unambiguous entities:

* [[Merinita (person)|Merinita, the person]]
* [[House Merinita]]
* A single [[Magus|maga]] in her role as a member of [[House Merinita]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206015265</unix>
						<iso>2008-03-20 13:14:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Changed to founder-nomenclature.</comment>
					<text><![CDATA[
The ambiguous term *Merinita* refers to one of the following unambiguous entities:

* [[Merinita the Founder]].
* [[House Merinita]].
* A single [[Magus|magus]] in his role as a member of [[House Merinita]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1110">
			<name>arcadian_travel_(virtue)</name>
			<title>Arcadian Travel (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Arcadian Travel, HoHMC</keywords>
			<description>Arcadian Travel Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129730</unix>
						<iso>2010-06-21 16:15:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Arcadian Travel (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 92
]]></text>
				</version>
			</history>
		</page>
		<page node="1111">
			<name>awakening_(virtue)</name>
			<title>Awakening (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Awakening, HoHMC</keywords>
			<description>Awakening Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129730</unix>
						<iso>2010-06-21 16:15:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Awakening (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 104
]]></text>
				</version>
			</history>
		</page>
		<page node="1112">
			<name>binding_the_gift_(virtue)</name>
			<title>Binding the Gift (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Binding the Gift, HoHMC</keywords>
			<description>Binding the Gift Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129730</unix>
						<iso>2010-06-21 16:15:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Binding the Gift (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 91-92
]]></text>
				</version>
			</history>
		</page>
		<page node="1113">
			<name>charm_magic_(virtue)</name>
			<title>Charm Magic</title>
			<keywords>Virtue, Minor Mystery Virtue, Charm Magic, HoHMC</keywords>
			<description>Charm Magic Minor Mystery Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129730</unix>
						<iso>2010-06-21 16:15:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Charm Magic (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 96-98
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279194241</unix>
						<iso>2010-07-15 13:44:01</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Charm Magic''' is a [[Minor Virtue|Minor]] [[Mystery Virtue]], signifying that the character has been initiated into the mysteries of [[Charm Magic]].

= References

* [[HoHMC]], p. 96-98
]]></text>
				</version>
			</history>
		</page>
		<page node="1114">
			<name>dream_magic</name>
			<title>Dream Magic</title>
			<keywords>Virtue, Minor Mystery Virtue, Dream Magic, TMRE</keywords>
			<description>Dream Magic Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129731</unix>
						<iso>2010-06-21 16:15:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dream Magic''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 102-107
]]></text>
				</version>
			</history>
		</page>
		<page node="1115">
			<name>enchant_casting_tools_(virtue)</name>
			<title>Enchant Casting Tools (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Enchant Casting Tools, HoHMC</keywords>
			<description>Enchant Casting Tools Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129731</unix>
						<iso>2010-06-21 16:15:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enchant Casting Tools (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 123-124
]]></text>
				</version>
			</history>
		</page>
		<page node="1116">
			<name>the_enigma_(virtue)</name>
			<title>The Enigma (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, The Enigma, ArM5</keywords>
			<description>The Enigma Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129731</unix>
						<iso>2010-06-21 16:15:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Enigma (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[ArM5]], p. 41, 92
]]></text>
				</version>
			</history>
		</page>
		<page node="1117">
			<name>the_greater_dream_grimoire</name>
			<title>The Greater Dream Grimoire</title>
			<keywords>Virtue, Minor Mystery Virtue, The Greater Dream Grimoire, TMRE</keywords>
			<description>The Greater Dream Grimoire Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129731</unix>
						<iso>2010-06-21 16:15:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Greater Dream Grimoire''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 107-110
]]></text>
				</version>
			</history>
		</page>
		<page node="1118">
			<name>great_talisman</name>
			<title>Great Talisman</title>
			<keywords>Virtue, Minor Mystery Virtue, Great Talisman, TMRE</keywords>
			<description>Great Talisman Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129732</unix>
						<iso>2010-06-21 16:15:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Great Talisman''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 89-90
]]></text>
				</version>
			</history>
		</page>
		<page node="1119">
			<name>hermetic_alchemy</name>
			<title>Hermetic Alchemy</title>
			<keywords>Virtue, Minor Mystery Virtue, Hermetic Alchemy, TMRE</keywords>
			<description>Hermetic Alchemy Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129732</unix>
						<iso>2010-06-21 16:15:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Alchemy''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 39-40
]]></text>
				</version>
			</history>
		</page>
		<page node="112">
			<name>mythic_companion</name>
			<title>Mythic Companion</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206015334</unix>
						<iso>2008-03-20 13:15:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Character Types|Character Type]] comparable to [[Magus]] in terms of power, There are several specific types of Mythic Companions, each given special rules by the [[Special Virtue]] the character has in lieu of [[The Gift]].

See also [[Blood of Heroes]] [[HoHTL]] 103.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206015674</unix>
						<iso>2008-03-20 13:21:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link fix</comment>
					<text><![CDATA[
A [[Character Type [[Magus]] in terms of power, There are several specific types of Mythic Companions, each given special rules by the [[Special Virtue]] the character has in lieu of [[The Gift]].

See also [[Blood of Heroes]] [[HoHTL]] 103.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1211351876</unix>
						<iso>2008-05-21 08:37:56</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added HoHS information</comment>
					<text><![CDATA[
A [[Character Type]] comparable to [[Magus]] in terms of power. There are several specific types of Mythic Companions, each given special rules by the [[Special Virtue]] the character has in lieu of [[The Gift]].

See also [[Blood of Heroes]] [[HoHTL]] 103, [[HoHS]] 106, [[Gifted Companion]],
]]></text>
				</version>
			</history>
		</page>
		<page node="1120">
			<name>hermetic_architecture</name>
			<title>Hermetic Architecture</title>
			<keywords>Virtue, Minor Mystery Virtue, Hermetic Architecture, TMRE</keywords>
			<description>Hermetic Architecture Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129732</unix>
						<iso>2010-06-21 16:15:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Architecture''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 97-101
]]></text>
				</version>
			</history>
		</page>
		<page node="1121">
			<name>hermetic_empowerment</name>
			<title>Hermetic Empowerment</title>
			<keywords>Virtue, Minor Mystery Virtue, Hermetic Empowerment, TMRE</keywords>
			<description>Hermetic Empowerment Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129732</unix>
						<iso>2010-06-21 16:15:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Empowerment''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 64-66
]]></text>
				</version>
			</history>
		</page>
		<page node="1122">
			<name>hermetic_geometry</name>
			<title>Hermetic Geometry</title>
			<keywords>Virtue, Minor Mystery Virtue, Hermetic Geometry, TMRE</keywords>
			<description>Hermetic Geometry Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129732</unix>
						<iso>2010-06-21 16:15:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Geometry''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 93-97
]]></text>
				</version>
			</history>
		</page>
		<page node="1123">
			<name>hermetic_numerology</name>
			<title>Hermetic Numerology</title>
			<keywords>Virtue, Minor Mystery Virtue, Hermetic Numerology, TMRE</keywords>
			<description>Hermetic Numerology Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129733</unix>
						<iso>2010-06-21 16:15:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Numerology''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 91-93
]]></text>
				</version>
			</history>
		</page>
		<page node="1124">
			<name>hermetic_sacrifice</name>
			<title>Hermetic Sacrifice</title>
			<keywords>Virtue, Minor Mystery Virtue, Hermetic Sacrifice, TMRE</keywords>
			<description>Hermetic Sacrifice Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129733</unix>
						<iso>2010-06-21 16:15:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Sacrifice''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 117
]]></text>
				</version>
			</history>
		</page>
		<page node="1125">
			<name>hermetic_synthemata</name>
			<title>Hermetic Synthemata</title>
			<keywords>Virtue, Minor Mystery Virtue, Hermetic Synthemata, TMRE</keywords>
			<description>Hermetic Synthemata Minor Mystery Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129733</unix>
						<iso>2010-06-21 16:15:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Synthemata''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 86-87
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279181304</unix>
						<iso>2010-07-15 10:08:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Hermetic Synthemata''' is a [[Minor Virtue|Minor]] [[Mystery Virtue]]. Part of the [[mystery|mysteries]] of [[Hermetic Theurgy]], it offers a means to greatly increase the [[Penetration]] against named spirits. 

Note that Hermetic Synthemata has been criticized by the [[Fan Community]] as being unnecessary and cumbersome in light of the effectiveness of using the [[True Name]] of the being along with a hefty [[Penetration (Ability)]] score.

= References

* [[TMRE]], p. 86-87
]]></text>
				</version>
			</history>
		</page>
		<page node="1126">
			<name>hermetic_theurgy</name>
			<title>Hermetic Theurgy</title>
			<keywords>Virtue, Minor Mystery Virtue, Hermetic Theurgy, TMRE</keywords>
			<description>Hermetic Theurgy Minor Mystery Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129733</unix>
						<iso>2010-06-21 16:15:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Theurgy''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 78-81
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279182797</unix>
						<iso>2010-07-15 10:33:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Hermetic Theurgy''' is a [[Minor Virtue|Minor]] [[Mystery Virtue]]. The first and critical [[mystery]] in the theurgic mysteries, it teaches how to summon named spirits. Practitioners of Hermetic Theurgy can summon spell spirits to allow them to create the effects of the spells without needing to cast the spells themselves, and can invent and cast [[theurgic invocation|theurgic invocations]] to summon aspects of [[daimon|daimons]] and bargain with them.

Note that [[magi]] not initiated into the mystery can still utilize theurgic invocations, albeit with more difficulty - but cannot invent them.

It has been noted in the fan community that it is entirely reasonable to use [[True Name|True Names]] and ordinary [[Rego]] magic to summon and control spirits with powers comparable to spell spirits. Such spirits also tend to be more flavorful than the mechanical "spell spirits" hermetic theurgy introduces, but their availability and statistics depends on the [[story guide]]. The invocation of daimons can likewise be deemed to be perfectly within the purview of standard [[Hermetic magic]].

= References

* [[TMRE]], p. 78-81
* Other mysteries in the school of Hermetic Theurgy include [[Hermetic Synthemata]], [[Theurgic Spirit Familiar]], [[Names of Power]], and [[Invocation Magic]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1127">
			<name>inscription_on_the_soul</name>
			<title>Inscription on the Soul</title>
			<keywords>Virtue, Minor Mystery Virtue, Inscription on the Soul, TMRE</keywords>
			<description>Inscription on the Soul Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129734</unix>
						<iso>2010-06-21 16:15:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Inscription on the Soul''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 69-70
]]></text>
				</version>
			</history>
		</page>
		<page node="1128">
			<name>invocation_magic</name>
			<title>Invocation Magic</title>
			<keywords>Virtue, Minor Mystery Virtue, Invocation Magic, TMRE</keywords>
			<description>Invocation Magic Minor Mystery Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129734</unix>
						<iso>2010-06-21 16:15:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Invocation Magic''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 78
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183985</unix>
						<iso>2010-07-15 10:53:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Invocation Magic''' is a [[Minor Virtue|Minor]] [[Mystery Virtue]], part of the [[mystery|mysteries]] of [[Hermetic Theurgy]] and used conjointly with [[Names of Power]].

= References

* [[TMRE]], p. 78
]]></text>
				</version>
			</history>
		</page>
		<page node="1129">
			<name>items_of_quality_(virtue)</name>
			<title>Items of Quality (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Items of Quality, HoHMC</keywords>
			<description>Items of Quality Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129734</unix>
						<iso>2010-06-21 16:15:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Items of Quality (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 124-125
]]></text>
				</version>
			</history>
		</page>
		<page node="113">
			<name>character_sheets</name>
			<title>Character Sheets</title>
			<language>en</language>
			<tags>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Fan-Created Content</tag>
				<tag>Character</tag>
			</tags>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205782653</unix>
						<iso>2008-03-17 20:37:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[begin:block|.preamble]
This page holds a collection of links to character sheets.
[end:block]

= Characters

Character sheets are sheets used to collect all necessary information about a single character, be it a [[Magus|magus]], a [[Companion|companion]], or a [[Grog|grog]].

: [[http://www.atlas-games.com/pdf_storage/arm5charsheet.pdf|Official Character Sheet]] : The official character sheet provided by [[http://www.atlas-games.com/|Atlas Games]] for download is similar to the one printed at the end of the [[ArM5|basic rule set]]. Although designed in grayscale only, the file is relatively big (about 970[_]KB), spans over four pages, and provides space for each and every detail a player might want to record.
: [file:Simple Character Sheet.pdf|Simple character sheet] : This simple and slim (26[_]KB) sheet consists of two pages. The first page covers the most important and most frequently used traits applicable to all characters, while the second page exclusively covers magical abilities.

= Covenants & Sagas

This section holds sheets for managing [[Covenant]]s, [[Saga|sagas]], and [[Adventures|adventures]]. They are used to keep track of time and resources.

: [file:Troupe Development Record.pdf|Troupe Development Record] : [[Story Guide|Story guides]] can use this sheet to keep track of the characters' activities during several [[Season|seasons]], allowing them, for example, to take down notes on how [[Experience]] points are spent.

= Miscellaneous

Everything else not covered above.

: [[http://www.atlas-games.com/pdf_storage/ArM5_certamen_record.pdf|Certamen Record Sheet]] : Used to keep track of the course of [[Certamen]] duels.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206948325</unix>
						<iso>2008-03-31 09:25:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>new official sheet</comment>
					<text><![CDATA[
[begin:block|.preamble]
This page holds a collection of links to character sheets.
[end:block]

= Characters

Character sheets are sheets used to collect all necessary information about a single character, be it a [[Magus|magus]], a [[Companion|companion]], or a [[Grog|grog]].

: [[http://www.atlas-games.com/pdf_storage/ArM5Charsheet-NEW.pdf|Official Character Sheet]] : The official character sheet provided by [[http://www.atlas-games.com/|Atlas Games]] for download is similar to the one printed at the end of the [[ArM5|basic rule set]]. Black-and-white with a color frame in the [[ARM5]] style, the file is relatively big (3.2[_]MB), spans over four pages, and provides space for many details and all the relevant statistics. An older version, lighter (about 970[_]KB) grescale version is [[http://www.atlas-games.com/pdf_storage/arm5charsheet.pdf|available]].  statistics. An older version, lighter (about 970[_]KB) grescale version is [[http://www.atlas-games.com/pdf_storage/arm5charsheet.pdf|available]]. 
: [file:Simple Character Sheet.pdf|Simple character sheet] : This simple and slim (26[_]KB) sheet consists of two pages. The first page covers the most important and most frequently used traits applicable to all characters, while the second page exclusively covers magical abilities.

= Covenants & Sagas

This section holds sheets for managing [[Covenant]]s, [[Saga|sagas]], and [[Adventures|adventures]]. They are used to keep track of time and resources.

: [file:Troupe Development Record.pdf|Troupe Development Record] : [[Story Guide|Story guides]] can use this sheet to keep track of the characters' activities during several [[Season|seasons]], allowing them, for example, to take down notes on how [[Experience]] points are spent.

= Miscellaneous

Everything else not covered above.

:
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206948385</unix>
						<iso>2008-03-31 09:26:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typos</comment>
					<text><![CDATA[
[begin:block|.preamble]
This page holds a collection of links to character sheets.
[end:block]

= Characters

Character sheets are sheets used to collect all necessary information about a single character, be it a [[Magus|magus]], a [[Companion|companion]], or a [[Grog|grog]].

: [[http://www.atlas-games.com/pdf_storage/ArM5Charsheet-NEW.pdf|Official Character Sheet]] : The official character sheet provided by [[http://www.atlas-games.com/|Atlas Games]] for download is similar to the one printed at the end of the [[ArM5|basic rule set]]. Black-and-white with a color frame in the [[ArM5]] style, the file is relatively big (3.2[_]MB), spans over four pages, and provides space for many details and all the relevant statistics. An older, lighter (about 970[_]KB) greyscale version is [[httpatlas-games.com/pdf_storage/arm5charsheet.pdf|available]]. 
: [file:Simple Character Sheet.pdf|Simple character sheet] : This simple and slim (26[_]KB) sheet consists of two pages. The first page covers the most important and most frequently used traits applicable to all characters, while the second page exclusively covers magical abilities.

= Covenants & Sagas

This section holds sheets for managing [[Covenant]]s, [[Saga|sagas]], and [[Adventures|adventures]]. They are used to keep track of time and resources.

: [file:Troupe Development Record.pdf|Troupe Development Record] : [[Story Guide|Story guides]] can use this sheet to keep track of the characters' activities during several [[Season|seasons]], allowing them, for example, to take down notes on how [[Experience]] points are spent.

= Miscellaneous

Everything else not covered above.

: [[http://www.atlas-games.com/pdf_storage/ArM5_certamen_record.pdf|Certamen Record Sheet]] : Used to keep track of the course of [[Certamen]] duels.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1207212807</unix>
						<iso>2008-04-03 10:53:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>item sheets</comment>
					<text><![CDATA[
[begin:block|.preamble]
This page holds a collection of links to character sheets.
[end:block]

= Characters

Character sheets are sheets used to collect all necessary information about a single character, be it a [[Magus|magus]], a [[Companion|companion]], or a [[Grog|grog]].

: [[http://www.atlas-games.com/pdf_storage/ArM5Charsheet-NEW.pdf|Official Character Sheet]] : The official character sheet provided by [[http://www.atlas-games.com/|Atlas Games]] for download is similar to the one printed at the end of the [[ArM5|basic rule set]]. Black-and-white with a color frame in the [[ArM5]] style, the file is relatively big (3.2[_]MB), spans over four pages, and provides space for many details and all the relevant statistics. An older, lighter (about 970[_]KB) greyscale version is [[http://www.atlas-games.com/pdf_storage/arm5charsheet.pdf|available]]. 
: [file:Simple Character Sheet.pdf|Simple character sheet] : This simple and slim (26[_]KB) sheet consists of two pages. The first page covers the most important and most frequently used traits applicable to all characters, while the second page exclusively covers magical abilities.

= Covenants & Sagas

This section holds sheets for managing [[Covenant]]s, [[Saga|sagas]], and [[Adventures|adventures]]. They are used to keep track of time and resources.

: [file:Troupe Development Record.pdf|Troupe Development Record] : [[Story Guide|Story guides]] can use this sheet to keep track of the characters' activities during several [[Season|seasons]], allowing them, for example, to take down notes on how [[Experience]] points are spent.

= Miscellaneous

Everything else not covered above.

: [[http://www.atlas-games.com/pdf_storage/ArM5_certamen_record.pdf|Certamen Record Sheet]] : Used to keep track of the course of [[Certamen]] duels.

: [[http://www.atlas-games.com/pdf_storage/Item%20Sheets.zip|Item Sheets]] : To register your magical creations in all their gory detail.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1207215284</unix>
						<iso>2008-04-03 11:34:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added covenant record sheet</comment>
					<text><![CDATA[
[begin:block|.preamble]
This page holds a collection of links to character sheets.
[end:block]

= Characters

Character sheets are sheets used to collect all necessary information about a single character, be it a [[Magus|magus]], a [[Companion|companion]], or a [[Grog|grog]].

: [[http://www.atlas-games.com/pdf_storage/ArM5Charsheet-NEW.pdf|Official Character Sheet]] : The official character sheet provided by [[http://www.atlas-games.com/|Atlas Games]] for download is similar to the one printed at the end of the [[ArM5|basic rule set]]. Black-and-white with a color frame in the [[ArM5]] style, the file is relatively big (3.2[_]MB), spans over four pages, and provides space for many details and all the relevant statistics. An older, lighter (about 970[_]KB) greyscale version is [[http://www.atlas-games.com/pdf_storage/arm5charsheet.pdf|available]]. 
: [file:Simple Character Sheet.pdf|Simple character sheet] : This simple and slim (26[_]KB) sheet consists of two pages. The first page covers the most important and most frequently used traits applicable to all characters, while the second page exclusively covers magical abilities.

= Covenants & Sagas

This section holds sheets for managing [[Covenant]]s, [[Saga|sagas]], and [[Adventures|adventures]]. They are used to keep track of time and resources.

: [[http://www.atlas-games.com/pdf_storage/ArM5CovenantRecordSheets.pdf|Covenant Record Sheets]] : Yes, the covenant is a character too, so its character sheet deserves to be on this page.

: [file:://www.atlas-games.com/pdf_storage/ArM5CovenantRecordSheets.pdf|Covenant Record Sheets]] : Yes, the covenant is a character too, so its character sheet deserves to be on this page.

: [file:Troupe Development Record.pdf|Troupe Development Record] : [[Story Guide|Story guides]] can use this sheet to keep track of the characters' activities during several [[Season|seasons]], allowing them, for example, to take down notes on how [[Experience]] points are spent.

= Miscellaneous

Everything else not covered above.

: [[http://www.atlas-games.com/pdf_storage/ArM5_certamen_record.pdf|Certamen Record Sheet]] : Used
]]></text>
				</version>
			</history>
		</page>
		<page node="1130">
			<name>the_lesser_elixir</name>
			<title>The Lesser Elixir</title>
			<keywords>Virtue, Minor Mystery Virtue, The Lesser Elixir, TMRE</keywords>
			<description>The Lesser Elixir Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129734</unix>
						<iso>2010-06-21 16:15:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Lesser Elixir''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 42-43
]]></text>
				</version>
			</history>
		</page>
		<page node="1131">
			<name>names_of_power</name>
			<title>Names of Power</title>
			<keywords>Virtue, Minor Mystery Virtue, Names of Power, TMRE</keywords>
			<description>Names of Power Minor Mystery Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129735</unix>
						<iso>2010-06-21 16:15:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Names of Power''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 76-78
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279184047</unix>
						<iso>2010-07-15 10:54:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Names of Power''' is a [[Minor Virtue|Minor]] [[Mystery Virtue]], part of the [[mystery|mysteries]] of [[Hermetic Theurgy]]. Names of Power cannot be used on its own, but can be used with other mysteries, such as [[Invocation Magic]].

= References

* [[TMRE]], p. 76-78
]]></text>
				</version>
			</history>
		</page>
		<page node="1132">
			<name>nature_lore_(virtue)</name>
			<title>Nature Lore (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Nature Lore, HoHMC</keywords>
			<description>Nature Lore Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129735</unix>
						<iso>2010-06-21 16:15:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Nature Lore (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 103-104
]]></text>
				</version>
			</history>
		</page>
		<page node="1133">
			<name>periapt</name>
			<title>Periapt</title>
			<keywords>Virtue, Minor Mystery Virtue, Periapt, TMRE</keywords>
			<description>Periapt Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129735</unix>
						<iso>2010-06-21 16:15:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Periapt''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1134">
			<name>philosophic_alchemy_(virtue)</name>
			<title>Philosophic Alchemy (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Philosophic Alchemy, TMRE</keywords>
			<description>Philosophic Alchemy Minor Mystery Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129735</unix>
						<iso>2010-06-21 16:15:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Philosophic Alchemy (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 40-41
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279194460</unix>
						<iso>2010-07-15 13:47:40</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Philosophic Alchemy''' is a [[Minor Virtue|Minor]] [[Mystery Virtue]], signifying the initiation into the mystery of [[Philosophic Alchemy]].

= References

* [[TMRE]], p. 40-41
]]></text>
				</version>
			</history>
		</page>
		<page node="1135">
			<name>reforging_enchanted_items_(virtue)</name>
			<title>Reforging Enchanted Items (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Reforging Enchanted Items, HoHMC</keywords>
			<description>Reforging Enchanted Items Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129735</unix>
						<iso>2010-06-21 16:15:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Reforging Enchanted Items (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 125-127
]]></text>
				</version>
			</history>
		</page>
		<page node="1136">
			<name>secret_name_(virtue)</name>
			<title>Secret Name (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Secret Name, HoHMC</keywords>
			<description>Secret Name Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129736</unix>
						<iso>2010-06-21 16:15:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Secret Name (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 26-27
]]></text>
				</version>
			</history>
		</page>
		<page node="1137">
			<name>sensory_magic_(virtue)</name>
			<title>Sensory Magic (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Sensory Magic, HoHMC</keywords>
			<description>Sensory Magic Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129736</unix>
						<iso>2010-06-21 16:15:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sensory Magic (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 27-28
]]></text>
				</version>
			</history>
		</page>
		<page node="1138">
			<name>spell_timing_(virtue)</name>
			<title>Spell Timing (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Spell Timing, HoHMC</keywords>
			<description>Spell Timing Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129736</unix>
						<iso>2010-06-21 16:15:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Spell Timing (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 100-101
]]></text>
				</version>
			</history>
		</page>
		<page node="1139">
			<name>spirit_familiar</name>
			<title>Spirit Familiar</title>
			<keywords>Virtue, Minor Mystery Virtue, Spirit Familiar, TMRE</keywords>
			<description>Spirit Familiar Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129736</unix>
						<iso>2010-06-21 16:15:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Spirit Familiar''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 66-69
]]></text>
				</version>
			</history>
		</page>
		<page node="114">
			<name>durenmar</name>
			<title>Durenmar</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Mythic Europe</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793297</unix>
						<iso>2008-03-17 23:34:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Durenmar''' is the [[Domus Magna|domus magna]] of [[House Bonisagus]], holds the [[Great Library]] of the [[Order of Hermes|Order]], and is the setting for its [[Grand Tribunal|Grand Tribunals]]. The ancient [[Covenant|covenant]] served as the home of [[Bonisagus the Founder|Bonisagus]], [[Trianoma]], [[Notatus]] and other luminaries of the House. Durenmar's position in the [[Rhine Tribunal]] is threatened by the rise of [[Fengheld]] and by its enmity with [[Dankmar]].

===Refereces

* Durenmar and its political situation is described in great detail in [[GotF]] 51-61.
* It is also described in [[HoHTL]] 5.
]]></text>
				</version>
			</history>
		</page>
		<page node="1140">
			<name>theriomorphy_(virtue)</name>
			<title>Theriomorphy (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Theriomorphy, HoHMC</keywords>
			<description>Theriomorphy Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129737</unix>
						<iso>2010-06-21 16:15:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Theriomorphy (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 27
]]></text>
				</version>
			</history>
		</page>
		<page node="1141">
			<name>theurgic_spirit_familiar</name>
			<title>Theurgic Spirit Familiar</title>
			<keywords>Virtue, Minor Mystery Virtue, Theurgic Spirit Familiar, TMRE</keywords>
			<description>Theurgic Spirit Familiar Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129737</unix>
						<iso>2010-06-21 16:15:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Theurgic Spirit Familiar''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 81-82
]]></text>
				</version>
			</history>
		</page>
		<page node="1142">
			<name>verditius_elder_runes_(virtue)</name>
			<title>Verditius Elder Runes (Virtue)</title>
			<keywords>Virtue, Minor Mystery Virtue, Verditius Elder Runes, HoHMC</keywords>
			<description>Verditius Elder Runes Minor Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129737</unix>
						<iso>2010-06-21 16:15:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Verditius Elder Runes (Virtue)''' as a [[Minor Virtue|Minor]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 127-128
]]></text>
				</version>
			</history>
		</page>
		<page node="1143">
			<name>animal_ken_(virtue)</name>
			<title>Animal Ken</title>
			<keywords>Virtue, Minor Supernatural Virtue, Animal Ken, ArM5</keywords>
			<description>Animal Ken Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129737</unix>
						<iso>2010-06-21 16:15:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Animal Ken''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 40, 62
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1277151258</unix>
						<iso>2010-06-21 22:14:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Correspondence with homonymous Ability</comment>
					<text><![CDATA[
'''Animal Ken''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]]. It corresponds with the [[Minor Virtue|Minor]] [[Supernatural Ability]] [[Animal Ken (Ability)]].

= References

* [[ArM5]], p. 40, 62
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279204562</unix>
						<iso>2010-07-15 16:36:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Animal Ken''' is a [[Minor Virtue|Minor]] [[Supernatural Virtue]]. It corresponds with the [[Minor Virtue|Minor]] [[Supernatural Ability]] [[Animal Ken (Ability)]].

= References

* [[ArM5]], p. 40, 62
]]></text>
				</version>
			</history>
		</page>
		<page node="1144">
			<name>ceremony_(divine)</name>
			<title>Ceremony (divine)</title>
			<keywords>Virtue, Minor Supernatural Virtue, Ceremony (divine), RoPTD</keywords>
			<description>Ceremony (divine) Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129738</unix>
						<iso>2010-06-21 16:15:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ceremony (divine)''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 34, 36
]]></text>
				</version>
			</history>
		</page>
		<page node="1145">
			<name>craft_amulets</name>
			<title>Craft Amulets</title>
			<keywords>Virtue, Minor Supernatural Virtue, Craft Amulets, RoPTD</keywords>
			<description>Craft Amulets Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129738</unix>
						<iso>2010-06-21 16:15:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Craft Amulets''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 136, 137-138
]]></text>
				</version>
			</history>
		</page>
		<page node="1146">
			<name>demonic_might</name>
			<title>Demonic Might</title>
			<keywords>Virtue, Minor Supernatural Virtue, Demonic Might, RoPTI</keywords>
			<description>Demonic Might Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129738</unix>
						<iso>2010-06-21 16:15:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Demonic Might''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 84
]]></text>
				</version>
			</history>
		</page>
		<page node="1147">
			<name>demonic_powers</name>
			<title>Demonic Powers</title>
			<keywords>Virtue, Minor Supernatural Virtue, Demonic Powers, RoPTI</keywords>
			<description>Demonic Powers Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129738</unix>
						<iso>2010-06-21 16:15:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Demonic Powers''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 84-85
]]></text>
				</version>
			</history>
		</page>
		<page node="1148">
			<name>dowsing_(virtue)</name>
			<title>Dowsing</title>
			<keywords>Virtue, Minor Supernatural Virtue, Dowsing, ArM5</keywords>
			<description>Dowsing Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129738</unix>
						<iso>2010-06-21 16:15:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dowsing''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 41, 64
]]></text>
				</version>
			</history>
		</page>
		<page node="1149">
			<name>enchanting_(ability)_(virtue)</name>
			<title>Enchanting (Ability) (Virtue)</title>
			<keywords>Virtue, Minor Supernatural Virtue, Enchanting (Ability), HoHMC</keywords>
			<description>Enchanting (Ability) Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129739</unix>
						<iso>2010-06-21 16:15:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enchanting (Ability) (Virtue)''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[HoHMC]], p. 86
]]></text>
				</version>
			</history>
		</page>
		<page node="115">
			<name>trianoma</name>
			<title>Trianoma</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793349</unix>
						<iso>2008-03-17 23:35:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Trianoma''' the [[Founder]] co-founded the [[Order of Hermes]] with [[Bonisagus the Founder|Bonisagus]], serving as the political figure that drew the other Founders to ally with Bonisagus and take the [[Hermetic Oath]]. She was the first Founder to study under Bonisagus, but unlike the others chose to remain within [[House Bonisagus]] and not form an independent [[House]]. Her lineages still persists as a vital part of House Bonisagus.

===References
* The biography of Trianoma is given in [[HoHTL]] 6-8.
]]></text>
				</version>
			</history>
		</page>
		<page node="1150">
			<name>enchanting_music_(virtue)</name>
			<title>Enchanting Music</title>
			<keywords>Virtue, Minor Supernatural Virtue, Enchanting Music, ArM5</keywords>
			<description>Enchanting Music Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129739</unix>
						<iso>2010-06-21 16:15:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enchanting Music''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 41, 65
]]></text>
				</version>
			</history>
		</page>
		<page node="1151">
			<name>folk_dancer_(virtue)</name>
			<title>Folk Dancer (Virtue)</title>
			<keywords>Virtue, Minor Supernatural Virtue, Folk Dancer, HoHTL</keywords>
			<description>Folk Dancer Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129739</unix>
						<iso>2010-06-21 16:15:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Folk Dancer (Virtue)''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[HoHTL]], p. 142
]]></text>
				</version>
			</history>
		</page>
		<page node="1152">
			<name>figurine_magic_(virtue)</name>
			<title>Figurine Magic (Virtue)</title>
			<keywords>Virtue, Minor Supernatural Virtue, Figurine Magic, HoHTL</keywords>
			<description>Figurine Magic Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129739</unix>
						<iso>2010-06-21 16:15:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Figurine Magic (Virtue)''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[HoHTL]], p. 25, 33-34
]]></text>
				</version>
			</history>
		</page>
		<page node="1153">
			<name>gender_shift</name>
			<title>Gender Shift</title>
			<keywords>Virtue, Minor Supernatural Virtue, Gender Shift, RoPTI</keywords>
			<description>Gender Shift Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129740</unix>
						<iso>2010-06-21 16:15:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gender Shift''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 85
]]></text>
				</version>
			</history>
		</page>
		<page node="1154">
			<name>infernal_heirloom</name>
			<title>Infernal Heirloom</title>
			<keywords>Virtue, Minor Supernatural Virtue, Infernal Heirloom, RoPTI</keywords>
			<description>Infernal Heirloom Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129740</unix>
						<iso>2010-06-21 16:15:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Infernal Heirloom''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 86
]]></text>
				</version>
			</history>
		</page>
		<page node="1155">
			<name>lesser_immunity</name>
			<title>Lesser Immunity</title>
			<keywords>Virtue, Minor Supernatural Virtue, Lesser Immunity, ArM5</keywords>
			<description>Lesser Immunity Minor Supernatural Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129740</unix>
						<iso>2010-06-21 16:15:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lesser Immunity''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279180884</unix>
						<iso>2010-07-15 10:01:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Lesser Immunity''' is a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1156">
			<name>lesser_infernal_power</name>
			<title>Lesser Infernal Power</title>
			<keywords>Virtue, Minor Supernatural Virtue, Lesser Infernal Power, RoPTI</keywords>
			<description>Lesser Infernal Power Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129740</unix>
						<iso>2010-06-21 16:15:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lesser Infernal Power''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 78-79
]]></text>
				</version>
			</history>
		</page>
		<page node="1157">
			<name>lesser_purifying_touch</name>
			<title>Lesser Purifying Touch</title>
			<keywords>Virtue, Minor Supernatural Virtue, Lesser Purifying Touch, ArM5</keywords>
			<description>Lesser Purifying Touch Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129741</unix>
						<iso>2010-06-21 16:15:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lesser Purifying Touch''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1158">
			<name>magic_sensitivity</name>
			<title>Magic Sensitivity</title>
			<keywords>Virtue, Minor Supernatural Virtue, Magic Sensitivity, ArM5</keywords>
			<description>Magic Sensitivity Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129741</unix>
						<iso>2010-06-21 16:15:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Magic Sensitivity''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 45, 66
]]></text>
				</version>
			</history>
		</page>
		<page node="1159">
			<name>premonitions</name>
			<title>Premonitions</title>
			<keywords>Virtue, Minor Supernatural Virtue, Premonitions, ArM5</keywords>
			<description>Premonitions Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129741</unix>
						<iso>2010-06-21 16:15:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Premonitions''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 47, 67
]]></text>
				</version>
			</history>
		</page>
		<page node="116">
			<name>boukoloi</name>
			<title>Boukoloi</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793385</unix>
						<iso>2008-03-17 23:36:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Boukoloi''' are junior [[House Bonisagus|Bonisagus]] [[Magus|magi]]. See [[HoHTL]] 10.
]]></text>
				</version>
			</history>
		</page>
		<page node="1160">
			<name>samovily_blood_(virtue)</name>
			<title>Samovily Blood (Virtue)</title>
			<keywords>Virtue, Minor Supernatural Virtue, Samovily Blood, HoHTL</keywords>
			<description>Samovily Blood Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129741</unix>
						<iso>2010-06-21 16:15:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Samovily Blood (Virtue)''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[HoHTL]], p. 142-143
]]></text>
				</version>
			</history>
		</page>
		<page node="1161">
			<name>second_sight</name>
			<title>Second Sight</title>
			<keywords>Virtue, Minor Supernatural Virtue, Second Sight, ArM5</keywords>
			<description>Second Sight Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129742</unix>
						<iso>2010-06-21 16:15:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Second Sight''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 48, 67
]]></text>
				</version>
			</history>
		</page>
		<page node="1162">
			<name>sense_holiness_and_unholiness</name>
			<title>Sense Holiness and Unholiness</title>
			<keywords>Virtue, Minor Supernatural Virtue, Sense Holiness and Unholiness, ArM5</keywords>
			<description>Sense Holiness and Unholiness Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129742</unix>
						<iso>2010-06-21 16:15:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sense Holiness and Unholiness''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 48, 67
]]></text>
				</version>
			</history>
		</page>
		<page node="1163">
			<name>skinchanger_(virtue)</name>
			<title>Skinchanger (Virtue)</title>
			<keywords>Virtue, Minor Supernatural Virtue, Skinchanger, ArM5</keywords>
			<description>Skinchanger Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129742</unix>
						<iso>2010-06-21 16:15:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Skinchanger (Virtue)''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 48-49
]]></text>
				</version>
			</history>
		</page>
		<page node="1164">
			<name>strong_angelic_heritage</name>
			<title>Strong Angelic Heritage</title>
			<keywords>Virtue, Minor Supernatural Virtue, Strong Angelic Heritage, RoPTD</keywords>
			<description>Strong Angelic Heritage Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129742</unix>
						<iso>2010-06-21 16:15:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Strong Angelic Heritage''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 35-36
]]></text>
				</version>
			</history>
		</page>
		<page node="1165">
			<name>sufi</name>
			<title>Sufi</title>
			<keywords>Virtue, Minor Supernatural Virtue, Sufi, RoPTD</keywords>
			<description>Sufi Minor Supernatural Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129742</unix>
						<iso>2010-06-21 16:15:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sufi''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 115
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183585</unix>
						<iso>2010-07-15 10:46:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Sufi''' is a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 115
]]></text>
				</version>
			</history>
		</page>
		<page node="1166">
			<name>unbound_tongue_(virtue)</name>
			<title>Unbound Tongue (Virtue)</title>
			<keywords>Virtue, Minor Supernatural Virtue, Unbound Tongue, HoHMC</keywords>
			<description>Unbound Tongue Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129743</unix>
						<iso>2010-06-21 16:15:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unbound Tongue (Virtue)''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[HoHMC]], p. 38
]]></text>
				</version>
			</history>
		</page>
		<page node="1167">
			<name>wilderness_sense</name>
			<title>Wilderness Sense</title>
			<keywords>Virtue, Minor Supernatural Virtue, Wilderness Sense, ArM5</keywords>
			<description>Wilderness Sense Minor Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129743</unix>
						<iso>2010-06-21 16:15:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wilderness Sense''' as a [[Minor Virtue|Minor]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 50, 67
]]></text>
				</version>
			</history>
		</page>
		<page node="1168">
			<name>alim</name>
			<title>Alim</title>
			<keywords>Virtue, Minor Social Status Virtue, Alim, RoPTD</keywords>
			<description>Alim Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129743</unix>
						<iso>2010-06-21 16:15:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Alim''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 114
]]></text>
				</version>
			</history>
		</page>
		<page node="1169">
			<name>brother_chaplain</name>
			<title>Brother Chaplain</title>
			<keywords>Virtue, Minor Social Status Virtue, Brother Chaplain, RoPTD</keywords>
			<description>Brother Chaplain Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129743</unix>
						<iso>2010-06-21 16:15:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Brother Chaplain''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 92
]]></text>
				</version>
			</history>
		</page>
		<page node="117">
			<name>daduchos</name>
			<title>Daduchos</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793418</unix>
						<iso>2008-03-17 23:36:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Daduchos''' is a rank within [[House Bonisagus]]. See [[HoHTL]] 10.
]]></text>
				</version>
			</history>
		</page>
		<page node="1170">
			<name>brother_knight</name>
			<title>Brother Knight</title>
			<keywords>Virtue, Minor Social Status Virtue, Brother Knight, RoPTD</keywords>
			<description>Brother Knight Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129744</unix>
						<iso>2010-06-21 16:15:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Brother Knight''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 92
]]></text>
				</version>
			</history>
		</page>
		<page node="1171">
			<name>brother_sergeant</name>
			<title>Brother Sergeant</title>
			<keywords>Virtue, Minor Social Status Virtue, Brother Sergeant, RoPTD</keywords>
			<description>Brother Sergeant Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129744</unix>
						<iso>2010-06-21 16:15:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Brother Sergeant''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 92
]]></text>
				</version>
			</history>
		</page>
		<page node="1172">
			<name>bureaucrat</name>
			<title>Bureaucrat</title>
			<keywords>Virtue, Minor Social Status Virtue, Bureaucrat, RoPTD</keywords>
			<description>Bureaucrat Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129744</unix>
						<iso>2010-06-21 16:15:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bureaucrat''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 114-115
]]></text>
				</version>
			</history>
		</page>
		<page node="1173">
			<name>chazzan</name>
			<title>Chazzan</title>
			<keywords>Virtue, Minor Social Status Virtue, Chazzan, RoPTD</keywords>
			<description>Chazzan Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129744</unix>
						<iso>2010-06-21 16:15:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Chazzan''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="1174">
			<name>clerk</name>
			<title>Clerk</title>
			<keywords>Virtue, Minor Social Status Virtue, Clerk, ArM5</keywords>
			<description>Clerk Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129745</unix>
						<iso>2010-06-21 16:15:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clerk''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1175">
			<name>custos</name>
			<title>Custos</title>
			<keywords>Virtue, Minor Social Status Virtue, Custos, ArM5</keywords>
			<description>Custos Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129745</unix>
						<iso>2010-06-21 16:15:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Custos''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="1176">
			<name>eastern_priest</name>
			<title>Eastern Priest</title>
			<keywords>Virtue, Minor Social Status Virtue, Eastern Priest, RoPTD</keywords>
			<description>Eastern Priest Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129745</unix>
						<iso>2010-06-21 16:15:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Eastern Priest''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 92-93
]]></text>
				</version>
			</history>
		</page>
		<page node="1177">
			<name>emir</name>
			<title>Emir</title>
			<keywords>Virtue, Minor Social Status Virtue, Emir, RoPTD</keywords>
			<description>Emir Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129745</unix>
						<iso>2010-06-21 16:15:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Emir''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 115
]]></text>
				</version>
			</history>
		</page>
		<page node="1178">
			<name>failed_apprentice</name>
			<title>Failed Apprentice</title>
			<keywords>Virtue, Minor Social Status Virtue, Failed Apprentice, ArM5</keywords>
			<description>Failed Apprentice Minor Social Status Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129746</unix>
						<iso>2010-06-21 16:15:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Failed Apprentice''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279178199</unix>
						<iso>2010-07-15 09:16:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Failed Apprentice''' is a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
			</history>
		</page>
		<page node="1179">
			<name>forge-companion</name>
			<title>Forge-Companion</title>
			<keywords>Virtue, Minor Social Status Virtue, Forge-Companion, HoHMC</keywords>
			<description>Forge-Companion Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129746</unix>
						<iso>2010-06-21 16:15:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Forge-Companion''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[HoHMC]], p. 135-136
]]></text>
				</version>
			</history>
		</page>
		<page node="118">
			<name>cannophori</name>
			<title>Cannophori</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793438</unix>
						<iso>2008-03-17 23:37:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cannophori''' is a rank within [[House Bonisagus]]. See [[HoHTL]] 10.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267047711</unix>
						<iso>2010-02-24 22:41:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added related topic</comment>
					<text><![CDATA[
'''Cannophori''' is a rank within [[House Bonisagus]].

= References

* [[HoHTL]] 10

= Related Topics

* [[House Acclaim]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1180">
			<name>gentleman</name>
			<title>Gentleman</title>
			<keywords>Virtue, Minor Social Status Virtue, Gentleman, ArM5</keywords>
			<description>Gentleman Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129746</unix>
						<iso>2010-06-21 16:15:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gentleman''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
			</history>
		</page>
		<page node="1181">
			<name>knight</name>
			<title>Knight</title>
			<keywords>Virtue, Minor Social Status Virtue, Knight, ArM5</keywords>
			<description>Knight Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129746</unix>
						<iso>2010-06-21 16:15:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Knight''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1182">
			<name>kohein</name>
			<title>Kohein</title>
			<keywords>Virtue, Minor Social Status Virtue, Kohein, RoPTD</keywords>
			<description>Kohein Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129747</unix>
						<iso>2010-06-21 16:15:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Kohein''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 137
]]></text>
				</version>
			</history>
		</page>
		<page node="1183">
			<name>levite</name>
			<title>Levite</title>
			<keywords>Virtue, Minor Social Status Virtue, Levite, RoPTD</keywords>
			<description>Levite Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129747</unix>
						<iso>2010-06-21 16:15:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Levite''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 137
]]></text>
				</version>
			</history>
		</page>
		<page node="1184">
			<name>lone_redcap_(virtue)</name>
			<title>Lone Redcap (Virtue)</title>
			<keywords>Virtue, Minor Social Status Virtue, Lone Redcap, HoHTL</keywords>
			<description>Lone Redcap Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129747</unix>
						<iso>2010-06-21 16:15:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lone Redcap (Virtue)''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[HoHTL]], p. 106
]]></text>
				</version>
			</history>
		</page>
		<page node="1185">
			<name>mamluk</name>
			<title>Mamluk</title>
			<keywords>Virtue, Minor Social Status Virtue, Mamluk, RoPTD</keywords>
			<description>Mamluk Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129747</unix>
						<iso>2010-06-21 16:15:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mamluk''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 115
]]></text>
				</version>
			</history>
		</page>
		<page node="1186">
			<name>mendicant_friar</name>
			<title>Mendicant Friar</title>
			<keywords>Virtue, Minor Social Status Virtue, Mendicant Friar, ArM5</keywords>
			<description>Mendicant Friar Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129747</unix>
						<iso>2010-06-21 16:15:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mendicant Friar''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 46
]]></text>
				</version>
			</history>
		</page>
		<page node="1187">
			<name>mercenary_captain</name>
			<title>Mercenary Captain</title>
			<keywords>Virtue, Minor Social Status Virtue, Mercenary Captain, ArM5</keywords>
			<description>Mercenary Captain Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129748</unix>
						<iso>2010-06-21 16:15:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mercenary Captain''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 46
]]></text>
				</version>
			</history>
		</page>
		<page node="1188">
			<name>priest</name>
			<title>Priest</title>
			<keywords>Virtue, Minor Social Status Virtue, Priest, ArM5</keywords>
			<description>Priest Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129748</unix>
						<iso>2010-06-21 16:15:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Priest''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 47
]]></text>
				</version>
			</history>
		</page>
		<page node="1189">
			<name>rabbi</name>
			<title>Rabbi</title>
			<keywords>Virtue, Minor Social Status Virtue, Rabbi, RoPTD</keywords>
			<description>Rabbi Minor Social Status Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129748</unix>
						<iso>2010-06-21 16:15:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rabbi''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 137
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279184221</unix>
						<iso>2010-07-15 10:57:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Rabbi''' is a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]] appropriate for [[Judaism|Jewish]] characters.

= References

* [[RoPTD]], p. 137
]]></text>
				</version>
			</history>
		</page>
		<page node="119">
			<name>dendrophori</name>
			<title>Dendrophori</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793452</unix>
						<iso>2008-03-17 23:37:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dendrophori''' is a rank within [[House Bonisagus]]. See [[HoHTL]] 10.
]]></text>
				</version>
			</history>
		</page>
		<page node="1190">
			<name>sufi_(virtue)</name>
			<title>Sufi (Virtue)</title>
			<keywords>Virtue, Minor Social Status Virtue, Sufi, RoPTD</keywords>
			<description>Sufi Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129748</unix>
						<iso>2010-06-21 16:15:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sufi (Virtue)''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 115
]]></text>
				</version>
			</history>
		</page>
		<page node="1191">
			<name>wise_one</name>
			<title>Wise One</title>
			<keywords>Virtue, Minor Social Status Virtue, Wise One, ArM5</keywords>
			<description>Wise One Minor Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129749</unix>
						<iso>2010-06-21 16:15:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wise One''' as a [[Minor Virtue|Minor]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 50
]]></text>
				</version>
			</history>
		</page>
		<page node="1192">
			<name>aptitude_for_(sin)</name>
			<title>Aptitude for (Sin)</title>
			<keywords>Virtue, Minor Tainted Virtue, Aptitude for (Sin), RoPTI</keywords>
			<description>Aptitude for (Sin) Minor Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129749</unix>
						<iso>2010-06-21 16:15:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Aptitude for (Sin)''' as a [[Minor Virtue|Minor]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 83
]]></text>
				</version>
			</history>
		</page>
		<page node="1193">
			<name>convoluted_mind</name>
			<title>Convoluted Mind</title>
			<keywords>Virtue, Minor Tainted Virtue, Convoluted Mind, RoPTI</keywords>
			<description>Convoluted Mind Minor Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129749</unix>
						<iso>2010-06-21 16:15:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Convoluted Mind''' as a [[Minor Virtue|Minor]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 83
]]></text>
				</version>
			</history>
		</page>
		<page node="1194">
			<name>enticer_of_multitudes</name>
			<title>Enticer of Multitudes</title>
			<keywords>Virtue, Minor Tainted Virtue, Enticer of Multitudes, RoPTI</keywords>
			<description>Enticer of Multitudes Minor Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129749</unix>
						<iso>2010-06-21 16:15:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enticer of Multitudes''' as a [[Minor Virtue|Minor]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 85
]]></text>
				</version>
			</history>
		</page>
		<page node="1195">
			<name>gender_shift_(virtue)</name>
			<title>Gender Shift (Virtue)</title>
			<keywords>Virtue, Minor Tainted Virtue, Gender Shift, RoPTI</keywords>
			<description>Gender Shift Minor Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129750</unix>
						<iso>2010-06-21 16:15:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gender Shift (Virtue)''' as a [[Minor Virtue|Minor]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 85
]]></text>
				</version>
			</history>
		</page>
		<page node="1196">
			<name>infernal_heirloom_(virtue)</name>
			<title>Infernal Heirloom (Virtue)</title>
			<keywords>Virtue, Minor Tainted Virtue, Infernal Heirloom, RoPTI</keywords>
			<description>Infernal Heirloom Minor Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129750</unix>
						<iso>2010-06-21 16:15:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Infernal Heirloom (Virtue)''' as a [[Minor Virtue|Minor]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 86
]]></text>
				</version>
			</history>
		</page>
		<page node="1197">
			<name>mentored_by_demons</name>
			<title>Mentored by Demons</title>
			<keywords>Virtue, Minor Tainted Virtue, Mentored by Demons, RoPTI</keywords>
			<description>Mentored by Demons Minor Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129750</unix>
						<iso>2010-06-21 16:15:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mentored by Demons''' as a [[Minor Virtue|Minor]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 86
]]></text>
				</version>
			</history>
		</page>
		<page node="1198">
			<name>tainted_treasure</name>
			<title>Tainted Treasure</title>
			<keywords>Virtue, Minor Tainted Virtue, Tainted Treasure, RoPTI</keywords>
			<description>Tainted Treasure Minor Tainted Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129750</unix>
						<iso>2010-06-21 16:15:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tainted Treasure''' as a [[Minor Virtue|Minor]] [[Tainted Virtue]].

= References

* [[RoPTI]], p. 87
]]></text>
				</version>
			</history>
		</page>
		<page node="1199">
			<name>affinity_with_(ability)</name>
			<title>Affinity with (Ability)</title>
			<keywords>Virtue, Minor General Virtue, Affinity with (Ability), ArM5</keywords>
			<description>Affinity with (Ability) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129751</unix>
						<iso>2010-06-21 16:15:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Affinity with (Ability)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279184417</unix>
						<iso>2010-07-15 11:00:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Affinity with (Ability)''' is a [[Minor Virtue|Minor]] [[General Virtue]]. Note that, mechanically, an Affinity provides a bonus that is inferior to [[Puissant (Ability)|Puissance]] for low ability scores, but superior to it for high scores. An affinity also has the advantage of allowing the character to write books and teach to the increased score level. Roleplaying-wise, an affinity represents a knack for learning whereas puissance is natural talent.

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="12">
			<name>maga</name>
			<title>Maga</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199917756</unix>
						<iso>2008-01-09 23:29:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
body
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1199931002</unix>
						<iso>2008-01-10 03:10:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Clarified that a maga is a wizard, not, for example, a non-gifted Redcap</comment>
					<text><![CDATA[
(Latin) A female wizard who belongs to the [[Order of Hermes]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206009569</unix>
						<iso>2008-03-20 11:39:29</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added cross-reference and plural</comment>
					<text><![CDATA[
(Latin, pl. ''magae'') A female [[Magus | magus]]; a wizard who belongs to the [[Order of Hermes]].
]]></text>
				</version>
			</history>
		</page>
		<page node="120">
			<name>colentes_arcanorum</name>
			<title>Colentes Arcanorum</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793487</unix>
						<iso>2008-03-17 23:38:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An inner circle within [[House Bonisagus]], the Colentes Arcanorum are a small committee in charge of disseminating the recent research of the House to the [[Order of Hermes|Order]] by compiling the House's [[Folio|Folios]]. The Colentes have other powers within the House, as detailed in [[HoHTL]] 10-11.
]]></text>
				</version>
			</history>
		</page>
		<page node="1200">
			<name>alluring_to_(beings)_(virtue)</name>
			<title>Alluring to (Beings) (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Alluring to (Beings), HoHMC</keywords>
			<description>Alluring to (Beings) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129751</unix>
						<iso>2010-06-21 16:15:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Alluring to (Beings) (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[HoHMC]], p. 86
]]></text>
				</version>
			</history>
		</page>
		<page node="1201">
			<name>aptitude_for_(sin)_(virtue)</name>
			<title>Aptitude for (Sin) (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Aptitude for (Sin), RoPTI</keywords>
			<description>Aptitude for (Sin) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129751</unix>
						<iso>2010-06-21 16:15:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Aptitude for (Sin) (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[RoPTI]], p. 83
]]></text>
				</version>
			</history>
		</page>
		<page node="1202">
			<name>apt_student</name>
			<title>Apt Student</title>
			<keywords>Virtue, Minor General Virtue, Apt Student, ArM5</keywords>
			<description>Apt Student Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129751</unix>
						<iso>2010-06-21 16:15:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Apt Student''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1203">
			<name>arcane_lore</name>
			<title>Arcane Lore</title>
			<keywords>Virtue, Minor General Virtue, Arcane Lore, ArM5</keywords>
			<description>Arcane Lore Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129752</unix>
						<iso>2010-06-21 16:15:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Arcane Lore''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1204">
			<name>berserk</name>
			<title>Berserk</title>
			<keywords>Virtue, Minor General Virtue, Berserk, ArM5</keywords>
			<description>Berserk Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129752</unix>
						<iso>2010-06-21 16:15:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Berserk''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1205">
			<name>book_learner</name>
			<title>Book Learner</title>
			<keywords>Virtue, Minor General Virtue, Book Learner, ArM5</keywords>
			<description>Book Learner Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129752</unix>
						<iso>2010-06-21 16:15:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Book Learner''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1206">
			<name>cautious_with_(ability)</name>
			<title>Cautious with (Ability)</title>
			<keywords>Virtue, Minor General Virtue, Cautious with (Ability), ArM5</keywords>
			<description>Cautious with (Ability) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129752</unix>
						<iso>2010-06-21 16:15:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cautious with (Ability)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1207">
			<name>clear_thinker</name>
			<title>Clear Thinker</title>
			<keywords>Virtue, Minor General Virtue, Clear Thinker, ArM5</keywords>
			<description>Clear Thinker Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129752</unix>
						<iso>2010-06-21 16:15:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clear Thinker''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1208">
			<name>common_sense</name>
			<title>Common Sense</title>
			<keywords>Virtue, Minor General Virtue, Common Sense, ArM5</keywords>
			<description>Common Sense Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129753</unix>
						<iso>2010-06-21 16:15:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Common Sense''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="1209">
			<name>convoluted_mind_(virtue)</name>
			<title>Convoluted Mind (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Convoluted Mind, RoPTI</keywords>
			<description>Convoluted Mind Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129753</unix>
						<iso>2010-06-21 16:15:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Convoluted Mind (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[RoPTI]], p. 83
]]></text>
				</version>
			</history>
		</page>
		<page node="121">
			<name>colens_arcanorum</name>
			<title>Colens Arcanorum</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793558</unix>
						<iso>2008-03-17 23:39:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A member of the [[Colentes Arcanorum]], an inner circle within [[House Bonisagus]]. See [[HoHTL]] 10-11.

Also a [[Minor Virtue|Minor]] [[Hermetic Virtue]] designating this position, see [[HoHTL]] 25.
]]></text>
				</version>
			</history>
		</page>
		<page node="1210">
			<name>educated</name>
			<title>Educated</title>
			<keywords>Virtue, Minor General Virtue, Educated, ArM5</keywords>
			<description>Educated Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129753</unix>
						<iso>2010-06-21 16:15:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Educated''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="1211">
			<name>educated_(hebrew)</name>
			<title>Educated (Hebrew)</title>
			<keywords>Virtue, Minor General Virtue, Educated (Hebrew), RoPTD</keywords>
			<description>Educated (Hebrew) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129753</unix>
						<iso>2010-06-21 16:15:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Educated (Hebrew)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[RoPTD]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="1212">
			<name>educated_(islamic)</name>
			<title>Educated (Islamic)</title>
			<keywords>Virtue, Minor General Virtue, Educated (Islamic), RoPTD</keywords>
			<description>Educated (Islamic) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129754</unix>
						<iso>2010-06-21 16:15:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Educated (Islamic)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[RoPTD]], p. 115
]]></text>
				</version>
			</history>
		</page>
		<page node="1213">
			<name>enduring_constitution</name>
			<title>Enduring Constitution</title>
			<keywords>Virtue, Minor General Virtue, Enduring Constitution, ArM5</keywords>
			<description>Enduring Constitution Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129754</unix>
						<iso>2010-06-21 16:15:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enduring Constitution''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="1214">
			<name>enticer_of_multitudes_(virtue)</name>
			<title>Enticer of Multitudes (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Enticer of Multitudes, RoPTI</keywords>
			<description>Enticer of Multitudes Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129754</unix>
						<iso>2010-06-21 16:15:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enticer of Multitudes (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[RoPTI]], p. 85
]]></text>
				</version>
			</history>
		</page>
		<page node="1215">
			<name>faerie_blood_(virtue)</name>
			<title>Faerie Blood (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Faerie Blood, ArM5</keywords>
			<description>Faerie Blood Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129754</unix>
						<iso>2010-06-21 16:15:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Faerie Blood (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
			</history>
		</page>
		<page node="1216">
			<name>faerie_blood_(bloodcap)</name>
			<title>Faerie Blood (Bloodcap)</title>
			<keywords>Virtue, Minor General Virtue, Faerie Blood (Bloodcap), HoHTL</keywords>
			<description>Faerie Blood (Bloodcap) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129755</unix>
						<iso>2010-06-21 16:15:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Faerie Blood (Bloodcap)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[HoHTL]], p. 104
]]></text>
				</version>
			</history>
		</page>
		<page node="1217">
			<name>famous</name>
			<title>Famous</title>
			<keywords>Virtue, Minor General Virtue, Famous, ArM5</keywords>
			<description>Famous Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129755</unix>
						<iso>2010-06-21 16:15:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Famous''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
			</history>
		</page>
		<page node="1218">
			<name>ferocity_(virtue)</name>
			<title>Ferocity (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Ferocity, BCoC</keywords>
			<description>Ferocity Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129755</unix>
						<iso>2010-06-21 16:15:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ferocity (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[BCoC]], p. 94
]]></text>
				</version>
			</history>
		</page>
		<page node="1219">
			<name>free_expression</name>
			<title>Free Expression</title>
			<keywords>Virtue, Minor General Virtue, Free Expression, ArM5</keywords>
			<description>Free Expression Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129755</unix>
						<iso>2010-06-21 16:15:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Free Expression''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
			</history>
		</page>
		<page node="122">
			<name>tenetes_occultorum</name>
			<title>Tenetes Occultorum</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793591</unix>
						<iso>2008-03-17 23:39:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An inner circle within [[House Bonisagus]], the Tenetes Occultorum are a small group of Bonisagus [[Magus|magi]] in charge of safeguarding the mystical secrets of the [[Order of Hermes|Order]]. See [[HoHTL]] 12-13.
]]></text>
				</version>
			</history>
		</page>
		<page node="1220">
			<name>good_teacher</name>
			<title>Good Teacher</title>
			<keywords>Virtue, Minor General Virtue, Good Teacher, ArM5</keywords>
			<description>Good Teacher Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129756</unix>
						<iso>2010-06-21 16:15:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Good Teacher''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1221">
			<name>gorgiastic_(virtue)</name>
			<title>Gorgiastic (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Gorgiastic, HoHMC</keywords>
			<description>Gorgiastic Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129756</unix>
						<iso>2010-06-21 16:15:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gorgiastic (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[HoHMC]], p. 73
]]></text>
				</version>
			</history>
		</page>
		<page node="1222">
			<name>gossip</name>
			<title>Gossip</title>
			<keywords>Virtue, Minor General Virtue, Gossip, ArM5</keywords>
			<description>Gossip Minor General Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129756</unix>
						<iso>2010-06-21 16:15:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gossip''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279193973</unix>
						<iso>2010-07-15 13:39:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Gossip''' is a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1223">
			<name>great_(characteristic)</name>
			<title>Great (Characteristic)</title>
			<keywords>Virtue, Minor General Virtue, Great (Characteristic), ArM5</keywords>
			<description>Great (Characteristic) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129756</unix>
						<iso>2010-06-21 16:15:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Great (Characteristic)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1224">
			<name>guest_of_the_house_(virtue)</name>
			<title>Guest of the House (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Guest of the House, HoHMC</keywords>
			<description>Guest of the House Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129757</unix>
						<iso>2010-06-21 16:15:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Guest of the House (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[HoHMC]], p. 73
]]></text>
				</version>
			</history>
		</page>
		<page node="1225">
			<name>improved_characteristics</name>
			<title>Improved Characteristics</title>
			<keywords>Virtue, Minor General Virtue, Improved Characteristics, ArM5</keywords>
			<description>Improved Characteristics Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129757</unix>
						<iso>2010-06-21 16:15:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Improved Characteristics''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1226">
			<name>improved_might</name>
			<title>Improved Might</title>
			<keywords>Virtue, Minor General Virtue, Improved Might, BCoC</keywords>
			<description>Improved Might Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129757</unix>
						<iso>2010-06-21 16:15:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Improved Might''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[BCoC]], p. 94
]]></text>
				</version>
			</history>
		</page>
		<page node="1227">
			<name>independent_study_(virtue)</name>
			<title>Independent Study (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Independent Study, HoHMC</keywords>
			<description>Independent Study Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129757</unix>
						<iso>2010-06-21 16:15:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Independent Study (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[HoHMC]], p. 86
]]></text>
				</version>
			</history>
		</page>
		<page node="1228">
			<name>inoffensive_to_animals_(virtue)</name>
			<title>Inoffensive to Animals (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Inoffensive to Animals, ArM5</keywords>
			<description>Inoffensive to Animals Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129758</unix>
						<iso>2010-06-21 16:15:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Inoffensive to Animals (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 43-44
]]></text>
				</version>
			</history>
		</page>
		<page node="1229">
			<name>inspirational</name>
			<title>Inspirational</title>
			<keywords>Virtue, Minor General Virtue, Inspirational, ArM5</keywords>
			<description>Inspirational Minor General Virtue</description>
			<language>en</language>
			<variants>			<variant>DenWwP  <a href="http://lscnztrxglsr.com/">lscnztrxglsr</a>, [url=http://qyuwkutazasx.com/]qyuwkutazasx[/url], [link=http://qgncqxoudwrb.com/]qgncqxoudwrb[/link], http://kqyxvdnwtnuv.com/</variant>
			</variants>			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129758</unix>
						<iso>2010-06-21 16:15:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Inspirational''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279202802</unix>
						<iso>2010-07-15 16:06:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Inspirational''' is a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="123">
			<name>tenens_occultorum</name>
			<title>Tenens Occultorum</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793636</unix>
						<iso>2008-03-17 23:40:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A member of the [[Tenetes Occultorum]], an inner circle within [[House Bonisagus]]. See [[HoHTL]] 12-13.

Also a [[Minor Virtue|Minor]] [[Hermetic Virtue]] designating this position, see [[HoHTL]] 25.
]]></text>
				</version>
			</history>
		</page>
		<page node="1230">
			<name>intuition</name>
			<title>Intuition</title>
			<keywords>Virtue, Minor General Virtue, Intuition, ArM5</keywords>
			<description>Intuition Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129758</unix>
						<iso>2010-06-21 16:15:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Intuition''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1231">
			<name>keen_vision</name>
			<title>Keen Vision</title>
			<keywords>Virtue, Minor General Virtue, Keen Vision, ArM5</keywords>
			<description>Keen Vision Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129758</unix>
						<iso>2010-06-21 16:15:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Keen Vision''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1232">
			<name>keen_sense_of_smell_(virtue)</name>
			<title>Keen Sense of Smell (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Keen Sense of Smell, HoHMC</keywords>
			<description>Keen Sense of Smell Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129759</unix>
						<iso>2010-06-21 16:15:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Keen Sense of Smell (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[HoHMC]], p. 37
]]></text>
				</version>
			</history>
		</page>
		<page node="1233">
			<name>large</name>
			<title>Large</title>
			<keywords>Virtue, Minor General Virtue, Large, ArM5</keywords>
			<description>Large Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129759</unix>
						<iso>2010-06-21 16:15:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Large''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1234">
			<name>latent_magical_ability</name>
			<title>Latent Magical Ability</title>
			<keywords>Virtue, Minor General Virtue, Latent Magical Ability, ArM5</keywords>
			<description>Latent Magical Ability Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129759</unix>
						<iso>2010-06-21 16:15:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Latent Magical Ability''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1235">
			<name>learn_(ability)_from_mistakes</name>
			<title>Learn (Ability) from Mistakes</title>
			<keywords>Virtue, Minor General Virtue, Learn (Ability) from Mistakes, ArM5</keywords>
			<description>Learn (Ability) from Mistakes Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129759</unix>
						<iso>2010-06-21 16:15:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Learn (Ability) from Mistakes''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 44
]]></text>
				</version>
			</history>
		</page>
		<page node="1236">
			<name>lesser_powers</name>
			<title>Lesser Powers</title>
			<keywords>Virtue, Minor General Virtue, Lesser Powers, BCoC</keywords>
			<description>Lesser Powers Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129760</unix>
						<iso>2010-06-21 16:16:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lesser Powers''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[BCoC]], p. 94
]]></text>
				</version>
			</history>
		</page>
		<page node="1237">
			<name>lightning_reflexes</name>
			<title>Lightning Reflexes</title>
			<keywords>Virtue, Minor General Virtue, Lightning Reflexes, ArM5</keywords>
			<description>Lightning Reflexes Minor General Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129760</unix>
						<iso>2010-06-21 16:16:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lightning Reflexes''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 45
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279180769</unix>
						<iso>2010-07-15 09:59:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Lightning Reflexes''' is a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 45
]]></text>
				</version>
			</history>
		</page>
		<page node="1238">
			<name>light_touch</name>
			<title>Light Touch</title>
			<keywords>Virtue, Minor General Virtue, Light Touch, ArM5</keywords>
			<description>Light Touch Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129760</unix>
						<iso>2010-06-21 16:16:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Light Touch''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 45
]]></text>
				</version>
			</history>
		</page>
		<page node="1239">
			<name>linguist_(virtue)</name>
			<title>Linguist (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Linguist, HoHTL</keywords>
			<description>Linguist Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129760</unix>
						<iso>2010-06-21 16:16:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Linguist (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[HoHTL]], p. 25
]]></text>
				</version>
			</history>
		</page>
		<page node="124">
			<name>tabula_geographica_magica</name>
			<title>Tabula Geographica Magica</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793688</unix>
						<iso>2008-03-17 23:41:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A compendium collecting all the knowledge [[House Bonisagus]] has of magical sites and [[Regio|regiones]] in [[Mythic Europe]], the priceless work is reluctantly shared with [[Magus|magi]] visiting the [[Great Library]] at [[Durenmar]]. See [[HoHTL]] 13, 20-21. See also [[GotF]] 55-57 for a description of the Great Library.
]]></text>
				</version>
			</history>
		</page>
		<page node="1240">
			<name>long-winded</name>
			<title>Long-Winded</title>
			<keywords>Virtue, Minor General Virtue, Long-Winded, ArM5</keywords>
			<description>Long-Winded Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129761</unix>
						<iso>2010-06-21 16:16:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Long-Winded''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 45
]]></text>
				</version>
			</history>
		</page>
		<page node="1241">
			<name>luck</name>
			<title>Luck</title>
			<keywords>Virtue, Minor General Virtue, Luck, ArM5</keywords>
			<description>Luck Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129761</unix>
						<iso>2010-06-21 16:16:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Luck''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 45
]]></text>
				</version>
			</history>
		</page>
		<page node="1242">
			<name>magic_items_(virtue)</name>
			<title>Magic Items (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Magic Items, HoHTL</keywords>
			<description>Magic Items Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129761</unix>
						<iso>2010-06-21 16:16:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Magic Items (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[HoHTL]], p. 106
]]></text>
				</version>
			</history>
		</page>
		<page node="1243">
			<name>mentored_by_demons_(virtue)</name>
			<title>Mentored by Demons (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Mentored by Demons, RoPTI</keywords>
			<description>Mentored by Demons Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129761</unix>
						<iso>2010-06-21 16:16:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mentored by Demons (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[RoPTI]], p. 86
]]></text>
				</version>
			</history>
		</page>
		<page node="1244">
			<name>natural_leader_(virtue)</name>
			<title>Natural Leader (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Natural Leader, HoHMC</keywords>
			<description>Natural Leader Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129762</unix>
						<iso>2010-06-21 16:16:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Natural Leader (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[HoHMC]], p. 37-38
]]></text>
				</version>
			</history>
		</page>
		<page node="1245">
			<name>pack_leader_(virtue)</name>
			<title>Pack Leader (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Pack Leader, HoHMC</keywords>
			<description>Pack Leader Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129762</unix>
						<iso>2010-06-21 16:16:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pack Leader (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[HoHMC]], p. 37-38
]]></text>
				</version>
			</history>
		</page>
		<page node="1246">
			<name>perfect_balance</name>
			<title>Perfect Balance</title>
			<keywords>Virtue, Minor General Virtue, Perfect Balance, ArM5</keywords>
			<description>Perfect Balance Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129762</unix>
						<iso>2010-06-21 16:16:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Perfect Balance''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 47
]]></text>
				</version>
			</history>
		</page>
		<page node="1247">
			<name>piercing_gaze</name>
			<title>Piercing Gaze</title>
			<keywords>Virtue, Minor General Virtue, Piercing Gaze, ArM5</keywords>
			<description>Piercing Gaze Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129762</unix>
						<iso>2010-06-21 16:16:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Piercing Gaze''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 47
]]></text>
				</version>
			</history>
		</page>
		<page node="1248">
			<name>privileged_upbringing</name>
			<title>Privileged Upbringing</title>
			<keywords>Virtue, Minor General Virtue, Privileged Upbringing, ArM5</keywords>
			<description>Privileged Upbringing Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129762</unix>
						<iso>2010-06-21 16:16:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Privileged Upbringing''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 47
]]></text>
				</version>
			</history>
		</page>
		<page node="1249">
			<name>protection</name>
			<title>Protection</title>
			<keywords>Virtue, Minor General Virtue, Protection, ArM5</keywords>
			<description>Protection Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129763</unix>
						<iso>2010-06-21 16:16:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Protection''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 47
]]></text>
				</version>
			</history>
		</page>
		<page node="125">
			<name>colloquium_delectorum</name>
			<title>Colloquium Delectorum</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793715</unix>
						<iso>2008-03-17 23:41:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A regular meeting of the [[Colentes Arcanorum]] and [[Tenetes Occultorum]] related to their duties. The council also serves to admit hearings regarding the Primus and his management of the [[House Bonisagus|Houses's]] research. See [[HoHTL]] 13.
]]></text>
				</version>
			</history>
		</page>
		<page node="1250">
			<name>puissant_(ability)</name>
			<title>Puissant (Ability)</title>
			<keywords>Virtue, Minor General Virtue, Puissant (Ability), ArM5</keywords>
			<description>Puissant (Ability) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129763</unix>
						<iso>2010-06-21 16:16:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Puissant (Ability)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1251">
			<name>rapid_convalescence</name>
			<title>Rapid Convalescence</title>
			<keywords>Virtue, Minor General Virtue, Rapid Convalescence, ArM5</keywords>
			<description>Rapid Convalescence Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129763</unix>
						<iso>2010-06-21 16:16:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rapid Convalescence''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1252">
			<name>relic</name>
			<title>Relic</title>
			<keywords>Virtue, Minor General Virtue, Relic, ArM5</keywords>
			<description>Relic Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129763</unix>
						<iso>2010-06-21 16:16:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Relic''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1253">
			<name>reserves_of_strength</name>
			<title>Reserves of Strength</title>
			<keywords>Virtue, Minor General Virtue, Reserves of Strength, ArM5</keywords>
			<description>Reserves of Strength Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129764</unix>
						<iso>2010-06-21 16:16:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Reserves of Strength''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1254">
			<name>self-confident</name>
			<title>Self-Confident</title>
			<keywords>Virtue, Minor General Virtue, Self-Confident, ArM5</keywords>
			<description>Self-Confident Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129764</unix>
						<iso>2010-06-21 16:16:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Self-Confident''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1255">
			<name>sharp_ears</name>
			<title>Sharp Ears</title>
			<keywords>Virtue, Minor General Virtue, Sharp Ears, ArM5</keywords>
			<description>Sharp Ears Minor General Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129764</unix>
						<iso>2010-06-21 16:16:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sharp Ears''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279107804</unix>
						<iso>2010-07-14 13:43:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Sharp Ears''' is a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="1256">
			<name>social_contacts</name>
			<title>Social Contacts</title>
			<keywords>Virtue, Minor General Virtue, Social Contacts, ArM5</keywords>
			<description>Social Contacts Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129764</unix>
						<iso>2010-06-21 16:16:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Social Contacts''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 49
]]></text>
				</version>
			</history>
		</page>
		<page node="1257">
			<name>strong-willed</name>
			<title>Strong-Willed</title>
			<keywords>Virtue, Minor General Virtue, Strong-Willed, ArM5</keywords>
			<description>Strong-Willed Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129765</unix>
						<iso>2010-06-21 16:16:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Strong-Willed''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 49
]]></text>
				</version>
			</history>
		</page>
		<page node="1258">
			<name>student_of_(realm)</name>
			<title>Student of (Realm)</title>
			<keywords>Virtue, Minor General Virtue, Student of (Realm), ArM5</keywords>
			<description>Student of (Realm) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129765</unix>
						<iso>2010-06-21 16:16:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Student of (Realm)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 49
]]></text>
				</version>
			</history>
		</page>
		<page node="1259">
			<name>tainted_treasure_(virtue)</name>
			<title>Tainted Treasure (Virtue)</title>
			<keywords>Virtue, Minor General Virtue, Tainted Treasure, RoPTI</keywords>
			<description>Tainted Treasure Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129765</unix>
						<iso>2010-06-21 16:16:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tainted Treasure (Virtue)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[RoPTI]], p. 87
]]></text>
				</version>
			</history>
		</page>
		<page node="126">
			<name>seeker</name>
			<title>Seeker</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793784</unix>
						<iso>2008-03-17 23:43:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Seekers are magi that seek out the [[Old Ones]] and the ancient secrets of magic. They are an open [[Societas]] , although nominally under the control of [[House Bonisagus]]. See [[HoHTL]] 15. 

See also [[Ancient Magic]] for examples of magic that Seekers may uncover (Seekers are briefly mentioned on page 7.)

Also a [[Minor Flaw|Minor]] [[Personality Flaw]], see [[HoHTL]] 25.
]]></text>
				</version>
			</history>
		</page>
		<page node="1260">
			<name>temporal_influence</name>
			<title>Temporal Influence</title>
			<keywords>Virtue, Minor General Virtue, Temporal Influence, ArM5</keywords>
			<description>Temporal Influence Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129765</unix>
						<iso>2010-06-21 16:16:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Temporal Influence''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 49
]]></text>
				</version>
			</history>
		</page>
		<page node="1261">
			<name>tough</name>
			<title>Tough</title>
			<keywords>Virtue, Minor General Virtue, Tough, ArM5</keywords>
			<description>Tough Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129766</unix>
						<iso>2010-06-21 16:16:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tough''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 49
]]></text>
				</version>
			</history>
		</page>
		<page node="1262">
			<name>troupe_upbringing</name>
			<title>Troupe Upbringing</title>
			<keywords>Virtue, Minor General Virtue, Troupe Upbringing, ArM5</keywords>
			<description>Troupe Upbringing Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129766</unix>
						<iso>2010-06-21 16:16:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Troupe Upbringing''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 50
]]></text>
				</version>
			</history>
		</page>
		<page node="1263">
			<name>true_love_(pc)</name>
			<title>True Love (PC)</title>
			<keywords>Virtue, Minor General Virtue, True Love (PC), ArM5</keywords>
			<description>True Love (PC) Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129766</unix>
						<iso>2010-06-21 16:16:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''True Love (PC)''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 50
]]></text>
				</version>
			</history>
		</page>
		<page node="1264">
			<name>unaging</name>
			<title>Unaging</title>
			<keywords>Virtue, Minor General Virtue, Unaging, ArM5</keywords>
			<description>Unaging Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129766</unix>
						<iso>2010-06-21 16:16:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unaging''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 50
]]></text>
				</version>
			</history>
		</page>
		<page node="1265">
			<name>venus'_blessing</name>
			<title>Venus' Blessing</title>
			<keywords>Virtue, Minor General Virtue, Venus' Blessing, ArM5</keywords>
			<description>Venus' Blessing Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129767</unix>
						<iso>2010-06-21 16:16:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Venus' Blessing''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 50
]]></text>
				</version>
			</history>
		</page>
		<page node="1266">
			<name>warrior</name>
			<title>Warrior</title>
			<keywords>Virtue, Minor General Virtue, Warrior, ArM5</keywords>
			<description>Warrior Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129767</unix>
						<iso>2010-06-21 16:16:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Warrior''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 50
]]></text>
				</version>
			</history>
		</page>
		<page node="1267">
			<name>well-traveled</name>
			<title>Well-Traveled</title>
			<keywords>Virtue, Minor General Virtue, Well-Traveled, ArM5</keywords>
			<description>Well-Traveled Minor General Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129767</unix>
						<iso>2010-06-21 16:16:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Well-Traveled''' as a [[Minor Virtue|Minor]] [[General Virtue]].

= References

* [[ArM5]], p. 50
]]></text>
				</version>
			</history>
		</page>
		<page node="1268">
			<name>apprentice_(rhine_tribunal)</name>
			<title>Apprentice (Rhine Tribunal)</title>
			<keywords>Virtue, Free Social Status Virtue, Apprentice (Rhine Tribunal), GotF</keywords>
			<description>Apprentice (Rhine Tribunal) Free Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129767</unix>
						<iso>2010-06-21 16:16:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Apprentice (Rhine Tribunal)''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[GotF]], p. 19
]]></text>
				</version>
			</history>
		</page>
		<page node="1269">
			<name>archmage_(rhine_tribunal)</name>
			<title>Archmage (Rhine Tribunal)</title>
			<keywords>Virtue, Free Social Status Virtue, Archmage (Rhine Tribunal), GotF</keywords>
			<description>Archmage (Rhine Tribunal) Free Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129768</unix>
						<iso>2010-06-21 16:16:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Archmage (Rhine Tribunal)''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[GotF]], p. 20
]]></text>
				</version>
			</history>
		</page>
		<page node="127">
			<name>fostering</name>
			<title>Fostering</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793822</unix>
						<iso>2008-03-17 23:43:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A practice of shared teaching of [[Apprentice|apprentices]] within [[House Bonisagus]]. See [[HoHTL]] 18.
]]></text>
				</version>
			</history>
		</page>
		<page node="1270">
			<name>badchan</name>
			<title>Badchan</title>
			<keywords>Virtue, Free Social Status Virtue, Badchan, RoPTD</keywords>
			<description>Badchan Free Social Status Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129768</unix>
						<iso>2010-06-21 16:16:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Badchan''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 136
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279184129</unix>
						<iso>2010-07-15 10:55:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Badchan''' is a [[Free Virtue|Free]] [[Social Status]] [[Virtue]] appropriate for [[Judaism|Jewish]] characters.

= References

* [[RoPTD]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="1271">
			<name>covenfolk</name>
			<title>Covenfolk</title>
			<keywords>Virtue, Free Social Status Virtue, Covenfolk, ArM5</keywords>
			<description>Covenfolk Free Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129768</unix>
						<iso>2010-06-21 16:16:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Covenfolk''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="1272">
			<name>craftsman</name>
			<title>Craftsman</title>
			<keywords>Virtue, Free Social Status Virtue, Craftsman, ArM5</keywords>
			<description>Craftsman Free Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129768</unix>
						<iso>2010-06-21 16:16:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Craftsman''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="1273">
			<name>hermetic_magus</name>
			<title>Hermetic Magus</title>
			<keywords>Virtue, Free Social Status Virtue, Hermetic Magus, ArM5</keywords>
			<description>Hermetic Magus Free Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129769</unix>
						<iso>2010-06-21 16:16:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Magus''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 43
]]></text>
				</version>
			</history>
		</page>
		<page node="1274">
			<name>journeyman_(rhine_tribunal)</name>
			<title>Journeyman (Rhine Tribunal)</title>
			<keywords>Virtue, Free Social Status Virtue, Journeyman (Rhine Tribunal), GotF</keywords>
			<description>Journeyman (Rhine Tribunal) Free Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129769</unix>
						<iso>2010-06-21 16:16:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Journeyman (Rhine Tribunal)''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[GotF]], p. 20
]]></text>
				</version>
			</history>
		</page>
		<page node="1275">
			<name>master_(rhine_tribunal)</name>
			<title>Master (Rhine Tribunal)</title>
			<keywords>Virtue, Free Social Status Virtue, Master (Rhine Tribunal), GotF</keywords>
			<description>Master (Rhine Tribunal) Free Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129769</unix>
						<iso>2010-06-21 16:16:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Master (Rhine Tribunal)''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[GotF]], p. 20
]]></text>
				</version>
			</history>
		</page>
		<page node="1276">
			<name>merchant</name>
			<title>Merchant</title>
			<keywords>Virtue, Free Social Status Virtue, Merchant, ArM5</keywords>
			<description>Merchant Free Social Status Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129769</unix>
						<iso>2010-06-21 16:16:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Merchant''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 46
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279180898</unix>
						<iso>2010-07-15 10:01:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Merchant''' is a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 46
]]></text>
				</version>
			</history>
		</page>
		<page node="1277">
			<name>peasant</name>
			<title>Peasant</title>
			<keywords>Virtue, Free Social Status Virtue, Peasant, ArM5</keywords>
			<description>Peasant Free Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129770</unix>
						<iso>2010-06-21 16:16:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Peasant''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 47
]]></text>
				</version>
			</history>
		</page>
		<page node="1278">
			<name>shammash</name>
			<title>Shammash</title>
			<keywords>Virtue, Free Social Status Virtue, Shammash, RoPTD</keywords>
			<description>Shammash Free Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129770</unix>
						<iso>2010-06-21 16:16:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Shammash''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[RoPTD]], p. 137
]]></text>
				</version>
			</history>
		</page>
		<page node="1279">
			<name>wanderer</name>
			<title>Wanderer</title>
			<keywords>Virtue, Free Social Status Virtue, Wanderer, ArM5</keywords>
			<description>Wanderer Free Social Status Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129770</unix>
						<iso>2010-06-21 16:16:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wanderer''' as a [[Free Virtue|Free]] [[Social Status]] [[Virtue]].

= References

* [[ArM5]], p. 50
]]></text>
				</version>
			</history>
		</page>
		<page node="128">
			<name>fostered_apprentice</name>
			<title>Fostered Apprentice</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793860</unix>
						<iso>2008-03-17 23:44:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor Story Flaw of some [[House Bonisagus|Bonisagus]] magi, see [[HoHTL]] 26.

See also [[Fostering]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1280">
			<name>astrological_mutable_(flaw)</name>
			<title>Astrological Mutable (Flaw)</title>
			<keywords>Flaw, Special Flaw, Astrological Mutable (Flaw), TMRE</keywords>
			<description>Astrological Mutable (Flaw) Special Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129788</unix>
						<iso>2010-06-21 16:16:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Astrological Mutable (Flaw)''' as a [[Special Flaw]].

= References

* [[TMRE]], p. 37-38
]]></text>
				</version>
			</history>
		</page>
		<page node="1281">
			<name>blatant_gift</name>
			<title>Blatant Gift</title>
			<keywords>Flaw, Major Hermetic Flaw, Blatant Gift, ArM5</keywords>
			<description>Blatant Gift Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129788</unix>
						<iso>2010-06-21 16:16:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Blatant Gift''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 51, 75
]]></text>
				</version>
			</history>
		</page>
		<page node="1282">
			<name>chaotic_magic</name>
			<title>Chaotic Magic</title>
			<keywords>Flaw, Major Hermetic Flaw, Chaotic Magic, ArM5</keywords>
			<description>Chaotic Magic Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129788</unix>
						<iso>2010-06-21 16:16:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Chaotic Magic''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1283">
			<name>deficient_technique</name>
			<title>Deficient Technique</title>
			<keywords>Flaw, Major Hermetic Flaw, Deficient Technique, ArM5</keywords>
			<description>Deficient Technique Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129789</unix>
						<iso>2010-06-21 16:16:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Deficient Technique''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1284">
			<name>difficult_longevity_ritual</name>
			<title>Difficult Longevity Ritual</title>
			<keywords>Flaw, Major Hermetic Flaw, Difficult Longevity Ritual, ArM5</keywords>
			<description>Difficult Longevity Ritual Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129789</unix>
						<iso>2010-06-21 16:16:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Difficult Longevity Ritual''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1285">
			<name>karaite_magic</name>
			<title>Karaite Magic</title>
			<keywords>Flaw, Major Hermetic Flaw, Karaite Magic, RoPTD</keywords>
			<description>Karaite Magic Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129789</unix>
						<iso>2010-06-21 16:16:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Karaite Magic''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[RoPTD]], p. 137
]]></text>
				</version>
			</history>
		</page>
		<page node="1286">
			<name>magic_addiction</name>
			<title>Magic Addiction</title>
			<keywords>Flaw, Major Hermetic Flaw, Magic Addiction, ArM5</keywords>
			<description>Magic Addiction Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129789</unix>
						<iso>2010-06-21 16:16:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Magic Addiction''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1287">
			<name>monastic_vows_(hermetic)</name>
			<title>Monastic Vows (Hermetic)</title>
			<keywords>Flaw, Major Hermetic Flaw, Monastic Vows (Hermetic), RoPTD</keywords>
			<description>Monastic Vows (Hermetic) Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129789</unix>
						<iso>2010-06-21 16:16:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Monastic Vows (Hermetic)''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[RoPTD]], p. 93
]]></text>
				</version>
			</history>
		</page>
		<page node="1288">
			<name>necessary_condition</name>
			<title>Necessary Condition</title>
			<keywords>Flaw, Major Hermetic Flaw, Necessary Condition, ArM5</keywords>
			<description>Necessary Condition Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129790</unix>
						<iso>2010-06-21 16:16:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Necessary Condition''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1289">
			<name>painful_magic</name>
			<title>Painful Magic</title>
			<keywords>Flaw, Major Hermetic Flaw, Painful Magic, ArM5</keywords>
			<description>Painful Magic Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129790</unix>
						<iso>2010-06-21 16:16:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Painful Magic''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="129">
			<name>traditionalist_(bonisagus)</name>
			<title>Traditionalist (Bonisagus)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793890</unix>
						<iso>2008-03-17 23:44:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *Traditionalist* within [[House Bonisagus]] is a [[Magus|magus]] who works to refine Magic Theory. See [[HoHTL]] 19.
]]></text>
				</version>
			</history>
		</page>
		<page node="1290">
			<name>restriction</name>
			<title>Restriction</title>
			<keywords>Flaw, Major Hermetic Flaw, Restriction, ArM5</keywords>
			<description>Restriction Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129790</unix>
						<iso>2010-06-21 16:16:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Restriction''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1291">
			<name>rigid_magic</name>
			<title>Rigid Magic</title>
			<keywords>Flaw, Major Hermetic Flaw, Rigid Magic, ArM5</keywords>
			<description>Rigid Magic Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129790</unix>
						<iso>2010-06-21 16:16:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rigid Magic''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1292">
			<name>short-ranged_magic</name>
			<title>Short-Ranged Magic</title>
			<keywords>Flaw, Major Hermetic Flaw, Short-Ranged Magic, ArM5</keywords>
			<description>Short-Ranged Magic Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129791</unix>
						<iso>2010-06-21 16:16:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Short-Ranged Magic''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1293">
			<name>study_requirement</name>
			<title>Study Requirement</title>
			<keywords>Flaw, Major Hermetic Flaw, Study Requirement, ArM5</keywords>
			<description>Study Requirement Major Hermetic Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129791</unix>
						<iso>2010-06-21 16:16:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Study Requirement''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279098444</unix>
						<iso>2010-07-14 11:07:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Study Requirement''' is a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1294">
			<name>twilight_prone</name>
			<title>Twilight Prone</title>
			<keywords>Flaw, Major Hermetic Flaw, Twilight Prone, ArM5</keywords>
			<description>Twilight Prone Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129791</unix>
						<iso>2010-06-21 16:16:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Twilight Prone''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 60
]]></text>
				</version>
			</history>
		</page>
		<page node="1295">
			<name>unnatural_magic_(flaw)</name>
			<title>Unnatural Magic (Flaw)</title>
			<keywords>Flaw, Major Hermetic Flaw, Unnatural Magic, HoHMC</keywords>
			<description>Unnatural Magic Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129791</unix>
						<iso>2010-06-21 16:16:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unnatural Magic (Flaw)''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[HoHMC]], p. 87
]]></text>
				</version>
			</history>
		</page>
		<page node="1296">
			<name>unstructured_caster</name>
			<title>Unstructured Caster</title>
			<keywords>Flaw, Major Hermetic Flaw, Unstructured Caster, ArM5</keywords>
			<description>Unstructured Caster Major Hermetic Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129792</unix>
						<iso>2010-06-21 16:16:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unstructured Caster''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 60
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279176895</unix>
						<iso>2010-07-15 08:54:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Unstructured Caster''' is a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 60
]]></text>
				</version>
			</history>
		</page>
		<page node="1297">
			<name>vulnerable_magic_(flaw)</name>
			<title>Vulnerable Magic (Flaw)</title>
			<keywords>Flaw, Major Hermetic Flaw, Vulnerable Magic, HoHMC</keywords>
			<description>Vulnerable Magic Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129792</unix>
						<iso>2010-06-21 16:16:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vulnerable Magic (Flaw)''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[HoHMC]], p. 87-88
]]></text>
				</version>
			</history>
		</page>
		<page node="1298">
			<name>waster_of_vis</name>
			<title>Waster of Vis</title>
			<keywords>Flaw, Major Hermetic Flaw, Waster of Vis, ArM5</keywords>
			<description>Waster of Vis Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129792</unix>
						<iso>2010-06-21 16:16:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Waster of Vis''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1299">
			<name>weak_magic_resistance</name>
			<title>Weak Magic Resistance</title>
			<keywords>Flaw, Major Hermetic Flaw, Weak Magic Resistance, ArM5</keywords>
			<description>Weak Magic Resistance Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129792</unix>
						<iso>2010-06-21 16:16:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weak Magic Resistance''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="13">
			<name>magus</name>
			<title>Magus</title>
			<language>en</language>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199917778</unix>
						<iso>2008-01-09 23:29:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
body
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1199930871</unix>
						<iso>2008-01-10 03:07:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Clarified that a magus is a wizard, not (for example) a redcap</comment>
					<text><![CDATA[
A male wizard who belongs to the [[Order of Hermes]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1199930936</unix>
						<iso>2008-01-10 03:08:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added cross-reference to &quot;maga&quot;</comment>
					<text><![CDATA[
(Latin) A male wizard who belongs to the [[Order of Hermes]].  The feminine form is [[Maga]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205587117</unix>
						<iso>2008-03-15 14:18:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added plural form</comment>
					<text><![CDATA[
(Latin) A male wizard who belongs to the [[Order of Hermes]].  The feminine form is [[Maga]], the plural form is [[Magi]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205769715</unix>
						<iso>2008-03-17 17:01:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>edited to incorporate Maga and Magi entires</comment>
					<text><![CDATA[
Literally "magicians" or "wise ones" in Latin, a *magus* is a wizard who belongs to the [[Order of Hermes]]. The feminine form is [[Maga]], the plural form is [[Magi]].
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205769825</unix>
						<iso>2008-03-17 17:03:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>note on redcaps</comment>
					<text><![CDATA[
Literally "magicians" or "wise ones" in Latin, a *magus* is a wizard who belongs to the [[Order of Hermes]]. The feminine form is [[Maga]], the plural form is [[Magi]].

Formally the term also applies to other members of the [[Order of Hermes]], such [[The Gift|unGifted]] [[Redcap}Redcaps]]. Most uses of the word ignore such technicalities.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205769850</unix>
						<iso>2008-03-17 17:04:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
Literally "magicians" or "wise ones" in Latin, a *magus* is a wizard who belongs to the [[Order of Hermes]]. The feminine form is [[Maga]], the plural form is [[Magi]].

Formally the term also applies to other members of the [[Order of Hermes]], such [[The Gift|unGifted]] [[Redcap|Redcaps]]. Most uses of the word ignore such technicalities.
]]></text>
				</version>
			</history>
		</page>
		<page node="130">
			<name>dabbler_(bonisagus)</name>
			<title>Dabbler (Bonisagus)</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793906</unix>
						<iso>2008-03-17 23:45:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *Dabbler* within [[House Bonisagus]] is a [[Magus|magus]] who attempts to creatively use Bonisagus' Magic Theory. See [[HoHTL]] 19.
]]></text>
				</version>
			</history>
		</page>
		<page node="1300">
			<name>weak_spontaneous_magic</name>
			<title>Weak Spontaneous Magic</title>
			<keywords>Flaw, Major Hermetic Flaw, Weak Spontaneous Magic, ArM5</keywords>
			<description>Weak Spontaneous Magic Major Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129793</unix>
						<iso>2010-06-21 16:16:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weak Spontaneous Magic''' as a [[Major Flaw|Major]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1301">
			<name>ambitious</name>
			<title>Ambitious</title>
			<keywords>Flaw, Major Personality Flaw, Ambitious, ArM5</keywords>
			<description>Ambitious Major Personality Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129793</unix>
						<iso>2010-06-21 16:16:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ambitious''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1281096394</unix>
						<iso>2010-08-06 14:06:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Ambitious''' is a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="1302">
			<name>avaricious</name>
			<title>Avaricious</title>
			<keywords>Flaw, Major Personality Flaw, Avaricious, ArM5</keywords>
			<description>Avaricious Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129793</unix>
						<iso>2010-06-21 16:16:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Avaricious''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="1303">
			<name>compassionate</name>
			<title>Compassionate</title>
			<keywords>Flaw, Major Personality Flaw, Compassionate, ArM5</keywords>
			<description>Compassionate Major Personality Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129793</unix>
						<iso>2010-06-21 16:16:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Compassionate''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279204201</unix>
						<iso>2010-07-15 16:30:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Compassionate''' is a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1304">
			<name>depraved</name>
			<title>Depraved</title>
			<keywords>Flaw, Major Personality Flaw, Depraved, RoPTI</keywords>
			<description>Depraved Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129794</unix>
						<iso>2010-06-21 16:16:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Depraved''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[RoPTI]], p. 88
]]></text>
				</version>
			</history>
		</page>
		<page node="1305">
			<name>driven</name>
			<title>Driven</title>
			<keywords>Flaw, Major Personality Flaw, Driven, ArM5</keywords>
			<description>Driven Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129794</unix>
						<iso>2010-06-21 16:16:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Driven''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1306">
			<name>envious</name>
			<title>Envious</title>
			<keywords>Flaw, Major Personality Flaw, Envious, ArM5</keywords>
			<description>Envious Major Personality Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129794</unix>
						<iso>2010-06-21 16:16:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Envious''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183501</unix>
						<iso>2010-07-15 10:45:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Envious''' is a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1307">
			<name>generous</name>
			<title>Generous</title>
			<keywords>Flaw, Major Personality Flaw, Generous, ArM5</keywords>
			<description>Generous Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129794</unix>
						<iso>2010-06-21 16:16:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Generous''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1308">
			<name>greedy</name>
			<title>Greedy</title>
			<keywords>Flaw, Major Personality Flaw, Greedy, ArM5</keywords>
			<description>Greedy Major Personality Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129794</unix>
						<iso>2010-06-21 16:16:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Greedy''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279178592</unix>
						<iso>2010-07-15 09:23:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Greedy''' is a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1309">
			<name>hatred</name>
			<title>Hatred</title>
			<keywords>Flaw, Major Personality Flaw, Hatred, ArM5</keywords>
			<description>Hatred Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129795</unix>
						<iso>2010-06-21 16:16:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hatred''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="131">
			<name>harmonizer_(bonisagus)</name>
			<title>Harmonizer (Bonisagus)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793922</unix>
						<iso>2008-03-17 23:45:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *Harmonizer* within [[House Bonisagus]] is a [[Magus|magus]] who attempts to integrate exotic magic into Hermetic Magic Theory. See [[HoHTL]] 19.
]]></text>
				</version>
			</history>
		</page>
		<page node="1310">
			<name>lecherous</name>
			<title>Lecherous</title>
			<keywords>Flaw, Major Personality Flaw, Lecherous, ArM5</keywords>
			<description>Lecherous Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129795</unix>
						<iso>2010-06-21 16:16:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lecherous''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1311">
			<name>meddler</name>
			<title>Meddler</title>
			<keywords>Flaw, Major Personality Flaw, Meddler, ArM5</keywords>
			<description>Meddler Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129795</unix>
						<iso>2010-06-21 16:16:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Meddler''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1312">
			<name>optimistic</name>
			<title>Optimistic</title>
			<keywords>Flaw, Major Personality Flaw, Optimistic, ArM5</keywords>
			<description>Optimistic Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129795</unix>
						<iso>2010-06-21 16:16:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Optimistic''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1313">
			<name>overconfident</name>
			<title>Overconfident</title>
			<keywords>Flaw, Major Personality Flaw, Overconfident, ArM5</keywords>
			<description>Overconfident Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129796</unix>
						<iso>2010-06-21 16:16:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Overconfident''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1314">
			<name>pious</name>
			<title>Pious</title>
			<keywords>Flaw, Major Personality Flaw, Pious, ArM5</keywords>
			<description>Pious Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129796</unix>
						<iso>2010-06-21 16:16:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pious''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1315">
			<name>proud</name>
			<title>Proud</title>
			<keywords>Flaw, Major Personality Flaw, Proud, ArM5</keywords>
			<description>Proud Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129796</unix>
						<iso>2010-06-21 16:16:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Proud''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1316">
			<name>wrathful</name>
			<title>Wrathful</title>
			<keywords>Flaw, Major Personality Flaw, Wrathful, ArM5</keywords>
			<description>Wrathful Major Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129796</unix>
						<iso>2010-06-21 16:16:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wrathful''' as a [[Major Flaw|Major]] [[Personality Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1317">
			<name>black_sheep</name>
			<title>Black Sheep</title>
			<keywords>Flaw, Major Story Flaw, Black Sheep, ArM5</keywords>
			<description>Black Sheep Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129797</unix>
						<iso>2010-06-21 16:16:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Black Sheep''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="1318">
			<name>curse_of_venus</name>
			<title>Curse of Venus</title>
			<keywords>Flaw, Major Story Flaw, Curse of Venus, ArM5</keywords>
			<description>Curse of Venus Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129797</unix>
						<iso>2010-06-21 16:16:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse of Venus''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1319">
			<name>dark_secret</name>
			<title>Dark Secret</title>
			<keywords>Flaw, Major Story Flaw, Dark Secret, ArM5</keywords>
			<description>Dark Secret Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129797</unix>
						<iso>2010-06-21 16:16:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dark Secret''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="132">
			<name>house_acclaim_(bonisagus)</name>
			<title>House Acclaim (Bonisagus)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205793950</unix>
						<iso>2008-03-17 23:45:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[HoHTL]] introduced a system of House Acclaim used to determine status within [[House Bonisagus]] by accruing a House-specific [[Reputation]] based on achievements in magical research.
]]></text>
				</version>
			</history>
		</page>
		<page node="1320">
			<name>dependent</name>
			<title>Dependent</title>
			<keywords>Flaw, Major Story Flaw, Dependent, ArM5</keywords>
			<description>Dependent Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129797</unix>
						<iso>2010-06-21 16:16:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dependent''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1321">
			<name>diabolic_past</name>
			<title>Diabolic Past</title>
			<keywords>Flaw, Major Story Flaw, Diabolic Past, ArM5</keywords>
			<description>Diabolic Past Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129798</unix>
						<iso>2010-06-21 16:16:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Diabolic Past''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1322">
			<name>difficult_underlings</name>
			<title>Difficult Underlings</title>
			<keywords>Flaw, Major Story Flaw, Difficult Underlings, ArM5</keywords>
			<description>Difficult Underlings Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129798</unix>
						<iso>2010-06-21 16:16:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Difficult Underlings''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1323">
			<name>enemies</name>
			<title>Enemies</title>
			<keywords>Flaw, Major Story Flaw, Enemies, ArM5</keywords>
			<description>Enemies Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129798</unix>
						<iso>2010-06-21 16:16:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enemies''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1324">
			<name>evil_destiny</name>
			<title>Evil Destiny</title>
			<keywords>Flaw, Major Story Flaw, Evil Destiny, RoPTI</keywords>
			<description>Evil Destiny Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129798</unix>
						<iso>2010-06-21 16:16:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Evil Destiny''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[RoPTI]], p. 88
]]></text>
				</version>
			</history>
		</page>
		<page node="1325">
			<name>excommunicate</name>
			<title>Excommunicate</title>
			<keywords>Flaw, Major Story Flaw, Excommunicate, RoPTD</keywords>
			<description>Excommunicate Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129799</unix>
						<iso>2010-06-21 16:16:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Excommunicate''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[RoPTD]], p. 93
]]></text>
				</version>
			</history>
		</page>
		<page node="1326">
			<name>favors</name>
			<title>Favors</title>
			<keywords>Flaw, Major Story Flaw, Favors, ArM5</keywords>
			<description>Favors Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129799</unix>
						<iso>2010-06-21 16:16:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Favors''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1327">
			<name>feud</name>
			<title>Feud</title>
			<keywords>Flaw, Major Story Flaw, Feud, ArM5</keywords>
			<description>Feud Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129799</unix>
						<iso>2010-06-21 16:16:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Feud''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1328">
			<name>fury</name>
			<title>Fury</title>
			<keywords>Flaw, Major Story Flaw, Fury, ArM5</keywords>
			<description>Fury Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129799</unix>
						<iso>2010-06-21 16:16:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fury''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1329">
			<name>indiscreet</name>
			<title>Indiscreet</title>
			<keywords>Flaw, Major Story Flaw, Indiscreet, ArM5</keywords>
			<description>Indiscreet Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129800</unix>
						<iso>2010-06-21 16:16:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Indiscreet''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="133">
			<name>folio</name>
			<title>Folio</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794000</unix>
						<iso>2008-03-17 23:46:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Folios are volumes of [[Tractatus|tractatus]] and [[Laboratory Text|Lab Texts]] collected by the [[Collentes Arcanorum]] of [[House Bonisagus]] and shared with the [[Order of Hermes|Order]]. See [[HoHTL]] 22.
]]></text>
				</version>
			</history>
		</page>
		<page node="1330">
			<name>mistaken_identity</name>
			<title>Mistaken Identity</title>
			<keywords>Flaw, Major Story Flaw, Mistaken Identity, ArM5</keywords>
			<description>Mistaken Identity Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129800</unix>
						<iso>2010-06-21 16:16:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mistaken Identity''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1331">
			<name>monastic_vows</name>
			<title>Monastic Vows</title>
			<keywords>Flaw, Major Story Flaw, Monastic Vows, ArM5</keywords>
			<description>Monastic Vows Major Story Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129800</unix>
						<iso>2010-06-21 16:16:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Monastic Vows''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183603</unix>
						<iso>2010-07-15 10:46:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Monastic Vows''' is a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1332">
			<name>oath_of_fealty</name>
			<title>Oath of Fealty</title>
			<keywords>Flaw, Major Story Flaw, Oath of Fealty, ArM5</keywords>
			<description>Oath of Fealty Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129800</unix>
						<iso>2010-06-21 16:16:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Oath of Fealty''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 56-57
]]></text>
				</version>
			</history>
		</page>
		<page node="1333">
			<name>pagan_(flaw)</name>
			<title>Pagan (Flaw)</title>
			<keywords>Flaw, Major Story Flaw, Pagan, HoHTL</keywords>
			<description>Pagan Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129801</unix>
						<iso>2010-06-21 16:16:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pagan (Flaw)''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[HoHTL]], p. 109
]]></text>
				</version>
			</history>
		</page>
		<page node="1334">
			<name>plagued_by_supernatural_entity</name>
			<title>Plagued by Supernatural Entity</title>
			<keywords>Flaw, Major Story Flaw, Plagued by Supernatural Entity, ArM5</keywords>
			<description>Plagued by Supernatural Entity Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129801</unix>
						<iso>2010-06-21 16:16:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Plagued by Supernatural Entity''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1335">
			<name>raised_from_the_dead</name>
			<title>Raised from the Dead</title>
			<keywords>Flaw, Major Story Flaw, Raised from the Dead, RoPTD</keywords>
			<description>Raised from the Dead Major Story Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129801</unix>
						<iso>2010-06-21 16:16:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Raised from the Dead''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[RoPTD]], p. 36
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279178726</unix>
						<iso>2010-07-15 09:25:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Raised from the Dead''' is a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[RoPTD]], p. 36
]]></text>
				</version>
			</history>
		</page>
		<page node="1336">
			<name>supernatural_nuisance</name>
			<title>Supernatural Nuisance</title>
			<keywords>Flaw, Major Story Flaw, Supernatural Nuisance, ArM5</keywords>
			<description>Supernatural Nuisance Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129801</unix>
						<iso>2010-06-21 16:16:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Supernatural Nuisance''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1337">
			<name>tainted_offspring</name>
			<title>Tainted Offspring</title>
			<keywords>Flaw, Major Story Flaw, Tainted Offspring, RoPTI</keywords>
			<description>Tainted Offspring Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129801</unix>
						<iso>2010-06-21 16:16:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tainted Offspring''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[RoPTI]], p. 89-90
]]></text>
				</version>
			</history>
		</page>
		<page node="1338">
			<name>tormenting_master</name>
			<title>Tormenting Master</title>
			<keywords>Flaw, Major Story Flaw, Tormenting Master, ArM5</keywords>
			<description>Tormenting Master Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129802</unix>
						<iso>2010-06-21 16:16:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tormenting Master''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1339">
			<name>tragic_life</name>
			<title>Tragic Life</title>
			<keywords>Flaw, Major Story Flaw, Tragic Life, RoPTI</keywords>
			<description>Tragic Life Major Story Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129802</unix>
						<iso>2010-06-21 16:16:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tragic Life''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[RoPTI]], p. 90
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279180924</unix>
						<iso>2010-07-15 10:02:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Tragic Life''' is a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[RoPTI]], p. 90
]]></text>
				</version>
			</history>
		</page>
		<page node="134">
			<name>figurine_magic</name>
			<title>Figurine Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794039</unix>
						<iso>2008-03-17 23:47:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Supernatural Virtue]], see [[HoHTL]] 25.

Also an example of partial integration of hedge traditions through a [[Major Breakthrough]] in [[HoHTL]] 33.
]]></text>
				</version>
			</history>
		</page>
		<page node="1340">
			<name>true_love_(npc)</name>
			<title>True Love (NPC)</title>
			<keywords>Flaw, Major Story Flaw, True Love (NPC), ArM5</keywords>
			<description>True Love (NPC) Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129802</unix>
						<iso>2010-06-21 16:16:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''True Love (NPC)''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[ArM5]], p. 59-60
]]></text>
				</version>
			</history>
		</page>
		<page node="1341">
			<name>unbaptized</name>
			<title>Unbaptized</title>
			<keywords>Flaw, Major Story Flaw, Unbaptized, RoPTD</keywords>
			<description>Unbaptized Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129802</unix>
						<iso>2010-06-21 16:16:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unbaptized''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[RoPTD]], p. 93
]]></text>
				</version>
			</history>
		</page>
		<page node="1342">
			<name>vendetta_(flaw)</name>
			<title>Vendetta (Flaw)</title>
			<keywords>Flaw, Major Story Flaw, Vendetta, HoHMC</keywords>
			<description>Vendetta Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129803</unix>
						<iso>2010-06-21 16:16:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vendetta (Flaw)''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="1343">
			<name>vengeful_powers</name>
			<title>Vengeful Powers</title>
			<keywords>Flaw, Major Story Flaw, Vengeful Powers, RoPTI</keywords>
			<description>Vengeful Powers Major Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129803</unix>
						<iso>2010-06-21 16:16:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vengeful Powers''' as a [[Major Flaw|Major]] [[Story Flaw]].

= References

* [[RoPTI]], p. 90
]]></text>
				</version>
			</history>
		</page>
		<page node="1344">
			<name>animula</name>
			<title>Animula</title>
			<keywords>Flaw, Major Social Status Flaw, Animula, BCoC</keywords>
			<description>Animula Major Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129803</unix>
						<iso>2010-06-21 16:16:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Animula''' as a [[Major Flaw|Major]] [[Social Status Flaw]].

= References

* [[BCoC]], p. 94
]]></text>
				</version>
			</history>
		</page>
		<page node="1345">
			<name>outlaw</name>
			<title>Outlaw</title>
			<keywords>Flaw, Major Social Status Flaw, Outlaw, ArM5</keywords>
			<description>Outlaw Major Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129803</unix>
						<iso>2010-06-21 16:16:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Outlaw''' as a [[Major Flaw|Major]] [[Social Status Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1346">
			<name>outsider</name>
			<title>Outsider</title>
			<keywords>Flaw, Major Social Status Flaw, Outsider, ArM5</keywords>
			<description>Outsider Major Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129804</unix>
						<iso>2010-06-21 16:16:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Outsider''' as a [[Major Flaw|Major]] [[Social Status Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1347">
			<name>slave</name>
			<title>Slave</title>
			<keywords>Flaw, Major Social Status Flaw, Slave, GotF</keywords>
			<description>Slave Major Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129804</unix>
						<iso>2010-06-21 16:16:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Slave''' as a [[Major Flaw|Major]] [[Social Status Flaw]].

= References

* [[GotF]], p. 102
]]></text>
				</version>
			</history>
		</page>
		<page node="1348">
			<name>age_quickly</name>
			<title>Age Quickly</title>
			<keywords>Flaw, Major Supernatural Flaw, Age Quickly, ArM5</keywords>
			<description>Age Quickly Major Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129804</unix>
						<iso>2010-06-21 16:16:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Age Quickly''' as a [[Major Flaw|Major]] [[Supernatural Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="1349">
			<name>false_power</name>
			<title>False Power</title>
			<keywords>Flaw, Major Supernatural Flaw, False Power, RoPTI</keywords>
			<description>False Power Major Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129804</unix>
						<iso>2010-06-21 16:16:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''False Power''' as a [[Major Flaw|Major]] [[Supernatural Flaw]].

= References

* [[RoPTI]], p. 88-89
]]></text>
				</version>
			</history>
		</page>
		<page node="135">
			<name>linguist</name>
			<title>Linguist</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794070</unix>
						<iso>2008-03-17 23:47:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]], see [[HoHTL]] 25.
]]></text>
				</version>
			</history>
		</page>
		<page node="1350">
			<name>greater_malediction</name>
			<title>Greater Malediction</title>
			<keywords>Flaw, Major Supernatural Flaw, Greater Malediction, ArM5</keywords>
			<description>Greater Malediction Major Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129805</unix>
						<iso>2010-06-21 16:16:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Greater Malediction''' as a [[Major Flaw|Major]] [[Supernatural Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1351">
			<name>horrifying_appearance</name>
			<title>Horrifying Appearance</title>
			<keywords>Flaw, Major Supernatural Flaw, Horrifying Appearance, RoPTI</keywords>
			<description>Horrifying Appearance Major Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129805</unix>
						<iso>2010-06-21 16:16:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Horrifying Appearance''' as a [[Major Flaw|Major]] [[Supernatural Flaw]].

= References

* [[RoPTI]], p. 78
]]></text>
				</version>
			</history>
		</page>
		<page node="1352">
			<name>lycanthrope_(flaw)</name>
			<title>Lycanthrope (Flaw)</title>
			<keywords>Flaw, Major Supernatural Flaw, Lycanthrope, ArM5</keywords>
			<description>Lycanthrope Major Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129805</unix>
						<iso>2010-06-21 16:16:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lycanthrope (Flaw)''' as a [[Major Flaw|Major]] [[Supernatural Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1353">
			<name>raised_from_the_dead_(flaw)</name>
			<title>Raised from the Dead (Flaw)</title>
			<keywords>Flaw, Major Supernatural Flaw, Raised from the Dead, RoPTD</keywords>
			<description>Raised from the Dead Major Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129805</unix>
						<iso>2010-06-21 16:16:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Raised from the Dead (Flaw)''' as a [[Major Flaw|Major]] [[Supernatural Flaw]].

= References

* [[RoPTD]], p. 36
]]></text>
				</version>
			</history>
		</page>
		<page node="1354">
			<name>false_power_(flaw)</name>
			<title>False Power (Flaw)</title>
			<keywords>Flaw, Major Tainted Flaw, False Power, RoPTI</keywords>
			<description>False Power Major Tainted Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129806</unix>
						<iso>2010-06-21 16:16:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''False Power (Flaw)''' as a [[Major Flaw|Major]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 88-89
]]></text>
				</version>
			</history>
		</page>
		<page node="1355">
			<name>repellent</name>
			<title>Repellent</title>
			<keywords>Flaw, Major Tainted Flaw, Repellent, RoPTI</keywords>
			<description>Repellent Major Tainted Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129806</unix>
						<iso>2010-06-21 16:16:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Repellent''' as a [[Major Flaw|Major]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 89
]]></text>
				</version>
			</history>
		</page>
		<page node="1356">
			<name>tainted_offspring_(flaw)</name>
			<title>Tainted Offspring (Flaw)</title>
			<keywords>Flaw, Major Tainted Flaw, Tainted Offspring, RoPTI</keywords>
			<description>Tainted Offspring Major Tainted Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129806</unix>
						<iso>2010-06-21 16:16:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tainted Offspring (Flaw)''' as a [[Major Flaw|Major]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 89-90
]]></text>
				</version>
			</history>
		</page>
		<page node="1357">
			<name>vengeful_powers_(flaw)</name>
			<title>Vengeful Powers (Flaw)</title>
			<keywords>Flaw, Major Tainted Flaw, Vengeful Powers, RoPTI</keywords>
			<description>Vengeful Powers Major Tainted Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129806</unix>
						<iso>2010-06-21 16:16:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vengeful Powers (Flaw)''' as a [[Major Flaw|Major]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 90
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279180869</unix>
						<iso>2010-07-15 10:01:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Vengeful Powers (Flaw)''' is a [[Major Flaw|Major]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 90
]]></text>
				</version>
			</history>
		</page>
		<page node="1358">
			<name>blind</name>
			<title>Blind</title>
			<keywords>Flaw, Major General Flaw, Blind, ArM5</keywords>
			<description>Blind Major General Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129807</unix>
						<iso>2010-06-21 16:16:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Blind''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279097764</unix>
						<iso>2010-07-14 10:56:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Blind''' is a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1359">
			<name>crippled</name>
			<title>Crippled</title>
			<keywords>Flaw, Major General Flaw, Crippled, ArM5</keywords>
			<description>Crippled Major General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129807</unix>
						<iso>2010-06-21 16:16:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Crippled''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="136">
			<name>stockade_parma_magica</name>
			<title>Stockade Parma Magica</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794113</unix>
						<iso>2008-03-17 23:48:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]], see [[HoHTL]] 25.
]]></text>
				</version>
			</history>
		</page>
		<page node="1360">
			<name>deaf</name>
			<title>Deaf</title>
			<keywords>Flaw, Major General Flaw, Deaf, ArM5</keywords>
			<description>Deaf Major General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129807</unix>
						<iso>2010-06-21 16:16:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Deaf''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1361">
			<name>dwarf</name>
			<title>Dwarf</title>
			<keywords>Flaw, Major General Flaw, Dwarf, ArM5</keywords>
			<description>Dwarf Major General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129807</unix>
						<iso>2010-06-21 16:16:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dwarf''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1362">
			<name>enfeebled</name>
			<title>Enfeebled</title>
			<keywords>Flaw, Major General Flaw, Enfeebled, ArM5</keywords>
			<description>Enfeebled Major General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129808</unix>
						<iso>2010-06-21 16:16:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enfeebled''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1363">
			<name>eremite_(flaw)</name>
			<title>Eremite (Flaw)</title>
			<keywords>Flaw, Major General Flaw, Eremite, RoPTD</keywords>
			<description>Eremite Major General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129808</unix>
						<iso>2010-06-21 16:16:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Eremite (Flaw)''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[RoPTD]], p. 36
]]></text>
				</version>
			</history>
		</page>
		<page node="1364">
			<name>low_self-esteem</name>
			<title>Low Self-Esteem</title>
			<keywords>Flaw, Major General Flaw, Low Self-Esteem, ArM5</keywords>
			<description>Low Self-Esteem Major General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129808</unix>
						<iso>2010-06-21 16:16:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Low Self-Esteem''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1365">
			<name>magical_air</name>
			<title>Magical Air</title>
			<keywords>Flaw, Major General Flaw, Magical Air, ArM5</keywords>
			<description>Magical Air Major General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129808</unix>
						<iso>2010-06-21 16:16:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Magical Air''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1366">
			<name>mute</name>
			<title>Mute</title>
			<keywords>Flaw, Major General Flaw, Mute, ArM5</keywords>
			<description>Mute Major General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129809</unix>
						<iso>2010-06-21 16:16:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mute''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1367">
			<name>no_hands</name>
			<title>No Hands</title>
			<keywords>Flaw, Major General Flaw, No Hands, ArM5</keywords>
			<description>No Hands Major General Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129809</unix>
						<iso>2010-06-21 16:16:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''No Hands''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279178610</unix>
						<iso>2010-07-15 09:23:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''No Hands''' is a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1368">
			<name>poor</name>
			<title>Poor</title>
			<keywords>Flaw, Major General Flaw, Poor, ArM5</keywords>
			<description>Poor Major General Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129809</unix>
						<iso>2010-06-21 16:16:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Poor''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279194115</unix>
						<iso>2010-07-15 13:41:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Poor''' is a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1369">
			<name>repellent_(flaw)</name>
			<title>Repellent (Flaw)</title>
			<keywords>Flaw, Major General Flaw, Repellent, RoPTI</keywords>
			<description>Repellent Major General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129809</unix>
						<iso>2010-06-21 16:16:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Repellent (Flaw)''' as a [[Major Flaw|Major]] [[General Flaw]].

= References

* [[RoPTI]], p. 89
]]></text>
				</version>
			</history>
		</page>
		<page node="137">
			<name>original_research</name>
			<title>Original Research</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794143</unix>
						<iso>2008-03-17 23:49:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A method of advancing Hermetic Magic Theory through Hermetic research, introduced in [[HoHTL]] 26.

See also the complementary rules of [[Ancient Magic]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1370">
			<name>astrological_cyclic_magic_(negative)</name>
			<title>Astrological Cyclic Magic (negative)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Astrological Cyclic Magic (negative), TMRE</keywords>
			<description>Astrological Cyclic Magic (negative) Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129810</unix>
						<iso>2010-06-21 16:16:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Astrological Cyclic Magic (negative)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[TMRE]], p. 37
]]></text>
				</version>
			</history>
		</page>
		<page node="1371">
			<name>bound_casting_tools_(flaw)</name>
			<title>Bound Casting Tools (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Bound Casting Tools, HoHMC</keywords>
			<description>Bound Casting Tools Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129810</unix>
						<iso>2010-06-21 16:16:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bound Casting Tools (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="1372">
			<name>bound_magic_(flaw)</name>
			<title>Bound Magic (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Bound Magic, HoHTL</keywords>
			<description>Bound Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129810</unix>
						<iso>2010-06-21 16:16:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bound Magic (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHTL]], p. 108
]]></text>
				</version>
			</history>
		</page>
		<page node="1373">
			<name>careless_sorcerer</name>
			<title>Careless Sorcerer</title>
			<keywords>Flaw, Minor Hermetic Flaw, Careless Sorcerer, ArM5</keywords>
			<description>Careless Sorcerer Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129810</unix>
						<iso>2010-06-21 16:16:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Careless Sorcerer''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1374">
			<name>clumsy_magic</name>
			<title>Clumsy Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Clumsy Magic, ArM5</keywords>
			<description>Clumsy Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129811</unix>
						<iso>2010-06-21 16:16:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clumsy Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1375">
			<name>consumed_casting_tools_(flaw)</name>
			<title>Consumed Casting Tools (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Consumed Casting Tools, HoHMC</keywords>
			<description>Consumed Casting Tools Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129811</unix>
						<iso>2010-06-21 16:16:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Consumed Casting Tools (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="1376">
			<name>corrupted_arts</name>
			<title>Corrupted Arts</title>
			<keywords>Flaw, Minor Hermetic Flaw, Corrupted Arts, RoPTI</keywords>
			<description>Corrupted Arts Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129811</unix>
						<iso>2010-06-21 16:16:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Corrupted Arts''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[RoPTI]], p. 87-88
]]></text>
				</version>
			</history>
		</page>
		<page node="1377">
			<name>corrupted_spells</name>
			<title>Corrupted Spells</title>
			<keywords>Flaw, Minor Hermetic Flaw, Corrupted Spells, RoPTI</keywords>
			<description>Corrupted Spells Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129811</unix>
						<iso>2010-06-21 16:16:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Corrupted Spells''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[RoPTI]], p. 88
]]></text>
				</version>
			</history>
		</page>
		<page node="1378">
			<name>creative_block</name>
			<title>Creative Block</title>
			<keywords>Flaw, Minor Hermetic Flaw, Creative Block, ArM5</keywords>
			<description>Creative Block Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129812</unix>
						<iso>2010-06-21 16:16:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Creative Block''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1379">
			<name>cyclic_magic_(negative)</name>
			<title>Cyclic Magic (negative)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Cyclic Magic (negative), ArM5</keywords>
			<description>Cyclic Magic (negative) Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129812</unix>
						<iso>2010-06-21 16:16:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cyclic Magic (negative)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="138">
			<name>minor_breakthrough</name>
			<title>Minor Breakthrough</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794168</unix>
						<iso>2008-03-17 23:49:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A discovery through [[Original Research]] or integration of [[Ancient Magic]] that falls within the limits of Hermetic Magic. See [[HoHTL]] 26 and [[AM]] 7.
]]></text>
				</version>
			</history>
		</page>
		<page node="1380">
			<name>deficient_form</name>
			<title>Deficient Form</title>
			<keywords>Flaw, Minor Hermetic Flaw, Deficient Form, ArM5</keywords>
			<description>Deficient Form Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129812</unix>
						<iso>2010-06-21 16:16:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Deficient Form''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1381">
			<name>deleterious_circumstances</name>
			<title>Deleterious Circumstances</title>
			<keywords>Flaw, Minor Hermetic Flaw, Deleterious Circumstances, ArM5</keywords>
			<description>Deleterious Circumstances Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129812</unix>
						<iso>2010-06-21 16:16:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Deleterious Circumstances''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1382">
			<name>difficult_spontaneous_magic</name>
			<title>Difficult Spontaneous Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Difficult Spontaneous Magic, ArM5</keywords>
			<description>Difficult Spontaneous Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129813</unix>
						<iso>2010-06-21 16:16:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Difficult Spontaneous Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1383">
			<name>disjointed_magic</name>
			<title>Disjointed Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Disjointed Magic, ArM5</keywords>
			<description>Disjointed Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129813</unix>
						<iso>2010-06-21 16:16:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Disjointed Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1384">
			<name>disorientating_magic</name>
			<title>Disorientating Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Disorientating Magic, ArM5</keywords>
			<description>Disorientating Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129813</unix>
						<iso>2010-06-21 16:16:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Disorientating Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1385">
			<name>fettered_magic_(flaw)</name>
			<title>Fettered Magic (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Fettered Magic, HoHTL</keywords>
			<description>Fettered Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129813</unix>
						<iso>2010-06-21 16:16:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fettered Magic (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHTL]], p. 108
]]></text>
				</version>
			</history>
		</page>
		<page node="1386">
			<name>flawed_parma_magica</name>
			<title>Flawed Parma Magica</title>
			<keywords>Flaw, Minor Hermetic Flaw, Flawed Parma Magica, ArM5</keywords>
			<description>Flawed Parma Magica Minor Hermetic Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129814</unix>
						<iso>2010-06-21 16:16:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Flawed Parma Magica''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183674</unix>
						<iso>2010-07-15 10:47:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Flawed Parma Magica''' is a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1387">
			<name>gild_emnity_(rhine)</name>
			<title>Gild Emnity (Rhine)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Gild Emnity (Rhine), GotF</keywords>
			<description>Gild Emnity (Rhine) Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129814</unix>
						<iso>2010-06-21 16:16:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gild Emnity (Rhine)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[GotF]], p. 20
]]></text>
				</version>
			</history>
		</page>
		<page node="1388">
			<name>harmless_magic_(flaw)</name>
			<title>Harmless Magic (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Harmless Magic, HoHMC</keywords>
			<description>Harmless Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129814</unix>
						<iso>2010-06-21 16:16:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Harmless Magic (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHMC]], p. 87
]]></text>
				</version>
			</history>
		</page>
		<page node="1389">
			<name>hedge_wizard_(flaw)</name>
			<title>Hedge Wizard (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Hedge Wizard, ArM5</keywords>
			<description>Hedge Wizard Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129814</unix>
						<iso>2010-06-21 16:16:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hedge Wizard (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="139">
			<name>major_breakthrough</name>
			<title>Major Breakthrough</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794180</unix>
						<iso>2008-03-17 23:49:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A discovery through [[Original Research]] or integration of [[Ancient Magic]] that pushes the [[Limit of Magic|Limits of Magic]]. See [[HoHTL]] 26 and [[AM]] 7.
]]></text>
				</version>
			</history>
		</page>
		<page node="1390">
			<name>illegitimate_lineage_(flaw)</name>
			<title>Illegitimate Lineage (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Illegitimate Lineage, HoHTL</keywords>
			<description>Illegitimate Lineage Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129815</unix>
						<iso>2010-06-21 16:16:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Illegitimate Lineage (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHTL]], p. 109
]]></text>
				</version>
			</history>
		</page>
		<page node="1391">
			<name>incompatible_arts</name>
			<title>Incompatible Arts</title>
			<keywords>Flaw, Minor Hermetic Flaw, Incompatible Arts, ArM5</keywords>
			<description>Incompatible Arts Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129815</unix>
						<iso>2010-06-21 16:16:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Incompatible Arts''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1392">
			<name>inconstant_magic_(flaw)</name>
			<title>Inconstant Magic (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Inconstant Magic, HoHMC</keywords>
			<description>Inconstant Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129815</unix>
						<iso>2010-06-21 16:16:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Inconstant Magic (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHMC]], p. 87
]]></text>
				</version>
			</history>
		</page>
		<page node="1393">
			<name>infamous_master</name>
			<title>Infamous Master</title>
			<keywords>Flaw, Minor Hermetic Flaw, Infamous Master, ArM5</keywords>
			<description>Infamous Master Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129815</unix>
						<iso>2010-06-21 16:16:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Infamous Master''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1394">
			<name>limited_magic_resistance</name>
			<title>Limited Magic Resistance</title>
			<keywords>Flaw, Minor Hermetic Flaw, Limited Magic Resistance, ArM5</keywords>
			<description>Limited Magic Resistance Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129816</unix>
						<iso>2010-06-21 16:16:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Limited Magic Resistance''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1395">
			<name>loose_magic</name>
			<title>Loose Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Loose Magic, ArM5</keywords>
			<description>Loose Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129816</unix>
						<iso>2010-06-21 16:16:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Loose Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1396">
			<name>offensive_to_animals</name>
			<title>Offensive to Animals</title>
			<keywords>Flaw, Minor Hermetic Flaw, Offensive to Animals, ArM5</keywords>
			<description>Offensive to Animals Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129816</unix>
						<iso>2010-06-21 16:16:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Offensive to Animals''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1397">
			<name>offensive_to_(beings)_(flaw)</name>
			<title>Offensive to (Beings) (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Offensive to (Beings), HoHMC</keywords>
			<description>Offensive to (Beings) Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129816</unix>
						<iso>2010-06-21 16:16:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Offensive to (Beings) (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHMC]], p. 87
]]></text>
				</version>
			</history>
		</page>
		<page node="1398">
			<name>poor_formulaic_magic</name>
			<title>Poor Formulaic Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Poor Formulaic Magic, ArM5</keywords>
			<description>Poor Formulaic Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129817</unix>
						<iso>2010-06-21 16:16:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Poor Formulaic Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1399">
			<name>short-lived_magic</name>
			<title>Short-Lived Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Short-Lived Magic, ArM5</keywords>
			<description>Short-Lived Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129817</unix>
						<iso>2010-06-21 16:16:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Short-Lived Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="14">
			<name>order_of_hermes</name>
			<title>Order of Hermes</title>
			<language>en</language>
			<history size="8">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199934909</unix>
						<iso>2008-01-10 04:15:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The Order of Hermes (also Enigmatic Order of Hermes or, informally, the Order) is the fictional organization to which [[Magi|magi]] in Ars Magica belong. All wizards in the Order of Hermes can use a powerful, flexible form of magic called [[Hermetic magic]].  Most of them speak [[Latin]] as a common language, enabling magi from across [[Mythic Europe]] to share magical books and spells.

Most magi in the Order live in [[Covenant|covenants]] but some prefer a solitary existence.

== Houses

Magi in the Order of Hermes belong to one of twelve [[Houses of Hermes ]]. 

== Law and Politics

The Order has its own legal system, called the [[Code of Hermes]].  It is governed by regional councils of magi known as [[Tribunal|Tribunals]].    

== Trademark Notice

Order of Hermes is a trademark of [[White Wolf Inc]].  It is used here without permission and its use should not be construed as a challenge to the ownership of the trademark.  [[Ars Magica]] uses the Order of Hermes trademark with permission.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205840311</unix>
						<iso>2008-03-18 12:38:31</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The Order of Hermes (also Enigmatic Order of Hermes or, informally, the Order) is the fictional organization to which [[Magi|magi]] in Ars Magica belong. All wizards in the Order of Hermes can use a powerful, flexible form of magic called [[Hermetic Magic]].  Most of them speak [[Latin]] as a common language, enabling magi from across [[Mythic Europe]] to share magical books and spells.

Most magi in the Order live in [[Covenant|covenants]] but some prefer a solitary existence.

== Law and Politics

The Order has its own legal system, based on the [[Code of Hermes]]. als operate as courts of law, with the aid of [[Quaesitor|Quaesitors]] that pThe Tribunals operate as courts of law, with the aid of [[Quaesitor|Quaesitors]] that provide legal advice.

Every [[Magus|magus]] of the Order belogns to one of twelve [[Houses of Hermes ]]. Most magi also hold other political positions (such as a quaesitor) and/or associate with other Hermetic socities, cults, cabals, or so on. [[Hermetic Society]] is a complex thing.

== History

The Order was founded in the 9['th] century by the thirteen [[Founder|Founders]]. It has since known many political turmoils and upheavals, including the [[Tytalus Corruption]] and the [[Schism War]]. A brief depiction of the Order's history is given in [[ArM5]] [[??]]. The ''Houses of Hermes'' series of supplements further provides details on each House's history.

---

'''Trademark e.

Ev''': y [[Magus|magus]] of the Order belogns to one of twelve [[Houses of Hermes ]]. Most magi also hold other political positions (such as a quaesitor) and/or associate with other Hermetic socities, cults, cabals, or so on. [[Hermetic Society]] is
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205873449</unix>
						<iso>2008-03-18 21:50:49</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The Order of Hermes (also Enigmatic Order of Hermes or, informally, the Order) is the fictional organization to which [[Magi|magi]] in Ars Magica belong. All wizards in the Order of Hermes can use a powerful, flexible form of magic called [[Hermetic Magic]].  Most of them speak [[Latin]] as a common language, enabling magi from across [[Mythic Europe]] to share magical books and spells.

Most magi in the Order live in [[Covenant|covenants]] but some prefer a solitary existence.

== Law and Politics

The Order has its own legal system, based on the [[Code of Hermes]]. It is governed by regional councils of magi known as [[Tribunal|Tribunals]]. The Tribunals operate as courts of law, with the aid of [[Quaesitor|Quaesitors]] that provide legal advice.

Every [[Magus|magus]] of the Order belogns to one of twelve [[Houses of Hermes ]]. Most magi also hold other political positions (such as a quaesitor) and/or associate with other Hermetic socities, cults, cabals, or so on. [[Hermetic Society]] is a complex thing.

== History

The Order was founded in the 9['th] century by the thirteen [[Founder|Founders]]. It has since known many political turmoils and upheavals, including the [[Tytalus Corruption]] and the [[Schism War]]. A brief depiction of the Order's history is given in [[ArM5]] 9-10The ''Houses of Hermes'' series of supplements further provides details on each House's history.

---

'''Trademark Notice''': Order of Hermes is a trademark of [[White Wolf Inc]].  It is used here without permission and its use should not be construed as a challenge to the ownership of the trademark.  [[Ars Magica]] uses the Order of Hermes trademark with permission.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1207130499</unix>
						<iso>2008-04-02 12:01:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added link to Hermetic Law</comment>
					<text><![CDATA[
The Order of Hermes (also Enigmatic Order of Hermes or, informally, the Order) is the fictional organization to which [[Magi|magi]] in Ars Magica belong. All wizards in the Order of Hermes can use a powerful, flexible form of magic called [[Hermetic Magic]].  Most of them speak [[Latin]] as a common language, enabling magi from across [[Mythic Europe]] to share magical books and spells.

Most magi in the Order live in [[Covenant|covenants]] but some prefer a solitary existence.

== Law and Politics

The Order has its own legal system. [[Hermetic Law]] is based on the [[Code of Hermes]] and the [[Peripheral Code]]. The Order is governed by regional councils of magi known as [[Tribunal|Tribunals]]. The Tribunals operate as courts of law, with the aid of [[Quaesitor|Quaesitors]]. of [[Quaesitor|Quaesitors]].

Every [[Magus|magus]] of the Order belogns to one of twelve [[Houses of Hermes ]]. Most magi also hold other political positions (such as a quaesitor) and/or associate with other Hermetic socities, cults, cabals, or so on. [[Hermetic Society]] is a complex thing.

== History

The Order was founded in the 9['th] century by the thirteen [[Founder|Founders]]. It has since known many political turmoils and upheavals, including the [[Tytalus Corruption]] and the [[Schism War]]. A brief depiction of the Order's history is given in [[ArM5]] 9-10. The ''Houses of Hermes'' series of supplements further provides details on each House's history.

---

'''Trademark Notice''': Order of Hermes is a trademark of [[White Wolf Inc]].  It is used here without permission and its use should not be construed as a challenge to the ownership of the trademark.  [[Ars Magica]] uses the Order of Herm
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1241824731</unix>
						<iso>2009-05-09 01:18:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added pramble, Parma Magica, number of magi</comment>
					<text><![CDATA[
[begin:.preamble]
Let us work together as one and grow hale and strong.
["--The Hermetic Oath]
[end:.preamble]

The Order oamble]
Let us work together as one and grow hale and strong.
["--The Hermetic Oath]
[end:.preamble]

The Order of Hermes (also Enigmatic Order of Hermes or, informally, the Orderknow a special kind of defensive magic called [[Parma Magica]] and nearly all can  the fictional organization to which [[Magi|magi]] in Ars Magica belong. All wizards in the Order of Hermes know a special kind of defensive magic called [[Parma Magica]] and near[[Book | books]] and [[Spell | spells]].

= Composition

Every [[Magus|magus]] of the Order belongs to one of t[Hermetic Society]] is a complex thing.

According to [[Fifth Edtion]], there are about 1200 magi in the Order (page 9, first paragraph). Most magi in the Order live in groups called [[Covenant|covenants]] but sAccording to [[Fifth Edtion]], there are about 1200 magi in the Order (page 9, first paragraph). Most magi in the Order live in groups called [[Covenant|covenants]] but some prefer a solitary existence.

= Law and Politics

The Order has its own legal system. [[Hermetic Law]] is based on the [[Code of Hermes]] and the [[Peripheral Code]].  The Order is governed by regional councils of magi known as [[Regional Tribunal|Tribunals]]. The Tribunals operate as courts of law, with the aid of [[Quaesitor|Quaesitors]].

= History

The Order was founded in the 9['th] century by the tweleve [[Founder|Founders]] under the leadership of [[Bonisagus the Founder | Bonisagus]] and [[Trianoma]].  Its magic and traditions are loosely based on the ancient Roman [[Cult of Mercury]].

It has since known many political turmoils and upheavals, including the [[Tytalus Corruption]] and the [[gional councils of magi known as [[Regional Tribunal|Tribunals]]. The Tribunals operate as courts of law, with the aid of [[Quaesitor|Quaesitors]].

= History

The Order was founde= References

* [[ArM5]], pages 9-10

= See Also

* [[Houses of Hermes True Lineages]] contains more information about the Order's law and politics
* [[Houses of Hermes Book | Houses of Hermes]], the [[Third Edition]] supplement
* [[Order of Hermes Book | Order of Hermes]], the [[Second Edition]] supplement

---

'''Trademark Notice''': Order of Hermes is a trademark of [[White Wolf]], Incof [[Bonisagus the Founder | Bonisagus]] and [[Trianoma]].  Its magic and traditions are loosely based on the ancient Roman [[Cult of Mercury]].

It has since known many political turmoils an
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1241896495</unix>
						<iso>2009-05-09 21:14:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected date of Founding</comment>
					<text><![CDATA[
[begin:.preamble]
Let us work together as one and grow hale and strong.
["--The Hermetic Oath]
[end:.preamble]

The Order of Hermes (also Enigmatic Order of Hermes or, informally, the Order) is the fictional organization to which [[Magi|magi]] in Ars Magica belong. All wizards in the Order of Hermes know a special kind of defensive magic called [[Parma Magica]] and nearly all can use a powerful, flexible form of magic called [[Hermetic Magic]].  Most of them speak [[Latin]] as a common language, enabling magi from across [[Mythic Europe]] to share magical [[Book | books]] and [[Spell | spells]].

= Composition

Every [[Magus|magus]] of the Order belongs to one of twelve [[Houses of Hermes ]]. Most magi also hold other political positions (such as a quaesitor) and/or associate with other Hermetic socities, cults, cabals, or so on. [[Hermetic Society]] is a complex thing.

According to [[Fifth Edtion]], there are about 1200 magi in the Order (page 9, first paragraph). Most magi in the Order live in groups called [[Covenant|covenants]] but some prefer a solitary existence.

= Law and Politics

The Order has its own legal system. [[Hermetic Law]] is based on the [[Code of Hermes]] and the [[Peripheral Code]].  The Order is governed by regional councils of magi known as [[Regional Tribunal|Tribunals]]. The Tribunals operate as courts of law, with the aid of [[Quaesitor|Quaesitors]].

= History

The Order was founded in 767 A.D. leve [[Founder|Founders]] under the leadership of [[Bonisagus the Founder | Bonisagus]] and [[Trianoma]].  Its magic and traditions are loosely based on the ancient Roman [[Cult of Mercury]].

It has since known many political turmoils and upheavals, including the [[Tytalus Corruption]] and the [[Schism War]]. A brief depiction of the Order's history is given in [[ArM5]] 9-10. The ''Houses of Hermes'' series of supplements further provides details on each House's history.

= References

* [[ArM5]], pages 9-10

= See Also

* [[Houses of Hermes True Lineages]] contains more information about the Order's law and politics
* [[Houses of Hermes Book | Houses of Hermes]], the [[Third Edition]] supplement
* [[Order of Hermes Book | Order of Hermes]], the [[Second Edition]] supplement

---

'''Trademark Notice''': Order of Hermes is a trademark of [[White Wolf]], Inc.  It is used here without permission and its use should not be construed as a challenge to the ownership of the trademark.  [[Ars Magica]] uses the Order of Hermes trademark with permission.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1268185721</unix>
						<iso>2010-03-10 02:48:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
{{preface|
Let us work together as one and grow hale and strong.}}

{{preface|—The Hermetic Oath}}


The Order of Hermes (also Enigmatic Order of Hermes or, informally, the Order) is the fictional organization to which [[Magi|magi]] in Ars Magica belong. All wizards in the Order of Hermes know a special kind of defensive magic called [[Parma Magica]] and nearly all can use a powerful, flexible form of magic called [[Hermetic Magic]].  Most of them speak [[Latin]] as a common language, enabling magi from across [[Mythic Europe]] to share magical [[Book | books]] and [[Spell | spells]].

= Composition

Every [[Magus|magus]] of the Order belongs to one of twelve [[Houses of Hermes ]]. Most magi also hold other political positions (such as a quaesitor) and/or associate with other Hermetic socities, cults, cabals, or so on. [[Hermetic Society]] is a complex thing.

According to [[Fifth Edtion]], there are about 1200 magi in the Order (page 9, first paragraph). Most magi in the Order live in groups called [[Covenant|covenants]] but some prefer a solitary existence.

= Law and Politics

The Order has its own legal system. [[Hermetic Law]] is based on the [[Code of Hermes]] and the [[Peripheral Code]].  The Order is governed by regional councils of magi known as [[Regional Tribunal|Tribunals]]. The Tribunals operate as courts of law, with the aid of [[Quaesitor|Quaesitors]].

= History

The Order was founded in 767 A.D. by the tweleve [[Founder|Founders]] under the leadership of [[Bonisagus the Founder | Bonisagus]] and [[Trianoma]].  Its magic and traditions are loosely based on the ancient Roman [[Cult of Mercury]].

It has since known many political turmoils and upheavals, including the [[Tytalus Corruption]] and the [[Schism War]]. A brief depiction of the Order's history is given in [[ArM5]] 9-10. The ''Houses of Hermes'' series of supplements further provides details on each House's history.

= References

* [[ArM5]], pages 9-10

= See Also

* [[Houses of Hermes True Lineages]] contains more information about the Order's law and politics
* [[Houses of Hermes Book | Houses of Hermes]], the [[Third Edition]] supplement
* [[Order of Hermes Book | Order of Hermes]], the [[Second Edition]] supplement

---

'''Trademark Notice''': Order of Hermes is a trademark of [[White Wolf]], Inc.  It is used here without permission and its use should not be construed as a challenge to the ownership of the trademark.  [[Ars Magica]] uses the Order of Hermes trademark with permission.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1268185742</unix>
						<iso>2010-03-10 02:49:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link &amp; formatting</comment>
					<text><![CDATA[
{{preface|
Let us work together as one and grow hale and strong.}}

{{preface|—The Hermetic Oath}}


The Order of Hermes (also Enigmatic Order of Hermes or, informally, the Order) is the fictional organization to which [[Magi|magi]] in Ars Magica belong. All wizards in the Order of Hermes know a special kind of defensive magic called [[Parma Magica]] and nearly all can use a powerful, flexible form of magic called [[Hermetic Magic]].  Most of them speak [[Latin]] as a common language, enabling magi from across [[Mythic Europe]] to share magical [[Book | books]] and [[Spell | spells]].

= Composition

Every [[Magus|magus]] of the Order belongs to one of twelve [[Houses of Hermes ]]. Most magi also hold other political positions (such as a quaesitor) and/or associate with other Hermetic socities, cults, cabals, or so on. [[Hermetic Society]] is a complex thing.

According to [[Fifth Edition]], there are about 1200 magi in the Order (page 9, first paragraph). Most magi in the Order live in groups called [[Covenant|covenants]] but some prefer a solitary existence.

= Law and Politics

The Order has its own legal system. [[Hermetic Law]] is based on the [[Code of Hermes]] and the [[Peripheral Code]].  The Order is governed by regional councils of magi known as [[Regional Tribunal|Tribunals]]. The Tribunals operate as courts of law, with the aid of [[Quaesitor|Quaesitors]].

= History

The Order was founded in 767 A.D. by the tweleve [[Founder|Founders]] under the leadership of [[Bonisagus the Founder | Bonisagus]] and [[Trianoma]].  Its magic and traditions are loosely based on the ancient Roman [[Cult of Mercury]].

It has since known many political turmoils and upheavals, including the [[Tytalus Corruption]] and the [[Schism War]]. A brief depiction of the Order's history is given in [[ArM5]] 9-10. The ''Houses of Hermes'' series of supplements further provides details on each House's history.

= References

* [[ArM5]], pages 9-10

= See Also

* [[Houses of Hermes True Lineages]] contains more information about the Order's law and politics
* [[Houses of Hermes Book | Houses of Hermes]], the [[Third Edition]] supplement
* [[Order of Hermes Book | Order of Hermes]], the [[Second Edition]] supplement

---

'''Trademark Notice''': Order of Hermes is a trademark of [[White Wolf]], Inc.  It is used here without permission and its use should not be construed as a challenge to the ownership of the trademark.  [[Ars Magica]] uses the Order of Hermes trademark with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="140">
			<name>hermetic_breakthrough</name>
			<title>Hermetic Breakthrough</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794198</unix>
						<iso>2008-03-17 23:49:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A discovery through [[Original Research]] or integration of [[Ancient Magic]] that breaks a [[Limit of Magic]]. See [[HoHTL]] 27 and [[AM]] 8.
]]></text>
				</version>
			</history>
		</page>
		<page node="1400">
			<name>slow_caster</name>
			<title>Slow Caster</title>
			<keywords>Flaw, Minor Hermetic Flaw, Slow Caster, ArM5</keywords>
			<description>Slow Caster Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129817</unix>
						<iso>2010-06-21 16:16:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Slow Caster''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1401">
			<name>spontaneous_casting_tools_(flaw)</name>
			<title>Spontaneous Casting Tools (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Spontaneous Casting Tools, HoHMC</keywords>
			<description>Spontaneous Casting Tools Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129817</unix>
						<iso>2010-06-21 16:16:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Spontaneous Casting Tools (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="1402">
			<name>stockade_parma_magica_(flaw)</name>
			<title>Stockade Parma Magica (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Stockade Parma Magica, HoHTL</keywords>
			<description>Stockade Parma Magica Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129818</unix>
						<iso>2010-06-21 16:16:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Stockade Parma Magica (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHTL]], p. 25
]]></text>
				</version>
			</history>
		</page>
		<page node="1403">
			<name>susceptibility_to_divine_power</name>
			<title>Susceptibility to Divine Power</title>
			<keywords>Flaw, Minor Hermetic Flaw, Susceptibility to Divine Power, ArM5</keywords>
			<description>Susceptibility to Divine Power Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129818</unix>
						<iso>2010-06-21 16:16:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Susceptibility to Divine Power''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1404">
			<name>susceptibility_to_faerie_power</name>
			<title>Susceptibility to Faerie Power</title>
			<keywords>Flaw, Minor Hermetic Flaw, Susceptibility to Faerie Power, ArM5</keywords>
			<description>Susceptibility to Faerie Power Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129818</unix>
						<iso>2010-06-21 16:16:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Susceptibility to Faerie Power''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1405">
			<name>susceptibility_to_infernal_power</name>
			<title>Susceptibility to Infernal Power</title>
			<keywords>Flaw, Minor Hermetic Flaw, Susceptibility to Infernal Power, ArM5</keywords>
			<description>Susceptibility to Infernal Power Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129818</unix>
						<iso>2010-06-21 16:16:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Susceptibility to Infernal Power''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1406">
			<name>unbearable_to_(beings)_(flaw)</name>
			<title>Unbearable to (Beings) (Flaw)</title>
			<keywords>Flaw, Minor Hermetic Flaw, Unbearable to (Beings), HoHMC</keywords>
			<description>Unbearable to (Beings) Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129819</unix>
						<iso>2010-06-21 16:16:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unbearable to (Beings) (Flaw)''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[HoHMC]], p. 87
]]></text>
				</version>
			</history>
		</page>
		<page node="1407">
			<name>unimaginative_learner</name>
			<title>Unimaginative Learner</title>
			<keywords>Flaw, Minor Hermetic Flaw, Unimaginative Learner, ArM5</keywords>
			<description>Unimaginative Learner Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129819</unix>
						<iso>2010-06-21 16:16:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unimaginative Learner''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 60
]]></text>
				</version>
			</history>
		</page>
		<page node="1408">
			<name>unpredictable_magic</name>
			<title>Unpredictable Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Unpredictable Magic, ArM5</keywords>
			<description>Unpredictable Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129819</unix>
						<iso>2010-06-21 16:16:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unpredictable Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 60
]]></text>
				</version>
			</history>
		</page>
		<page node="1409">
			<name>vulnerable_casting</name>
			<title>Vulnerable Casting</title>
			<keywords>Flaw, Minor Hermetic Flaw, Vulnerable Casting, TMRE</keywords>
			<description>Vulnerable Casting Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129819</unix>
						<iso>2010-06-21 16:16:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vulnerable Casting''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[TMRE]], p. 38
]]></text>
				</version>
			</history>
		</page>
		<page node="141">
			<name>arma_magica</name>
			<title>Arma Magica</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794212</unix>
						<iso>2008-03-17 23:50:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An example of a [[Major Breakthrough]] presented in [[HoHTL]] 31.
]]></text>
				</version>
			</history>
		</page>
		<page node="1410">
			<name>warped_magic</name>
			<title>Warped Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Warped Magic, ArM5</keywords>
			<description>Warped Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129820</unix>
						<iso>2010-06-21 16:17:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Warped Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 60
]]></text>
				</version>
			</history>
		</page>
		<page node="1411">
			<name>weak_enchanter</name>
			<title>Weak Enchanter</title>
			<keywords>Flaw, Minor Hermetic Flaw, Weak Enchanter, ArM5</keywords>
			<description>Weak Enchanter Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129820</unix>
						<iso>2010-06-21 16:17:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weak Enchanter''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1412">
			<name>weak_magic</name>
			<title>Weak Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Weak Magic, ArM5</keywords>
			<description>Weak Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129820</unix>
						<iso>2010-06-21 16:17:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weak Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279192572</unix>
						<iso>2010-07-15 13:16:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Weak Magic''' is a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1413">
			<name>weak_parens</name>
			<title>Weak Parens</title>
			<keywords>Flaw, Minor Hermetic Flaw, Weak Parens, ArM5</keywords>
			<description>Weak Parens Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129820</unix>
						<iso>2010-06-21 16:17:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weak Parens''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1414">
			<name>weak_scholar</name>
			<title>Weak Scholar</title>
			<keywords>Flaw, Minor Hermetic Flaw, Weak Scholar, ArM5</keywords>
			<description>Weak Scholar Minor Hermetic Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129821</unix>
						<iso>2010-06-21 16:17:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weak Scholar''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1281102320</unix>
						<iso>2010-08-06 15:45:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Weak Scholar''' is a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1415">
			<name>weird_magic</name>
			<title>Weird Magic</title>
			<keywords>Flaw, Minor Hermetic Flaw, Weird Magic, ArM5</keywords>
			<description>Weird Magic Minor Hermetic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129821</unix>
						<iso>2010-06-21 16:17:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weird Magic''' as a [[Minor Flaw|Minor]] [[Hermetic Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1416">
			<name>heroic_personality_(flaw)</name>
			<title>Heroic Personality (Flaw)</title>
			<keywords>Flaw, Minor Heroic Flaw, Heroic Personality, HoHTL</keywords>
			<description>Heroic Personality Minor Heroic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129821</unix>
						<iso>2010-06-21 16:17:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Heroic Personality (Flaw)''' as a [[Minor Flaw|Minor]] [[Heroic Flaw]].

= References

* [[HoHTL]], p. 108-109
]]></text>
				</version>
			</history>
		</page>
		<page node="1417">
			<name>tragic_(characteristic)</name>
			<title>Tragic (Characteristic)</title>
			<keywords>Flaw, Minor Heroic Flaw, Tragic (Characteristic), HoHTL</keywords>
			<description>Tragic (Characteristic) Minor Heroic Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129821</unix>
						<iso>2010-06-21 16:17:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tragic (Characteristic)''' as a [[Minor Flaw|Minor]] [[Heroic Flaw]].

= References

* [[HoHTL]], p. 109
]]></text>
				</version>
			</history>
		</page>
		<page node="1418">
			<name>ambitious_(flaw)</name>
			<title>Ambitious (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Ambitious, ArM5</keywords>
			<description>Ambitious Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129822</unix>
						<iso>2010-06-21 16:17:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ambitious (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="1419">
			<name>avaricious_(flaw)</name>
			<title>Avaricious (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Avaricious, ArM5</keywords>
			<description>Avaricious Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129822</unix>
						<iso>2010-06-21 16:17:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Avaricious (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="142">
			<name>parmulae</name>
			<title>Parmulae</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794225</unix>
						<iso>2008-03-17 23:50:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An example of a [[Minor Breakthrough]] presented in [[HoHTL]] 32.
]]></text>
				</version>
			</history>
		</page>
		<page node="1420">
			<name>busybody</name>
			<title>Busybody</title>
			<keywords>Flaw, Minor Personality Flaw, Busybody, ArM5</keywords>
			<description>Busybody Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129822</unix>
						<iso>2010-06-21 16:17:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Busybody''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1421">
			<name>carefree</name>
			<title>Carefree</title>
			<keywords>Flaw, Minor Personality Flaw, Carefree, ArM5</keywords>
			<description>Carefree Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129822</unix>
						<iso>2010-06-21 16:17:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Carefree''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1422">
			<name>compassionate_(flaw)</name>
			<title>Compassionate (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Compassionate, ArM5</keywords>
			<description>Compassionate Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129823</unix>
						<iso>2010-06-21 16:17:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Compassionate (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1423">
			<name>compulsion</name>
			<title>Compulsion</title>
			<keywords>Flaw, Minor Personality Flaw, Compulsion, ArM5</keywords>
			<description>Compulsion Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129823</unix>
						<iso>2010-06-21 16:17:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Compulsion''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1424">
			<name>continence</name>
			<title>Continence</title>
			<keywords>Flaw, Minor Personality Flaw, Continence, ArM5</keywords>
			<description>Continence Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129823</unix>
						<iso>2010-06-21 16:17:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Continence''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1425">
			<name>covenant_upbringing</name>
			<title>Covenant Upbringing</title>
			<keywords>Flaw, Minor Personality Flaw, Covenant Upbringing, ArM5</keywords>
			<description>Covenant Upbringing Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129823</unix>
						<iso>2010-06-21 16:17:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Covenant Upbringing''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1426">
			<name>delusion</name>
			<title>Delusion</title>
			<keywords>Flaw, Minor Personality Flaw, Delusion, ArM5</keywords>
			<description>Delusion Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129824</unix>
						<iso>2010-06-21 16:17:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Delusion''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1427">
			<name>depraved_(flaw)</name>
			<title>Depraved (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Depraved, RoPTI</keywords>
			<description>Depraved Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129824</unix>
						<iso>2010-06-21 16:17:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Depraved (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[RoPTI]], p. 88
]]></text>
				</version>
			</history>
		</page>
		<page node="1428">
			<name>depressed</name>
			<title>Depressed</title>
			<keywords>Flaw, Minor Personality Flaw, Depressed, ArM5</keywords>
			<description>Depressed Minor Personality Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129824</unix>
						<iso>2010-06-21 16:17:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Depressed''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279178971</unix>
						<iso>2010-07-15 09:29:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Depressed''' is a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1429">
			<name>dispassionate</name>
			<title>Dispassionate</title>
			<keywords>Flaw, Minor Personality Flaw, Dispassionate, GotF</keywords>
			<description>Dispassionate Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129824</unix>
						<iso>2010-06-21 16:17:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dispassionate''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[GotF]], p. 40
]]></text>
				</version>
			</history>
		</page>
		<page node="143">
			<name>realm-aligned_spells</name>
			<title>Realm-Aligned Spells</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794246</unix>
						<iso>2008-03-17 23:50:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An example of a [[Minor Breakthrough]] presented in [[HoHTL]] 34.
]]></text>
				</version>
			</history>
		</page>
		<page node="1430">
			<name>driven_(flaw)</name>
			<title>Driven (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Driven, ArM5</keywords>
			<description>Driven Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129825</unix>
						<iso>2010-06-21 16:17:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Driven (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1431">
			<name>dutybound</name>
			<title>Dutybound</title>
			<keywords>Flaw, Minor Personality Flaw, Dutybound, ArM5</keywords>
			<description>Dutybound Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129825</unix>
						<iso>2010-06-21 16:17:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dutybound''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1432">
			<name>envious_(flaw)</name>
			<title>Envious (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Envious, ArM5</keywords>
			<description>Envious Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129825</unix>
						<iso>2010-06-21 16:17:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Envious (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1433">
			<name>faerie_upbringing</name>
			<title>Faerie Upbringing</title>
			<keywords>Flaw, Minor Personality Flaw, Faerie Upbringing, ArM5</keywords>
			<description>Faerie Upbringing Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129825</unix>
						<iso>2010-06-21 16:17:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Faerie Upbringing''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1434">
			<name>fear</name>
			<title>Fear</title>
			<keywords>Flaw, Minor Personality Flaw, Fear, ArM5</keywords>
			<description>Fear Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129826</unix>
						<iso>2010-06-21 16:17:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fear''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1435">
			<name>follower_(flaw)</name>
			<title>Follower (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Follower, HoHMC</keywords>
			<description>Follower Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129826</unix>
						<iso>2010-06-21 16:17:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Follower (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[HoHMC]], p. 38
]]></text>
				</version>
			</history>
		</page>
		<page node="1436">
			<name>generous_(flaw)</name>
			<title>Generous (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Generous, ArM5</keywords>
			<description>Generous Minor Personality Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129826</unix>
						<iso>2010-06-21 16:17:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Generous (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279092341</unix>
						<iso>2010-07-14 09:25:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Generous (Flaw)''' is a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1437">
			<name>greedy_(flaw)</name>
			<title>Greedy (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Greedy, ArM5</keywords>
			<description>Greedy Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129826</unix>
						<iso>2010-06-21 16:17:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Greedy (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1438">
			<name>hatred_(flaw)</name>
			<title>Hatred (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Hatred, ArM5</keywords>
			<description>Hatred Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129827</unix>
						<iso>2010-06-21 16:17:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hatred (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1439">
			<name>higher_purpose</name>
			<title>Higher Purpose</title>
			<keywords>Flaw, Minor Personality Flaw, Higher Purpose, ArM5</keywords>
			<description>Higher Purpose Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129827</unix>
						<iso>2010-06-21 16:17:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Higher Purpose''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="144">
			<name>house_guernicus</name>
			<title>House Guernicus</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794282</unix>
						<iso>2008-03-17 23:51:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the twelve [[Houses of Hermes]]. A [[True Lineage]], House Guernicus pursues its [[Guernicus the Founder|Founder's]] mission of preserving the [[Order of Hermes]] by maintaining its laws and structure. Virtually all its members are [[Quaesitor|quaesitors]], and the House effectively controls the administration of Hermetic law. Their [[Domus Magna|domus magna]] is [[Magvillus]], in the [[Rome Tribunal]].

This House is also sometimes called House Quaesitor, but note that there are always many non-Guernicus quaesitors in the Order.

===References
* The core description of the House is given in [[ArM5]] 11-12.
* The House is described in detail in [[Houses of Hermes: True Lineages]] 35-?.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205870317</unix>
						<iso>2008-03-18 20:58:37</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
One of the twelve [[Houses of Hermes]]. A [[True Lineage]], House Guernicus pursues its [[Guernicus the Founder|Founder's]] mission of preserving the [[Order of Hermes]] by maintaining its laws and structure. Virtually all its members are [[Quaesitor|quaesitors]], and the House effectively controls the administration of Hermetic law. Their [[Domus Magna|domus magna]] is [[Magvillus]], in the [[Rome Tribunal]].

This House is also sometimes called House Quaesitor, but note that there are always many non-Guernicus quaesitors in the Order.

===References
* The core description of the House is given in [[ArM5]] 11-12.
* The House is described in detail in [[Houses of Hermes: True Lineages]] 35-777
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207605536</unix>
						<iso>2008-04-07 23:58:56</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
One of the twelve [[Houses of Hermes]]. A [[True Lineage]], House Guernicus pursues its [[Guernicus the Founder|Founder's]] mission of preserving the [[Order of Hermes]] by maintaining its laws and structure. Virtually all its members are [[Quaesitor|quaesitors]], and the House effectively controls the administration of Hermetic law. Their [[Domus Magna|domus magna]] is [[Magvillus]], in the [[Rome Tribunal]].

This House is also sometimes called House Quaesitor, but note that there are always many non-Guernicus quaesitors in the Order.

===References
* The core description of the House is given in [[ArM5]] 11-12.
* The House is described in detail in [[Houses of Hermes: True Lineages]] 35-77. This description was written by [[David Woods]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1253210025</unix>
						<iso>2009-09-17 19:53:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Lex super valuntate."" (The law above the will)|
|Symbol:|Scales of justice balanced on sword|
|[[Prima]]:|[[Bilera]]|
|[[Domus Magna]]:|[[Magvillus]]|

One of the twelve [[Houses of Hermes]]. A [[True Lineage]], House Guernicus pursues its [[Guernicus the Founder|Founder's]] mission of preserving the [[Order of Hermes]] by maintaining its laws and structure. Virtually all its members are [[Quaesitor|quaesitors]], and the House effectively controls the administration of Hermetic law. Their [[Domus Magna|domus magna]] is [[Magvillus]], in the [[Rome Tribunal]].

This House is also sometimes called House Quaesitor, but note that there are always many non-Guernicus quaesitors in the Order.

=References

* The core description of the House is given in [[ArM5]] 11-12.
* The House is described in detail in [[Houses of Hermes: True Lineages]] 35-77. This description was written by [[David Woods]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268429751</unix>
						<iso>2010-03-12 22:35:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Added symbol as external file, added links</comment>
					<text><![CDATA[
{{figure|http://images2.wikia.nocookie.net/arsmagica/en/images/9/9e/House_guernicus_symbol.JPG|Symbol of House Guernicus}}

{{preface|'''House Guernicus''' refers to one of the twelve [[Houses of Hermes]].}}

|Motto:|""Lex super valuntate."" (The law above the will)|
|Symbol:|Scales of justice balanced on sword|
|[[Prima]]:|[[Bilera]]|
|[[Domus Magna]]:|[[Magvillus]]|

A [[True Lineage]], '''[[House]] Guernicus''' pursues its [[Guernicus the Founder|Founder's]] mission of preserving the [[Order of Hermes]] by maintaining its laws and structure. Virtually all its members are [[Quaesitor|quaesitors]], and the [[House]] effectively controls the administration of [[Hermetic]] law. Their [[Domus Magna|domus magna]] is [[Magvillus]], in the [[Rome Tribunal]].

This [[House]] is also sometimes called [[House]] [[Quaesitor]], but note that there are always many non-Guernicus [[quaesitor]]s in the [[Order of Hermes|Order]].

=References

* The core description of the [[House]] is given in [[ArM5]] 11-12.
* The [[House]] is described in detail in [[Houses of Hermes: True Lineages]] 35-77. This description was written by [[David Woods]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1440">
			<name>humble</name>
			<title>Humble</title>
			<keywords>Flaw, Minor Personality Flaw, Humble, ArM5</keywords>
			<description>Humble Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129827</unix>
						<iso>2010-06-21 16:17:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Humble''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1441">
			<name>judged_unfairly</name>
			<title>Judged Unfairly</title>
			<keywords>Flaw, Minor Personality Flaw, Judged Unfairly, ArM5</keywords>
			<description>Judged Unfairly Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129828</unix>
						<iso>2010-06-21 16:17:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Judged Unfairly''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1442">
			<name>lecherous_(flaw)</name>
			<title>Lecherous (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Lecherous, ArM5</keywords>
			<description>Lecherous Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129828</unix>
						<iso>2010-06-21 16:17:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lecherous (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1443">
			<name>lost_love</name>
			<title>Lost Love</title>
			<keywords>Flaw, Minor Personality Flaw, Lost Love, ArM5</keywords>
			<description>Lost Love Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129828</unix>
						<iso>2010-06-21 16:17:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lost Love''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1444">
			<name>meddler_(flaw)</name>
			<title>Meddler (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Meddler, ArM5</keywords>
			<description>Meddler Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129828</unix>
						<iso>2010-06-21 16:17:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Meddler (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1445">
			<name>nocturnal</name>
			<title>Nocturnal</title>
			<keywords>Flaw, Minor Personality Flaw, Nocturnal, ArM5</keywords>
			<description>Nocturnal Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129829</unix>
						<iso>2010-06-21 16:17:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Nocturnal''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1446">
			<name>noncombatant</name>
			<title>Noncombatant</title>
			<keywords>Flaw, Minor Personality Flaw, Noncombatant, ArM5</keywords>
			<description>Noncombatant Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129829</unix>
						<iso>2010-06-21 16:17:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Noncombatant''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1447">
			<name>obsessed</name>
			<title>Obsessed</title>
			<keywords>Flaw, Minor Personality Flaw, Obsessed, ArM5</keywords>
			<description>Obsessed Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129829</unix>
						<iso>2010-06-21 16:17:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Obsessed''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1448">
			<name>optimistic_(flaw)</name>
			<title>Optimistic (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Optimistic, ArM5</keywords>
			<description>Optimistic Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129829</unix>
						<iso>2010-06-21 16:17:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Optimistic (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1449">
			<name>overconfident_(flaw)</name>
			<title>Overconfident (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Overconfident, ArM5</keywords>
			<description>Overconfident Minor Personality Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129830</unix>
						<iso>2010-06-21 16:17:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Overconfident (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279194391</unix>
						<iso>2010-07-15 13:46:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Overconfident''' is a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="145">
			<name>duresca_scrolls</name>
			<title>Duresca Scrolls</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794299</unix>
						<iso>2008-03-17 23:51:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Documents uncovered in the 10th century purporting to reveal a secret scheme by [[House Guernicus]] to control the [[Order of Hermes]] and, later, the world. See [[HoHTL]] 40.
]]></text>
				</version>
			</history>
		</page>
		<page node="1450">
			<name>oversensitive</name>
			<title>Oversensitive</title>
			<keywords>Flaw, Minor Personality Flaw, Oversensitive, ArM5</keywords>
			<description>Oversensitive Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129830</unix>
						<iso>2010-06-21 16:17:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Oversensitive''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1451">
			<name>pack_mentality_(flaw)</name>
			<title>Pack Mentality (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Pack Mentality, HoHMC</keywords>
			<description>Pack Mentality Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129830</unix>
						<iso>2010-06-21 16:17:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pack Mentality (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[HoHMC]], p. 38
]]></text>
				</version>
			</history>
		</page>
		<page node="1452">
			<name>pessimistic</name>
			<title>Pessimistic</title>
			<keywords>Flaw, Minor Personality Flaw, Pessimistic, ArM5</keywords>
			<description>Pessimistic Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129830</unix>
						<iso>2010-06-21 16:17:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pessimistic''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1453">
			<name>pious_(flaw)</name>
			<title>Pious (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Pious, ArM5</keywords>
			<description>Pious Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129831</unix>
						<iso>2010-06-21 16:17:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pious (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1454">
			<name>poor_memory</name>
			<title>Poor Memory</title>
			<keywords>Flaw, Minor Personality Flaw, Poor Memory, ArM5</keywords>
			<description>Poor Memory Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129831</unix>
						<iso>2010-06-21 16:17:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Poor Memory''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1455">
			<name>prohibition</name>
			<title>Prohibition</title>
			<keywords>Flaw, Minor Personality Flaw, Prohibition, ArM5</keywords>
			<description>Prohibition Minor Personality Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129831</unix>
						<iso>2010-06-21 16:17:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Prohibition''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279097686</unix>
						<iso>2010-07-14 10:54:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Prohibition''' is a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1456">
			<name>proud_(flaw)</name>
			<title>Proud (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Proud, ArM5</keywords>
			<description>Proud Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129831</unix>
						<iso>2010-06-21 16:17:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Proud (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1457">
			<name>reckless</name>
			<title>Reckless</title>
			<keywords>Flaw, Minor Personality Flaw, Reckless, ArM5</keywords>
			<description>Reckless Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129832</unix>
						<iso>2010-06-21 16:17:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Reckless''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1458">
			<name>reclusive</name>
			<title>Reclusive</title>
			<keywords>Flaw, Minor Personality Flaw, Reclusive, ArM5</keywords>
			<description>Reclusive Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129832</unix>
						<iso>2010-06-21 16:17:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Reclusive''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1459">
			<name>secretive_(flaw)</name>
			<title>Secretive (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Secretive, HoHMC</keywords>
			<description>Secretive Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129832</unix>
						<iso>2010-06-21 16:17:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Secretive (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[HoHMC]], p. 38
]]></text>
				</version>
			</history>
		</page>
		<page node="146">
			<name>schism_war</name>
			<title>Schism War</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794313</unix>
						<iso>2008-03-17 23:51:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Perhaps the single defining event in the history of the [[Order of Hermes]] since its foundation, the Schism War wiped [[House Diedne]] from the Order and had substantial ramifications for many of the Order's institutions and organizations. 

===References
* The Schism War is described in [[ArM5]] 10.
* The war from the Guernicus perspective is given on [[HoHTL]] 40-41, describing the House's attempts at a peaceful resolution and its magical assault on House Diedne.
]]></text>
				</version>
			</history>
		</page>
		<page node="1460">
			<name>seeker_(flaw)</name>
			<title>Seeker (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Seeker, HoHTL</keywords>
			<description>Seeker Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129832</unix>
						<iso>2010-06-21 16:17:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Seeker (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[HoHTL]], p. 25
]]></text>
				</version>
			</history>
		</page>
		<page node="1461">
			<name>short_attention_span</name>
			<title>Short Attention Span</title>
			<keywords>Flaw, Minor Personality Flaw, Short Attention Span, ArM5</keywords>
			<description>Short Attention Span Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129833</unix>
						<iso>2010-06-21 16:17:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Short Attention Span''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1462">
			<name>simple-minded</name>
			<title>Simple-Minded</title>
			<keywords>Flaw, Minor Personality Flaw, Simple-Minded, ArM5</keywords>
			<description>Simple-Minded Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129833</unix>
						<iso>2010-06-21 16:17:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Simple-Minded''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1463">
			<name>sheltered_upbringing</name>
			<title>Sheltered Upbringing</title>
			<keywords>Flaw, Minor Personality Flaw, Sheltered Upbringing, ArM5</keywords>
			<description>Sheltered Upbringing Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129833</unix>
						<iso>2010-06-21 16:17:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sheltered Upbringing''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1464">
			<name>slothful_(flaw)</name>
			<title>Slothful (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Slothful, HoHMC</keywords>
			<description>Slothful Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129833</unix>
						<iso>2010-06-21 16:17:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Slothful (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[HoHMC]], p. 38
]]></text>
				</version>
			</history>
		</page>
		<page node="1465">
			<name>soft-hearted</name>
			<title>Soft-Hearted</title>
			<keywords>Flaw, Minor Personality Flaw, Soft-Hearted, ArM5</keywords>
			<description>Soft-Hearted Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129834</unix>
						<iso>2010-06-21 16:17:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Soft-Hearted''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1466">
			<name>temperate</name>
			<title>Temperate</title>
			<keywords>Flaw, Minor Personality Flaw, Temperate, ArM5</keywords>
			<description>Temperate Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129834</unix>
						<iso>2010-06-21 16:17:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Temperate''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1467">
			<name>transvestite</name>
			<title>Transvestite</title>
			<keywords>Flaw, Minor Personality Flaw, Transvestite, ArM5</keywords>
			<description>Transvestite Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129834</unix>
						<iso>2010-06-21 16:17:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Transvestite''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1468">
			<name>vow</name>
			<title>Vow</title>
			<keywords>Flaw, Minor Personality Flaw, Vow, ArM5</keywords>
			<description>Vow Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129834</unix>
						<iso>2010-06-21 16:17:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vow''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 60
]]></text>
				</version>
			</history>
		</page>
		<page node="1469">
			<name>weakness</name>
			<title>Weakness</title>
			<keywords>Flaw, Minor Personality Flaw, Weakness, ArM5</keywords>
			<description>Weakness Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129835</unix>
						<iso>2010-06-21 16:17:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weakness''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="147">
			<name>traditionalist_(guernicus)</name>
			<title>Traditionalist (Guernicus)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794333</unix>
						<iso>2008-03-17 23:52:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Traditionalist within [[House Guernicus]] or the [[Quaesitores]] is a [[Quaesitor|quaesitor]] that argues for maintaining the traditional [[Code of Hermes]] and interpretation thereof. They are opposed by the [[Transitionalist (Guernicus)|Transitionalist]] movement. 

===References
* [[HoHTL]] 41-42
]]></text>
				</version>
			</history>
		</page>
		<page node="1470">
			<name>weak-willed</name>
			<title>Weak-Willed</title>
			<keywords>Flaw, Minor Personality Flaw, Weak-Willed, ArM5</keywords>
			<description>Weak-Willed Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129835</unix>
						<iso>2010-06-21 16:17:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weak-Willed''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1471">
			<name>wrathful_(flaw)</name>
			<title>Wrathful (Flaw)</title>
			<keywords>Flaw, Minor Personality Flaw, Wrathful, ArM5</keywords>
			<description>Wrathful Minor Personality Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129835</unix>
						<iso>2010-06-21 16:17:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wrathful (Flaw)''' as a [[Minor Flaw|Minor]] [[Personality Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1472">
			<name>animal_companion</name>
			<title>Animal Companion</title>
			<keywords>Flaw, Minor Story Flaw, Animal Companion, ArM5</keywords>
			<description>Animal Companion Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129835</unix>
						<iso>2010-06-21 16:17:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Animal Companion''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279187041</unix>
						<iso>2010-07-15 11:44:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Animal Companion''' is a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="1473">
			<name>blackmail</name>
			<title>Blackmail</title>
			<keywords>Flaw, Minor Story Flaw, Blackmail, ArM5</keywords>
			<description>Blackmail Minor Story Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129836</unix>
						<iso>2010-06-21 16:17:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Blackmail''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183569</unix>
						<iso>2010-07-15 10:46:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Blackmail''' is a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="1474">
			<name>close_family_ties</name>
			<title>Close Family Ties</title>
			<keywords>Flaw, Minor Story Flaw, Close Family Ties, ArM5</keywords>
			<description>Close Family Ties Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129836</unix>
						<iso>2010-06-21 16:17:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Close Family Ties''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1475">
			<name>confraternity_member</name>
			<title>Confraternity Member</title>
			<keywords>Flaw, Minor Story Flaw, Confraternity Member, HoHMC</keywords>
			<description>Confraternity Member Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129836</unix>
						<iso>2010-06-21 16:17:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Confraternity Member''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="1476">
			<name>demonic_familiar</name>
			<title>Demonic Familiar</title>
			<keywords>Flaw, Minor Story Flaw, Demonic Familiar, RoPTI</keywords>
			<description>Demonic Familiar Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129837</unix>
						<iso>2010-06-21 16:17:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Demonic Familiar''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[RoPTI]], p. 88
]]></text>
				</version>
			</history>
		</page>
		<page node="1477">
			<name>faerie_friend</name>
			<title>Faerie Friend</title>
			<keywords>Flaw, Minor Story Flaw, Faerie Friend, ArM5</keywords>
			<description>Faerie Friend Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129837</unix>
						<iso>2010-06-21 16:17:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Faerie Friend''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1478">
			<name>fostered_apprentice_(flaw)</name>
			<title>Fostered Apprentice (Flaw)</title>
			<keywords>Flaw, Minor Story Flaw, Fostered Apprentice, HoHTL</keywords>
			<description>Fostered Apprentice Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129837</unix>
						<iso>2010-06-21 16:17:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fostered Apprentice (Flaw)''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[HoHTL]], p. 26
]]></text>
				</version>
			</history>
		</page>
		<page node="1479">
			<name>grudge_(flaw)</name>
			<title>Grudge (Flaw)</title>
			<keywords>Flaw, Minor Story Flaw, Grudge, HoHMC</keywords>
			<description>Grudge Minor Story Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129837</unix>
						<iso>2010-06-21 16:17:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Grudge (Flaw)''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279180462</unix>
						<iso>2010-07-15 09:54:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Grudge (Flaw)''' is a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="148">
			<name>quaesitores</name>
			<title>Quaesitores</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794355</unix>
						<iso>2008-03-17 23:52:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The body of [[Quaesitors]] as a whole. See [[HoHTL]] 38.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205870258</unix>
						<iso>2008-03-18 20:57:38</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The body of [[Quaesitor|Quaesitors]] as a whole. See [[HoHTL]] 38.
]]></text>
				</version>
			</history>
		</page>
		<page node="1480">
			<name>heir</name>
			<title>Heir</title>
			<keywords>Flaw, Minor Story Flaw, Heir, ArM5</keywords>
			<description>Heir Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129838</unix>
						<iso>2010-06-21 16:17:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Heir''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1481">
			<name>hermetic_patron_(flaw)</name>
			<title>Hermetic Patron (Flaw)</title>
			<keywords>Flaw, Minor Story Flaw, Hermetic Patron, HoHTL</keywords>
			<description>Hermetic Patron Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129838</unix>
						<iso>2010-06-21 16:17:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Patron (Flaw)''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[HoHTL]], p. 108
]]></text>
				</version>
			</history>
		</page>
		<page node="1482">
			<name>impious_friend</name>
			<title>Impious Friend</title>
			<keywords>Flaw, Minor Story Flaw, Impious Friend, RoPTI</keywords>
			<description>Impious Friend Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129838</unix>
						<iso>2010-06-21 16:17:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Impious Friend''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[RoPTI]], p. 89
]]></text>
				</version>
			</history>
		</page>
		<page node="1483">
			<name>legacy_(flaw)</name>
			<title>Legacy (Flaw)</title>
			<keywords>Flaw, Minor Story Flaw, Legacy, HoHTL</keywords>
			<description>Legacy Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129838</unix>
						<iso>2010-06-21 16:17:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Legacy (Flaw)''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[HoHTL]], p. 109
]]></text>
				</version>
			</history>
		</page>
		<page node="1484">
			<name>magical_animal_companion</name>
			<title>Magical Animal Companion</title>
			<keywords>Flaw, Minor Story Flaw, Magical Animal Companion, ArM5</keywords>
			<description>Magical Animal Companion Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129839</unix>
						<iso>2010-06-21 16:17:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Magical Animal Companion''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1485">
			<name>malignant_magus_(flaw)</name>
			<title>Malignant Magus (Flaw)</title>
			<keywords>Flaw, Minor Story Flaw, Malignant Magus, HoHMC</keywords>
			<description>Malignant Magus Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129839</unix>
						<iso>2010-06-21 16:17:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Malignant Magus (Flaw)''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[HoHMC]], p. 73
]]></text>
				</version>
			</history>
		</page>
		<page node="1486">
			<name>manufactured_ignorance</name>
			<title>Manufactured Ignorance</title>
			<keywords>Flaw, Minor Story Flaw, Manufactured Ignorance, RoPTI</keywords>
			<description>Manufactured Ignorance Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129839</unix>
						<iso>2010-06-21 16:17:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Manufactured Ignorance''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[RoPTI]], p. 89
]]></text>
				</version>
			</history>
		</page>
		<page node="1487">
			<name>mentor</name>
			<title>Mentor</title>
			<keywords>Flaw, Minor Story Flaw, Mentor, ArM5</keywords>
			<description>Mentor Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129839</unix>
						<iso>2010-06-21 16:17:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mentor''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1488">
			<name>predictive_stigmata_(flaw)</name>
			<title>Predictive Stigmata (Flaw)</title>
			<keywords>Flaw, Minor Story Flaw, Predictive Stigmata, HoHMC</keywords>
			<description>Predictive Stigmata Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129840</unix>
						<iso>2010-06-21 16:17:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Predictive Stigmata (Flaw)''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[HoHMC]], p. 73
]]></text>
				</version>
			</history>
		</page>
		<page node="1489">
			<name>primogeniture_lineage_(flaw)</name>
			<title>Primogeniture Lineage (Flaw)</title>
			<keywords>Flaw, Minor Story Flaw, Primogeniture Lineage, HoHMC</keywords>
			<description>Primogeniture Lineage Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129840</unix>
						<iso>2010-06-21 16:17:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Primogeniture Lineage (Flaw)''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="149">
			<name>magvillus</name>
			<title>Magvillus</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794405</unix>
						<iso>2008-03-17 23:53:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Domus Magna|domus magna]] of [[House Guernicus]] and the seat of the [[Magvillues Council], this [[Covenant|covenant]] lies in the [[Roman Tribunal]]. It is described in [[HoHTL]] 43. 

===References
* A description of the covenant and its defenses is to be found in [[HoHTL]] 43.
* A longer but somewhat outdated description of the covenant is given on [[Tribunals of Hermes: Rome]] 76-82. Although intended for [[Third Edition]], the bulk of the description is compatible with the [[Fifth Edition]] canon.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205794437</unix>
						<iso>2008-03-17 23:53:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>initial version</comment>
					<text><![CDATA[
The [[Domus Magna|domus magna]] of [[House Guernicus]] and the seat of the [[Magvillus Council]], this [[Covenant|covenant]] lies in the [[Roman Tribunal]]. It is described in [[HoHTL]] 43. 

===References
* A description of the covenant and its defenses is to be found in [[HoHTL]] 43.
* A longer but somewhat outdated description of the covenant is given on [[Tribunals of Hermes: Rome]] 76-82. Although intended for [[Third Edition]], the bulk of the description is compatible with the [[Fifth Edition]] canon.
]]></text>
				</version>
			</history>
		</page>
		<page node="1490">
			<name>visions</name>
			<title>Visions</title>
			<keywords>Flaw, Minor Story Flaw, Visions, ArM5</keywords>
			<description>Visions Minor Story Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129840</unix>
						<iso>2010-06-21 16:17:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Visions''' as a [[Minor Flaw|Minor]] [[Story Flaw]].

= References

* [[ArM5]], p. 60
]]></text>
				</version>
			</history>
		</page>
		<page node="1491">
			<name>branded_criminal</name>
			<title>Branded Criminal</title>
			<keywords>Flaw, Minor Social Status Flaw, Branded Criminal, ArM5</keywords>
			<description>Branded Criminal Minor Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129840</unix>
						<iso>2010-06-21 16:17:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Branded Criminal''' as a [[Minor Flaw|Minor]] [[Social Status Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1492">
			<name>failed_monk</name>
			<title>Failed Monk</title>
			<keywords>Flaw, Minor Social Status Flaw, Failed Monk, RoPTD</keywords>
			<description>Failed Monk Minor Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129841</unix>
						<iso>2010-06-21 16:17:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Failed Monk''' as a [[Minor Flaw|Minor]] [[Social Status Flaw]].

= References

* [[RoPTD]], p. 93
]]></text>
				</version>
			</history>
		</page>
		<page node="1493">
			<name>failed_nun</name>
			<title>Failed Nun</title>
			<keywords>Flaw, Minor Social Status Flaw, Failed Nun, RoPTD</keywords>
			<description>Failed Nun Minor Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129841</unix>
						<iso>2010-06-21 16:17:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Failed Nun''' as a [[Minor Flaw|Minor]] [[Social Status Flaw]].

= References

* [[RoPTD]], p. 93
]]></text>
				</version>
			</history>
		</page>
		<page node="1494">
			<name>outcast</name>
			<title>Outcast</title>
			<keywords>Flaw, Minor Social Status Flaw, Outcast, ArM5</keywords>
			<description>Outcast Minor Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129841</unix>
						<iso>2010-06-21 16:17:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Outcast''' as a [[Minor Flaw|Minor]] [[Social Status Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1495">
			<name>outlaw_leader</name>
			<title>Outlaw Leader</title>
			<keywords>Flaw, Minor Social Status Flaw, Outlaw Leader, ArM5</keywords>
			<description>Outlaw Leader Minor Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129841</unix>
						<iso>2010-06-21 16:17:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Outlaw Leader''' as a [[Minor Flaw|Minor]] [[Social Status Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1496">
			<name>outsider_(minor)</name>
			<title>Outsider (Minor)</title>
			<keywords>Flaw, Minor Social Status Flaw, Outsider (Minor), RoPTD</keywords>
			<description>Outsider (Minor) Minor Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129842</unix>
						<iso>2010-06-21 16:17:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Outsider (Minor)''' as a [[Minor Flaw|Minor]] [[Social Status Flaw]].

= References

* [[RoPTD]], p. 137
]]></text>
				</version>
			</history>
		</page>
		<page node="1497">
			<name>usurer_(flaw)</name>
			<title>Usurer (Flaw)</title>
			<keywords>Flaw, Minor Social Status Flaw, Usurer, HoHTL</keywords>
			<description>Usurer Minor Social Status Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129842</unix>
						<iso>2010-06-21 16:17:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Usurer (Flaw)''' as a [[Minor Flaw|Minor]] [[Social Status Flaw]].

= References

* [[HoHTL]], p. 109
]]></text>
				</version>
			</history>
		</page>
		<page node="1498">
			<name>corrupted_abilities</name>
			<title>Corrupted Abilities</title>
			<keywords>Flaw, Minor Supernatural Flaw, Corrupted Abilities, RoPTI</keywords>
			<description>Corrupted Abilities Minor Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129842</unix>
						<iso>2010-06-21 16:17:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Corrupted Abilities''' as a [[Minor Flaw|Minor]] [[Supernatural Flaw]].

= References

* [[RoPTI]], p. 87
]]></text>
				</version>
			</history>
		</page>
		<page node="1499">
			<name>corrupted_beast</name>
			<title>Corrupted Beast</title>
			<keywords>Flaw, Minor Supernatural Flaw, Corrupted Beast, RoPTI</keywords>
			<description>Corrupted Beast Minor Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129842</unix>
						<iso>2010-06-21 16:17:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Corrupted Beast''' as a [[Minor Flaw|Minor]] [[Supernatural Flaw]].

= References

* [[RoPTI]], p. 77
]]></text>
				</version>
			</history>
		</page>
		<page node="15">
			<name>houses_of_hermes</name>
			<title>Houses of Hermes</title>
			<language>en</language>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199936613</unix>
						<iso>2008-01-10 04:43:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In most Ars Magica [[Saga|sagas]], the [[Order of Hermes]] consists of twelve "houses".  (Depending on the time period of the saga, there may be thirteen instead, plus any unofficial Houses the players may have invented for themselves)

Houses are groups of wizards descended (through apprenticeship, not necessarily blood) from one of the [[Founders]] of the [[Order of Hermes]].  Members of a House usually share common interests and/or magical powers.

The Houses are:

: [[House Bjornaer]] : A House of shapeshifters.  In [[ArM5]], this is a [[Mystery House]]
: [[House Bonisagus]] : A House of magical researchers and statesmen.  In [[ArM5]], this is a [[True Lineage]].
: [[House Criamon]] : A House of highly mystical magi.  In [[ArM5]], this is a [[Mystery House]].
: [[House Guernicus]] : A House containing the [[Quaesitor|Quaesitors]], the judges of the Order.  In [[ArM5]], it is a [[True Lineage]].  In [[ArM4]] and earlier, it was known as House Quaesitor.
: [[House Ex Miscellanea]] : A highly eclectic House of magi from many different traditions, some of them [[Non Hermetic|non-Hermetic]].  In [[ArM5]], this is a [[Societas]].
: [[House Flambeau]] : A House of warrior magi, often specializing in the [[Arts]] of [[Ignem]] or [[Perdo]].  In [[ArM5]], this is a [[Societas]].
: [[House Jerbiton]] : A House of magi interested in [[Mundane]] culture or society.  In [[ArM5]], this is a [[Societas]].
: [[House Mercere]] : A House that includes many [[unGifted]] [[redcaps]] and some [[magi]].  In [[ArM5]], it is a [[True Lineage]].
: [[House Merinita]] : A House that is interested in the [[Faerie Realm]].  In [[ArM5]], it is a [[Mystery House]].
: [[House Tremere]] : A highly organized, hierarchical House with strong political influence.  In [[ArM5]], it is a [[True Lineage]].
: [[House Tytalus]] : A House whose members share a philosophy of thriving on conflict.  In [[ArM5]], it is a [[Societas]].
: [[House Verditius]] : A House whose members excel in making [[Enchanted Items]].  In [[ArM5]], it is a [[Mystery House]].

= The Thirteenth House
In addition, earlier in the history of [[Mythic Europe]], there was a thirteenth House called [[House Diedne]].  It was destroyed in the [[Schism War]].  House Diedne is also referred to as the [[Nameless House]].

== [[Fifth Edition]]
The categorization of Houses into [[True Lineage | True Lineages]], [[Societas | Societates]], and [[Mystery Houses]] was introduced. (page reference needed)

House Quaesitor was renamed to [[House Guernicus]].

The following Fifth Edition supplements relate to Houses:
* [[Houses of Hermes True Lineages]]
* [[House of Hermes Mystery Cults]]
* [[Houses of Hermes Societates]]

== [[Fourth Edition]]
There is no Fourth Edition supplement exclusively describing the Houses.  The Third Edition supplement was considered mostly compatible.

== [[Third Edition]]
There was one Third Edition supplement that described the Houses in detail: ''Houses of Hermes''

== [[Second Edition]]
Houses were described in the Second Edition supplement, ''Order of Hermes''

== [[First Edition]]
Houses did not exist in First Edition.  Magi were generally categorized by their favored [[Arts]] instead.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1199936697</unix>
						<iso>2008-01-10 04:44:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed formatting of later sections</comment>
					<text><![CDATA[
In most Ars Magica [[Saga|sagas]], the [[Order of Hermes]] consists of twelve "houses".  (Depending on the time period of the saga, there may be thirteen instead, plus any unofficial Houses the players may have invented for themselves)

Houses are groups of wizards descended (through apprenticeship, not necessarily blood) from one of the [[Founders]] of the [[Order of Hermes]].  Members of a House usually share common interests and/or magical powers.

The Houses are:

: [[House Bjornaer]] : A House of shapeshifters.  In [[ArM5]], this is a [[Mystery House]]
: [[House Bonisagus]] : A House of magical researchers and statesmen.  In [[ArM5]], this is a [[True Lineage]].
: [[House Criamon]] : A House of highly mystical magi.  In [[ArM5]], this is a [[Mystery House]].
: [[House Guernicus]] : A House containing the [[Quaesitor|Quaesitors]], the judges of the Order.  In [[ArM5]], it is a [[True Lineage]].  In [[ArM4]] and earlier, it was known as House Quaesitor.
: [[House Ex Miscellanea]] : A highly eclectic House of magi from many different traditions, some of them [[Non Hermetic|non-Hermetic]].  In [[ArM5]], this is a [[Societas]].
: [[House Flambeau]] : A House of warrior magi, often specializing in the [[Arts]] of [[Ignem]] or [[Perdo]].  In [[ArM5]], this is a [[Societas]].
: [[House Jerbiton]] : A House of magi interested in [[Mundane]] culture or society.  In [[ArM5]], this is a [[Societas]].
: [[House Mercere]] : A House that includes many [[unGifted]] [[redcaps]] and some [[magi]].  In [[ArM5]], it is a [[True Lineage]].
: [[House Merinita]] : A House that is interested in the [[Faerie Realm]].  In [[ArM5]], it is a [[Mystery House]].
: [[House Tremere]] : A highly organized, hierarchical House with strong political influence.  In [[ArM5]], it is a [[True Lineage]].
: [[House Tytalus]] : A House whose members share a philosophy of thriving on conflict.  In [[ArM5]], it is a [[Societas]].
: [[House Verditius]] : A House whose members excel in making [[Enchanted Items]].  In [[ArM5]], it is a [[Mystery House]].

= The Thirteenth House


In addition, earlier in the history of [[Mythic Europe]], there was a thirteenth House called [[House Diedne]].  It was destroyed in the [[Schism War]].  House Diedne is also referred to as the [[Nameless House]].

== [[Fifth Edition]]
The categorization of Houses into [[True Lineage | True Lineages]], [[Societas | Societates]], and [[Mystery Houses]] was introduced. (page reference needed)

House Quaesitor was renamed to [[House Guernicus]].

The following Fifth Edition supplements relate to Houses:
* [[Houses of Hermes True Lineages]]
* [[House of Hermes Mystery Cults]]
* [[Houses of Hermes Societates]]

== [[Fourth Edition]]


There is no Fourth Edition supplement exclusively describing the Houses.  The Third Edition supplement was considered mostly compatible.

== [[Third Edition]
]

There was one Third Edition supplement that described the Houses in detail: ''Houses of Hermes''

== [[Second Edition
]]

Houses were described in the Second Edition supplement, ''Order of Hermes''

== [[First Editio
n]]

Houses did not exist in First Edition.  Magi were generally categorized by their favored [[Arts]] ins
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1199964702</unix>
						<iso>2008-01-10 12:31:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added reference to book of the same title as this page</comment>
					<text><![CDATA[
In [[Ars Magica]], the term "Houses of Hermes" can have two possible meanings:
1. One of the twelve sub-groups within the [[Order of Hermes]]
2. A supplement for [[ArM3]] titled [[Houses of Hermes book | Houses of Hermes]]

In most Ars Magica [[e term "Houses of Hermes" can have two possible meanings:
1. One of the twelve sub-groups within the [[Order of Hermes]]
2. A supplement for [[ArM3]] titled [[Houses of Hermes book | Houses of Hermes]]

In most Ars Magica [[Saga|sagas]], the [[Order of Hermes]] consists of twelve "houses".  (Depending on the time period of the saga, there may be thirteen instead, plus any unofficial Houses the players may have invented for themselves)

Houses are groups of wizards descended (through apprenticeship, not necessarily blood) from one of the [[Founders]] of the [[Order of Hermes]].  Members of a House usually share common interests and/or magical powers.

The Houses are:

: [[House Bjornaer]] : A House of shapeshifters.  In [[ArM5]], this is a [[Mystery House]]
: [[House Bonisagus]] : A House of magical researchers and statesmen.  In [[ArM5]], this is a [[True Lineage]].
: [[House Criamon]] : A House of highly mystical magi.  In [[ArM5]], this is a [[Mystery House]].
: [[House Guernicus]] : A House containing the [[Quaesitor|Quaesitors]], the judges of the Order.  In [[ArM5]], it is a [[True Lineage]].  In [[ArM4]] and earlier, it was known as House Quaesitor.
: [[House Ex Miscellanea]] : A highly eclectic House of magi from many different traditions, some of them [[Non Hermetic|non-Hermetic]].  In [[ArM5]], this is a [[Societas]].
: [[House Flambeau]] : A House of warrior magi, often specializing in the [[Arts]] of [[Ignem]] or [[Perdo]].  In [[ArM5]], this is a [[Societas]].
: [[House Jerbiton]] : A House of magi interested in [[Mundane]] culture or society.  In [[ArM5]], this is a [[Societas]].
: [[House Mercere]] : A House that includes many [[unGifted]] [[redcaps]] and some [[magi]].  In [[ArM5]], it is a [[True Lineage]].
: [[House Merinita]] : A House that is interested in the [[Faerie Realm]].  In [[ArM5]], it is a [[Mystery House]].
: [[House Tremere]] : A highly organized, hierarchical House with strong political influence.  In [[ArM5]], it is a [[True Lineage]].
: [[House Tytalus]] : A House whose members share a philosophy of thriving on conflict.  In [[ArM5]], it is a [[Societas]].
: [[House Verditius]] : A House whose members excel in making [[Enchanted Items]].  In [[ArM5]], it is a [[Mystery House]].

= The Thirteenth House

In addition, earlier in the history of [[Mythic Europe]], there was a thirteenth House called [[House Diedne]].  It was destroyed in the [[Schism War]].  House Diedne is also referred to as the [[Nameless House]].

== [[Fifth Edition]]
The categorization of Houses into [[True Lineage | True Lineages]], [[Societas | Societates]], and [[Mystery Houses]] was introduced. (page reference needed)

House Quaesitor was renamed to [[House Guernicus]].

The following Fifth Edition supplements relate to Houses:
* [[Houses of Hermes True Lineages]]
* [[House of Hermes Mystery Cults]]
* [[Houses of Hermes Societates]]

== [[Fourth Edition]]

There is no Fourth Edition supplement exclusively describing the Houses.  The Third Edition supplement was considered mostly compatible.

== [[Third Edition]]

There was one Third Edition supplement that described the Houses in detail: ''Houses of Hermes''

== [
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1200099594</unix>
						<iso>2008-01-12 01:59:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added heading and a page citation</comment>
					<text><![CDATA[
In [[Ars Magica]], the term "Houses of Hermes" can have two possible meanings:
1. One of the twelve sub-groups within the [[Order of Hermes]]
2. A supplement for [[ArM3]] titled [[Houses of Hermes book | Houses of Hermes]]

In most Ars Magica [[Saga|sagas]], the [[Order of Hermes]] consists of twelve "houses".  (Depending on the time period of the saga, there may be thirteen instead, plus any unofficial Houses the players may have invented for themselves)

Houses are groups of magi who are somehow related; they are something like noble families, though their members (usually) trace their lineage through apprenticeship rather than blood.

= The Twelve Houses 

e of shapeshifters.  In [[ArM5]], this is a [[Mystery House]]
: [[House Bonisagus]] : A House of magical researchers and statesmen.  In [[ArM5]], this is a [[True Lineage]].
: [[House Criamon]] : A House of highly mystical magi.  In [[ArM5]], this is a [[Mystery House]].
: [[House Guernicus]] : A House containing the [[Quaesitor|Quaesitors]], the judges of the Order.  In [[ArM5]], it is a [[True Lineage]].  In [[ArM4]] and earlier, it was known as House Quaesitor.
: [[House Ex Miscellanea]] : A highly eclectic House of magi from many different traditions, some of them [[Non Hermetic|non-Hermetic]].  In [[ArM5]], this is a [[Societas]].
: [[House Flambeau]] : A House of warrior magi, often specializing in the [[Arts]] of [[Ignem]] or [[Perdo]].  In [[ArM5]], this is a [[Societas]].
: [[House Jerbiton]] : A House of magi interested in [[Mundane]] culture or society.  In [[ArM5]], this is a [[Societas]].
: [[House Mercere]] : A House that includes many [[unGifted]] [[redcaps]] and some [[magi]].  In [[ArM5]], it is a [[True Lineage]].
: [[House Merinita]] : A House that is interested in the [[Faerie Realm]].  In [[ArM5]], it is a [[Mystery House]].
: [[House Tremere]] : A highly organized, hierarchical House with strong political influence.  In [[ArM5]], it is a [[True Lineage]].
: [[House Tytalus]] : A House whose members share a philosophy of thriving on conflict.  In [[ArM5]], it is a [[Societas]].
: [[House Verditius]] : A House whose members excel in making [[Enchanted Items]].  In [[ArM5]], it is a [[Mystery House]].

= The Thirteenth House

In addition, earlier in the history of [[Mythic Europe]], there was a thirteenth House called [[House Diedne]].  It was destroyed in the [[Schism War]].  House Diedne is also referred to as the [[Nameless House]].

= References

== [[Fifth Editi References

== [[Fifth Edition]]
The categorization of Houses into [[True Lineage | True Lineages]], [[Societas | Societates]], and [[Mystery Houses]] was introduced. ([[ArM5]], p. 223)

In Fifth Edition, House aesitor was renamed to [[House Guernicus]].

The following Fifth Edition supplements relate to Houses:
* [[Houses of Hermes True Lineages]]
* [[House of Hermes Mystery Cults]]
* [[Houses of Hermes Societates]]

== [[Fourth Edition]]

There is no Fourth Edition supplement exclusively describing the Houses.  The Third Edition supplement was considered mostly compatible.

== [[Third Edition]]

There was one Third Edition supplement that described the Houses in detail: ''Houses of Hermes''

== [[Second Edition]]

Houses were described in the Second Edition supplement, [[[[ Order of Hermes book | Order of Hermes]]ok | Order of Hermes]]

== [[First Edition]]

Houses did not exist in First Edition.  Magi were generally categorized by their fav
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205593224</unix>
						<iso>2008-03-15 16:00:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed typo</comment>
					<text><![CDATA[
In [[Ars Magica]], the term "Houses of Hermes" can have two possible meanings:
1. One of the twelve sub-groups within the [[Order of Hermes]]
2. A supplement for [[ArM3]] titled [[Houses of Hermes book | Houses of Hermes]]

In most Ars Magica [[Saga|sagas]], the [[Order of Hermes]] consists of twelve "houses".  (Depending on the time period of the saga, there may be thirteen instead, plus any unofficial Houses the players may have invented for themselves)

Houses are groups of magi who are somehow related; they are something like noble families, though their members (usually) trace their lineage through apprenticeship rather than blood.

= The Twelve Houses 

: [[House Bjornaer]] : A House of shapeshifters.  In [[ArM5]], this is a [[Mystery House]]
: [[House Bonisagus]] : A House of magical researchers and statesmen.  In [[ArM5]], this is a [[True Lineage]].
: [[House Criamon]] : A House of highly mystical magi.  In [[ArM5]], this is a [[Mystery House]].
: [[House Guernicus]] : A House containing the [[Quaesitor|Quaesitors]], the judges of the Order.  In [[ArM5]], it is a [[True Lineage]].  In [[ArM4]] and earlier, it was known as House Quaesitor.
: [[House Ex Miscellanea]] : A highly eclectic House of magi from many different traditions, some of them [[Non Hermetic|non-Hermetic]].  In [[ArM5]], this is a [[Societas]].
: [[House Flambeau]] : A House of warrior magi, often specializing in the [[Arts]] of [[Ignem]] or [[Perdo]].  In [[ArM5]], this is a [[Societas]].
: [[House Jerbiton]] : A House of magi interested in [[Mundane]] culture or society.  In [[ArM5]], this is a [[Societas]].
: [[House Mercere]] : A House that includes many [[unGifted]] [[redcaps]] and some [[magi]].  In [[ArM5]], it is a [[True Lineage]].
: [[House Merinita]] : A House that is interested in the [[Faerie Realm]].  In [[ArM5]], it is a [[Mystery House]].
: [[House Tremere]] : A highly organized, hierarchical House with strong political influence.  In [[ArM5]], it is a [[True Lineage]].
: [[House Tytalus]] : A House whose members share a philosophy of thriving on conflict.  In [[ArM5]], it is a [[Societas]].
: [[House Verditius]] : A House whose members excel in making [[Enchanted Items]].  In [[ArM5]], it is a [[Mystery House]].

= The Thirteenth House

In addition, earlier in the history of [[Mythic Europe]], there was a thirteenth House called [[House Diedne]].  It was destroyed in the [[Schism War]].  House Diedne is also referred to as the [[Nameless House]].

= References

== [[Fifth Edition]]
The categorization of Houses into [[True Lineage | True Lineages]], [[Societas | Societates]], and [[Mystery Houses]] was introduced. ([[ArM5]], p. 223)

In Fifth Edition, House Quaesitor was renamed to [[House Guernicus]].

The following Fifth Edition supplements relate to Houses:
* [[Houses of Hermes True Lineages]]
* [[Housess of Hermes Mystery Cults]]
* [[Houses of Hermes Societates]]

== [[Fourth Edition]]

There is no Fourth Edition supplement exclusively describing the Houses.  The Third Edition supplement was considered mostly compatible.

== [[Third Edition]]

There was one Third Edition supplement that described the Houses in detail: ''Houses of Hermes''

== [[Second Edition]]

Houses were described in the Second Edition supplement, [[ Order of Hermes book | Order of Hermes]]

== [[First Edition]]

Houses did not exist in First Edition.  Magi were generally categorized by their favored [[Arts]] instead
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1206460581</unix>
						<iso>2008-03-25 16:56:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link corrections</comment>
					<text><![CDATA[
In [[Ars Magica]], the term "Houses of Hermes" can have two possible meanings:
1. One of the twelve sub-groups within the [[Order of Hermes]]
2. A supplement for [[ArM3]] titled [[Houses of Hermes book | Houses of Hermes]]

In most Ars Magica [[Saga|sagas]], the [[Order of Hermes]] consists of twelve "houses".  (Depending on the time period of the saga, there may be thirteen instead, plus any unofficial Houses the players may have invented for themselves)

Houses are groups of magi who are somehow related; they are something like noble families, though their members (usually) trace their lineage through apprenticeship rather than blood.

= The Twelve Houses 

: [[House Bjornaer]] : A House of shapeshifters.  In [[ArM5]], this is a [[Mystery House]]
: [[House Bonisagus]] : A House of magical researchers and statesmen.  In [[ArM5]], this is a [[True Lineage]].
: [[House Criamon]] : A House of highly mystical magi.  In [[ArM5]], this is a [[Mystery House]].
: [[House Guernicus]] : A House containing the [[Quaesitor|Quaesitors]], the judges of the Order.  In [[ArM5]], it is a [[True Lineage]].  In [[ArM4]] and earlier, it was known as House Quaesitor.
: [[House Ex Miscellanea]] : A highly eclectic House of magi from many different traditions, some of them [[Non Hermetic|non-Hermetic]].  In [[ArM5]], this is a [[Societas]].
: [[House Flambeau]] : A House of warrior magi, often specializing in the [[Arts]] of [[Ignem]] or [[Perdo]].  In [[ArM5]], this is a [[Societas]].
: [[House Jerbiton]] : A House of magi interested in [[Mundane]] culture or society.  In [[ArM5]], this is a [[Societas]].
: [[House Mercere]] : A House that includes many [[unGifted]] [[redcaps]] and some [[magi]].  In [[ArM5]], it is a [[True Lineage]].
: [[House Merinita]] : A House that is interested in the [[Faerie Realm]].  In [[ArM5]], it is a [[Mystery House]].
: [[House Tremere]] : A highly organized, hierarchical House with strong political influence.  In [[ArM5]], it is a [[True Lineage]].
: [[House Tytalus]] : A House whose members share a philosophy of thriving on conflict.  In [[ArM5]], it is a [[Societas]].
: [[House Verditius]] : A House whose members excel in making [[Enchanted Items]].  In [[ArM5]], it is a [[Mystery House]].

= The Thirteenth House

In addition, earlier in the history of [[Mythic Europe]], there was a thirteenth House called [[House Diedne]].  It was destroyed in the [[Schism War]].  House Diedne is also referred to as the [[Nameless House]].

= References

== [[Fifth Edition]]
The categorization of Houses into [[True Lineage | True Lineages]], [[Societas | Societates]], and [[Mystery Houses]] was introduced. ([[ArM5]], p. 223)

In Fifth Edition, House Quaesitor was renamed to [[House Guernicus]].

The following Fifth Edition supplements relate to Houses:
* [[Houses of Hermes: True Lineages]]
* [[Houses of Hermes: Mystery Cults]]
* [[Houses of Hermes: s: Societates]]

== [[Fourth Edition]]

There is no Fourth Edition supplement exclusively describing the Houses.  The Third Edition supplement was considered mostly compatible.

== [[Third Edition]]

There was one Third Edition supplement that described the Houses in detail: ''Houses of Hermes''

== [[Second Edition]]

Houses were described in the Second Edition supplement, [[ Order of Hermes book | Order of Hermes]]

== [[First Edition]]

Houses did not exist in First Edition.  Magi were generally categorized by their favored [[Arts]] inste
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1268185294</unix>
						<iso>2010-03-10 02:41:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Houses of Hermes book, fixed Mystery Houses link</comment>
					<text><![CDATA[
In [[Ars Magica]], the term "Houses of Hermes" can have two possible meanings:
1. One of the twelve sub-groups within the [[Order of Hermes]]
2. A supplement for [[ArM3]] titled [[Houses of Hermes book | Houses of Hermes]]

In most Ars Magica [[Saga|sagas]], the [[Order of Hermes]] consists of twelve "houses".  (Depending on the time period of the saga, there may be thirteen instead, plus any unofficial Houses the players may have invented for themselves)

Houses are groups of magi who are somehow related; they are something like noble families, though their members (usually) trace their lineage through apprenticeship rather than blood.

= The Twelve Houses 

: [[House Bjornaer]] : A House of shapeshifters.  In [[ArM5]], this is a [[Mystery House]]
: [[House Bonisagus]] : A House of magical researchers and statesmen.  In [[ArM5]], this is a [[True Lineage]].
: [[House Criamon]] : A House of highly mystical magi.  In [[ArM5]], this is a [[Mystery House]].
: [[House Guernicus]] : A House containing the [[Quaesitor|Quaesitors]], the judges of the Order.  In [[ArM5]], it is a [[True Lineage]].  In [[ArM4]] and earlier, it was known as House Quaesitor.
: [[House Ex Miscellanea]] : A highly eclectic House of magi from many different traditions, some of them [[Non Hermetic|non-Hermetic]].  In [[ArM5]], this is a [[Societas]].
: [[House Flambeau]] : A House of warrior magi, often specializing in the [[Arts]] of [[Ignem]] or [[Perdo]].  In [[ArM5]], this is a [[Societas]].
: [[House Jerbiton]] : A House of magi interested in [[Mundane]] culture or society.  In [[ArM5]], this is a [[Societas]].
: [[House Mercere]] : A House that includes many [[unGifted]] [[redcaps]] and some [[magi]].  In [[ArM5]], it is a [[True Lineage]].
: [[House Merinita]] : A House that is interested in the [[Faerie Realm]].  In [[ArM5]], it is a [[Mystery House]].
: [[House Tremere]] : A highly organized, hierarchical House with strong political influence.  In [[ArM5]], it is a [[True Lineage]].
: [[House Tytalus]] : A House whose members share a philosophy of thriving on conflict.  In [[ArM5]], it is a [[Societas]].
: [[House Verditius]] : A House whose members excel in making [[Enchanted Items]].  In [[ArM5]], it is a [[Mystery House]].

= The Thirteenth House

In addition, earlier in the history of [[Mythic Europe]], there was a thirteenth House called [[House Diedne]].  It was destroyed in the [[Schism War]].  House Diedne is also referred to as the [[Nameless House]].

= References

== [[Fifth Edition]]
The categorization of Houses into [[True Lineage | True Lineages]], [[Societas | Societates]], and [[Mystery House | Mystery Houses]] was introduced. ([[ArM5]], p. 223)

In Fifth Edition, House Quaesitor was renamed to [[House Guernicus]].

The following Fifth Edition supplements relate to Houses:
* [[Houses of Hermes: True Lineages]]
* [[Houses of Hermes: Mystery Cults]]
* [[Houses of Hermes: Societates]]

== [[Fourth Edition]]

There is no Fourth Edition supplement exclusively describing the Houses.  The Third Edition supplement was considered mostly compatible.

== [[Third Edition]]

There was one Third Edition supplement that described the Houses in detail: [[Houses of Hermes book | Houses of Hermes]]

== [[Second Edition]]

Houses were described in the Second Edition supplement, [[ Order of Hermes book | Order of Hermes]]

== [[First Edition]]

Houses did not exist in First Edition.  Magi were generally categorized by their favored [[Arts]] instead.
]]></text>
				</version>
			</history>
		</page>
		<page node="150">
			<name>transitionalist_(guernicus)</name>
			<title>Transitionalist (Guernicus)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794368</unix>
						<iso>2008-03-17 23:52:48</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Transitionalist within [[House Guernicus]] or the [[Quaesitores]] is a [[Quaesitor|quaesitor]] that argues for deviating from the traditional [[Code of Hermes]] and interpretation thereof, in favor of greater Quaeitorial authority and lenience in dealing with mundanes. They are opposed by the [[Traditionalist (Guernicus)|Traditionalist]] movement. 

===References
* [[HoHTL]] 41-42
]]></text>
				</version>
			</history>
		</page>
		<page node="1500">
			<name>demonic_weakness</name>
			<title>Demonic Weakness</title>
			<keywords>Flaw, Minor Supernatural Flaw, Demonic Weakness, RoPTI</keywords>
			<description>Demonic Weakness Minor Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129843</unix>
						<iso>2010-06-21 16:17:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Demonic Weakness''' as a [[Minor Flaw|Minor]] [[Supernatural Flaw]].

= References

* [[RoPTI]], p. 77
]]></text>
				</version>
			</history>
		</page>
		<page node="1501">
			<name>inscribed_shadow_(flaw)</name>
			<title>Inscribed Shadow (Flaw)</title>
			<keywords>Flaw, Minor Supernatural Flaw, Inscribed Shadow, HoHMC</keywords>
			<description>Inscribed Shadow Minor Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129843</unix>
						<iso>2010-06-21 16:17:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Inscribed Shadow (Flaw)''' as a [[Minor Flaw|Minor]] [[Supernatural Flaw]].

= References

* [[HoHMC]], p. 73
]]></text>
				</version>
			</history>
		</page>
		<page node="1502">
			<name>lesser_malediction</name>
			<title>Lesser Malediction</title>
			<keywords>Flaw, Minor Supernatural Flaw, Lesser Malediction, ArM5</keywords>
			<description>Lesser Malediction Minor Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129843</unix>
						<iso>2010-06-21 16:17:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lesser Malediction''' as a [[Minor Flaw|Minor]] [[Supernatural Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1503">
			<name>offensive_to_animals_(flaw)</name>
			<title>Offensive to Animals (Flaw)</title>
			<keywords>Flaw, Minor Supernatural Flaw, Offensive to Animals, ArM5</keywords>
			<description>Offensive to Animals Minor Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129843</unix>
						<iso>2010-06-21 16:17:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Offensive to Animals (Flaw)''' as a [[Minor Flaw|Minor]] [[Supernatural Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1504">
			<name>stigmatic_catalyst_(flaw)</name>
			<title>Stigmatic Catalyst (Flaw)</title>
			<keywords>Flaw, Minor Supernatural Flaw, Stigmatic Catalyst, HoHMC</keywords>
			<description>Stigmatic Catalyst Minor Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129844</unix>
						<iso>2010-06-21 16:17:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Stigmatic Catalyst (Flaw)''' as a [[Minor Flaw|Minor]] [[Supernatural Flaw]].

= References

* [[HoHMC]], p. 73
]]></text>
				</version>
			</history>
		</page>
		<page node="1505">
			<name>visions_(flaw)</name>
			<title>Visions (Flaw)</title>
			<keywords>Flaw, Minor Supernatural Flaw, Visions, ArM5</keywords>
			<description>Visions Minor Supernatural Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129844</unix>
						<iso>2010-06-21 16:17:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Visions (Flaw)''' as a [[Minor Flaw|Minor]] [[Supernatural Flaw]].

= References

* [[ArM5]], p. 60
]]></text>
				</version>
			</history>
		</page>
		<page node="1506">
			<name>corrupted_abilities_(flaw)</name>
			<title>Corrupted Abilities (Flaw)</title>
			<keywords>Flaw, Minor Tainted Flaw, Corrupted Abilities, RoPTI</keywords>
			<description>Corrupted Abilities Minor Tainted Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129844</unix>
						<iso>2010-06-21 16:17:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Corrupted Abilities (Flaw)''' as a [[Minor Flaw|Minor]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 87
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279186776</unix>
						<iso>2010-07-15 11:39:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Corrupted Abilities (Flaw)''' is a [[Minor Flaw|Minor]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 87
]]></text>
				</version>
			</history>
		</page>
		<page node="1507">
			<name>corrupted_arts_(flaw)</name>
			<title>Corrupted Arts (Flaw)</title>
			<keywords>Flaw, Minor Tainted Flaw, Corrupted Arts, RoPTI</keywords>
			<description>Corrupted Arts Minor Tainted Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129845</unix>
						<iso>2010-06-21 16:17:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Corrupted Arts (Flaw)''' as a [[Minor Flaw|Minor]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 87-88
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279180782</unix>
						<iso>2010-07-15 09:59:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Corrupted Arts (Flaw)''' is a [[Minor Flaw|Minor]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 87-88
]]></text>
				</version>
			</history>
		</page>
		<page node="1508">
			<name>corrupted_spells_(flaw)</name>
			<title>Corrupted Spells (Flaw)</title>
			<keywords>Flaw, Minor Tainted Flaw, Corrupted Spells, RoPTI</keywords>
			<description>Corrupted Spells Minor Tainted Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129845</unix>
						<iso>2010-06-21 16:17:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Corrupted Spells (Flaw)''' as a [[Minor Flaw|Minor]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 88
]]></text>
				</version>
			</history>
		</page>
		<page node="1509">
			<name>impious_friend_(flaw)</name>
			<title>Impious Friend (Flaw)</title>
			<keywords>Flaw, Minor Tainted Flaw, Impious Friend, RoPTI</keywords>
			<description>Impious Friend Minor Tainted Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129845</unix>
						<iso>2010-06-21 16:17:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Impious Friend (Flaw)''' as a [[Minor Flaw|Minor]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 89
]]></text>
				</version>
			</history>
		</page>
		<page node="151">
			<name>magvillus_council</name>
			<title>Magvillus Council</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205794474</unix>
						<iso>2008-03-17 23:54:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In its greater quorum, the Magvillus Council gathers [[Quaesitor|quaesitors]] from the entire [[Order of Hermes|Order]] and acts as the definitive council of the [[Quaesitores]]. While it isn't capable of rendering legal judgments as it is not a [[Tribunal]], the Magvillus Council is where the Quaesitores determine their legal interpretations and counsel. 

===References

* The council and its membership and proceedings is described in [[HoHTL]] 44.
]]></text>
				</version>
			</history>
		</page>
		<page node="1510">
			<name>manufactured_ignorance_(flaw)</name>
			<title>Manufactured Ignorance (Flaw)</title>
			<keywords>Flaw, Minor Tainted Flaw, Manufactured Ignorance, RoPTI</keywords>
			<description>Manufactured Ignorance Minor Tainted Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129845</unix>
						<iso>2010-06-21 16:17:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Manufactured Ignorance (Flaw)''' as a [[Minor Flaw|Minor]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 89
]]></text>
				</version>
			</history>
		</page>
		<page node="1511">
			<name>witch_marks</name>
			<title>Witch Marks</title>
			<keywords>Flaw, Minor Tainted Flaw, Witch Marks, RoPTI</keywords>
			<description>Witch Marks Minor Tainted Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129846</unix>
						<iso>2010-06-21 16:17:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Witch Marks''' as a [[Minor Flaw|Minor]] [[Tainted Flaw]].

= References

* [[RoPTI]], p. 90
]]></text>
				</version>
			</history>
		</page>
		<page node="1512">
			<name>ability_block</name>
			<title>Ability Block</title>
			<keywords>Flaw, Minor General Flaw, Ability Block, ArM5</keywords>
			<description>Ability Block Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129846</unix>
						<iso>2010-06-21 16:17:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ability Block''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="1513">
			<name>afflicted_tongue</name>
			<title>Afflicted Tongue</title>
			<keywords>Flaw, Minor General Flaw, Afflicted Tongue, ArM5</keywords>
			<description>Afflicted Tongue Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129846</unix>
						<iso>2010-06-21 16:17:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Afflicted Tongue''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="1514">
			<name>apostate</name>
			<title>Apostate</title>
			<keywords>Flaw, Minor General Flaw, Apostate, RoPTD</keywords>
			<description>Apostate Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129846</unix>
						<iso>2010-06-21 16:17:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Apostate''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[RoPTD]], p. 36
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279190301</unix>
						<iso>2010-07-15 12:38:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Apostate''' is a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[RoPTD]], p. 36
]]></text>
				</version>
			</history>
		</page>
		<page node="1515">
			<name>arthritis</name>
			<title>Arthritis</title>
			<keywords>Flaw, Minor General Flaw, Arthritis, ArM5</keywords>
			<description>Arthritis Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129847</unix>
						<iso>2010-06-21 16:17:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Arthritis''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 51
]]></text>
				</version>
			</history>
		</page>
		<page node="1516">
			<name>clumsy</name>
			<title>Clumsy</title>
			<keywords>Flaw, Minor General Flaw, Clumsy, ArM5</keywords>
			<description>Clumsy Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129847</unix>
						<iso>2010-06-21 16:17:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clumsy''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 52
]]></text>
				</version>
			</history>
		</page>
		<page node="1517">
			<name>dhimmi</name>
			<title>Dhimmi</title>
			<keywords>Flaw, Minor General Flaw, Dhimmi, RoPTD</keywords>
			<description>Dhimmi Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129847</unix>
						<iso>2010-06-21 16:17:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dhimmi''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[RoPTD]], p. 115-116
]]></text>
				</version>
			</history>
		</page>
		<page node="1518">
			<name>disfigured</name>
			<title>Disfigured</title>
			<keywords>Flaw, Minor General Flaw, Disfigured, ArM5</keywords>
			<description>Disfigured Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129847</unix>
						<iso>2010-06-21 16:17:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Disfigured''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 53
]]></text>
				</version>
			</history>
		</page>
		<page node="1519">
			<name>eunuch</name>
			<title>Eunuch</title>
			<keywords>Flaw, Minor General Flaw, Eunuch, RoPTD</keywords>
			<description>Eunuch Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129848</unix>
						<iso>2010-06-21 16:17:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Eunuch''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[RoPTD]], p. 116
]]></text>
				</version>
			</history>
		</page>
		<page node="152">
			<name>houses_of_hermes:_true_lineages</name>
			<title>Houses of Hermes: True Lineages</title>
			<language>en</language>
			<history size="11">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205796206</unix>
						<iso>2008-03-18 00:23:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods.

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===References
* See the [[http://www.atlas-games.com/product_tables/AG0277.php|official product page]].
* See also the books' game index page on [[http://index.rpg.net/display-entry.phtml?mainid=713|RPGNet]]. As of 18 March 2008, it contains 1 review and 3 comments.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205847043</unix>
						<iso>2008-03-18 14:30:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>other content</comment>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods.

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===Other Content

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

[[Folio]]s are collections of works released by House Bonisagus; these collections are circulated around the Order by Redcaps, so the covenant might ask for "the folio of 1123" and thus obtain a high-quality collection of works for a while. Old folios are largely available at little cost.

Rules on using [[Intrigue]] are on page 24. These are combined with notes on [[guile]] and [[folk ken]].

New [[virtues and flaws]], applicable at character generation for a magus of any House, are presented. These include a few under the Bonisagus chapter (Figurine Magic, Linguist, Sotckade Parma Magica, Seeker). Some more, associated with House Mercere but not exclusive to it, are on p. 103-106 - mainly "heroic" virtues, but also including [[Usurer]], a new type of faerie blood, [[Pagan]], and more. More V&F are on p. 141-143; there are largely related to House Tremere.

Rules for original research are presented on p. 26-30, allowing research to push the Hermetic limits or techniques. Things like new spell categories, new Hermetic Virtues, inventing new supernatural abilities, or even breaking the limits of magic. The rules require experimentation, and involve accumulating warping. It's a long and arduous process.

Hermetic law and legal procedures are discussed in great detail on p. 45-66. This includes the notion of amici, "blood-oath brothers". The concept of "[[sanctum text]]" is given on p. 71. A peripheral (tribunal) law ruling on [[the manufacture of money]] is given on p. 87. Rulings on [[violent redcaps]] are on p. 90.

A discussion of [[spell trace]]s and [[sigil]]s is on p. 71. The opposite, [[shroud magic]] is discussed and expanded on in p. 71-72.

New [[spell]]s are presented. Investigative spells are provided on p. 72-75. Some spells associated with the "cult of heroes", but available to any magus in principle, are on p. 103. Various Tremere-related spells, available to any magus in principle, are on p. 140.

New [[spell guidelines]] are provided. Ones related to investigation magic are on page 72-75.

House Merecere maintains a [[register of vis sources]] (p. 83), providing a discreet means to protect your vis sources. They also maintain a [[register of covenants]], which you'd probably want to be put into to receive redcap services. True Lineages also details their [[vis banking]] services.

New [[spell mastery]] abilities are provided that may be learned by all, given a knowledgeable source. These are on p. 99-100 ([[adaptive casting]], [[boosted casting]], [[ceremonial casting]], [[disguised casting]], [[harnessed magic]], [[lab mastery]], [[learn from mistakes]], [[stalwart casting]], and [[tethered casting]]).

Details on [[ghosts]] are on p. 126, with soem examples on p. 126-129.

A system of [[certamen]] reputation is laid out in p. 134. Certamen schools are detailed on p. 135-139.

New [[shape and material bonus]]es are given on p. 139.

=References
nt

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

[[Folio]]s are collections of works released by House Bonisagus; these collections are circulated around the Order by Redcaps, so the covenant might ask f
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205850266</unix>
						<iso>2008-03-18 15:24:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted</comment>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods.

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===Other Content

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

[[Folio]]s are collections of works released by House Bonisagus; these collections are circulated around the Order by Redcaps, so the covenant might ask for "the folio of 1123" and thus obtain a high-quality collection of works for a while. Old folios are largely available at little cost.

Rules on using [[Intrigue]] are on page 24. These are combined with notes on [[guile]] and [[folk ken]].

New [[virtues and flaws]], applicable at character generation for a magus of any House, are presented. These include a few under the Bonisagus chapter (Figurine Magic, Linguist, Sotckade Parma Magica, Seeker). Some more, associated with House Mercere but not exclusive to it, are on p. 103-106 - mainly "heroic" virtues, but also including [[Usurer]], a new type of faerie blood, [[Pagan]], and more. More V&F are on p. 141-143; there are largely related to House Tremere.

Rules for original research are presented on p. 26-30, allowing research to push the Hermetic limits or techniques. Things like new spell categories, new Hermetic Virtues, inventing new supernatural abilities, or even breaking the limits of magic. The rules require experimentation, and involve accumulating warping. It's a long and arduous process.

Hermetic law and legal procedures are discussed in great detail on p. 45-66. This includes the notion of amici, "blood-oath brothers". The concept of "[[sanctum text]]" is given on p. 71. A peripheral (tribunal) law ruling on [[the manufacture of money]] is given on p. 87. Rulings on [[violent redcaps]] are on p. 90.

A discussion of [[spell trace]]s and [[sigil]]s is on p. 71. The opposite, [[shroud magic]] is discussed and expanded on in p. 71-72.

New [[spell]]s are presented. Investigative spells are provided on p. 72-75. Some spells associated with the "cult of heroes", but available to any magus in principle, are on p. 103. Various Tremere-related spells, available to any magus in principle, are on p. 140.

New [[spell guidelines]] are provided. Ones related to investigation magic are on page 72-75.

House Merecere maintains a [[register of vis sources]] (p. 83), providing a discreet means to protect your vis sources. They also maintain a [[register of covenants]], which you'd probably want to be put into to receive redcap services. True Lineages also details their [[vis banking]] services.

New [[spell mastery]] abilities are provided that may be learned by all, given a knowledgeable source. These are on p. 99-100 ([[adaptive casting]], [[boosted casting]], [[ceremonial casting]], [[disguised casting]], [[harnessed magic]], [[lab mastery]], [[learn from mistakes]], [[stalwart casting]], and [[tethered casting]]).

Details on [[ghosts]] are on p. 126, with soem examples on p. 126-129.

A system of [[certamen]] reputation is laid out in p. 134. Certamen schools are detailed on p. 135-139.

t_tables/AG0277.php|official product page]].
* See also the books' game index page on [[http://index.rpg.net/display-entry.phtml?mainid=713|RPGNet]]. As of 18 March 2008, it contains 1 review and 3 comments.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205851279</unix>
						<iso>2008-03-18 15:41:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods.

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===Other Content

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

[[Folio]]s are collections of works released by House Bonisagus; these collections are circulated around the Order by Redcaps, so the covenant might ask for "the folio of 1123" and thus obtain a high-quality collection of works for a while. Old folios are largely available at little cost.

Rules on using [[Intrigue]] are on page 24. These are combined with notes on [[guile]] and [[folk ken]].

New [[virtues and flaws]], applicable at character generation for a magus of any House, are presented. These include a few under the Bonisagus chapter (Figurine Magic, Linguist, Sotckade Parma Magica, Seeker). Some more, associated with House Mercere but not exclusive to it, are on p. 103-106 - mainly "heroic" virtues, but also including [[Usurer]], a new type of faerie blood, [[Pagan]], and more. More V&F are on p. 141-143; there are largely related to House Tremere.

Rules for original research are presented on p. 26-30, allowing research to push the Hermetic limits or techniques. Things like new spell categories, new Hermetic Virtues, inventing new supernatural abilities, or even breaking the limits of magic. The rules require experimentation, and involve accumulating warping. It's a long and arduous process.

Hermetic law and legal procedures are discussed in great detail on p. 45-66. This includes the notion of amici, "blood-oath brothers". The concept of "[[sanctum text]]" is given on p. 71. A peripheral (tribunal) law ruling on [[the manufacture of money]] is given on p. 87. Rulings on [[violent redcaps]] are on p. 90.

A discussion of [[spell trace]]s and [[sigil]]s is on p. 71. The opposite, [[shroud magic]] is discussed and expanded on in p. 71-72.

New [[Spell]]s are presented. Investigative spells are provided on p. 72-75. Some spells associated with the "cult of heroes", but available to any magus in principle, are on p. 103. Various Tremere-related spells, available to any magus in principle, are on p. 140.

New [[spell guidelines]] are provided. Ones related to investigation magic are on page 72-75.

House Merecere maintains a [[register of vis sources]] (p. 83), providing a discreet means to protect your vis sources. They also maintain a [[register of covenants]], which you'd probably want to be put into to receive redcap services. True Lineages also details their [[vis banking]] services.

New [[spell mastery]] abilities are provided that may be learned by all, given a knowledgeable source. These are on p. 99-100 ([[adaptive casting]], [[boosted casting]], [[ceremonial casting]], [[disguised casting]], [[harnessed magic]], [[lab mastery]], [[learn from mistakes]], [[stalwart casting]], and [[tethered casting]]).

Details on [[ghosts]] are on p. 126, with soem examples on p. 126-129.

A system of [[certamen]] reputation is laid out in p. 134. Certamen schools are detailed on p. 135-139.

=References
* See the [[http://www.atlas-games.com/product_tables/AG0277.php|official product page]].
* See also the books' game index page on [[http://index.rpg.net/display-entry.phtml?mainid=713|RPGNet]]. As of 18 March 2008, it contains 1 review and 3 comments.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205851588</unix>
						<iso>2008-03-18 15:46:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods.

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===Other Content

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

[[Folio]]s are collections of works released by House Bonisagus; these collections are circulated around the Order by Redcaps, so the covenant might ask for "the folio of 1123" and thus obtain a high-quality collection of works for a while. Old folios are largely available at little cost.

Rules on using [[Intrigue]] are on page 24. These are combined with notes on [[Guile]] and [[Folk Ken]].

New [[Virtues and Flaws]], applicable at character generation for a magus of any House, are presented. These include a few under the Bonisagus chapter (Figurine Magic, Linguist, Sotckade Parma Magica, Seeker). Some more, associated with House Mercere but not exclusive to it, are on p. 103-106 - mainly "heroic" virtues, but also including [[Usurer]], a new type of faerie blood, [[Pagan]], and more. More V&F are on p. 141-143; there are largely related to House Tremere.

Rules for [[Original Research]] are are presented on p. 26-30, allowing research to push the Hermetic limits or techniques. Things like new spell categories, new Hermetic Virtues, inventing new supernatural abilities, or even breaking the limits of magic. The rules require experimentation, and involve accumulating warping. It's a long and arduous process.

Hermetic law and legal procedures are discussed in great detail on p. 45-66. This includes the notion of amici, "blood-oath brothers". The concept ofSanctum Text]]" is given on p. 71. A peripheral (tribunal) law ruling on the manufacture of [[Money]] is given on p. 87. Rulings on Violent [[Redcaps]] are on p. 90.

A discussion of [[Spell Traces]] and [[Sigil]]s is on p. 71. The opposite, [[Shroud Magic]] is discussed and expanded on in p. 71. 71-72.

New [[Spell]]s are presented. Investigative spells are provided on p. 72-75. Some spells associated with the "cult of heroes", but available to any magus in principle, are on p. 103. Various Tremere-related spells, available to any magus in principle, are on p. 140.

NeSpell Guidelines]] are provided. Ones related to investigation magic are on page 72-75.

House Merecere maintains a [[Register of Vis Sources]] (p. 83), providing a discreet means to protect your vis sources. They also maintain a [[Register of Covenants]], which you'd probably want to be put into to receive redcap services. True Lineages also details their [[Vis Banking]] services.

New [[Spell Mastery]] abilities are provided that may be learned by all, given a knowledgeable source. These are on p. 99-100 ([[Adaptive Casting]], [[Boosted Casting]], [[Ceremonial Casting]], [[Disguised Casting]], [[Harnessed Magic]], [[Lab Mastery]], [[Learn from Mistakes]], [[Stalwart Casting]], and [[Tethered Casting]]).

Details on [[Ghosts]] are on p. 126, with soem examples on p. 126-129.

A system of [[Certamen]] reputation is laid out in p. 13. 134. Certamen schools are detailed on p. 135-139.

=References
* See the [[http://www.atlas-games.com/product_tables/AG0277.php|official product page]].
* See also the books' game index page on [[http://index.rpg.net/display-entry.phtml?mainid=713|RPGNet]]. As of 18 March 2008, it contains 1 review and 3 comme
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205871137</unix>
						<iso>2008-03-18 21:12:17</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods.

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===Other Content

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

[[Folio]]s are collections of works released by House Bonisagus; these collections are circulated around the Order by Redcaps, so the covenant might ask for "the folio of 1123" and thus obtain a high-quality collection of works for a while. Old folios are largely available at little cost.

Rules on using [[Intrigue]] are on page 24. These are combined with notes on [[Guile]] and [[Folk Ken]].

New [[Virtues and Flaws]], applicable at character generation for a magus of any House, are presented. These include a few under the Bonisagus chapter (Figurine Magic, Linguist, Sotckade Parma Magica, Seeker). Some more, associated with House Mercere but not exclusive to it, are on p. 103-106 - mainly "heroic" virtues, but also including [[Usurer]], a new type of faerie blood, [[Pagan]], and more. More V&F are on p. 141-143; there are largely related to House Tremere.

Rules for [[Original Research]] are presented on p. 26-30, allowing research to push the Hermetic limits or techniques. Things like new spell categories, new Hermetic Virtues, inventing new supernatural abilities, or even breaking the limits of magic. The rules require experimentation, and involve accumulating warping. It's a long and arduous process.

Hermetic law and legal procedures are discussed in great detail on p. 45-66. This includes the notion of amici, "blood-oath brothers". The concept of "[[Sanctum Text]]" is given on p. 71. A peripheral (tribunal) law ruling on the manufacture of [[Money]] is given on p. 87. Rulings on Violent [[Redcaps]] are on p. 90.

A discussion of [[Spell Traces]] and [[Sigil]]s is on p. 71. The opposite, [[Shroud Magic]] is discussed and expanded on in p. 71-72.

New [[Spell]]s are presented. Investigative spells are provided on p. 72-75. Some spells associated with the "cult of heroes", but available to any magus in principle, are on p. 103. Various Tremere-related spells, available to any magus in principle, are on p. 140.

New [[Spell Guidelines]] are provided. Ones related to investigation magic are on page 72-75.

House Merecere maintains a [[Register of Vis Sources]] (p. 83), providing a discreet means to protect your vis sources. They also maintain a [[Register of Covenants]], which you'd probably want to be put into to receive redcap services. True Lineages also details their [[Vis Banking]] services.

New [[Spell Mastery]] abilities are provided that may be learned by all, given a knowledgeable source. These are on p. 99-100 ([[Adaptive Casting]], [[Boosted Casting]], [[Ceremonial Casting]], [[Disguised Casting]], [[Harnessed Magic]], [[Lab Mastery]], [[Learn from Mistakes]], [[Stalwart Casting]], and [[Tethered Casting]]).

Details on [[Ghosts]] are on p. 126, with soem examples on p. 126-129.

A system of [[Certamen]] reputation is laid out in p. 134. Certamen schools are detailed on p. 135-139. Its legal status is discussed on p. 55.

Sanctum Law is extended to texts and House marks, p. 71.

ts legal status is discussed on p. 55.

Sanctum Law is extended to texts and House marks, p. 71.

=References
* See the [[http://www.atlas-games.com/product_tables/AG0277.php|official product page]].
* See also the books' game index page on [[http://index.rpg.net/
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205876883</unix>
						<iso>2008-03-18 22:48:03</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods.

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===Other Content

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

[[Folio]]s are collections of works released by House Bonisagus; these collections are circulated around the Order by Redcaps, so the covenant might ask for "the folio of 1123" and thus obtain a high-quality collection of works for a while. Old folios are largely available at little cost.

Rules on using [[Intrigue]] are on page 24. These are combined with notes on [[Guile]] and [[Folk Ken]].

New [[Virtues and Flaws]], applicable at character generation for a magus of any House, are presented. These include a few under the Bonisagus chapter (Figurine Magic, Linguist, Sotckade Parma Magica, Seeker). Some more, associated with House Mercere but not exclusive to it, are on p. 103-106 - mainly "heroic" virtues, but also including [[Usurer]], a new type of faerie blood, [[Pagan]], and more. More V&F are on p. 141-143; there are largely related to House Tremere.

Rules for [[Original Research]] are presented on p. 26-30, allowing research to push the Hermetic limits or techniques. Things like new spell categories, new Hermetic Virtues, inventing new supernatural abilities, or even breaking the limits of magic. The rules require experimentation, and involve accumulating warping. It's a long and arduous process.

Hermetic law and legal procedures are discussed in great detail on p. 45-66. This includes the notion of amici, "blood-oath brothers". The concept of "[[Sanctum Text]]" is given on p. 71. A peripheral (tribunal) law ruling on the manufacture of [[Money]] is given on p. 87. Rulings on Violent [[Redcap]]s are on p. 90.

A discussion of [[Spell Traces]] and [[Sigil]]s is on p. 71. The opposite, [[Shroud Magic]] is discussed and expanded on in p. 71-72.

New [[Spell]]s are presented. Investigative spells are provided on p. 72-75. Some spells associated with the "cult of heroes", but available to any magus in principle, are on p. 103. Various Tremere-related spells, available to any magus in principle, are on p. 140.

New [[Spell Guidelines]] are provided. Ones related to investigation magic are on page 72-75.

House Merecere maintains a [[Register of Vis Sources]] (p. 83), providing a discreet means to protect your vis sources. They also maintain a [[Register of Covenants]], which you'd probably want to be put into to receive redcap services. True Lineages also details their [[Vis Banking]] services.

New [[Spell Mastery]] abilities are provided that may be learned by all, given a knowledgeable source. These are on p. 99-100 ([[Adaptive Casting]], [[Boosted Casting]], [[Ceremonial Casting]], [[Disguised Casting]], [[Harnessed Magic]], [[Lab Mastery]], [[Learn from Mistakes]], [[Stalwart Casting]], and [[Tethered Casting]]).

Details on [[Ghosts]] are on p. 126, with soem examples on p. 126-129.

A system of [[Certamen]] reputation is laid out in p. 134. Certamen schools are detailed on p. 135-139. Its legal status is discussed on p. 55.

Sanctum Law is extended to texts and House marks, p. 71.

=References
* See the [[http://www.atlas-games.com/product_tables/AG0277.php|official product page]].
* See also the books' game index page on [[http://index.rpg.net/display-entry.phtml?mainid=713|RPGNet]]. As of 18 March 2008, it contains 1 review and 3 comments.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1206461786</unix>
						<iso>2008-03-25 17:16:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>some Other Content removed</comment>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods.

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===Other Content

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

Rules on using [[Intrigue]] are on page 24. These are combined with notes on [[Guile]] and [[Folk Ken]].A system of [[Certamen]] ... its legal status is discussed on p. 55.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1206461845</unix>
						<iso>2008-03-25 17:17:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted more Other Content</comment>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods.

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===Other Content

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

Rules on using [[Intrigue]] are on page 24. These are combined with notes on [[Guile]] and [[Folk Ken]].

nts.
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1206463113</unix>
						<iso>2008-03-25 17:38:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added links to authors</comment>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by [[Erik Dahl]], [[Timothy Ferguson]], [[Matt Ryan]] and [[David Woods]] [[David Woods]].

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===Other Content

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

Rules on using [[Intrigue]] are on page 24. These are combined with notes on [[Guile]] and [[Folk Ken]].

A system of [[Certamen]] ... its legal status is discussed on p. 55.

=References
* See the [[http://www.atlas-games.com/product_tables/AG0277.php|official product page]].
* See also the books' game index page on [[http://index.rpg.net/display-entry.phtml?mainid=713|RPGNet]]. As of 18 March 2008, it contains 1 review
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1206516899</unix>
						<iso>2008-03-26 08:34:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted Certamen reference (moved to main entry)</comment>
					<text><![CDATA[
'''Houses of Hermes: True Lineages''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2005. It details the four [[True Lineage|true lineage]] [[Houses]] of the [[Order of Hermes]]: [[House Bonisagus]], [[House Guernicus]], [[House Mercere]], and [[House Tremere]]. [[HoHTL]] was written by [[Erik Dahl]], [[Timothy Ferguson]], [[Matt Ryan]] and [[David Woods]].

The first in the ''Houses of Hermes'' series, HoHTL is considered very valuable in that it provides important information on Hermetic society, in particular in its depiction of [[Hermetic Law]] and [[House Mercere]]. Its depiction of [[House Tremere]] was heralded as a great improvement, cleansing the edition from the [[Vampiric Tremere]] of [[Third Edition]] and presenting a sensible House not bent on tyrrany. The Bonisagus chapter presented rules for [[Original Research]] that were somewhat criticized, and were later partially supplanted by the [[Ancient Magic]] rules.

===Other Content

The optional rule of [[Continual Research]] is presented at p. 18. (see [[HoHTL]] Bonisagus)

Rules on using [[Intrigue]] are on page 24. These are combined with notes on [[Guile]] and [[Folk Ken]].

77.php|official product page]].
* See also the books' game index page on [[http://index.rpg.net/display-entry.phtml?mainid=713|RPGNet]]. As of 18 March 2008, it contains 1 review and 3 comments.
]]></text>
				</version>
			</history>
		</page>
		<page node="1520">
			<name>feral_scent_(flaw)</name>
			<title>Feral Scent (Flaw)</title>
			<keywords>Flaw, Minor General Flaw, Feral Scent, HoHMC</keywords>
			<description>Feral Scent Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129848</unix>
						<iso>2010-06-21 16:17:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Feral Scent (Flaw)''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[HoHMC]], p. 38
]]></text>
				</version>
			</history>
		</page>
		<page node="1521">
			<name>feral_upbringing</name>
			<title>Feral Upbringing</title>
			<keywords>Flaw, Minor General Flaw, Feral Upbringing, ArM5</keywords>
			<description>Feral Upbringing Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129848</unix>
						<iso>2010-06-21 16:17:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Feral Upbringing''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1522">
			<name>fragile_constitution</name>
			<title>Fragile Constitution</title>
			<keywords>Flaw, Minor General Flaw, Fragile Constitution, ArM5</keywords>
			<description>Fragile Constitution Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129848</unix>
						<iso>2010-06-21 16:17:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fragile Constitution''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 54
]]></text>
				</version>
			</history>
		</page>
		<page node="1523">
			<name>hobbled_(flaw)</name>
			<title>Hobbled (Flaw)</title>
			<keywords>Flaw, Minor General Flaw, Hobbled, HoHMC</keywords>
			<description>Hobbled Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129849</unix>
						<iso>2010-06-21 16:17:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hobbled (Flaw)''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
			</history>
		</page>
		<page node="1524">
			<name>hunchback</name>
			<title>Hunchback</title>
			<keywords>Flaw, Minor General Flaw, Hunchback, ArM5</keywords>
			<description>Hunchback Minor General Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129849</unix>
						<iso>2010-06-21 16:17:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hunchback''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279092384</unix>
						<iso>2010-07-14 09:26:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Hunchback''' is a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1525">
			<name>incomprehensible</name>
			<title>Incomprehensible</title>
			<keywords>Flaw, Minor General Flaw, Incomprehensible, ArM5</keywords>
			<description>Incomprehensible Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129849</unix>
						<iso>2010-06-21 16:17:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Incomprehensible''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1526">
			<name>infamous</name>
			<title>Infamous</title>
			<keywords>Flaw, Minor General Flaw, Infamous, ArM5</keywords>
			<description>Infamous Minor General Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129849</unix>
						<iso>2010-06-21 16:17:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Infamous''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279202841</unix>
						<iso>2010-07-15 16:07:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Infamous''' is a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1527">
			<name>lame</name>
			<title>Lame</title>
			<keywords>Flaw, Minor General Flaw, Lame, ArM5</keywords>
			<description>Lame Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129850</unix>
						<iso>2010-06-21 16:17:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lame''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 55
]]></text>
				</version>
			</history>
		</page>
		<page node="1528">
			<name>missing_ear</name>
			<title>Missing Ear</title>
			<keywords>Flaw, Minor General Flaw, Missing Ear, ArM5</keywords>
			<description>Missing Ear Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129850</unix>
						<iso>2010-06-21 16:17:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Missing Ear''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1529">
			<name>missing_eye</name>
			<title>Missing Eye</title>
			<keywords>Flaw, Minor General Flaw, Missing Eye, ArM5</keywords>
			<description>Missing Eye Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129850</unix>
						<iso>2010-06-21 16:17:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Missing Eye''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="153">
			<name>house_bonisagus</name>
			<title>House Bonisagus</title>
			<language>en</language>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205818508</unix>
						<iso>2008-03-18 06:35:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''House Bonisagus''' is one of the twelve [[House|Houses]] in the [[Order of Hermes]], preserving the [[True Lineage]] of the [[Founder|Founders]] of the Order. It is divided into two lineages, one pursuing the exploration and improvement of [[Bonisagus the Founder|Bonusagus]] Hermetic magic theory,while the other following in [[Trianoma|Trianoma]]'s footsteps concentrate on political machinations to strengthen and maintain the Order. The [[Domus Magna|domus magna]] of the House is [[Durenmar]], in the [[Rhine Tribunal]].

Bonisagus magi are obligated by the [[Code of Hermes|Code]] to share their knowledge with their [[Soadales|sodales]]. They usually do so by sharing their work through the [[Great Library]] and circulating [[Folio|Folios]].

[[Houses of Hermes: True Lineages]] provides a detailed description of the [[Canon|canonic]] House. Followers of Bonisagus are arranged into ranks according to their [[House Acclaim (Bonisagus)]], and two inner circles are appointed by the [[Primus]]. 

===Referecnes

* The core description of the House is given in [[ArM5]] 11.
* A more detailed description is given in [[HoHTL]] 4-34.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207605510</unix>
						<iso>2008-04-07 23:58:30</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''House Bonisagus''' is one of the twelve [[House|Houses]] in the [[Order of Hermes]], preserving the [[True Lineage]] of the [[Founder|Founders]] of the Order. It is divided into two lineages, one pursuing the exploration and improvement of [[Bonisagus the Founder|Bonusagus]] Hermetic magic theory,while the other following in [[Trianoma|Trianoma]]'s footsteps concentrate on political machinations to strengthen and maintain the Order. The [[Domus Magna|domus magna]] of the House is [[Durenmar]], in the [[Rhine Tribunal]].

Bonisagus magi are obligated by the [[Code of Hermes|Code]] to share their knowledge with their [[Soadales|sodales]]. They usually do so by sharing their work through the [[Great Library]] and circulating [[Folio|Folios]].

[[Houses of Hermes: True Lineages]] provides a detailed description of the [[Canon|canonic]] House. Followers of Bonisagus are arranged into ranks according to their [[House Acclaim (Bonisagus)]], and two inner circles are appointed by the [[Primus]]. 

===Referecnes

* The core description of the House is given in [[ArM5]] 11.
* A more detailed description is given in [[HoHTL]] 4-34. This description was written by [[Matt Ryan]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1253209879</unix>
						<iso>2009-09-17 19:51:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Pertinatia sapientiaque ad cognitionem cursus sunt."" (Perseverance and wisdom are the keys to knowledge)|
|Symbol:|Two crossed keys, teeth facing outwards|
|[[Prima]]:|[[Murion]]|
|[[Domus Magna]]:|[[Durenmar]]|

'''House Bonisagus''' is one of the twelve [[House|Houses]] in the [[Order of Hermes]], preserving the [[True Lineage]] of the [[Founder|Founders]] of the Order. It is divided into two lineages, one pursuing the exploration and improvement of [[Bonisagus the Founder|Bonusagus]] Hermetic magic theory,while the other following in [[Trianoma|Trianoma]]'s footsteps concentrate on political machinations to strengthen and maintain the Order. The [[Domus Magna|domus magna]] of the House is [[Durenmar]], in the [[Rhine Tribunal]].

Bonisagus magi are obligated by the [[Code of Hermes|Code]] to share their knowledge with their [[Soadales|sodales]]. They usually do so by sharing their work through the [[Great Library]] and circulating [[Folio|Folios]].

[[Houses of Hermes: True Lineages]] provides a detailed description of the [[Canon|canonic]] House. Followers of Bonisagus are arranged into ranks according to their [[House Acclaim (Bonisagus)]], and two inner circles are appointed by the [[Primus]]. 

= References

* The core description of the House is given in [[ArM5]] 11.
* A more detailed description is given in [[HoHTL]] 4-34. This description was written by [[Matt Ryan]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268430172</unix>
						<iso>2010-03-12 22:42:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Added symbol of House as external file</comment>
					<text><![CDATA[
{{figure|http://images1.wikia.nocookie.net/arsmagica/en/images/0/04/Bonisagussymbol.jpg|Symbol of House Bonisagus}}

|Motto:|""Pertinatia sapientiaque ad cognitionem cursus sunt."" (Perseverance and wisdom are the keys to knowledge)|
|Symbol:|Two crossed keys, teeth facing outwards|
|[[Prima]]:|[[Murion]]|
|[[Domus Magna]]:|[[Durenmar]]|

'''House Bonisagus''' is one of the twelve [[House|Houses]] in the [[Order of Hermes]], preserving the [[True Lineage]] of the [[Founder|Founders]] of the Order. It is divided into two lineages, one pursuing the exploration and improvement of [[Bonisagus the Founder|Bonusagus]] Hermetic magic theory,while the other following in [[Trianoma|Trianoma]]'s footsteps concentrate on political machinations to strengthen and maintain the Order. The [[Domus Magna|domus magna]] of the House is [[Durenmar]], in the [[Rhine Tribunal]].

Bonisagus magi are obligated by the [[Code of Hermes|Code]] to share their knowledge with their [[Soadales|sodales]]. They usually do so by sharing their work through the [[Great Library]] and circulating [[Folio|Folios]].

[[Houses of Hermes: True Lineages]] provides a detailed description of the [[Canon|canonic]] House. Followers of Bonisagus are arranged into ranks according to their [[House Acclaim (Bonisagus)]], and two inner circles are appointed by the [[Primus]]. 

= References

* The core description of the House is given in [[ArM5]] 11.
* A more detailed description is given in [[HoHTL]] 4-34. This description was written by [[Matt Ryan]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268600629</unix>
						<iso>2010-03-14 22:03:49</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added members</comment>
					<text><![CDATA[
{{figure|http://images1.wikia.nocookie.net/arsmagica/en/images/0/04/Bonisagussymbol.jpg|Symbol of House Bonisagus}}

|Motto:|""Pertinatia sapientiaque ad cognitionem cursus sunt."" (Perseverance and wisdom are the keys to knowledge)|
|Symbol:|Two crossed keys, teeth facing outwards|
|[[Prima]]:|[[Murion]]|
|[[Domus Magna]]:|[[Durenmar]]|

'''House Bonisagus''' is one of the twelve [[House|Houses]] in the [[Order of Hermes]], preserving the [[True Lineage]] of the [[Founder|Founders]] of the Order. It is divided into two lineages, one pursuing the exploration and improvement of [[Bonisagus the Founder|Bonusagus]] Hermetic magic theory,while the other following in [[Trianoma|Trianoma]]'s footsteps concentrate on political machinations to strengthen and maintain the Order. The [[Domus Magna|domus magna]] of the House is [[Durenmar]], in the [[Rhine Tribunal]].

Bonisagus magi are obligated by the [[Code of Hermes|Code]] to share their knowledge with their [[Soadales|sodales]]. They usually do so by sharing their work through the [[Great Library]] and circulating [[Folio|Folios]].

[[Houses of Hermes: True Lineages]] provides a detailed description of the [[Canon|canonic]] House. Followers of Bonisagus are arranged into ranks according to their [[House Acclaim (Bonisagus)]], and two inner circles are appointed by the [[Primus]]. 

= Members of House Bonisagus =

Members of House Bonisagus mentioned in [[canon]] include:

== Living Members ==

* Dorana (see [[Fengheld]]): [[GoTF]] page 85
* [[Murion]]

== Famous Members (deceased) ==

* [[Bonisagus the Founder]]
* [[Notatus]]
* [[Trianoma]]

= References

* The core description of the House is given in [[ArM5]] 11.
* A more detailed description is given in [[HoHTL]] 4-34. This description was written by [[Matt Ryan]].
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1279098101</unix>
						<iso>2010-07-14 11:01:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>changed phrasing</comment>
					<text><![CDATA[
{{figure|http://images1.wikia.nocookie.net/arsmagica/en/images/0/04/Bonisagussymbol.jpg|Symbol of House Bonisagus}}

|Motto:|""Pertinatia sapientiaque ad cognitionem cursus sunt."" (Perseverance and wisdom are the keys to knowledge)|
|Symbol:|Two crossed keys, teeth facing outwards|
|[[Prima]]:|[[Murion]]|
|[[Domus Magna]]:|[[Durenmar]]|

'''House Bonisagus''' is one of the twelve [[House|Houses]] in the [[Order of Hermes]], preserving the [[True Lineage]] of the [[Founder|Founders]] of the Order. It is divided into two lineages, one pursuing the improvement and development of [[Bonisagus the Founder|Bonusagus]]'s Hermetic magic theory, while the other follows in [[Trianoma|Trianoma]]'s footsteps and acts to strengthen and maintain the Order. The [[Domus Magna|domus magna]] of the House is [[Durenmar]], in the [[Rhine Tribunal]].

Bonisagus magi are required by the [[Code of Hermes|Code]] to share their knowledge with their [[Soadales|sodales]]. They usually do so by sharing their work through the [[Great Library]] and circulating [[Folio|Folios]].

[[Houses of Hermes: True Lineages]] provides a detailed description of the [[Canon|canonic]] House. Followers of Bonisagus are arranged into ranks according to their [[House Acclaim (Bonisagus)]], and two inner circles are appointed by the [[Primus]]. 

= Members of House Bonisagus =

Members of House Bonisagus mentioned in [[canon]] include:

== Living Members ==

* Dorana (see [[Fengheld]]): [[GoTF]] page 85
* [[Murion]]

== Famous Members (deceased) ==

* [[Bonisagus the Founder]]
* [[Notatus]]
* [[Trianoma]]

= References

* The core description of the House is given in [[ArM5]] 11.
* A more detailed description is given in [[HoHTL]] 4-34. This description was written by [[Matt Ryan]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1530">
			<name>missing_hand</name>
			<title>Missing Hand</title>
			<keywords>Flaw, Minor General Flaw, Missing Hand, ArM5</keywords>
			<description>Missing Hand Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129851</unix>
						<iso>2010-06-21 16:17:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Missing Hand''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1531">
			<name>motion_sickness</name>
			<title>Motion Sickness</title>
			<keywords>Flaw, Minor General Flaw, Motion Sickness, ArM5</keywords>
			<description>Motion Sickness Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129851</unix>
						<iso>2010-06-21 16:17:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Motion Sickness''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1532">
			<name>non-traditional</name>
			<title>Non-traditional</title>
			<keywords>Flaw, Minor General Flaw, Non-traditional, RoPTD</keywords>
			<description>Non-traditional Minor General Flaw</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129851</unix>
						<iso>2010-06-21 16:17:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Non-traditional''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[RoPTD]], p. 36
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183634</unix>
						<iso>2010-07-15 10:47:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Non-traditional''' is a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[RoPTD]], p. 36
]]></text>
				</version>
			</history>
		</page>
		<page node="1533">
			<name>no_sense_of_direction</name>
			<title>No Sense of Direction</title>
			<keywords>Flaw, Minor General Flaw, No Sense of Direction, ArM5</keywords>
			<description>No Sense of Direction Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129851</unix>
						<iso>2010-06-21 16:17:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''No Sense of Direction''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 56
]]></text>
				</version>
			</history>
		</page>
		<page node="1534">
			<name>no_tradition</name>
			<title>No Tradition</title>
			<keywords>Flaw, Minor General Flaw, No Tradition, RoPTI</keywords>
			<description>No Tradition Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129852</unix>
						<iso>2010-06-21 16:17:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''No Tradition''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[RoPTI]], p. 89
]]></text>
				</version>
			</history>
		</page>
		<page node="1535">
			<name>obese</name>
			<title>Obese</title>
			<keywords>Flaw, Minor General Flaw, Obese, ArM5</keywords>
			<description>Obese Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129852</unix>
						<iso>2010-06-21 16:17:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Obese''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1536">
			<name>palsied_hands</name>
			<title>Palsied Hands</title>
			<keywords>Flaw, Minor General Flaw, Palsied Hands, ArM5</keywords>
			<description>Palsied Hands Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129852</unix>
						<iso>2010-06-21 16:17:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Palsied Hands''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 57
]]></text>
				</version>
			</history>
		</page>
		<page node="1537">
			<name>poor_(characteristic)</name>
			<title>Poor (Characteristic)</title>
			<keywords>Flaw, Minor General Flaw, Poor (Characteristic), ArM5</keywords>
			<description>Poor (Characteristic) Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129852</unix>
						<iso>2010-06-21 16:17:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Poor (Characteristic)''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1538">
			<name>poor_eyesight</name>
			<title>Poor Eyesight</title>
			<keywords>Flaw, Minor General Flaw, Poor Eyesight, ArM5</keywords>
			<description>Poor Eyesight Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129853</unix>
						<iso>2010-06-21 16:17:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Poor Eyesight''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1539">
			<name>poor_hearing</name>
			<title>Poor Hearing</title>
			<keywords>Flaw, Minor General Flaw, Poor Hearing, ArM5</keywords>
			<description>Poor Hearing Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129853</unix>
						<iso>2010-06-21 16:17:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Poor Hearing''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="154">
			<name>code_of_hermes_(code)</name>
			<title>Code of Hermes</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205819063</unix>
						<iso>2008-03-18 06:44:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Code of Hermes''' is the text of the [[Hermetic Oath]] that binds all [[Magus|magi]] and forms the social foundation of the Order. The Oath is not magical in itself, instead other magi force each other to maintain it. The proper interpretation of the Code is given in the collection of [[Peripheral Code]].

===References

* The Hermetic Oath is given on [[ArM5]] 13.
* The [[Traditionalist (Guernicus)|traditional]] interpretation of the Code is detailed in [[HoHTL]] 45-54.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209749309</unix>
						<iso>2008-05-02 19:28:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added Jerbiton's note on mundanes\</comment>
					<text><![CDATA[
The '''Code of Hermes''' is the text of the [[Hermetic Oath]] that binds all [[Magus|magi]] and forms the social foundation of the Order. The Oath is not magical in itself, instead other magi force each other to maintain it. The proper interpretation of the Code is given in the collection of [[Peripheral Code]].

===References

* The Hermetic Oath is given on [[ArM5]] 13.
* The [[Traditionalist (Guernicus)|traditional]] interpretation of the Code is detailed in [[HoHTL]] 45-54. See also [[HoHS]] 46 in interference with mundanes.
]]></text>
				</version>
			</history>
		</page>
		<page node="1540">
			<name>poor_student</name>
			<title>Poor Student</title>
			<keywords>Flaw, Minor General Flaw, Poor Student, ArM5</keywords>
			<description>Poor Student Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129853</unix>
						<iso>2010-06-21 16:17:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Poor Student''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 58
]]></text>
				</version>
			</history>
		</page>
		<page node="1541">
			<name>small_frame</name>
			<title>Small Frame</title>
			<keywords>Flaw, Minor General Flaw, Small Frame, ArM5</keywords>
			<description>Small Frame Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129853</unix>
						<iso>2010-06-21 16:17:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Small Frame''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1542">
			<name>social_handicap</name>
			<title>Social Handicap</title>
			<keywords>Flaw, Minor General Flaw, Social Handicap, ArM5</keywords>
			<description>Social Handicap Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129854</unix>
						<iso>2010-06-21 16:17:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Social Handicap''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1543">
			<name>tainted_with_evil</name>
			<title>Tainted with Evil</title>
			<keywords>Flaw, Minor General Flaw, Tainted with Evil, ArM5</keywords>
			<description>Tainted with Evil Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129854</unix>
						<iso>2010-06-21 16:17:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tainted with Evil''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 59
]]></text>
				</version>
			</history>
		</page>
		<page node="1544">
			<name>weak_characteristics</name>
			<title>Weak Characteristics</title>
			<keywords>Flaw, Minor General Flaw, Weak Characteristics, ArM5</keywords>
			<description>Weak Characteristics Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129854</unix>
						<iso>2010-06-21 16:17:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weak Characteristics''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[ArM5]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="1545">
			<name>witch_marks_(flaw)</name>
			<title>Witch Marks (Flaw)</title>
			<keywords>Flaw, Minor General Flaw, Witch Marks, RoPTI</keywords>
			<description>Witch Marks Minor General Flaw</description>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129854</unix>
						<iso>2010-06-21 16:17:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Witch Marks (Flaw)''' as a [[Minor Flaw|Minor]] [[General Flaw]].

= References

* [[RoPTI]], p. 90
]]></text>
				</version>
			</history>
		</page>
		<page node="1546">
			<name>area_lore</name>
			<title>(Area) Lore</title>
			<keywords>ability, area, lore</keywords>
			<description>Knowledge of a specific regional area</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277150815</unix>
						<iso>2010-06-21 22:06:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''(Area) Lore''' is a [[General Ability]].

= References

* [[ArM5]], p. 62.
]]></text>
				</version>
			</history>
		</page>
		<page node="1547">
			<name>animal_ken_(ability)</name>
			<title>Animal Ken (Ability)</title>
			<keywords>Ability, animal ken, communication</keywords>
			<description>The ability to communicate with animals.</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277151089</unix>
						<iso>2010-06-21 22:11:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Animal Ken''' is a [[Supernatural Ability]]. It corresponds with the [[Minor Virtue|Minor]] [[Supernatural Virtue]] [[Animal Ken (Virtue)]].

= References

* [[ArM5]], p. 62.
]]></text>
				</version>
			</history>
		</page>
		<page node="1548">
			<name>animal_ken</name>
			<title>Animal Ken</title>
			<keywords>Ability, Virtue</keywords>
			<description>Resolve ambiguous term</description>
			<language>en</language>
			<tags>
				<tag>Ambiguity</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277151625</unix>
						<iso>2010-06-21 22:20:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term '''Animal Ken''' refers to one of the following unambiguous terms:

* [[Animal Ken (Virtue)]], the [[Minor Virtue|Minor]] [[Supernatural Virtue]]
* [[Animal Ken (Ability)]], the corresponding [[Supernatural Ability]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1549">
			<name>athletics</name>
			<title>Athletics</title>
			<keywords>Ability, Athletics, General Ability</keywords>
			<description>General Ability Athletics</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277151745</unix>
						<iso>2010-06-21 22:22:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Athletics''' is a [[General Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="155">
			<name>ancient_magic</name>
			<title>Ancient Magic</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Products</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205827655</unix>
						<iso>2008-03-18 09:07:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ancient Magic''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2007. It details several examples of ancient magic that can be discovered and, possibly, integrated into Hermetic magic. The book is primaily intended for [[Seeker]] characters or plots. [[AM]] was written by Erik Dahl, Timothy Ferguson, Jeff Kyer, Richard Love, John Post, Paul Tevis and Alexander White.

[[Atlas Games]] provides the introduction of Ancient Magic, including the rules for integrating ancient magic as a [[http://www.atlas-games.com/pdf_storage/AncMagPreview.pdf|free download]]. Note that these rules integrate and compliment the rules for [[Original Research]].

===References
* See the [[http://www.atlas-games.com/product_tables/AG0284.php|official product page]].
* The book's [[http://index.rpg.net/display-entry.phtml?mainid=7060&editionid=7855|RPGNet Index page]] contains 1 review (as of 18 Mar 2008).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205845473</unix>
						<iso>2008-03-18 14:04:33</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Ancient Magic''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2007. It details several examples of ancient magic that can be discovered and, possibly, integrated into Hermetic magic. The book is primaily intended for [[Seeker]] characters or plots. [[AM]] was written by Erik Dahl, Timothy Ferguson, Jeff Kyer, Richard Love, John Post, Paul Tevis and Alexander White.

In addition to providing information on ancient magic, AM includes several tidbits of general interest:
* Rules on mongolian bows are given on p. 16-17.
* Rules for conducting Hermetic magic in languages other than Latin are on p. 29.
* A discussion of the spirits of the dead in ArM is given on p. 33, and communicating with the dead and Infernal attention on p. 34.
* A discussion of how Hermetic magic treats pregnancy is on p. 55.
* New fertility-related spells are detailed on p. 56, that may or may not be available for Hermetic maga to develop to cast on themselves (it isn't clear). A spell to move stone is on p. 60.
* Extended rules for library-research are on page 68, expanding on the rules in [[Covenants]].
* Stone-age are given on p.95. Supposedly, such (stone-age) weapons are available somewhere in Mythic Europe or one of its regiones.
* The Altars or "dragon-lines" of Alexander the Great (p. 125) may, at the SG's whim, exist regardless of any Ancient Magic related mechanics.

=See Also

* [[Atlas Games]] provides the introduction of Ancient Magic, including the rules for integrating ancient magic as a [[http:an bows are given on p. 16-17.
* Rules for conducting Hermetic magic in languages other than Latin are on p. 29.
* A discussion of the spirits of the dead in ArM is given on p. 33, and communicating with the dead and Infernal attention on p. 34.
* A discussion of how Hermetic magic treats pregnancy is on p. 55.
* New fertility-related spells are detailed on p. 56, that may or may not be available
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268172888</unix>
						<iso>2010-03-09 23:14:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links to authors</comment>
					<text><![CDATA[
'''Ancient Magic''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2007. It details several examples of ancient magic that can be discovered and, possibly, integrated into Hermetic magic. The book is primaily intended for [[Seeker]] characters or plots. [[AM]] was written by [[Erik Dahl]], [[Timothy Ferguson]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevis]] and [[Alexander White]].

In addition to providing information on ancient magic, AM includes several tidbits of general interest:
* Rules on mongolian bows are given on p. 16-17.
* Rules for conducting Hermetic magic in languages other than Latin are on p. 29.
* A discussion of the spirits of the dead in ArM is given on p. 33, and communicating with the dead and Infernal attention on p. 34.
* A discussion of how Hermetic magic treats pregnancy is on p. 55.
* New fertility-related spells are detailed on p. 56, that may or may not be available for Hermetic maga to develop to cast on themselves (it isn't clear). A spell to move stone is on p. 60.
* Extended rules for library-research are on page 68, expanding on the rules in [[Covenants]].
* Stone-age are given on p.95. Supposedly, such (stone-age) weapons are available somewhere in Mythic Europe or one of its regiones.
* The Altars or "dragon-lines" of Alexander the Great (p. 125) may, at the SG's whim, exist regardless of any Ancient Magic related mechanics.

=See Also

* [[Atlas Games]] provides the introduction of Ancient Magic, including the rules for integrating ancient magic as a [[http://www.atlas-games.com/pdf_storage/AncMagPreview.pdf|free download]]. Note that these rules integrate and compliment the rules for [[Original Research]].

===References
* See the [[http://www.atlas-games.com/product_tables/AG0284.php|official product page]].
* The book's [[http://index.rpg.net/display-entry.phtml?mainid=7060&editionid=7855|RPGNet Index page]] contains 1 review (as of 18 Mar 2008).
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268217829</unix>
						<iso>2010-03-10 11:43:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>reworked based on template</comment>
					<text><![CDATA[
'''Ancient Magic''' is an Ars Magica supplement that details several examples of ancient magic that can be discovered and, possibly, integrated into Hermetic magic. The book is primaily intended for [[Seeker]] characters or plots.

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|am.jpg|right}}

'''Rules Edition:''' Fifth
'''Authors:'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevis]] and [[Alexander White]]
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-094-9
'''Release Date:''' January 2007 
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print 

= Subject and Contents

Ancient Magic presents ten extinct magical traditions, and ways to discover their mystic secrets and integrate them into Hermetic magic. The traditions vary in detail, from the highly-detailed [[Hypeboran Magic]] system that is given in enough detail to create Hyperborian priest-wizards, to [[Defixio Magic]], of which only clues and relics remain. 

The traditions are unrelated and it is unlikely that any given saga will use much of the contents of this book. But that is not its intent. The book offers a rich selection of exotic locales, ancient magical secrets, and the promise fo great power and adventure - which is something just about any saga could use an infusion of. 

== Other Content

In addition to providing information on ancient magic, AM includes several tidbits of general interest:
* Rules on mongolian bows are given on p. 16-17.
* Rules for conducting Hermetic magic in languages other than Latin are on p. 29.
* A discussion of the spirits of the dead in ArM is given on p. 33, and communicating with the dead and Infernal attention on p. 34.
* A discussion of how Hermetic magic treats pregnancy is on p. 55.
* New fertility-related spells are detailed on p. 56, that may or may not be available for Hermetic maga to develop to cast on themselves (it isn't clear). A spell to move stone is on p. 60.
* Extended rules for library-research are on page 68, expanding on the rules in [[Covenants]].
* Stone-age weapon statistics are given on p.95. Supposedly, such (stone-age) weapons are available somewhere in Mythic Europe or one of its regiones.
* The Altars or "dragon-lines" of Alexander the Great (p. 125) may, at the SG's whim, exist regardless of any Ancient Magic related mechanics.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

== Relates Products

* [[Hedge Magic]], that has some overlap in content (particularly connections between [[Rune Magic]] and [[Vitkir]]) and rules (for integrating Ancient or Hedge magic).

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0284.php | Official product page]] at Atlas Games:
* The book's [[http://index.rpg.net/display-entry.phtml?mainid=7060&editionid=7855|RPGNet Index page]] contains 1 review (as of 18 Mar 2008).

== See Also

* [[Atlas Games]] provides the introduction of Ancient Magic, including the rules for integrating ancient magic as a [[http://www.atlas-games.com/pdf_storage/AncMagPreview.pdf|free download]]. Note that these rules integrate and compliment the rules for [[Original Research]], and are related to similar rules provided in [[Hedge Magic]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268217883</unix>
						<iso>2010-03-10 11:44:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>corrected link</comment>
					<text><![CDATA[
'''Ancient Magic''' is an Ars Magica supplement that details several examples of ancient magic that can be discovered and, possibly, integrated into Hermetic magic. The book is primaily intended for [[Seeker]] characters or plots.

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|am.jpg|right}}

'''Rules Edition:''' Fifth
'''Authors:'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevis]] and [[Alexander White]]
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-094-9
'''Release Date:''' January 2007 
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print 

= Subject and Contents

Ancient Magic presents ten extinct magical traditions, and ways to discover their mystic secrets and integrate them into Hermetic magic. The traditions vary in detail, from the highly-detailed [[Hypeboran Magic]] system that is given in enough detail to create Hyperborian priest-wizards, to [[Defixio Magic]], of which only clues and relics remain. 

The traditions are unrelated and it is unlikely that any given saga will use much of the contents of this book. But that is not its intent. The book offers a rich selection of exotic locales, ancient magical secrets, and the promise fo great power and adventure - which is something just about any saga could use an infusion of. 

== Other Content

In addition to providing information on ancient magic, AM includes several tidbits of general interest:
* Rules on mongolian bows are given on p. 16-17.
* Rules for conducting Hermetic magic in languages other than Latin are on p. 29.
* A discussion of the spirits of the dead in ArM is given on p. 33, and communicating with the dead and Infernal attention on p. 34.
* A discussion of how Hermetic magic treats pregnancy is on p. 55.
* New fertility-related spells are detailed on p. 56, that may or may not be available for Hermetic maga to develop to cast on themselves (it isn't clear). A spell to move stone is on p. 60.
* Extended rules for library-research are on page 68, expanding on the rules in [[Covenants]].
* Stone-age weapon statistics are given on p.95. Supposedly, such (stone-age) weapons are available somewhere in Mythic Europe or one of its regiones.
* The Altars or "dragon-lines" of Alexander the Great (p. 125) may, at the SG's whim, exist regardless of any Ancient Magic related mechanics.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

== Relates Products

* [[Hedge Magic Revised Edition]], that has some overlap in content (particularly connections between [[Rune Magic]] and [[Vitkir]]) and rules (for integrating Ancient or Hedge magic).

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0284.php | Official product page]] at Atlas Games:
* The book's [[http://index.rpg.net/display-entry.phtml?mainid=7060&editionid=7855|RPGNet Index page]] contains 1 review (as of 18 Mar 2008).

== See Also

* [[Atlas Games]] provides the introduction of Ancient Magic, including the rules for integrating ancient magic as a [[http://www.atlas-games.com/pdf_storage/AncMagPreview.pdf|free download]]. Note that these rules integrate and compliment the rules for [[Original Research]], and are related to similar rules provided in [[Hedge Magic]].
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1268217983</unix>
						<iso>2010-03-10 11:46:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>corrected info on download</comment>
					<text><![CDATA[
'''Ancient Magic''' is an Ars Magica supplement that details several examples of ancient magic that can be discovered and, possibly, integrated into Hermetic magic. The book is primaily intended for [[Seeker]] characters or plots.

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|am.jpg|right}}

'''Rules Edition:''' Fifth
'''Authors:'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevis]] and [[Alexander White]]
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-094-9
'''Release Date:''' January 2007 
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print 

= Subject and Contents

Ancient Magic presents ten extinct magical traditions, and ways to discover their mystic secrets and integrate them into Hermetic magic. The traditions vary in detail, from the highly-detailed [[Hypeboran Magic]] system that is given in enough detail to create Hyperborian priest-wizards, to [[Defixio Magic]], of which only clues and relics remain. 

The traditions are unrelated and it is unlikely that any given saga will use much of the contents of this book. But that is not its intent. The book offers a rich selection of exotic locales, ancient magical secrets, and the promise fo great power and adventure - which is something just about any saga could use an infusion of. 

== Other Content

In addition to providing information on ancient magic, AM includes several tidbits of general interest:
* Rules on mongolian bows are given on p. 16-17.
* Rules for conducting Hermetic magic in languages other than Latin are on p. 29.
* A discussion of the spirits of the dead in ArM is given on p. 33, and communicating with the dead and Infernal attention on p. 34.
* A discussion of how Hermetic magic treats pregnancy is on p. 55.
* New fertility-related spells are detailed on p. 56, that may or may not be available for Hermetic maga to develop to cast on themselves (it isn't clear). A spell to move stone is on p. 60.
* Extended rules for library-research are on page 68, expanding on the rules in [[Covenants]].
* Stone-age weapon statistics are given on p.95. Supposedly, such (stone-age) weapons are available somewhere in Mythic Europe or one of its regiones.
* The Altars or "dragon-lines" of Alexander the Great (p. 125) may, at the SG's whim, exist regardless of any Ancient Magic related mechanics.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

== Relates Products

* [[Hedge Magic Revised Edition]], that has some overlap in content (particularly connections between [[Rune Magic]] and [[Vitkir]]) and rules (for integrating Ancient or Hedge magic).

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0284.php | Official product page]] at Atlas Games:
* The book's [[http://index.rpg.net/display-entry.phtml?mainid=7060&editionid=7855|RPGNet Index page]] contains 1 review (as of 18 Mar 2008).

== See Also

* [[Atlas Games]] provides the introduction of Ancient Magic, including the rules for integrating ancient magic, as a [[http://www.atlas-games.com/pdf_storage/AncMagPreview.pdf|free download]]. Note that these rules integrate and compliment the rules for [[Original Research]], and are related to similar rules provided in [[Hedge Magic Revised Edition]] for the integration of [[Hedge Magic]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1550">
			<name>awareness</name>
			<title>Awareness</title>
			<keywords>Ability, General, Awareness</keywords>
			<description>General Ability Awareness</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277153359</unix>
						<iso>2010-06-21 22:49:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Awareness''' is a [[General Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1551">
			<name>bargain</name>
			<title>Bargain</title>
			<keywords>General Ability, Bargain</keywords>
			<description>General Ability Bargain</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277153426</unix>
						<iso>2010-06-21 22:50:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bargain''' is a [[General Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1552">
			<name>bows</name>
			<title>Bows</title>
			<keywords>Martial Ability, Bows</keywords>
			<description>Martial Ability Bows</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277153500</unix>
						<iso>2010-06-21 22:51:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bows''' is a [[Martial Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279185034</unix>
						<iso>2010-07-15 11:10:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Bows''' is a [[Martial Ability]]. Note that it doesn't cover the use of a crossbow. The availability of bows is dependent on your saga, but historically only short bows are available throughout nearly all of Europe in the [[canon|canonic]] time period. Effective use of the longbow requires extensive and regular training, and a large trained populace was not available until the edicts of the English monarchs that encouraged and required such training were brought to bear, starting at the late 13th century.

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1553">
			<name>brawl</name>
			<title>Brawl</title>
			<keywords>General Ability, brawl</keywords>
			<description>General Ability Brawl</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277153568</unix>
						<iso>2010-06-21 22:52:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Brawl''' is a [[General Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1554">
			<name>carouse</name>
			<title>Carouse</title>
			<keywords>General Ability, Carouse</keywords>
			<description>General Ability Carouse</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277153621</unix>
						<iso>2010-06-21 22:53:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Carouse''' is a [[General Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1555">
			<name>charm</name>
			<title>Charm</title>
			<keywords>General Ability, Charm</keywords>
			<description>General Ability Charm</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277153679</unix>
						<iso>2010-06-21 22:54:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Charm''' is a [[General Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1556">
			<name>chirurgy</name>
			<title>Chirurgy</title>
			<keywords>General Ability, Chirurgy</keywords>
			<description>General Ability Chirurgy</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277154110</unix>
						<iso>2010-06-21 23:01:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Chirurgy''' ''(kie-ruhr-gee)'' is a [[General Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1557">
			<name>civil_and_canon_law</name>
			<title>Civil and Canon Law</title>
			<keywords>Academic Ability, law</keywords>
			<description>Academic Ability Civil and Canon Law</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277154201</unix>
						<iso>2010-06-21 23:03:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Civil and Canon Law''' is a [[Academic Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1558">
			<name>code_of_hermes_(ability)</name>
			<title>Code of Hermes (Ability)</title>
			<keywords>Arcane Ability, Code of Hermes</keywords>
			<description>Arcane Ability Code of Hermes</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277154348</unix>
						<iso>2010-06-21 23:05:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Code of Hermes''' is an [[Arcane Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1559">
			<name>code_of_hermes</name>
			<title>Code of Hermes</title>
			<keywords>Ability, Code of Hermes, Order of Hermes, code</keywords>
			<description>Resolve ambiguous term</description>
			<language>en</language>
			<tags>
				<tag>Ambiguity</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277154570</unix>
						<iso>2010-06-21 23:09:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term '''Code of Hermes''' refers to one of the following unambiguous terms:

* The [[Arcane Ability]] [[Code of Hermes (Ability)]]
* The actual [[Code of Hermes (code)]]
]]></text>
				</version>
			</history>
		</page>
		<page node="156">
			<name>minor_virtue</name>
			<title>Minor Virtue</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205828238</unix>
						<iso>2008-03-18 09:17:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''Minor Virtue''' is a reletively weak [[Virtue]]. In character generation it is worth 1 point, and it is easier to initiate a Minor [[Mystery Virtue]]. 

See [[Virtues and Flaws]], [[Character Generation]], and [[Initiation]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206017324</unix>
						<iso>2008-03-20 13:48:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>changed</comment>
					<text><![CDATA[
In [[ArM5]], a '''Minor Virtue''' is a reletively weak [[Virtue]]. In character generation it requires less severe [[Flaw|flaws]] to balance, ans less severe [[Flaw|flaws]] to balance, and it is easier to initiate a Minor [[Mystery Virtue]]. 

See [[Virtues and Flaws]], [[
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206017371</unix>
						<iso>2008-03-20 13:49:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Major</comment>
					<text><![CDATA[
In [[ArM5]], a '''Minor Virtue''' is a reletively weak [[Virtue]]. In character generation it requires less severe [[Flaw|flaws]] to balance than a [[Major Virtue]] than a [[Major Virtue]], and it is easier to initiate a Minor [[Mystery Virtue]]. 

See [[Virtues and Flaws]], [[Character Generatio
]]></text>
				</version>
			</history>
		</page>
		<page node="1560">
			<name>common_law</name>
			<title>Common Law</title>
			<keywords>Academic Ability, Common Law</keywords>
			<description>Academic Ability Common Law</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277154645</unix>
						<iso>2010-06-21 23:10:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Common Law''' is an [[Academic Ability]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1561">
			<name>concentration</name>
			<title>Concentration</title>
			<keywords>Concentration, General Ability</keywords>
			<description>General Ability Concentration</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277154770</unix>
						<iso>2010-06-21 23:12:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Concentration''' is a [[General Ability]].

= References

* [[ArM5]], p. 64, 82, 99.
]]></text>
				</version>
			</history>
		</page>
		<page node="1562">
			<name>craft</name>
			<title>Craft</title>
			<keywords>Craft, General Ability</keywords>
			<description>General Ability Craft</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277155084</unix>
						<iso>2010-06-21 23:18:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Craft''' is a [[General Ability]]. It always corresponds to a specific kind of work, such as carpentry, stone masonry, or tailoring. Each craft must be learned separately.

= References

* [[ArM5]], p. 64, 93, 163.

= See also

* [[Craftsman]] [[Social Status]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1563">
			<name>dowsing_(ability)</name>
			<title>Dowsing (Ability)</title>
			<keywords>Dowsing, Supernatural Ability</keywords>
			<description>Supernatural Ability Dowsing</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277155299</unix>
						<iso>2010-06-21 23:21:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dowsing''' is a [[Supernatural Ability]]. It corresponds with the [[Minor Virtue|Minor]] [[Supernatural Virtue]] [[Dowsing (Virtue)]].

= References

* [[ArM5]], p. 64.
]]></text>
				</version>
			</history>
		</page>
		<page node="1564">
			<name>enchanting_music_(ability)</name>
			<title>Enchanting Music (Ability)</title>
			<keywords>Enchanting Music, Supernatural Ability</keywords>
			<description>Supernatural Ability Enchanting Music</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277155483</unix>
						<iso>2010-06-21 23:24:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enchanting Music''' is a [[Supernatural Ability]]. It corresponds with the [[Minor Virtue|Minor]] [[Supernatural Virtue]] [[Enchanting Music (Virtue)]].

= References

* [[ArM5]], p. 65.

= See also

* [[Enchanting Music (Virtue)]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1565">
			<name>entrancement_(ability)</name>
			<title>Entrancement (Ability)</title>
			<keywords>Entrancement, Supernatural Ability</keywords>
			<description>Supernatural Ability Entrancement</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277155635</unix>
						<iso>2010-06-21 23:27:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Entrancement''' is a [[Supernatural Ability]]. It corresponds with the [[Major Virtue|Major]] [[Supernatural Virtue]] [[Entrancement (Virtue)]].

= References

* [[ArM5]], p. 65.

= See also

* [[Entrancement (Virtue)]] [[Virtue]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1566">
			<name>enchanting_music</name>
			<title>Enchanting Music</title>
			<keywords>Ability, Enchanting Music, Virtue</keywords>
			<description>Resolve ambiguous term</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
				<tag>Ambiguity</tag>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277155819</unix>
						<iso>2010-06-21 23:30:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term '''Enchanting Music''' refers to one of the following unambiguous terms:

* [[Enchanting Music (Virtue)]], the [[Minor Virtue|Minor]] [[Supernatural Virtue]]
* [[Enchanting Music (Ability)]], the corresponding [[Supernatural Ability]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1567">
			<name>template_for_ambiguities</name>
			<title>Template For Ambiguities</title>
			<description>Resolve ambiguous term</description>
			<language>en</language>
			<tags>
				<tag>Ambiguity</tag>
				<tag>Templates</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277156182</unix>
						<iso>2010-06-21 23:36:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term '''XXX''' refers to one of the following unambiguous terms:

* [[YYY]], <specification>
* [[ZZZ]], <specification>
]]></text>
				</version>
			</history>
		</page>
		<page node="1568">
			<name>entrancement</name>
			<title>Entrancement</title>
			<description>Resolve ambiguous term</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
				<tag>Ambiguity</tag>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277156374</unix>
						<iso>2010-06-21 23:39:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term '''Entrancement''' refers to one of the following unambiguous terms:

* [[Entrancement (Virtue)]], the [[Major Virtue|Major]] [[Supernatural Virtue]]
* [[Entrancement (Ability)]], the corresponding [[Supernatural Ability]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1569">
			<name>dowsing</name>
			<title>Dowsing</title>
			<keywords>Dowsing, Supernatural Ability, Supernatural Virtue</keywords>
			<description>Resolve ambiguous term</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
				<tag>Ambiguity</tag>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277156504</unix>
						<iso>2010-06-21 23:41:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term '''Dowsing''' refers to one of the following unambiguous terms:

* [[Dowsing (Virtue)]], the [[Minor Virtue|Minor]] [[Supernatural Virtue]]
* [[Dowsing (Ability)]], the corresponding [[Supernatural Ability]]
]]></text>
				</version>
			</history>
		</page>
		<page node="157">
			<name>great_library</name>
			<title>Great Library</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205828772</unix>
						<iso>2008-03-18 09:26:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Great Library''' in [[Durenmar]] is perhaps the largest [[Covenant|library]] in the Order, and contains generations of works by [[House Bonisagus|Bonisagus]] and other [[Magus|magi]]. [[House Bonisagus]] uses it to share its knowlegdge with the [[Order of Hermes|Order]] in accordance with its [[Code of Hermes|Oath]], and allows any magus to access it.

See also [[Folio]].

===References
* The Great Library and the restrictions on using it are descirbed in [[GotF]] .
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205828982</unix>
						<iso>2008-03-18 09:29:42</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The '''Great Library''' in [[Durenmar]] is perhaps the largest [[Covenant|covenant]] library in trary in the Order, and contains generations of works by [[House Bonisagus|Bonisagus]] and other [[Magus|magi]]. [[House Bonisagus]] uses it to share is knowledge with the [[Order of Hermes|Order]] in accordance with its [[Code of Hermes|Oath]], and allows any magus to acce===References

Library and the restrictions on using it are descirbed in [[GotF]] 55-57.55-57
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206462829</unix>
						<iso>2008-03-25 17:33:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>more canonic content</comment>
					<text><![CDATA[
The '''Great Library''' in [[Durenmar]] is perhaps the largest [[Covenant|covenant]] library in the Order, and contains generations of works by [[House Bonisagus|Bonisagus]] and other [[Magus|magi]]. [[House Bonisagus]] uses it to share its knowledge with the [[Order of Hermes|Order]] in accordance with its [[Code of Hermes|Oath]], and allows any magus to access it.

===References

* The Great Library and the restrictions on using it are descirbed in [[GotF]] 55-57.
* Further canonic content includes the [[Tabula Geographica Magica]], House Bonisagus [[Folio|folios]], and the works of [[Elaine of Flambeau]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1570">
			<name>dead_language</name>
			<title>Dead Language</title>
			<keywords>Academic Ability, Dead Language, Greek, Latin</keywords>
			<description>Academic Ability Dead Language</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277242265</unix>
						<iso>2010-06-22 23:31:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dead Language''' is an [[Academic Ability]]. It refers to one specific dead (that is, not commonly spoken) language, such as Latin or Greek. Each of these languages represents an independent [[Ability]], and must be learned separately. [[Specialty|Specialties]] apply normally.

Since most [[Hermetic]] texts are written in Latin, gauntleted [[Magus|magi]] are expected to be proficient in that language. It is said that a score of 3 is necessary to read a text, while 4 is required to write one. Consequently, gauntleted [[Magus|magi]] have scores of at least 3 in ""Dead Language: Latin"".

= References

* [[ArM5]], p. 64.

= See also

* [[Living Language]], the [[Ability]] to speak living languages
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1277243599</unix>
						<iso>2010-06-22 23:53:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Scores at gauntlet corrected</comment>
					<text><![CDATA[
'''Dead Language''' is an [[Academic Ability]]. It refers to one specific dead (that is, not commonly spoken) language, such as Latin or Greek. Each of these languages represents an independent [[Ability]], and must be learned separately. [[Specialty|Specialties]] apply normally.

Since most [[Hermetic]] texts are written in Latin, gauntleted [[Magus|magi]] are expected to be proficient in that language. It is said that a score of 4 is necessary to read an elaborate text, while 5 is required to write one. Consequently, most gauntleted [[Magus|magi]] have scores of at least 4 in ""Dead Language: Latin"".

= References

* [[ArM5]], p. 64.

= See also

* [[Living Language]], the [[Ability]] to speak living languages
]]></text>
				</version>
			</history>
		</page>
		<page node="1571">
			<name>dominion_lore</name>
			<title>Dominion Lore</title>
			<keywords>Arcane Ability, Dominion Lore</keywords>
			<description>Arcane Ability Dominion Lore</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277242856</unix>
						<iso>2010-06-22 23:40:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dominion Lore''' is an [[Arcane Ability]]. Unlike its purely [[Academic Ability|academic]] counterpart, [[Theology]], or the knowledge of the respective organization, [[Organization Lore|Church Lore]], Dominion Lore deals with the actual manifestations of the [[Divine Realm]].

= References

* [[ArM5]], p. 64.

= See also

* [[Organization Lore|Church Lore]], the [[Academic Ability]]
* [[Theology]], the [[Academic Ability]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279097562</unix>
						<iso>2010-07-14 10:52:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added note on theoloy/DL tension</comment>
					<text><![CDATA[
'''Dominion Lore''' is an [[Arcane Ability]]. Unlike its purely [[Academic Ability|academic]] counterpart, [[Theology]], or the knowledge of the respective organization, [[Organization Lore|Church Lore]], Dominion Lore deals with the actual manifestations of the [[Divine Realm]]. 

It has been noted in the fan community that since Dominion Lore teaches on the unity and presence of the Divine in all its religious manifestations, while Theology and Church interests often emphasize the error of other monotheistic religions or sects, there may be tension between these two Abilities - and perhaps the Church would frown on the teaching of Dominion Lore outside of limited clerical circles.

= References

* [[ArM5]], p. 64.

= See also

* [[Organization Lore|Church Lore]], the [[Academic Ability]]
* [[Theology]], the [[Academic Ability]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1572">
			<name>faerie_lore</name>
			<title>Faerie Lore</title>
			<keywords>Arcane Ability, Faerie, Faerie Lore, Faerie Realm</keywords>
			<description>Arcane Ability Faerie Lore</description>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277243082</unix>
						<iso>2010-06-22 23:44:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Faerie Lore''' is an [[Arcane Ability]].

= References

* [[ArM5]], p. 65.

= See also

* [[Faerie Realm]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1573">
			<name>folk_ken</name>
			<title>Folk Ken</title>
			<keywords>Folk Ken, General Ability, reading people, streetwise</keywords>
			<description>General Ability Folk Ken</description>
			<language>en</language>
			<tags>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277243282</unix>
						<iso>2010-06-22 23:48:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Folk Ken''' is a [[General Ability]].

= References

* [[ArM5]], p. 65
= See also

* [[Guile]], the [[General Ability]], and often counterpart of Folk Ken
]]></text>
				</version>
			</history>
		</page>
		<page node="1574">
			<name>specialty</name>
			<title>Specialty</title>
			<keywords>Specialty, Specialization, Ability</keywords>
			<description>Specializing Abilities</description>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277243708</unix>
						<iso>2010-06-22 23:55:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
See [[Specialization]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1575">
			<name>specialization</name>
			<title>Specialization</title>
			<keywords>Specialty, Specialization, Ability</keywords>
			<description>Specializing Abilities</description>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277243948</unix>
						<iso>2010-06-22 23:59:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Each [[Ability]] a [[Character|character]] learns has a '''Specialization''', a narrow field of expertise the user of the [[Ability]] is particularly good at. Specializations gain a +1 bonus to the [[Die roll|die roll]] involved in its use.

= References

* [[ArM5]], p. 62.
]]></text>
				</version>
			</history>
		</page>
		<page node="1576">
			<name>social_status</name>
			<title>Social Status</title>
			<keywords>Flaw, Social Status, Virtue, rank, society, standing, status</keywords>
			<description>The social rank and standing of a character</description>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Mythic Europe</tag>
				<tag>Character</tag>
				<tag>Virtues</tag>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277290153</unix>
						<iso>2010-06-23 12:49:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Social Status''' represents the standing of a character within the society of [[Mythic Europe]]. As a [[Virtue]] or [[Flaw]], it indicates a prospect or hindrance for the character, respectively.

= References

* [[ArM5]], p. 28, '''36''', 38-39
]]></text>
				</version>
			</history>
		</page>
		<page node="1577">
			<name>immortal's_blessing</name>
			<title>Immortal's Blessing</title>
			<keywords>spell, CrVi Gen, Per, Mom, Ind, ritual, RoPD</keywords>
			<description>Immortal's Blessing spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474624</unix>
						<iso>2010-06-25 16:03:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Immortal's Blessing''' is a [[Canon|canonical]] CrVi Gen [[Spell|spell]] introduced in [[RoPD]], p. 117.

'''R''': Per, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1578">
			<name>a_comparison_of_the_positions_of_the_fixed_stars</name>
			<title>A Comparison of the Positions of the Fixed Stars</title>
			<keywords>spell, InVi 25, Sight, Mom, Ind, AM</keywords>
			<description>A Comparison of the Positions of the Fixed Stars spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474625</unix>
						<iso>2010-06-25 16:03:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''A Comparison of the Positions of the Fixed Stars''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[AM]], p. 91.

'''R''': Sight, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1579">
			<name>a_golden_cup,_full_of_abominations</name>
			<title>A Golden Cup, Full of Abominations</title>
			<keywords>spell, DebCon 25, Voice, Mom, Ind, RoPI</keywords>
			<description>A Golden Cup, Full of Abominations spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474625</unix>
						<iso>2010-06-25 16:03:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''A Golden Cup, Full of Abominations''' is a [[Canon|canonical]] DebCon 25 [[Spell|spell]] introduced in [[RoPI]], p. 106.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="158">
			<name>founder</name>
			<title>Founder</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205829695</unix>
						<iso>2008-03-18 09:41:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Order of Hermes]] was founded by thirteen Founders: [[Bjornaer the Founder]|Bjornaer], [[Bonisagus the Founder|Bonisagus]], [[Criamon the Founder|Criamon]], [[Diedne the Founder|Diedne]], [[Guernicus the Founder|Guernicus]], [[Flambeau the Founder|Flambeau]], [[Jerbiton the Founder|Jerbiton]], [[Mercere the Founder|Mercere]], [[Merinita the Founder|Merinita]], [[Tremere the Founder|Tremere]], [[Trianoma]], [[Tytalus the Founder|Tytalus]], and [[Verditius the Founder|Verditius]]. Each of these, excepting Trianoma, also founded a [[Houses of Hermes|House]] that continues his magical heritage.

[[Pralix]] later also became a Founder when she established [[House Ex Miscellanea]]. Diedne, in turn, is not counted among the Founders by most [[Magus|magi]] since the [[Schism War]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205840454</unix>
						<iso>2008-03-18 12:40:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
The [[Order of Hermes]] was founded by thirteen Founders: [[Bjornaer the Founder|Bjornaer]], [[Bonisagus the Founder|Bonisagus]], [[Criamon the Founder|Criamon]], [[Diedne the Founder|Diedne]], [[Guernicus the Founder|Guernicus]], [[Flambeau the Founder|Flambeau]], [[Jerbiton the Founder|Jerbiton]], [[Mercere the Founder|Mercere]], [[Merinita the Founder|Merinita]], [[Tremere the Founder|Tremere]], [[Trianoma]], [[Tytalus the Founder|Tytalus]], and [[Verditius the Founder|Verditius]]. Each of these, excepting Trianoma, also founded a [[Houses of Hermes|House]] that continues his magical heritage.

[[Pralix]] later also became a Founder when she established [[House Ex Miscellanea]]. Diedne, in turn, is not counted among the Founders by most [[Magus|magi]] since the [[Schism War]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241896903</unix>
						<iso>2009-05-09 21:21:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added references</comment>
					<text><![CDATA[
The [[Order of Hermes]] was founded by thirteen wizards who became know as the Founders: 

* [[Bjornaer the Founder|Bjornaer]]
* [[Bonisagus the Founder|Bonisagus]]
* [[Criamon the Founder|Criamon]]
* [[Diedne the Founder|Diedne]]
* [[Guernicus the Founder|Guernicus]]
* [[Flambeau the Founder|Flambeau]]
* [[Jerbiton the Founder|Jerbiton]]
* [[Mercere the Founder|Mercere]]
* [[Merinita the Founder|Merinita]]
* [[Tremere the Founder|Tremere]]
* [[Trianoma]]
* [[Tytalus the Founder|Tytalus]]
* [[Verditius the Founder|Verditius]]

Each of these, excepting Trianoma, also founded a [[Houses of Hermes|House]] that continues his magical heritage.  Each of them made some contribution to helping [[Bonsisagus the Founder | Bonsisagus]] invent [[Hermetic Magic]].

[[]] that continues his magical heritage.  Each of them made some contribution to helping [[Bonsisagus the Founder | Bonsisagus]] invent [[Hermetic Magic]].

[[Pralix]] later also becam

= References

* [[ArM5]] pages 9-10

= See Also

* [[Hermetic Magic]]
* [[Houses of Hermes]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1580">
			<name>a_simple_charm_for_the_recovery_of_misfiled_books</name>
			<title>A Simple Charm For The Recovery Of Misfiled Books</title>
			<keywords>spell, ReAn 10, Arc, Conc, Ind, Covenants</keywords>
			<description>A Simple Charm For The Recovery Of Misfiled Books spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474626</unix>
						<iso>2010-06-25 16:03:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''A Simple Charm For The Recovery Of Misfiled Books''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[Covenants]], p. 100.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1581">
			<name>a_simple_method_for_rapid_vallation</name>
			<title>A Simple Method for Rapid Vallation</title>
			<keywords>spell, CrTe 35, Voice, Sun, Ind, HoHTL</keywords>
			<description>A Simple Method for Rapid Vallation spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474626</unix>
						<iso>2010-06-25 16:03:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''A Simple Method for Rapid Vallation''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 141.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1582">
			<name>a_simple_test_for_the_completeness_of_books</name>
			<title>A Simple Test For The Completeness of Books</title>
			<keywords>spell, InAn 15, Touch, Mom, Ind, Covenants</keywords>
			<description>A Simple Test For The Completeness of Books spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474626</unix>
						<iso>2010-06-25 16:03:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''A Simple Test For The Completeness of Books''' is a [[Canon|canonical]] [[Intellego|In]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 100.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1583">
			<name>a_spell_to_kill_weeds</name>
			<title>A Spell to Kill Weeds</title>
			<keywords>spell, PeHe 20, Touch, Mom, Group, Covenants</keywords>
			<description>A Spell to Kill Weeds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474627</unix>
						<iso>2010-06-25 16:03:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''A Spell to Kill Weeds''' is a [[Canon|canonical]] [[Perdo|Pe]][[Herbam|He]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Covenants]], p. 51.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1584">
			<name>a_spell_to_milk_cattle</name>
			<title>A Spell to Milk Cattle</title>
			<keywords>spell, ReAn 15, Touch, Conc, Group, Covenants</keywords>
			<description>A Spell to Milk Cattle spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474627</unix>
						<iso>2010-06-25 16:03:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''A Spell to Milk Cattle''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 51.

'''R''': Touch, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1585">
			<name>a_useful_inculcator_of_comments</name>
			<title>A Useful Inculcator of Comments</title>
			<keywords>spell, ReHe 4, Touch, Mom, Ind, Covenants</keywords>
			<description>A Useful Inculcator of Comments spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474627</unix>
						<iso>2010-06-25 16:03:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''A Useful Inculcator of Comments''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 4 [[Spell|spell]] introduced in [[Covenants]], p. 99.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1586">
			<name>a_window_of_singular_direciton</name>
			<title>A Window of Singular Direciton</title>
			<keywords>spell, MuTe 15, Touch, Ring, Ind, HoHTL</keywords>
			<description>A Window of Singular Direciton spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474628</unix>
						<iso>2010-06-25 16:03:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''A Window of Singular Direciton''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[HoHTL]], p. 141.

'''R''': Touch, '''D''': Ring, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1587">
			<name>adjuration_of_the_hell-sworn_spirit</name>
			<title>Adjuration of the Hell-Sworn Spirit</title>
			<keywords>spell, ReVi Gen, Arc, Mom, Ind, RoPI</keywords>
			<description>Adjuration of the Hell-Sworn Spirit spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474628</unix>
						<iso>2010-06-25 16:03:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Adjuration of the Hell-Sworn Spirit''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[RoPI]], p. 122.

'''R''': Arc, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1588">
			<name>agony_of_the_beast</name>
			<title>Agony Of The Beast</title>
			<keywords>spell, PeAn 15, Voice, Conc, Ind, ArM5</keywords>
			<description>Agony Of The Beast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474628</unix>
						<iso>2010-06-25 16:03:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Agony Of The Beast''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 119.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1589">
			<name>air's_ghostly_form</name>
			<title>Air's Ghostly Form</title>
			<keywords>spell, CrAu 5, Touch, Diam, Ind, ArM5</keywords>
			<description>Air's Ghostly Form spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474629</unix>
						<iso>2010-06-25 16:03:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Air's Ghostly Form''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 125.

'''R''': Touch, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1590">
			<name>anat's_search_in_the_miry_abyss</name>
			<title>Anat's Search in the Miry Abyss</title>
			<keywords>spell, InMe 20, Veil, Diam, Ind, AM</keywords>
			<description>Anat's Search in the Miry Abyss spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474629</unix>
						<iso>2010-06-25 16:03:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Anat's Search in the Miry Abyss''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[AM]], p. 32.

'''R''': Veil, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1591">
			<name>and_he_causeth_all_to_receive_a_mark</name>
			<title>And He Causeth All To Receive A Mark</title>
			<keywords>spell, DebDia 25, Sight, Sun, Ind, RoPI</keywords>
			<description>And He Causeth All To Receive A Mark spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474629</unix>
						<iso>2010-06-25 16:03:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''And He Causeth All To Receive A Mark''' is a [[Canon|canonical]] DebDia 25 [[Spell|spell]] introduced in [[RoPI]], p. 107.

'''R''': Sight, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1592">
			<name>and_the_dragon_gave_him_his_power</name>
			<title>And the Dragon Gave Him His Power</title>
			<keywords>spell, IncDia 40, Touch, Forsaken, Ind, RoPI</keywords>
			<description>And the Dragon Gave Him His Power spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474630</unix>
						<iso>2010-06-25 16:03:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''And the Dragon Gave Him His Power''' is a [[Canon|canonical]] IncDia 40 [[Spell|spell]] introduced in [[RoPI]], p. 107.

'''R''': Touch, '''D''': Forsaken, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1593">
			<name>and_the_men_had_repented_not_of_their_deeds</name>
			<title>And the Men Had Repented Not of Their Deeds</title>
			<keywords>spell, IncPsy 10, Eye, Conc, Ind, RoPI</keywords>
			<description>And the Men Had Repented Not of Their Deeds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474630</unix>
						<iso>2010-06-25 16:03:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''And the Men Had Repented Not of Their Deeds''' is a [[Canon|canonical]] IncPsy 10 [[Spell|spell]] introduced in [[RoPI]], p. 111.

'''R''': Eye, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1594">
			<name>appease_the_queen_of_winter</name>
			<title>Appease the Queen of Winter</title>
			<keywords>spell, MuAq 60, Voice, Year, Bound, ritual, GotF</keywords>
			<description>Appease the Queen of Winter spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474630</unix>
						<iso>2010-06-25 16:03:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Appease the Queen of Winter''' is a [[Canon|canonical]] [[Muto|Mu]][[Aquam|Aq]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[GotF]], p. 96.

'''R''': Voice, '''D''': Year, '''T''': Bound, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1595">
			<name>arc_of_fiery_ribbons</name>
			<title>Arc Of Fiery Ribbons</title>
			<keywords>spell, CrIg 25, Voice, Mom, Group, ArM5</keywords>
			<description>Arc Of Fiery Ribbons spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474630</unix>
						<iso>2010-06-25 16:03:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Arc Of Fiery Ribbons''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 140.

'''R''': Voice, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1596">
			<name>arm_of_the_infant</name>
			<title>Arm Of The Infant</title>
			<keywords>spell, MuCo 20, Voice, Sun, Part, ArM5</keywords>
			<description>Arm Of The Infant spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474631</unix>
						<iso>2010-06-25 16:03:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Arm Of The Infant''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Voice, '''D''': Sun, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1597">
			<name>arming_the_legion_of_the_dead</name>
			<title>Arming the Legion of the Dead</title>
			<keywords>spell, MuMe 70, Touch, Mom, Group, ritual, HoHTL</keywords>
			<description>Arming the Legion of the Dead spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474631</unix>
						<iso>2010-06-25 16:03:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Arming the Legion of the Dead''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 70 [[Spell|spell]] introduced in [[HoHTL]], p. 140.

'''R''': Touch, '''D''': Mom, '''T''': Group, [[Ritual]]
'''Req''': [[Terram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1598">
			<name>as_he_loved_cursing,_so_let_it_come_unto_him</name>
			<title>As he loved cursing, so let it come unto him: as he delighted not in blessing, so let it be far from him</title>
			<keywords>spell, InvCur Gen, Voice, Sun, Ind, RoPD</keywords>
			<description>As he loved cursing, so let it come unto him: as he delighted not in blessing, so let it be far from him spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474631</unix>
						<iso>2010-06-25 16:03:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''As he loved cursing, so let it come unto him: as he delighted not in blessing, so let it be far from him''' is a [[Canon|canonical]] InvCur Gen [[Spell|spell]] introduced in [[RoPD]], p. 51.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1599">
			<name>as_the_vessels_of_a_potter_shall_they_be_broken_to_shivers</name>
			<title>As the Vessels of a Potter Shall They Be Broken to Shivers</title>
			<keywords>spell, DebMal 15, Voice, Mom, Ind, RoPI</keywords>
			<description>As the Vessels of a Potter Shall They Be Broken to Shivers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474631</unix>
						<iso>2010-06-25 16:03:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''As the Vessels of a Potter Shall They Be Broken to Shivers''' is a [[Canon|canonical]] DebMal 15 [[Spell|spell]] introduced in [[RoPI]], p. 109.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="16">
			<name>body_level</name>
			<title>Body Level</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
			</tags>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230748583</unix>
						<iso>2008-12-31 19:36:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Body Levels''' were the way of tracking damage (wounds) to a character in Ars Magica from [[First Edition]] through [[Fourth Edition]].  A character had several body levels: OK, Hurt, Light Wounds, Medium Wounds, Heavy Wounds, and Incapacitated.  When a character was injured, he would check off one or more Body Levels on the character sheet.  The highest unchecked Body Level indicated the character's current wound status.

Loss of Body Levels was progressive: if a character was at Light Wounds and then got hurt again, even by the smallest amount possible, his condition would deteriorate to Medium Wounds.  Some injuries caused the loss of more than one Body Level at a time.

In [[ArM55], Body Levels have been replaced with [[Wounds]].  However, in the first printing of the rule book, the character sheet still listed Body Levels due to an editing mistake.  See the [[Downloads]] page for an up-to-date Fifth Edition character sheet.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230748613</unix>
						<iso>2008-12-31 19:36:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added heading</comment>
					<text><![CDATA[
'''Body Levels''' were the way of tracking damage (wounds) to a character in Ars Magica from [[First Edition]] through [[Fourth Edition]].  A character had several body levels: OK, Hurt, Light Wounds, Medium Wounds, Heavy Wounds, and Incapacitated.  When a character was injured, he would check off one or more Body Levels on the character sheet.  The highest unchecked Body Level indicated the character's current wound status.

Loss of Body Levels was progressive: if a character was at Light Wounds and then got hurt again, even by the smallest amount possible, his condition would deteriorate to Medium Wounds.  Some injuries caused the loss of more than one Body Level at a time.

=Body Levels on the ArM5 Character Sheet

In [[ArM5]]s on the ArM5 Character Sheet

In [[ArM5]], Body Levels have been replaced with [[Wounds]].  However, in the first printing of the rule book, the character sheet still listed Body Levels due to an editing mistake.  See the [[Downloads]] page for an
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230753723</unix>
						<iso>2008-12-31 21:02:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Wounds-&gt;Wound</comment>
					<text><![CDATA[
'''Body Levels''' were the way of tracking damage (wounds) to a character in Ars Magica from [[First Edition]] through [[Fourth Edition]].  A character had several body levels: OK, Hurt, Light Wounds, Medium Wounds, Heavy Wounds, and Incapacitated.  When a character was injured, he would check off one or more Body Levels on the character sheet.  The highest unchecked Body Level indicated the character's current wound status.

Loss of Body Levels was progressive: if a character was at Light Wounds and then got hurt again, even by the smallest amount possible, his condition would deteriorate to Medium Wounds.  Some injuries caused the loss of more than one Body Level at a time.

=Body Levels on the ArM5 Character Sheet

In [[ArM5]], Body Levels have been replaced with [[Wound|Wound|Wounds]].  However, in the first printing of the rule book, the character sheet still listed Body Levels due to an editing mistake.  See the [[Downloads]] page for an up-to-date Fifth Edition character
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1231609341</unix>
						<iso>2009-01-10 18:42:21</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Created heading to clarify 5th Ed. usage</comment>
					<text><![CDATA[
'''Body Levels''' were the way of tracking damage (wounds) to a character in Ars Magica from [[First Edition]] through [[Fourth Edition]].  A character had several body levels: OK, Hurt, Light Wounds, Medium Wounds, Heavy Wounds, and Incapacitated.  When a character was injured, he would check off one or more Body Levels on the character sheet.  The highest unchecked Body Level indicated the character's current wound status.

Loss of Body Levels was progressive: if a character was at Light Wounds and then got hurt again, even by the smallest amount possible, his condition would deteriorate to Medium Wounds.  Some injuries caused the loss of more than one Body Level at a time.

= Body Levels in Fifth Edition.

In [[ArM5]], Body Levels aren't part of the rules.  ArM5 tracks injuries using the rules for [[Wound|Wounds]].

== Body Levels on the ArM5 Character Sheet

In the first printing of the [[ArM5]] rule Levels on the ArM5 Character Sheet

In the first printing of the [[ArM5]] rule book, the character sheet still listed Body Levels due to an editing mistak
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1241351701</unix>
						<iso>2009-05-03 13:55:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added links and cross-references</comment>
					<text><![CDATA[
'''Body Levels''' were the way of tracking damage ([[Wound | wounds]]d | wounds]]) to a character in Ars Magica from [[First Edition]] through [[Fourth Edition]].  A character had several body levels: OK, Hurt, Light Wounds, Medium Wounds, Heavy Wounds, and Incapacitated.  When a character was injured, he would check off one or more Body Levels on the character sheet.  The highest unchecked Body Level indicated the character's current wound status.

Loss of Body Levels was progressive: if a character was at Light Wounds and then got hurt again, even by the smallest amount possible, his condition would deteriorate to Medium Wounds.  Some injuries caused the loss of more than one Body Level at a time.

= Body Levels in Fifth Edition.

In [[ArM5]], Body Levels aren't part of the rules.  ArM5 tracks injuries using the rules for [[Wound|Wounds]].

== Body Levels on the ArM5 Character Sheet

In the first printing of the [[ArM5]] rule book, the character sheet still listed Body Levels due to an editing mistake.  See the [[Downloads]] page for an up-to-date Fifth Edition char

= See Also

* [[Wound Penalty]]
* [[Wound Recovery]]
]]></text>
				</version>
			</history>
		</page>
		<page node="160">
			<name>societas</name>
			<title>Societas</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205830950</unix>
						<iso>2008-03-18 10:02:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Societas]] (sing., plural Societates) is a free association of [[Magus|magi]]. There are four [[Houses of Hermes|Houses]] that function as Societas: [[House Flambeau]], [[House Jerbiton]], [[House Tytalus]], and [[House Ex Miscellanea]]. In addition several other Societas exist in the [[Canon|canonic]] order, including [[Seeker|Seekers]], the [[Gild|Gilds]] of the [[Rhine Tribunal]], and more. Non-Canonic societas may also exist, of course.

Some societas restrict themselves to members of a particular House, Tribunal, or so on. Examples include the [[??]] ([[HoHTL]] [[??]]), a Societas Merceris ([[??]]) that accepts only [[House Merecere|Mercere ]] [[Redcap|Redcaps]], or the Rhine Gilds that accept only members of the Rhine Tribunal.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205873676</unix>
						<iso>2008-03-18 21:54:36</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A [[Societas]] (sing., plural Societates) is a free association of [[Magus|magi]]. There are four [[Houses of Hermes|Houses]] that function as Societas: [[House Flambeau]], [[House Jerbiton]], [[House Tytalus]], and [[House Ex Miscellanea]]. In addition several other Societas exist in the [[Canon|canonic]] order, including [[Seeker|Seekers]], the [[Gild|Gilds]] of the [[Rhine Tribunal]], and more. Non-Canonic societas may also exist, of course.

Some societas restrict themselves to members of a particular House, Tribunal, or so on. Examples include the [[Pawnbrokers]] ([[HoHTL]] 88), a Societas Merceris that accepts only [[ilds that accept only members of the Rhine Tribunal.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205876559</unix>
						<iso>2008-03-18 22:42:39</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A *Societas*sing., plural Societates) is a free association of [[Magus|magi]]. There are four [[Houses of Hermes|Houses]] that function as Societas: [[House Flambeau]], [[House Jerbiton]], [[House Tytalus]], and [[House Ex Miscellanea]]. In addition several other Societas exist in the [[Canon|canonic]] order, including [[Seeker|Seekers]], the [[Gild|Gilds]] of the [[Rhine Tribunal]], and more. Non-Canonic societas may also exist, of course.

Some societas restrict themselves to members of a particular House, Tribunal, or so on. Examples include the [[Pawnbrokers]] ([[HoHTL]] 88), a Societas Merceris that accepts only [[Redcap|Redcaps]], or the Rhine Gilds that accept only members of the Rhine Tribunal.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205876690</unix>
						<iso>2008-03-18 22:44:50</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A *Societas* (sing., plural Societates) is a free association of [[Magus|magi]]. There are four [[Houses of Hermes|Houses]] that function as a Societas: [[House Flambeau]], [[House Jerbiton]], [[House Tytalus]], and [[House Ex Miscellanea]]. In addition several other Societates exist in the [[Canon|canonic]] order, including [[Seeker|Seekers]], the [[Gild|Gilds]] of the [[Rhine Tribunal]], Jerbiton [[League|Leagues]], and more. Non-Canonic societates may also exist, of course.

Some societates restrict themselves to members of a  restrict themselves to members of a particular House, Tribunal, or so on. Examples include the [[Pawnbrokers]] ([[HoHTL]] 88), a Societas Merceris that accepts only [[Redcap|Redcaps]], or the Rhine Gilds that accep
]]></text>
				</version>
			</history>
		</page>
		<page node="1600">
			<name>ascendant_form_of_the_intendant_hierarch</name>
			<title>Ascendant Form of the Intendant Hierarch</title>
			<keywords>spell, (Tech)(Form) Gen, Per, Sun, Ind, TMRE</keywords>
			<description>Ascendant Form of the Intendant Hierarch spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474632</unix>
						<iso>2010-06-25 16:03:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ascendant Form of the Intendant Hierarch''' is a [[Canon|canonical]] (Tech)(Form) Gen [[Spell|spell]] introduced in [[TMRE]], p. 83.

'''R''': Per, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1601">
			<name>aura_of_ennobled_presence</name>
			<title>Aura Of Ennobled Presence</title>
			<keywords>spell, MuIm 10, Touch, Sun, Ind, ArM5</keywords>
			<description>Aura Of Ennobled Presence spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474632</unix>
						<iso>2010-06-25 16:03:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Aura Of Ennobled Presence''' is a [[Canon|canonical]] [[Muto|Mu]][[Imaginem|Im]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 145.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1602">
			<name>aura_of_inconsquence</name>
			<title>Aura of Inconsquence</title>
			<keywords>spell, ReMe 25, Touch, Sun, Spec, HoHTL</keywords>
			<description>Aura of Inconsquence spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474632</unix>
						<iso>2010-06-25 16:03:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Aura of Inconsquence''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[HoHTL]], p. 73.

'''R''': Touch, '''D''': Sun, '''T''': Spec
]]></text>
				</version>
			</history>
		</page>
		<page node="1603">
			<name>aura_of_rightful_authority</name>
			<title>Aura Of Rightful Authority</title>
			<keywords>spell, ReMe 20, Eye, Sun, Ind, ArM5</keywords>
			<description>Aura Of Rightful Authority spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474633</unix>
						<iso>2010-06-25 16:03:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Aura Of Rightful Authority''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 151.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1604">
			<name>autodictation</name>
			<title>Autodictation</title>
			<keywords>spell, ReTe 15, Voice, Ring, Ind, Covenants</keywords>
			<description>Autodictation spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474633</unix>
						<iso>2010-06-25 16:03:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Autodictation''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 96.

'''R''': Voice, '''D''': Ring, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1605">
			<name>awaken_the_slumbering_corpse</name>
			<title>Awaken The Slumbering Corpse</title>
			<keywords>spell, ReCo 25, Voice, Conc, Ind, ArM5</keywords>
			<description>Awaken The Slumbering Corpse spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474633</unix>
						<iso>2010-06-25 16:03:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Awaken The Slumbering Corpse''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 134.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1606">
			<name>awaken_the_slumbering_dead</name>
			<title>Awaken the Slumbering Dead</title>
			<keywords>spell, ReCo 35, Voice, Conc, Room, Broken</keywords>
			<description>Awaken the Slumbering Dead spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474633</unix>
						<iso>2010-06-25 16:03:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Awaken the Slumbering Dead''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 74.

'''R''': Voice, '''D''': Conc, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="1607">
			<name>babylon_the_great_is_fallen,_and_is_become_the_habitation_of_devils</name>
			<title>Babylon the Great Is Fallen, and Is Become the Habitation of Devils</title>
			<keywords>spell, DebPsy 15, Touch, Sun, Ind, RoPI</keywords>
			<description>Babylon the Great Is Fallen, and Is Become the Habitation of Devils spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474634</unix>
						<iso>2010-06-25 16:03:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Babylon the Great Is Fallen, and Is Become the Habitation of Devils''' is a [[Canon|canonical]] DebPsy 15 [[Spell|spell]] introduced in [[RoPI]], p. 111.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1608">
			<name>ball_of_abysmal_flame</name>
			<title>Ball Of Abysmal Flame</title>
			<keywords>spell, CrIg 35, Voice, Mom, Ind, ArM5</keywords>
			<description>Ball Of Abysmal Flame spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474634</unix>
						<iso>2010-06-25 16:03:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ball Of Abysmal Flame''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 140.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1609">
			<name>ball_of_abysmal_music</name>
			<title>Ball of Abysmal Music</title>
			<keywords>spell, MuIm 20, Voice, Mom, Ind, HoHMC</keywords>
			<description>Ball of Abysmal Music spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474634</unix>
						<iso>2010-06-25 16:03:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ball of Abysmal Music''' is a [[Canon|canonical]] [[Muto|Mu]][[Imaginem|Im]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[HoHMC]], p. 101.

'''R''': Voice, '''D''': Mom, '''T''': Ind
'''Req''': [[Vim]]
]]></text>
				</version>
			</history>
		</page>
		<page node="161">
			<name>internet_site_index</name>
			<title>Internet Site Index</title>
			<language>en</language>
			<history size="13">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205833826</unix>
						<iso>2008-03-18 10:50:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
There are many websites related to [[Ars Magica]]. This page is intended to provide links to all of them. As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

=Saga Sites

The following pages link to websites describing a particular saga, by location:
[[Greater Alps Sagas|Greater Alps]]  | Hibernia | Iberia | Levant | Loch Leglean | Normandy  | Novgorod  | Provençal | [[Rhine Sagas|Rhine]] | Rome | [[Stonehenge Sagas|Stonehenge]] | Thebes | Transylvania | Alternate Settings

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at Atlas Games.
:[[http://www.atlas-games.com/arsmagica/index.php|Previous Editions]]: Atlas's pages for the old edition of the game, including a link to download a complete, free PDF of the 4th Edition rules.
:[[http://www.atlas-games.com/|Atlas Games]]: The current publishers of Ars Magica. Their pages include errata from the first printing, a list of in-print Ars Magica supplements, a web-based discussion board, news on upcoming releases, and two free introductory scenarios.
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List]]: List of Ars Magica books and supplements (1987-present). [[??]]
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index]]: Checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews. [[??]]
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.

=Link Pages

Pages with links to more specific sites.

[[Mailing Lists]]: Details of mailing lists, including how to subscribe.

[[ICQ ActiveList]]: There are two ICQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use; get it from icq.com.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[MU* links]]: Links to online MU*s wholly or partly concerned with Ars Magica.

[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206018403</unix>
						<iso>2008-03-20 14:06:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>all tribunal saga links</comment>
					<text><![CDATA[
There are many websites related to [[Ars Magica]]. This page is intended to provide links to all of them. As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

=Saga Sites

The following pages link to websites describing a particular saga, by location:
[[Greater Alps Sagas|Greater Alps]]  | [[Hibernia Sagas|Hibernia]] | [[Iberia Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Rome Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvania Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]ençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Rome Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvania Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at Atlas Games.
:[[http://www.atlas-games.com/arsmagica/index.php|Previous Editions]]: Atlas's pages for the old edition of the game, including a link to download a complete, free PDF of the 4th Edition rules.
:[[http://www.atlas-games.com/|Atlas Games]]: The current publishers of Ars Magica. Their pages include errata from the first printing, a list of in-print Ars Magica supplements, a web-based discussion board, news on upcoming releases, and two free introductory scenarios.
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List]]: List of Ars Magica books and supplements (1987-present). [[??]]
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index]]: Checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews. [[??]]
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.

=Link Pages

Pages with links to more specific sites.

[[Mailing Lists]]: Details of mailing lists, including how to subscribe.

[[ICQ ActiveList]]: There are two ICQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use; get it from icq.com.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[MU* links]]: Links t
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206019150</unix>
						<iso>2008-03-20 14:19:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>plurals</comment>
					<text><![CDATA[
There are many websites related to [[Ars Magica]]. This page is intended to provide links to all of them. As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

=Saga Sites

The following pages link to websites describing a particular saga, by location:
[[Greater Alps Sagas|Greater Alps]]  | [[Hibernian Sagas|Hibernia]] | [[Iberian Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Rome Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvanian Sagas|Transylvania]] | [[ [[Alternate Settings Sagas|Alternate Setting]]

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at Atlas Games.
:[[http://www.atlas-games.com/arsmagica/index.php|Previous Editions]]: Atlas's pages for the old edition of the game, including a link to download a complete, free PDF of the 4th Edition rules.
:[[http://www.atlas-games.com/|Atlas Games]]: The current publishers of Ars Magica. Their pages include errata from the first printing, a list of in-print Ars Magica supplements, a web-based discussion board, news on upcoming releases, and two free introductory scenarios.
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List]]: List of Ars Magica books and supplements (1987-present). [[??]]
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index]]: Checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews. [[??]]
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.

=Link Pages

Pages with links to more specific sites.

[[Mailing Lists]]: Details of mailing lists, including how to subscribe.

[[ICQ ActiveList]]: There are two ICQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use; get it from icq.com.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[MU* links]]: Links to online MU*s wholly or partly concerned with Ars Magica.

[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.

---

Based on material Copyright David Chart 1997-2000. Used with permissi
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1207467546</unix>
						<iso>2008-04-06 09:39:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Rome -&gt; Roman</comment>
					<text><![CDATA[
There are many websites related to [[Ars Magica]]. This page is intended to provide links to all of them. As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

=Saga Sites

The following pages link to websites describing a particular saga, by location:
[[Greater Alps Sagas|Greater Alps]]  | [[Hibernian Sagas|Hibernia]] | [[Iberian Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Romann Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvanian Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at Atlas Games.
:[[http://www.atlas-games.com/arsmagica/index.php|Previous Editions]]: Atlas's pages for the old edition of the game, including a link to download a complete, free PDF of the 4th Edition rules.
:[[http://www.atlas-games.com/|Atlas Games]]: The current publishers of Ars Magica. Their pages include errata from the first printing, a list of in-print Ars Magica supplements, a web-based discussion board, news on upcoming releases, and two free introductory scenarios.
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List]]: List of Ars Magica books and supplements (1987-present). [[??]]
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index]]: Checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews. [[??]]
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.

=Link Pages

Pages with links to more specific sites.

[[Mailing Lists]]: Details of mailing lists, including how to subscribe.

[[ICQ ActiveList]]: There are two ICQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use; get it from icq.com.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[MU* links]]: Links to online MU*s wholly or partly concerned with Ars Magica.

[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.

---

Based on material Copyright David Chart 1997-2000. Used with permission
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1207470509</unix>
						<iso>2008-04-06 10:28:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted useless link</comment>
					<text><![CDATA[
There are many websites related to [[Ars Magica]]. This page is intended to provide links to all of them. As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

=Saga Sites

The following pages link to websites describing a particular saga, by location:
[[Greater Alps Sagas|Greater Alps]]  | [[Hibernian Sagas|Hibernia]] | [[Iberian Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Roman Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvanian Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at Atlas Games.
:[[http://www.atlas-games.com/arsmagica/index.php|Previous Editions]]: Atlas's pages for the old edition of the game, including a link to download a complete, free PDF of the 4th Edition rules.
:[[http://www.atlas-games.com/|Atlas Games]]: The current publishers of Ars Magica. Their pages include errata from the first printing, a list of in-print Ars Magica supplements, a web-based discussion board, news on upcoming releases, and two free introductory scenarios.
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List]]: List of Ars Magica books and supplements (1987-present). [[??]]
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index]]: Checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews. [[??]]
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.

=Link Pages

Pages with links to more specific sites.

[[Mailing Lists]]: Details of mailing lists, including how to subscribe.

ICQ ActiveListere are two ICQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use; get it from icq.com.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[MU* links]]: Links to online MU*s wholly or partly concerned with Ars Magica.

[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1207471874</unix>
						<iso>2008-04-06 10:51:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted some stuff</comment>
					<text><![CDATA[
There are many websites related to [[Ars Magica]]. This page is intended to provide links to all of them. As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

=Saga Sites

The following pages link to websites describing a particular saga, by location:
[[Greater Alps Sagas|Greater Alps]]  | [[Hibernian Sagas|Hibernia]] | [[Iberian Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Roman Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvanian Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at Atlas Games.
:[[http://www.atlas-games.com/arsmagica/index.php|Previous Editions]]: Atlas's pages for the old edition of the game, including a link to download a complete, free PDF of the 4th Edition rules.
:[[http://www.atlas-games.com/|Atlas Games]]: The current publishers of Ars Magica. Their pages include errata from the first printing, a list of in-print Ars Magica supplements, a web-based discussion board, news on upcoming releases, and two free introductory scenarios.
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List]]: List of Ars Magica books and supplements (1987-present). [[??]]
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index]]: Checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews. [[??]]
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.

=Link Pages

Pages with links to more specific sites.

[[Mailing Lists]]: Details of mailing lists, including how to subscribe.


[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1207472155</unix>
						<iso>2008-04-06 10:55:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>moved from Link Pages section</comment>
					<text><![CDATA[
There are many websites related to [[Ars Magica]]. This page is intended to provide links to all of them. As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

=Saga Sites

The following pages link to websites describing a particular saga, by location:
[[Greater Alps Sagas|Greater Alps]]  | [[Hibernian Sagas|Hibernia]] | [[Iberian Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Roman Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvanian Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at [[Atlas Games]]. Other noteworthy pages on the website include their [[http://www.atlas-games.com/arsmagica/index.php|Previous Editions page]], the [[http://www.atlas-games.com/|Atlas Games homepage]], and the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Official Forums]].

:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List]]: List of Ars Magica books and supplements (1987-present). [[??]]
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index]]: Checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews. [[??]]
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.
:ICQ ActiveList: There are two ICQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use; get it from icq.com.
:Tempora Heroica: A MUD using Ars Magica magic and concepts. There is a web site at http://www.ibiblio.org/TH/, and the MUD itself can be reached at telnet://titan.ibiblio.org:2895.

=Link Pages

Pages with links to more specific sites.

[[Mailing Lists]]: Details of mailing lists, including how to subscribe.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1207472261</unix>
						<iso>2008-04-06 10:57:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Added Misc links</comment>
					<text><![CDATA[
There are many websites related to [[Ars Magica]]. This page is intended to provide links to all of them. As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

=Saga Sites

The following pages link to websites describing a particular saga, by location:
[[Greater Alps Sagas|Greater Alps]]  | [[Hibernian Sagas|Hibernia]] | [[Iberian Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Roman Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvanian Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at [[Atlas Games]]. Other noteworthy pages on the website include their [[http://www.atlas-games.com/arsmagica/index.php|Previous Editions page]], the [[http://www.atlas-games.com/|Atlas Games homepage]], and the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Official Forums]].

:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List]]: List of Ars Magica books and supplements (1987-present). [[??]]
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index]]: Checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews. [[??]]
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.
:ICQ ActiveList: There are two ICQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use; get it from icq.com.
:Tempora Heroica: A MUD using Ars Magica magic and concepts. There is a web site at http://www.ibiblio.org/TH/, and the MUD itself can be reached at telnet://titan.ibiblio.org:2895.

=Link Pages

Pages with links to more specific sites.

[[Mailing Lists]]: Details of mailing lists, including how to subscribe.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.

[[Miscellaneous Links]]: Web pages that don't fall under the above categories.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1207472318</unix>
						<iso>2008-04-06 10:58:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>-</comment>
					<text><![CDATA[
There are many websites related to [[Ars Magica]]. This page is intended to provide links to all of them. As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

=Saga Sites

The following pages link to websites describing a particular saga, by location:
[[Greater Alps Sagas|Greater Alps]]  | [[Hibernian Sagas|Hibernia]] | [[Iberian Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Roman Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvanian Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at [[Atlas Games]]. Other noteworthy pages on the website include their [[http://www.atlas-games.com/arsmagica/index.php|Previous Editions page]], the [[http://www.atlas-games.com/|Atlas Games homepage]], and the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Official Forums]].

:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List]]: List of Ars Magica books and supplements (1987-present). [[??]]
:[[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index]]: Checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews. [[??]]
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.
(house) rules for Ars Magica.

[[Miscellaneous Links]]: Web pages that don't fall under the above categories.
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1207514470</unix>
						<iso>2008-04-06 22:41:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>RPGNet link corrected</comment>
					<text><![CDATA[
There are many websites related to [[Ars Magica]]. This page is intended to provide links to all of them. As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

=Saga Sites

The following pages link to websites describing a particular saga, by location:
[[Greater Alps Sagas|Greater Alps]]  | [[Hibernian Sagas|Hibernia]] | [[Iberian Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Roman Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvanian Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at [[Atlas Games]]. Other noteworthy pages on the website include their [[http://www.atlas-games.com/arsmagica/index.php|Previous Editions page]], the [[http://www.atlas-games.com/|Atlas Games homepage]], and the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Official Forums]].

:[link:http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List]: List of Ars Magica books and supplements (1987-present). An alternate view is the [link:http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index], providing a checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews.ings, comments, and reviews.
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.

=Link Pages

Pages with links to more specific sites.

[[Mailing Lists]]: Details of mailing lists, including how to subscribe.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.

[[Miscellaneous Links]]: Web pages that don't fall
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1266252652</unix>
						<iso>2010-02-15 17:50:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Merged Project: Redcap with Internet Site Index</comment>
					<text><![CDATA[
Project: Redcap is a Web site devoted to the pen-and-paper [[RPG | roleplaying game]  [[Ars Magica]]. The goal of Project: Redcap is to be a gateway to the Ars Magica fan community, collecting and organizing links to as much game-related information as possible, in as many [[Languages]] as possible.  As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

Project: Redcap was started by Geoff Grabowski on September 9, 1994. The current maintainer is [[Andrew Gronosky]].

=Languages

This is the English page for Project: Redcap.  While Ars Magica is published in English, it is played and enjoyed by people worldwide.  We have additional game-related information in several [[Langauges]].

=News and Announcements

 * [[http://us.grandtribunal.net/ | Grand Tribunal 2010]: The Ars Magica convention will be held in Take Tahoe, California, USA on August 20-22, 2010.  Register before June 1 to avoid a extra fee.

=Saga Sites

The following pages link to websites describing players' sagas (games), organized by the [[regional Tribunal]] in which the saga is set:

[[Greater Alps Sagas|Greater Alps]]  | [[Hibernian Sagas|Hibernia]] | [[Iberian Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Roman Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvanian Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at [[Atlas Games]]. Other noteworthy pages on the website include their [[http://www.atlas-games.com/arsmagica/index.php|Previous Editions page]], the [[http://www.atlas-games.com/|Atlas Games homepage]], and the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Official Forums]].

:{{link|http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List}}: List of Ars Magica books and supplements (1987-present). An alternate view is the {{link|http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index}}, providing a checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews.
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.

=Link Pages

Pages with links to more specific sites.

[[Mailing Lists]]: Details of mailing lists, including how to subscribe.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.

[[Miscellaneous Links]]: Web pages that don't fall under the above categories.
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1266253555</unix>
						<iso>2010-02-15 18:05:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link formatting, moved Sagas links within this page</comment>
					<text><![CDATA[
Project: Redcap is a Web site devoted to the pen-and-paper [[RPG | roleplaying game]  [[Ars Magica]]. The goal of Project: Redcap is to be a gateway to the Ars Magica fan community, collecting and organizing links to as much game-related information as possible, in as many [[Languages]] as possible.  As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

Project: Redcap was started by Geoff Grabowski on September 9, 1994. The current maintainer is [[Andrew Gronosky]].

=Languages

This is the English page for Project: Redcap.  While Ars Magica is published in English, it is played and enjoyed by people worldwide.  We have additional game-related information in several [[Languages]].

=News and Announcements

* [[http://us.grandtribunal.net/|Grand Tribunal 2010]]: The Ars Magica convention will be held in Take Tahoe, California, USA on August 20-22, 2010.  Register before June 1 to avoid a extra fee.

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[FAQ|Frequently Asked Questions]]: The unofficial Ars Magica FAQ

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at [[Atlas Games]]. Other noteworthy pages on the website include their [[http://www.atlas-games.com/arsmagica/index.php|Previous Editions page]], the [[http://www.atlas-games.com/|Atlas Games homepage]], and the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Official Forums]].

:{{link|http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List}}: List of Ars Magica books and supplements (1987-present). An alternate view is the {{link|http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index}}, providing a checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews.
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.

=Saga Sites

The following pages link to websites describing players' sagas (games), organized by the [[regional Tribunal]] in which the saga is set:

[[Greater Alps|Greater Alps Sagas]]  | [[Hibernia|Hibernian Sagas]] | [[Iberia|Iberian Sagas]] | [[Levant|Levant Sagas]] | [[Loch Leglean|Loch Leglean Sagas]] | [[Normandy|Normandy Sagas]]  | [[Novgorod|Novgorod Sagas]]  | [[Provençal|Provençal Sagas]] | [[Rhine|Rhine Sagas]] | [[Rome|Roman Sagas]] | [[Stonehenge|Stonehenge Sagas]] | [[Thebes|Thebes Sagas]] | [[Transylvania|Transylvanian Sagas|]] | [[Alternate Setting|Alternate Settings Sagas]]

=Links By Category

Pages with list of additional sites, by category.

[[Fan Community]]: Information about the fan community, including forums, mailing lists, and so on.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.

[[Miscellaneous Links]]: Web pages that don't fall under the above categories.
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1266253732</unix>
						<iso>2010-02-15 18:08:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed the last fix. ;-)</comment>
					<text><![CDATA[
Project: Redcap is a Web site devoted to the pen-and-paper [[RPG | roleplaying game]  [[Ars Magica]]. The goal of Project: Redcap is to be a gateway to the Ars Magica fan community, collecting and organizing links to as much game-related information as possible, in as many [[Languages]] as possible.  As the web is constantly changing, this is an impossible task, so this index will never be complete. If you know of a site not detailed in the index, we urge you to [[Contribute|contribute]] by adding it!

Project: Redcap was started by Geoff Grabowski on September 9, 1994. The current maintainer is [[Andrew Gronosky]].

=Languages

This is the English page for Project: Redcap.  While Ars Magica is published in English, it is played and enjoyed by people worldwide.  We have additional game-related information in several [[Languages]].

=News and Announcements

* [[http://us.grandtribunal.net/|Grand Tribunal 2010]]: The Ars Magica convention will be held in Take Tahoe, California, USA on August 20-22, 2010.  Register before June 1 to avoid a extra fee.

=Key Sites

There are certain key sites that deserve a mention of their own.

:[[FAQ|Frequently Asked Questions]]: The unofficial Ars Magica FAQ

:[[http://www.atlas-games.com/arm5/index.php|Ars Magica Fifth Edition]]: The main Ars Magica page at [[Atlas Games]]. Other noteworthy pages on the website include their [[http://www.atlas-games.com/arsmagica/index.php|Previous Editions page]], the [[http://www.atlas-games.com/|Atlas Games homepage]], and the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Official Forums]].

:{{link|http://index.rpg.net/display-search.phtml?key=system&value=Ars%2BMagica&sort=system,systemversion/|RPGNet Product List}}: List of Ars Magica books and supplements (1987-present). An alternate view is the {{link|http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion&type=checklist|RPGNet Game Index}}, providing a checklist of Ars Magica products, with RPG.net members' ratings, comments, and reviews.
:[[http://www.redcap.org/FAQ/FAQ.html|The Ars Magica FAQ]]: An introduction to the game and various resources available, both on and off the internet.
:[[http://www.subrosamagazine.org/|Sub Rosa]]: The English-language Ars Magica fanzine, published quarterly in electronic (PDF) form. See the Web page for information on how to subscribe or contribute articles. There have also been [[Fanzines|previous fanzines]], which are now out of print.

=Saga Sites

The following pages link to websites describing players' sagas (games), organized by the [[regional Tribunal]] in which the saga is set:

[[Greater Alps Sagas|Greater Alps]]  | [[Hibernian Sagas|Hibernia]] | [[Iberian Sagas|Iberia]] | [[Levant Sagas|Levant]] | [[Loch Leglean Sagas|Loch Leglean]] | [[Normandy Sagas|Normandy]]  | [[Novgorod Sagas|Novgorod]]  | [[Provençal Sagas|Provençal]] | [[Rhine Sagas|Rhine]] | [[Roman Sagas|Rome]] | [[Stonehenge Sagas|Stonehenge]] | [[Thebes Sagas|Thebes]] | [[Transylvanian Sagas|Transylvania]] | [[Alternate Settings Sagas|Alternate Setting]]

=Links By Category

Pages with list of additional sites, by category.

[[Fan Community]]: Information about the fan community, including forums, mailing lists, and so on.

[[Interactive Links]]: Ars Magica resources that accept material from anyone reading. Includes directories of Sagas, the Net Grimoire, Character Directories, etc.

[[House Rules Links]]: Web pages featuring variant (house) rules for Ars Magica.

[[Miscellaneous Links]]: Web pages that don't fall under the above categories.
]]></text>
				</version>
			</history>
		</page>
		<page node="1610">
			<name>bane_of_the_decrepit_body</name>
			<title>Bane Of The Decrepit Body</title>
			<keywords>spell, PeCo 25, Voice, Mom, Ind, ArM5</keywords>
			<description>Bane Of The Decrepit Body spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474635</unix>
						<iso>2010-06-25 16:03:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bane Of The Decrepit Body''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 133.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1611">
			<name>beast_of_miniscule_proportions</name>
			<title>Beast Of Miniscule Proportions</title>
			<keywords>spell, MuAn 20, Voice, Sun, Ind, ArM5</keywords>
			<description>Beast Of Miniscule Proportions spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474635</unix>
						<iso>2010-06-25 16:03:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Beast Of Miniscule Proportions''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 119.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1612">
			<name>beast_of_outlandish_size</name>
			<title>Beast Of Outlandish Size</title>
			<keywords>spell, MuAn 15, Touch, Sun, Ind, ArM5</keywords>
			<description>Beast Of Outlandish Size spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474635</unix>
						<iso>2010-06-25 16:03:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Beast Of Outlandish Size''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 118.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1613">
			<name>become_a_being_of_magic</name>
			<title>Become a Being of Magic</title>
			<keywords>spell, MuCo 50, Touch, Always on, Ind, TMRE</keywords>
			<description>Become a Being of Magic spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474635</unix>
						<iso>2010-06-25 16:03:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Become a Being of Magic''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[TMRE]], p. 43.

'''R''': Touch, '''D''': Always on, '''T''': Ind
'''Req''': [[Vim]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1614">
			<name>beguile_the_gathering</name>
			<title>Beguile the Gathering</title>
			<keywords>spell, CrMe 25, Voice, Conc, Group, AM</keywords>
			<description>Beguile the Gathering spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474636</unix>
						<iso>2010-06-25 16:03:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Beguile the Gathering''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[AM]], p. 81.

'''R''': Voice, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1615">
			<name>behold,_he_that_keepeth_israel_shall_neither_slumber_nor_sleep</name>
			<title>Behold, he that keepeth Israel shall neither slumber nor sleep</title>
			<keywords>spell, PurTra 50, Per, Year, Ind, RoPD</keywords>
			<description>Behold, he that keepeth Israel shall neither slumber nor sleep spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474636</unix>
						<iso>2010-06-25 16:03:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Behold, he that keepeth Israel shall neither slumber nor sleep''' is a [[Canon|canonical]] PurTra 50 [[Spell|spell]] introduced in [[RoPD]], p. 53.

'''R''': Per, '''D''': Year, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1616">
			<name>bind_the_devil's_hands</name>
			<title>Bind the Devil's Hands</title>
			<keywords>spell, PeVi Gen, Touch, Sun, Room, RoPI</keywords>
			<description>Bind the Devil's Hands spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474636</unix>
						<iso>2010-06-25 16:03:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bind the Devil's Hands''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[RoPI]], p. 122.

'''R''': Touch, '''D''': Sun, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="1617">
			<name>bind_the_gift</name>
			<title>Bind the Gift</title>
			<keywords>spell, ReVi 30, Touch, Sun, Ind, GotF</keywords>
			<description>Bind the Gift spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474637</unix>
						<iso>2010-06-25 16:03:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bind the Gift''' is a [[Canon|canonical]] [[Rego|Re]][[Vim|Vi]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[GotF]], p. 60.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1618">
			<name>bind_the_living_ghost</name>
			<title>Bind the Living Ghost</title>
			<keywords>spell, CrMe 30, Per, Spec, Varies, ritual, TMRE</keywords>
			<description>Bind the Living Ghost spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474637</unix>
						<iso>2010-06-25 16:03:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bind the Living Ghost''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[TMRE]], p. 71.

'''R''': Per, '''D''': Spec, '''T''': Varies, [[Ritual]]
'''Req''': [[Perdo]], [[Rego]], [[Corpus]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1619">
			<name>bind_the_mystical_structure</name>
			<title>Bind the Mystical Structure</title>
			<keywords>spell, ReVi Gen, Arc, Spec, Group, ritual, TMRE</keywords>
			<description>Bind the Mystical Structure spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474637</unix>
						<iso>2010-06-25 16:03:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bind the Mystical Structure''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 98.

'''R''': Arc, '''D''': Spec, '''T''': Group, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="162">
			<name>real_history</name>
			<title>Real History</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205835499</unix>
						<iso>2008-03-18 11:18:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
While the setting of [[Ars Magica]] is not historical Europe, [[Mythic Europe]] is heavily influenced by our real world's history and myths. Fortunately, there is no shortage of sources of information on these matters. Educating yourself and playing with history and folklore is part of the pleasure of playing Ars Magica.

=Internet Sources

The following are internet sites that may be of interest to Ars Magica players or storyguies:
:[[http://www.pitt.edu/~dash/folktexts.html|Folklore and Mythology Electronic Texts]]: Thanks to D. L. Ashliman and the University of Pittsburgh, a great wealth of folk tales is available at your fingerprints. Following his links will lead you to other interesting places.
:[[http://www.newadvent.org/cathen/|The Catholic Encyclopedia]]: The Catholic bias is just the right one for an Ars Magica game. The encyclopedia is a great introduction to the many heresies, the structure of the Church, theological issues, and so on.
:[[http://faerie.monstrous.com/fairy_encyclo.htm|Faerie Encyclopedia]]: An encyclopedia of the faerie folk. While most entries are brief, this is a good source for ideas for Faerie or Magical creatures.

=Offline Biblography

These sources are unfortunately not available online. However, a visit to your local library or a few purchases can bring you in touch with them.
]]></text>
				</version>
			</history>
		</page>
		<page node="1620">
			<name>bind_wound</name>
			<title>Bind Wound</title>
			<keywords>spell, CrCo 10, Touch, Sun, Ind, ArM5</keywords>
			<description>Bind Wound spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474637</unix>
						<iso>2010-06-25 16:03:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bind Wound''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1621">
			<name>binding_the_hermetic_codex</name>
			<title>Binding the Hermetic Codex</title>
			<keywords>spell, ReAn 20, Touch, Mom, Group, Covenants</keywords>
			<description>Binding the Hermetic Codex spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474638</unix>
						<iso>2010-06-25 16:03:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Binding the Hermetic Codex''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Covenants]], p. 97.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1622">
			<name>binding_the_immortal_memory</name>
			<title>Binding the Immortal Memory</title>
			<keywords>spell, CrMe Gen, Per, Mom, Ind, TMRE</keywords>
			<description>Binding the Immortal Memory spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474638</unix>
						<iso>2010-06-25 16:03:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Binding the Immortal Memory''' is a [[Canon|canonical]] CrMe Gen [[Spell|spell]] introduced in [[TMRE]], p. 133.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1623">
			<name>binding_the_mundane_codex</name>
			<title>Binding the Mundane Codex</title>
			<keywords>spell, ReAn 5, Touch, Mom, Group, Covenants</keywords>
			<description>Binding the Mundane Codex spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474638</unix>
						<iso>2010-06-25 16:03:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Binding the Mundane Codex''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[Covenants]], p. 97.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1624">
			<name>bitter_taste_of_betrayal</name>
			<title>Bitter Taste of Betrayal</title>
			<keywords>spell, InVi 15, Per, Sun, Taste, HoHTL</keywords>
			<description>Bitter Taste of Betrayal spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474639</unix>
						<iso>2010-06-25 16:03:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bitter Taste of Betrayal''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[HoHTL]], p. 75.

'''R''': Per, '''D''': Sun, '''T''': Taste
]]></text>
				</version>
			</history>
		</page>
		<page node="1625">
			<name>black_anne's_kiss</name>
			<title>Black Anne's Kiss</title>
			<keywords>spell, PeCo 10, Touch, Mom, Unborn, AM</keywords>
			<description>Black Anne's Kiss spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474639</unix>
						<iso>2010-06-25 16:03:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Black Anne's Kiss''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[AM]], p. 56.

'''R''': Touch, '''D''': Mom, '''T''': Unborn
]]></text>
				</version>
			</history>
		</page>
		<page node="1626">
			<name>black_anne's_ointment</name>
			<title>Black Anne's Ointment</title>
			<keywords>spell, PeCo 10, Touch, Mom, Unborn, AM</keywords>
			<description>Black Anne's Ointment spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474639</unix>
						<iso>2010-06-25 16:03:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Black Anne's Ointment''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[AM]], p. 56.

'''R''': Touch, '''D''': Mom, '''T''': Unborn
]]></text>
				</version>
			</history>
		</page>
		<page node="1627">
			<name>black_whisper</name>
			<title>Black Whisper</title>
			<keywords>spell, PeMe 40, Touch, Moon, Ind, ArM5</keywords>
			<description>Black Whisper spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474639</unix>
						<iso>2010-06-25 16:03:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Black Whisper''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 151.

'''R''': Touch, '''D''': Moon, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1628">
			<name>blade_of_the_virulent_flame</name>
			<title>Blade Of The Virulent Flame</title>
			<keywords>spell, CrIg 15, Touch, Diam, Ind, ArM5</keywords>
			<description>Blade Of The Virulent Flame spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474640</unix>
						<iso>2010-06-25 16:04:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Blade Of The Virulent Flame''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 140.

'''R''': Touch, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1629">
			<name>blessing_of_childlike_bliss</name>
			<title>Blessing Of Childlike Bliss</title>
			<keywords>spell, PeMe 25, Eye, Sun, Ind, ArM5</keywords>
			<description>Blessing Of Childlike Bliss spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474640</unix>
						<iso>2010-06-25 16:04:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Blessing Of Childlike Bliss''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 151.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1630">
			<name>blunt_the_viper's_fangs</name>
			<title>Blunt The Viper's Fangs</title>
			<keywords>spell, PeAn 15, Voice, Mom, Ind, ArM5</keywords>
			<description>Blunt The Viper's Fangs spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474640</unix>
						<iso>2010-06-25 16:04:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Blunt The Viper's Fangs''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 119.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1631">
			<name>books_that_scream_in_pain</name>
			<title>Books That Scream In Pain</title>
			<keywords>spell, InAn 25, Touch, Mom, Ind, Covenants</keywords>
			<description>Books That Scream In Pain spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474641</unix>
						<iso>2010-06-25 16:04:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Books That Scream In Pain''' is a [[Canon|canonical]] [[Intellego|In]][[Animal|An]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[Covenants]], p. 100.

'''R''': Touch, '''D''': Mom, '''T''': Ind
'''Req''': [[Herbam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1632">
			<name>bountiful_boundary's_splendid_aura</name>
			<title>Bountiful Boundary's Splendid Aura</title>
			<keywords>spell, CrVi 85, Touch, Mom, Bound, ritual, TMRE</keywords>
			<description>Bountiful Boundary's Splendid Aura spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474641</unix>
						<iso>2010-06-25 16:04:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bountiful Boundary's Splendid Aura''' is a [[Canon|canonical]] [[Creo|Cr]][[Vim|Vi]] [[Spell level|level]] 85 [[Spell|spell]] introduced in [[TMRE]], p. 100.

'''R''': Touch, '''D''': Mom, '''T''': Bound, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1633">
			<name>break_the_body,_bend_the_will,_one_can_injure,_one_can_kill</name>
			<title>Break the Body, Bend the Will, One Can Injure, One Can Kill</title>
			<keywords>spell, IncCon 30, Sight, Mom, Ind, RoPI</keywords>
			<description>Break the Body, Bend the Will, One Can Injure, One Can Kill spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474641</unix>
						<iso>2010-06-25 16:04:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Break the Body, Bend the Will, One Can Injure, One Can Kill''' is a [[Canon|canonical]] IncCon 30 [[Spell|spell]] introduced in [[RoPI]], p. 106.

'''R''': Sight, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1634">
			<name>break_the_oncoming_wave</name>
			<title>Break The Oncoming Wave</title>
			<keywords>spell, ReAq 10, Per, Conc, Ind, ArM5</keywords>
			<description>Break The Oncoming Wave spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474641</unix>
						<iso>2010-06-25 16:04:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Break The Oncoming Wave''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Per, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1635">
			<name>breath_of_the_open_sky</name>
			<title>Breath Of The Open Sky</title>
			<keywords>spell, CrAu 40, Touch, Conc, Ind, ritual, ArM5</keywords>
			<description>Breath Of The Open Sky spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474642</unix>
						<iso>2010-06-25 16:04:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Breath Of The Open Sky''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 126.

'''R''': Touch, '''D''': Conc, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1636">
			<name>breath_of_winter</name>
			<title>Breath Of Winter</title>
			<keywords>spell, ReAq 15, Touch, Sun, Part, ArM5</keywords>
			<description>Breath Of Winter spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474642</unix>
						<iso>2010-06-25 16:04:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Breath Of Winter''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Touch, '''D''': Sun, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1637">
			<name>bridge_of_frost</name>
			<title>Bridge Of Frost</title>
			<keywords>spell, ReAq 30, Voice, Sun, Part, ArM5</keywords>
			<description>Bridge Of Frost spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474642</unix>
						<iso>2010-06-25 16:04:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bridge Of Frost''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Voice, '''D''': Sun, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1638">
			<name>bridge_of_wood</name>
			<title>Bridge Of Wood</title>
			<keywords>spell, CrHe 20, Touch, Sun, Ind, ArM5</keywords>
			<description>Bridge Of Wood spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474643</unix>
						<iso>2010-06-25 16:04:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bridge Of Wood''' is a [[Canon|canonical]] [[Creo|Cr]][[Herbam|He]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 135.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1639">
			<name>brilliance_of_the_eagle's_plumage</name>
			<title>Brilliance of the Eagle's Plumage</title>
			<keywords>spell, CrIg 30, Per, Conc, Spec, HoHMC</keywords>
			<description>Brilliance of the Eagle's Plumage spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474643</unix>
						<iso>2010-06-25 16:04:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Brilliance of the Eagle's Plumage''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[HoHMC]], p. 29.

'''R''': Per, '''D''': Conc, '''T''': Spec
]]></text>
				</version>
			</history>
		</page>
		<page node="164">
			<name>potent_magic</name>
			<title>Potent Magic</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205848243</unix>
						<iso>2008-03-18 14:50:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Virtue]] allowing the application of bonuses to magic within a narrow field, based on harnessing the power of [[Shape and Material Bonus|S&M bonuses]], and using physical casting aids.

===References
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205848296</unix>
						<iso>2008-03-18 14:51:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>referecnces</comment>
					<text><![CDATA[
A [[Virtue]] allowing the application of bonuses to magic within a narrow field, based on harnessing the power of [[Shape and Material Bonus|S&M bonuses]], and using physical casting aids.

===References

* [[HoHMC]] 6, [[TMRE]] 31-32.
]]></text>
				</version>
			</history>
		</page>
		<page node="1640">
			<name>broom_of_the_winds</name>
			<title>Broom Of The Winds</title>
			<keywords>spell, CrAu 15, Voice, Mom, Ind, ArM5</keywords>
			<description>Broom Of The Winds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474643</unix>
						<iso>2010-06-25 16:04:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Broom Of The Winds''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 125.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1641">
			<name>burst_of_the_sweeping_flames</name>
			<title>Burst Of The Sweeping Flames</title>
			<keywords>spell, ReIg 25, Sight, Mom, Ind, ArM5</keywords>
			<description>Burst Of The Sweeping Flames spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474643</unix>
						<iso>2010-06-25 16:04:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Burst Of The Sweeping Flames''' is a [[Canon|canonical]] [[Rego|Re]][[Ignem|Ig]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 143.

'''R''': Sight, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1642">
			<name>by_evening_ash_and_morning_dew_i_send_your_charms_away_from_you</name>
			<title>By Evening Ash and Morning Dew I Send Your Charms Away From You</title>
			<keywords>spell, IncMal 50, Voice, Sun, Ind, RoPI</keywords>
			<description>By Evening Ash and Morning Dew I Send Your Charms Away From You spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474644</unix>
						<iso>2010-06-25 16:04:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''By Evening Ash and Morning Dew I Send Your Charms Away From You''' is a [[Canon|canonical]] IncMal 50 [[Spell|spell]] introduced in [[RoPI]], p. 109.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1643">
			<name>by_his_works</name>
			<title>By His Works</title>
			<keywords>spell, CrMe 5, Per, Conc, Ind, HoHTL</keywords>
			<description>By His Works spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474644</unix>
						<iso>2010-06-25 16:04:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''By His Works''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[HoHTL]], p. 73.

'''R''': Per, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1644">
			<name>call_for_justice</name>
			<title>Call for Justice</title>
			<keywords>spell, ReVi 78, Arc, Mom, Ind, ritual, HoHTL</keywords>
			<description>Call for Justice spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474644</unix>
						<iso>2010-06-25 16:04:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Call for Justice''' is a [[Canon|canonical]] [[Rego|Re]][[Vim|Vi]] [[Spell level|level]] 78 [[Spell|spell]] introduced in [[HoHTL]], p. 76.

'''R''': Arc, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1645">
			<name>call_of_the_rushing_waters</name>
			<title>Call Of The Rushing Waters</title>
			<keywords>spell, InAq 15, Arc, Conc, Ind, ArM5</keywords>
			<description>Call Of The Rushing Waters spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474645</unix>
						<iso>2010-06-25 16:04:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Call Of The Rushing Waters''' is a [[Canon|canonical]] [[Intellego|In]][[Aquam|Aq]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 122.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1646">
			<name>call_the_fallen_eagles_from_the_mist</name>
			<title>Call the Fallen Eagles From the Mist</title>
			<keywords>spell, ReMe 65, Touch, Moon, Group, ritual, HoHTL</keywords>
			<description>Call the Fallen Eagles From the Mist spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474645</unix>
						<iso>2010-06-25 16:04:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Call the Fallen Eagles From the Mist''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 65 [[Spell|spell]] introduced in [[HoHTL]], p. 141.

'''R''': Touch, '''D''': Moon, '''T''': Group, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1647">
			<name>call_to_arms</name>
			<title>Call to Arms</title>
			<keywords>spell, ReMe 35, Arc, Event (Mom), Room, ritual, AM</keywords>
			<description>Call to Arms spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474645</unix>
						<iso>2010-06-25 16:04:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Call to Arms''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[AM]], p. 44.

'''R''': Arc, '''D''': Event (Mom), '''T''': Room, [[Ritual]]
'''Req''': [[Intellego]], [[Corpus]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1648">
			<name>calling_the_council_of_the_trees</name>
			<title>Calling The Council Of The Trees</title>
			<keywords>spell, ReHe 45, Touch, Mom, Bound, ritual, ArM5</keywords>
			<description>Calling The Council Of The Trees spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474645</unix>
						<iso>2010-06-25 16:04:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Calling The Council Of The Trees''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[ArM5]], p. 139.

'''R''': Touch, '''D''': Mom, '''T''': Bound, [[Ritual]]
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1649">
			<name>calling_the_odious_drought</name>
			<title>Calling The Odious Drought</title>
			<keywords>spell, PeAq 50, Touch, Year, Bound, ritual, ArM5</keywords>
			<description>Calling The Odious Drought spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474646</unix>
						<iso>2010-06-25 16:04:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Calling The Odious Drought''' is a [[Canon|canonical]] [[Perdo|Pe]][[Aquam|Aq]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[ArM5]], p. 123.

'''R''': Touch, '''D''': Year, '''T''': Bound, [[Ritual]]
'''Req''': [[Auram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1650">
			<name>calm_the_motion_of_the_heart</name>
			<title>Calm The Motion Of The Heart</title>
			<keywords>spell, PeMe 15, Voice, Mom, Ind, ArM5</keywords>
			<description>Calm The Motion Of The Heart spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474646</unix>
						<iso>2010-06-25 16:04:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Calm The Motion Of The Heart''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 150.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1651">
			<name>cascade_of_rocks</name>
			<title>Cascade Of Rocks</title>
			<keywords>spell, PeTe 40, Sight, Mom, Part, ArM5</keywords>
			<description>Cascade Of Rocks spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474646</unix>
						<iso>2010-06-25 16:04:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cascade Of Rocks''' is a [[Canon|canonical]] [[Perdo|Pe]][[Terram|Te]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 155.

'''R''': Sight, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1652">
			<name>cast_away_your_mortal_soul,_and_keep_it_safe_in_mortal_bowl</name>
			<title>Cast Away Your Mortal Soul, And Keep It Safe In Mortal Bowl</title>
			<keywords>spell, IncCon 50, Voice, Mom, Ind, RoPI</keywords>
			<description>Cast Away Your Mortal Soul, And Keep It Safe In Mortal Bowl spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474647</unix>
						<iso>2010-06-25 16:04:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cast Away Your Mortal Soul, And Keep It Safe In Mortal Bowl''' is a [[Canon|canonical]] IncCon 50 [[Spell|spell]] introduced in [[RoPI]], p. 106.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1653">
			<name>chamber_of_invisibility</name>
			<title>Chamber Of Invisibility</title>
			<keywords>spell, PeIm 25, Touch, Sun, Group, ArM5</keywords>
			<description>Chamber Of Invisibility spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474647</unix>
						<iso>2010-06-25 16:04:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Chamber Of Invisibility''' is a [[Canon|canonical]] [[Perdo|Pe]][[Imaginem|Im]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Touch, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1654">
			<name>chamber_of_spring_breezes</name>
			<title>Chamber Of Spring Breezes</title>
			<keywords>spell, CrAu 5, Touch, Sun, Ind, ArM5</keywords>
			<description>Chamber Of Spring Breezes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474647</unix>
						<iso>2010-06-25 16:04:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Chamber Of Spring Breezes''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 125.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1655">
			<name>chamber_of_summer_breezes</name>
			<title>Chamber of Summer Breezes</title>
			<keywords>spell, CrAu 10, Touch, Sun, Ind, Covenants</keywords>
			<description>Chamber of Summer Breezes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474647</unix>
						<iso>2010-06-25 16:04:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Chamber of Summer Breezes''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[Covenants]], p. 100.

'''R''': Touch, '''D''': Sun, '''T''': Ind
'''Req''': [[Ignem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1656">
			<name>champion's_strength</name>
			<title>Champion's Strength</title>
			<keywords>spell, CrAn 40, Touch, Mom, Ind, ritual, Broken</keywords>
			<description>Champion's Strength spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474648</unix>
						<iso>2010-06-25 16:04:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Champion's Strength''' is a [[Canon|canonical]] [[Creo|Cr]][[Animal|An]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 61.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1657">
			<name>change_size</name>
			<title>Change Size</title>
			<keywords>spell, MuTe 10, Per, Sun, Ind, GotF</keywords>
			<description>Change Size spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474648</unix>
						<iso>2010-06-25 16:04:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Change Size''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[GotF]], p. 96.

'''R''': Per, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1658">
			<name>chaos_of_the_angry_waves</name>
			<title>Chaos Of The Angry Waves</title>
			<keywords>spell, ReAq 30, Voice, Conc, Part, ArM5</keywords>
			<description>Chaos Of The Angry Waves spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474648</unix>
						<iso>2010-06-25 16:04:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Chaos Of The Angry Waves''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Voice, '''D''': Conc, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1659">
			<name>charge_of_the_angry_winds</name>
			<title>Charge Of The Angry Winds</title>
			<keywords>spell, CrAu 15, Voice, Conc, Ind, ArM5</keywords>
			<description>Charge Of The Angry Winds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474649</unix>
						<iso>2010-06-25 16:04:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Charge Of The Angry Winds''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 125.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="166">
			<name>shape_and_material_bonus</name>
			<title>shape and material bonus</title>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205847662</unix>
						<iso>2008-03-18 14:41:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *Shape and Material Bonus* is a bonus represnting the magical resonance between the shape or material being used and its intended magical function. S&M bonuses are applied in the manufacture of [[Enchanted Items]], and in [[Talisman]] attunement.

S&M bonuses can be utilized through various other non-core means.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205848008</unix>
						<iso>2008-03-18 14:46:48</iso>
					</timestamp>
					<author>Yair</author>
					<comment>references</comment>
					<text><![CDATA[
A *Shape and Material Bonus* is a bonus represnting the magical resonance between the shape or material being used and its intended magical function. S&M bonuses are applied in the manufacture of [[Enchanted Items]], and in [[Talisman]] attunement.

S&M bonuses can be utilized through various other non-core means.

===References

* The core table is on [[ArM5]] [[??]].
* Further bonuses can be found in [[GotF]] 33 (trees), [[HoHMC]] 137, [[HoHTL]] 139.
* See also [[Vulgar Alchemy]].
* You can download a S&M list [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyBonus.pdf|by Bonus]] or [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf|by Shape & MAterial]], courtesy of [[Atlas Games]] and [[Erik Tyrell]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205848413</unix>
						<iso>2008-03-18 14:53:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>tMRE</comment>
					<text><![CDATA[
A *Shape and Material Bonus* is a bonus represnting the magical resonance between the shape or material being used and its intended magical function. S&M bonuses are applied in the manufacture of [[Enchanted Items]], and in [[Talisman]] attunement.

S&M bonuses can be utilized through various other non-core means.

===References

* The core table is on [[ArM5]] [[??]].
* Further bonuses can be found in [[GotF]] 33 (trees), [[HoHMC]] 137, [[HoHTL]] 139, [[TMRE]] 33, 52, 92, [[TMRE]] 33, 52, 92.
* See also [[Vulgar Alchemy]].
* You can download a S&M list [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyBonus.pdf|by Bonus]] or [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf|by Shape & MAterial]], courtesy of [[Atlas Games]]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205873551</unix>
						<iso>2008-03-18 21:52:31</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A *Shape and Material Bonus* is a bonus represnting the magical resonance between the shape or material being used and its intended magical function. S&M bonuses are applied in the manufacture of [[Enchanted Items]], and in [[Talisman]] attunement.

S&M bonuses can be utilized through various other non-core means.

===References

* The core table is on [[ArM5]] 110 Further bonuses can be found in [[GotF]] 33 (trees), [[HoHMC]] 137, [[HoHTL]] 139, [[TMRE]] 33, 52, 92.
* See also [[Vulgar Alchemy]].
* You can download a S&M list [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyBonus.pdf|by Bonus]] or [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf|by Shape & MAterial]], courtesy of [[Atlas Games]] and [[Erik Tyrell]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1233222040</unix>
						<iso>2009-01-29 10:40:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>new ones</comment>
					<text><![CDATA[
A *Shape and Material Bonus* is a bonus represnting the magical resonance between the shape or material being used and its intended magical function. S&M bonuses are applied in the manufacture of [[Enchanted Items]], and in [[Talisman]] attunement.

S&M bonuses can be utilized through various other non-core means. These include the [[Potent Magic]] virtue.

It is well-established in canon that the core [[ArM5]] list is not exhaustive, as it is augmented by various S&M provided in the supplements. It stands to reason that these lists are not exhaustive either, so the [[Storyguide|storyguide]] should feel free to invent and introduce his own S&M to the game. 

It is possible, however, that certain S&M bonuses are known only to some magi. This is particularly relevant for those materials not prevalent throughout Mythic Europe (such as local types of trees) or simply rare ones (such as a dragon's egg). Counterintuitive correspondences might also fall under this category. The extent to which magi are aware of specific S&M correspondences is up to the [[Troupe|troupe]] to decide.

It is usually assumed that all magi know the correspondences listed in [[ArM5]], and probably all other official correspondences. Certain troupes allow the player to come up with other S&M bonuses and apply them on-the-spot, while others do not allow such at all or only allow the development of new S&M bonuses through [[Vulgar Alchemy]]. 

hese include the [[Potent Magic]] virtue.

It is well-established in canon that the core [[ArM5]] list is not exhaustive, as it is augmented by various S&M provided in the supplements. It stands to reason that these lists are not exhaustive either, so the [[Storyguide|storyguide]] should feel free to invent and introduce his own S&M to the game. 

It is possible, however, that certain S&M bonuses are known only to some magi. This
]]></text>
				</version>
			</history>
		</page>
		<page node="1660">
			<name>charm_against_putrefaction</name>
			<title>Charm Against Putrefaction</title>
			<keywords>spell, CrCo 10, Touch, Moon, Ind, ArM5</keywords>
			<description>Charm Against Putrefaction spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474649</unix>
						<iso>2010-06-25 16:04:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Charm Against Putrefaction''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Touch, '''D''': Moon, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1661">
			<name>cheating_the_reaper</name>
			<title>Cheating The Reaper</title>
			<keywords>spell, CrCo 30, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Cheating The Reaper spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474649</unix>
						<iso>2010-06-25 16:04:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cheating The Reaper''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1662">
			<name>circle_of_beast_warding</name>
			<title>Circle Of Beast Warding</title>
			<keywords>spell, ReAn 5, Touch, Ring, Circle, ArM5</keywords>
			<description>Circle Of Beast Warding spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474649</unix>
						<iso>2010-06-25 16:04:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Circle Of Beast Warding''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 120.

'''R''': Touch, '''D''': Ring, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="1663">
			<name>circle_of_clairty</name>
			<title>Circle of Clairty</title>
			<keywords>spell, PeVi Gen, Touch, Mom, Circle, HoHTL</keywords>
			<description>Circle of Clairty spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474650</unix>
						<iso>2010-06-25 16:04:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Circle of Clairty''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[HoHTL]], p. 75.

'''R''': Touch, '''D''': Mom, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="1664">
			<name>circle_of_encompassing_flames</name>
			<title>Circle Of Encompassing Flames</title>
			<keywords>spell, CrIg 35, Voice, Conc, Ind, ArM5</keywords>
			<description>Circle Of Encompassing Flames spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474650</unix>
						<iso>2010-06-25 16:04:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Circle Of Encompassing Flames''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 140.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1665">
			<name>circling_winds_of_protection</name>
			<title>Circling Winds Of Protection</title>
			<keywords>spell, CrAu 15, Touch, Conc, Ind, ArM5</keywords>
			<description>Circling Winds Of Protection spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474650</unix>
						<iso>2010-06-25 16:04:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Circling Winds Of Protection''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 125.

'''R''': Touch, '''D''': Conc, '''T''': Ind
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1666">
			<name>circular_ward_against_demons</name>
			<title>Circular Ward Against Demons</title>
			<keywords>spell, ReVi Gen, Touch, Ring, Circle, ArM5</keywords>
			<description>Circular Ward Against Demons spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474651</unix>
						<iso>2010-06-25 16:04:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Circular Ward Against Demons''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 162.

'''R''': Touch, '''D''': Ring, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="1667">
			<name>clarion_call_of_the_war_horse</name>
			<title>Clarion Call of the War Horse</title>
			<keywords>spell, MuMe 15, Per, Diam, Sound, HoHMC</keywords>
			<description>Clarion Call of the War Horse spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474651</unix>
						<iso>2010-06-25 16:04:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clarion Call of the War Horse''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[HoHMC]], p. 29.

'''R''': Per, '''D''': Diam, '''T''': Sound
]]></text>
				</version>
			</history>
		</page>
		<page node="1668">
			<name>cleanse_the_verminous_vis</name>
			<title>Cleanse the Verminous Vis</title>
			<keywords>spell, ReVi 15, Touch, Mom, Ind, RoPI</keywords>
			<description>Cleanse the Verminous Vis spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474651</unix>
						<iso>2010-06-25 16:04:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cleanse the Verminous Vis''' is a [[Canon|canonical]] [[Rego|Re]][[Vim|Vi]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[RoPI]], p. 122.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1669">
			<name>clear_breath_of_the_consumate_liar</name>
			<title>Clear Breath of the Consumate Liar</title>
			<keywords>spell, MuVi 20, Per, Conc, Ind, GotF</keywords>
			<description>Clear Breath of the Consumate Liar spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474652</unix>
						<iso>2010-06-25 16:04:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clear Breath of the Consumate Liar''' is a [[Canon|canonical]] [[Muto|Mu]][[Vim|Vi]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[GotF]], p. 73.

'''R''': Per, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="167">
			<name>spell</name>
			<title>Spell</title>
			<language>en</language>
			<history size="11">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205850135</unix>
						<iso>2008-03-18 15:22:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]] and utilizes [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be found in Hermetic libraries.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205934812</unix>
						<iso>2008-03-19 14:53:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spell description links</comment>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]], employ [[Forceless Casting]], or utilize [[less Casting]], or utilize [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be

===Spell Descriptions

* Many spells are described in [[ArM5]] [[??]], forming the core spells of the Order.
* Further [[Canon|canonic]] spells can be found in [[TMRE]] 25, 51, 116, [[HoHTL]] 72-75, 103, 140, [[HoHS]] 35-37, 63-70, 96-98,100, 129, [[HoHMC]] 36, [[GotF]] 60, 72, [[Covenants]] 41, 51, 62, 77, 79, 96-97, 99-100, 104, 122. See also [[Spell Guidelines]]. 
* The [[Canon]] also describes spells that are not accessible to most magi.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205935067</unix>
						<iso>2008-03-19 14:57:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spell-wiki link</comment>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]], employ [[Forceless Casting]], or utilize [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be found in Hermetic libraries.

===Spell Descriptions

* Many spells are described in [[ArM5]] [[??]], forming the core spells of the Order.
* Further [[Canon|canonic]] spells can be found in [[TMRE]] 25, 51, 116, [[HoHTL]] 72-75, 103, 140, [[HoHS]] 35-37, 63-70, 96-98,100, 129, [[HoHMC]] 36, [[GotF]] 60, 72, [[Covenants]] 41, 51, 62, 77, 79, 96-97, 99-100, 104, 122. See also [[Spell Guidelines]]. 
* The [[Canon]] also describes spells that are not accessible to most magi.
* See the [[http://arsmagica.pbwiki.com/|Net Wizar'ds Grimoire]] wiki for fan-created spells.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1206089681</unix>
						<iso>2008-03-21 09:54:41</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]], employ [[Forceless Casting]], or utilize [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be found in Hermetic libraries.

===Spell Descriptions

* Many spells are described in [[ArM5]] [[??]], forming the core spells of the Order.
* Further [[Canon|canonic]] spells can be found in [[TMRE]] 25, 51, 116, [[HoHTL]] 72-75, 103, 140, [[HoHS]] 35-37, 63-70, 96-98,100, 129, [[HoHMC]] 36, [[GotF]] 60, 72, [[Covenants]] 41, 51, 62, 77, 79, 96-97, 99-100, 104, 122. See also [[Spell Guidelines]]. 
* The [[Canon]] also describes spells that are not accessible to most magi. These include [[Mutantum Magic|Mutantum]] spells ([[HoHTL]] 101-103). These include [[Mutantum Magic|Mutantum]] spells ([[HoHTL]] 101-103).
* See the [[http://arsm
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1206438585</unix>
						<iso>2008-03-25 10:49:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>TL spells</comment>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]], employ [[Forceless Casting]], or utilize [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be found in Hermetic libraries.

===Spell Descriptions

* Many spells are described in [[ArM5]] [[??]], forming the core spells of the Order.
* Further [[Canon|canonic]] spells can be found in [[TMRE]] 25, 51, 116, [[HoHTL]] 72-75, 103, 139-141-141, [[HoHS]] 35-37, 63-70, 96-98,100, 129, [[HoHMC]] 36, [[GotF]] 60, 72, [[Covenants]] 41, 51, 62, 77, 79, 96-97, 99-100, 104, 122. See also [[Spell Guidelines]]. 
* The [[Canon]] also describes spells that are not accessible to most magi. These include [[Mutantum Magic|Mutantum]] spells ([[HoHTL]] 101-103).
* See the [[http://arsmagica.pbwiki.com/|Net Wizar'ds Grimoire]] wiki for fan-created spe
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1208118973</unix>
						<iso>2008-04-13 22:36:13</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]], employ [[Forceless Casting]], or utilize [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be found in Hermetic libraries.

===Spell Descriptions

* Many spells are described in [[ArM5]] [[??]], forming the core spells of the Order.
* Further [[Canon|canonic]] spells can be found in [[TMRE]] 25, 51, 116, [[HoHTL]] 72-75, 103, 139-141, [[HoHS]] 35-37, 63-70, 96-98,100, 129, [[HoHMC]] 36, 90 90 [[GotF]] 60, 72, [[Covenants]] 41, 51, 62, 77, 79, 96-97, 99-100, 104, 122. See also [[Spell Guidelines]]. 
* The [[Canon]] also describes spells that are not accessible to most magi. These include [[Mutantum Magic|Mutantum]] spells ([[HoHTL]] 101-103).
* See the [[http://arsmagica.pbwiki.com/|Net Wizar'ds Grimoire]] wiki for fan-created spel
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1209745534</unix>
						<iso>2008-05-02 18:25:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page reference correction</comment>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]], employ [[Forceless Casting]], or utilize [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be found in Hermetic libraries.

===Spell Descriptions

* Many spells are described in [[ArM5]] [[??]], forming the core spells of the Order.
* Further [[Canon|canonic]] spells can be found in [[TMRE]] 25, 51, 116, [[HoHTL]] 72-75, 103, 139-141, [[HoHS]] 34-37, 63-70, 96-98,100, 129, [[HoHMC]] 36, 90 [[GotF]] 60, 72, [[Covenants]] 41, 51, 62, 77, 79, 96-97, 99-100, 104, 122. See also [[Spell Guidelines]]. 
* The [[Canon]] also describes spells that are not accessible to most magi. These include [[Mutantum Magic|Mutantum]] spells ([[HoHTL]] 101-103).
* See the [[http://arsmagica.pbwiki.com/|Net Wizar'ds Grimoire]] wiki for fan-created spells.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1209745560</unix>
						<iso>2008-05-02 18:26:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page reference correction</comment>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]], employ [[Forceless Casting]], or utilize [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be found in Hermetic libraries.

===Spell Descriptions

* Many spells are described in [[ArM5]] [[??]], forming the core spells of the Order.
* Further [[Canon|canonic]] spells can be found in [[TMRE]] 25, 51, 116, [[HoHTL]] 72-75, 103, 139-141, [[HoHS]] 34-38, 63-70, 96-98,100, 129, [[HoHMC]] 36, 90 [[GotF]] 60, 72, [[Covenants]] 41, 51, 62, 77, 79, 96-97, 99-100, 104, 122. See also [[Spell Guidelines]]. 
* The [[Canon]] also describes spells that are not accessible to most magi. These include [[Mutantum Magic|Mutantum]] spells ([[HoHTL]] 101-103).
* See the [[http://arsmagica.pbwiki.com/|Net Wizar'ds Grimoire]] wiki for fan-created spells.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1210450885</unix>
						<iso>2008-05-10 22:21:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>correction HoHS</comment>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]], employ [[Forceless Casting]], or utilize [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be found in Hermetic libraries.

===Spell Descriptions

* Many spells are described in [[ArM5]] [[??]], forming the core spells of the Order.
* Further [[Canon|canonic]] spells can be found in [[TMRE]] 25, 51, 116, [[HoHTL]] 72-75, 103, 139-141, [[HoHS]] 34-38, 63-70, 96-, 129, [[HoHMC]] 36, 90 [[GotF]] 60, 72, [[Covenants]] 41, 51, 62, 77, 79, 96-97, 99-100, 104, 122. See also [[Spell Guidelines]]. 
* The [[Canon]] also describes spells that are not accessible to most magi. These include [[Mutantum Magic|Mutantum]] spells ([[HoHTL]] 101-103).
* See the [[http://arsmagica.pbwiki.com/|Net Wizar'ds Grimoire]] wiki for fan-created spells.
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1221426182</unix>
						<iso>2008-09-14 23:03:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>tiny correction</comment>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]], employ [[Forceless Casting]], or utilize [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be found in Hermetic libraries.

===Spell Descriptions

* Many spells are described in [[ArM5]] [[??]], forming the core spells of the Order.
* Further [[Canon|canonic]] spells can be found in [[TMRE]] 26-27-27, 51, 116, [[HoHTL]] 72-75, 103, 139-141, [[HoHS]] 34-38, 63-70, 96-100, 129, [[HoHMC]] 36, 90 [[GotF]] 60, 72, [[Covenants]] 41, 51, 62, 77, 79, 96-97, 99-100, 104, 122. See also [[Spell Guidelines]]. 
* The [[Canon]] also describes spells that are not accessible to most magi. These include [[Mutantum Magic|Mutantum]] spells ([[HoHTL]] 101-103).
* See the [[http://arsmagica.pbwiki.com/|Net Wizar'ds Grimoire]] wiki for fan-created spel
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1221426243</unix>
						<iso>2008-09-14 23:04:03</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
[[Hermetic Magic]] allows for the casting of spells in several ways. A magus may cast a [[Ritual Spell]] in a generally fixed manner. The magus may make use of [[Arcane Connection|Arcane Connections]] and [[Symapthetic Connection|Sympathetic Connections]], employ [[Forceless Casting]], or utilize [[Raw Vis]] during the casting. He may [[Spell Mastery|Master]] the spell to enjoy further benefits, and this is highly advisable as botching a casting while using raw vis can be disasterous.

He may also cast a [[Formulaic Spell]] using the similar options. Formulaic spells may also be [[Fast Cast]] or [[Multiple Cast]] if he has [[Spell Mastery|Mastered]] the spell, and the caster may choose to vary his voice and gestures.

In casting a [[Spontanous Spell]] the caster cannot use [[Spell Mastery]]. He may choose to cast the spell with or without expanding [[Fatigue]]. He may also employ [[Ceremonial Casting]].

A magus can also cast a spell from a [[Casting Tablet]].

Magi can invent spells in the laboratory. They can also reinvent spells following others' notes in [[Laboratory Text|Lab Texts]], or following instructions through [[Teaching]].

For a full list of [[Canon|canonic]] spells, see the [[Spell Index]].

For a full list of [[Canon|canonic]] spells, see the [[Spell Index]].

===Non-Standard Spells

Only a magus versed in [[Faerie Magic]] can cast spells using this [[Outer Mystery]]; as a result, many [[Merinita]] spells are inaccessible to their brethern in other Hosues, even though they are often present in Hermetic libraries.

Any magus can cast a [[Potent Spell]] or a [[Theurgic Invocation]], so such spells are often found in Hermetic libraries. However, only magi with [[Potent Magic]] or [[Hermetic Theurgy]] may invent them.

Spells can acquire side-effects through [[Arcane Experimentation]]. If these changes are useful or interesting, spells with such peculiarities - often not quite fitting into Magic Theory or the [[Spell Guidelines]] - would be preserved, so such spells too can be found in Hermetic libraries.

===Spell Descriptions

* Many spells are described in [[ArM5]] [[??]], forming the core spells of the Order.
* Further [[Canon|canonic]] spells can be found in [[TMRE]] 26-27, 51, 116, [[HoHTL]] 72-75, 103, 139-141, [[HoHS]] 34-38, 63-70, 96-100, 129, [[HoHMC]] 36, 90 [[GotF]] 60, 72, [[Covenants]] 41, 51, 62, 77, 79, 96-97, 99-100, 104, 122. See also [[Spell Guidelines]]. 
* The [[Canon]] also describes spells that are not accessible to most magi. These include [[Mutantum Magic|Mutantum]] spells ([[HoHTL]] 101-103).
* See the [[http://ars
]]></text>
				</version>
			</history>
		</page>
		<page node="1670">
			<name>clear_sight_of_the_naiad</name>
			<title>Clear Sight Of The Naiad</title>
			<keywords>spell, InAq 5, Per, Mom, Vision, ArM5</keywords>
			<description>Clear Sight Of The Naiad spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474652</unix>
						<iso>2010-06-25 16:04:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clear Sight Of The Naiad''' is a [[Canon|canonical]] [[Intellego|In]][[Aquam|Aq]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 122.

'''R''': Per, '''D''': Mom, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1671">
			<name>clenching_grasp_of_the_crushed_heart</name>
			<title>Clenching Grasp Of The Crushed Heart</title>
			<keywords>spell, PeCo 40, Voice, Mom, Ind, ArM5</keywords>
			<description>Clenching Grasp Of The Crushed Heart spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474652</unix>
						<iso>2010-06-25 16:04:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clenching Grasp Of The Crushed Heart''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 133.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1672">
			<name>cloak_of_black_feathers</name>
			<title>Cloak Of Black Feathers</title>
			<keywords>spell, MuCo 30, Per, Sun, Ind, ArM5</keywords>
			<description>Cloak Of Black Feathers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474652</unix>
						<iso>2010-06-25 16:04:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cloak Of Black Feathers''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Per, '''D''': Sun, '''T''': Ind
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1673">
			<name>cloak_of_mist</name>
			<title>Cloak Of Mist</title>
			<keywords>spell, MuCo 40, Per, Sun, Ind, ArM5</keywords>
			<description>Cloak Of Mist spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474653</unix>
						<iso>2010-06-25 16:04:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cloak Of Mist''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Per, '''D''': Sun, '''T''': Ind
'''Req''': [[Auram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1674">
			<name>cloak_of_the_duck's_feathers</name>
			<title>Cloak Of The Duck's Feathers</title>
			<keywords>spell, ReAq 5, Touch, Sun, Ind, ArM5</keywords>
			<description>Cloak Of The Duck's Feathers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474653</unix>
						<iso>2010-06-25 16:04:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cloak Of The Duck's Feathers''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1675">
			<name>closed_mouth_of_the_nightwalker</name>
			<title>Closed Mouth of the Nightwalker</title>
			<keywords>spell, PeMe 40, Per, Sun, Spectacle, HoHMC</keywords>
			<description>Closed Mouth of the Nightwalker spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474653</unix>
						<iso>2010-06-25 16:04:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Closed Mouth of the Nightwalker''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[HoHMC]], p. 29.

'''R''': Per, '''D''': Sun, '''T''': Spectacle
]]></text>
				</version>
			</history>
		</page>
		<page node="1676">
			<name>closed_privacy_of_the_enchanted_regio</name>
			<title>Closed Privacy of the Enchanted Regio</title>
			<keywords>spell, MuVi 65, Touch, Mom, Bound, ritual, TMRE</keywords>
			<description>Closed Privacy of the Enchanted Regio spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474654</unix>
						<iso>2010-06-25 16:04:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Closed Privacy of the Enchanted Regio''' is a [[Canon|canonical]] [[Muto|Mu]][[Vim|Vi]] [[Spell level|level]] 65 [[Spell|spell]] introduced in [[TMRE]], p. 100.

'''R''': Touch, '''D''': Mom, '''T''': Bound, [[Ritual]]
'''Req''': [[Perdo]], [[Terram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1677">
			<name>closing_the_earth's_gate</name>
			<title>Closing The Earth's Gate</title>
			<keywords>spell, PeAq 25, Touch, Mom, Ind, ArM5</keywords>
			<description>Closing The Earth's Gate spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474654</unix>
						<iso>2010-06-25 16:04:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Closing The Earth's Gate''' is a [[Canon|canonical]] [[Perdo|Pe]][[Aquam|Aq]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 123.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1678">
			<name>clouds_of_rain_and_thunder</name>
			<title>Clouds Of Rain And Thunder</title>
			<keywords>spell, CrAu 25, Sight, Conc, Group, ArM5</keywords>
			<description>Clouds Of Rain And Thunder spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474654</unix>
						<iso>2010-06-25 16:04:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clouds Of Rain And Thunder''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 126.

'''R''': Sight, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1679">
			<name>clouds_of_summer_snow</name>
			<title>Clouds Of Summer Snow</title>
			<keywords>spell, CrAu 25, Sight, Conc, Group, ArM5</keywords>
			<description>Clouds Of Summer Snow spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474654</unix>
						<iso>2010-06-25 16:04:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clouds Of Summer Snow''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 126.

'''R''': Sight, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="168">
			<name>tattoo</name>
			<title>Tattoo</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205848641</unix>
						<iso>2008-03-18 14:57:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>d</comment>
					<text><![CDATA[
[[House Criamon|Criamon]] [[Magus|magi]] often adorn their bodies with tattoos, and enchant them. 

Rules for enchanting tattos are on [[HoHMC]] 51.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207515473</unix>
						<iso>2008-04-06 22:57:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor edit</comment>
					<text><![CDATA[
[[House Criamon|Criamon]] [[Magus|magi]] often adorn their bodies with tattoos, and enchant them. 

Rules for enchanting tattos are on [[HoHMC]] 51, along with notes on tattoos in [[Mythic Europe]],
]]></text>
				</version>
			</history>
		</page>
		<page node="1680">
			<name>clouds_of_thunderous_might</name>
			<title>Clouds Of Thunderous Might</title>
			<keywords>spell, ReAu 30, Sight, Conc, Group, ArM5</keywords>
			<description>Clouds Of Thunderous Might spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474655</unix>
						<iso>2010-06-25 16:04:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Clouds Of Thunderous Might''' is a [[Canon|canonical]] [[Rego|Re]][[Auram|Au]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 128.

'''R''': Sight, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1681">
			<name>coat_of_flame</name>
			<title>Coat Of Flame</title>
			<keywords>spell, CrIg 25, Voice, Diam, Ind, ArM5</keywords>
			<description>Coat Of Flame spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474655</unix>
						<iso>2010-06-25 16:04:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Coat Of Flame''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 140.

'''R''': Voice, '''D''': Diam, '''T''': Ind
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1682">
			<name>coerce_the_spirit_of_(form)</name>
			<title>Coerce the Spirit of (Form)</title>
			<keywords>spell, ReAu 20, Voice, Conc, Ind, TMRE</keywords>
			<description>Coerce the Spirit of (Form) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474655</unix>
						<iso>2010-06-25 16:04:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Coerce the Spirit of (Form)''' is a [[Canon|canonical]] [[Rego|Re]][[Auram|Au]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[TMRE]], p. 28.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1683">
			<name>coerce_the_spirits_of_the_night</name>
			<title>Coerce The Spirits Of The Night</title>
			<keywords>spell, ReMe 20, Voice, Conc, Ind, ArM5</keywords>
			<description>Coerce The Spirits Of The Night spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474656</unix>
						<iso>2010-06-25 16:04:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Coerce The Spirits Of The Night''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 152.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1684">
			<name>coils_of_the_entangling_plants</name>
			<title>Coils Of The Entangling Plants</title>
			<keywords>spell, ReHe 20, Voice, Conc, Group, ArM5</keywords>
			<description>Coils Of The Entangling Plants spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474656</unix>
						<iso>2010-06-25 16:04:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Coils Of The Entangling Plants''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 138.

'''R''': Voice, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1685">
			<name>comfort_of_the_drenched_traveler</name>
			<title>Comfort Of The Drenched Traveler</title>
			<keywords>spell, PeAq 5, Touch, Mom, Ind, ArM5</keywords>
			<description>Comfort Of The Drenched Traveler spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474656</unix>
						<iso>2010-06-25 16:04:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Comfort Of The Drenched Traveler''' is a [[Canon|canonical]] [[Perdo|Pe]][[Aquam|Aq]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 123.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1686">
			<name>command_the_vile_spirit</name>
			<title>Command the Vile Spirit</title>
			<keywords>spell, ReVi 20, Voice, Conc, Ind, RoPI</keywords>
			<description>Command the Vile Spirit spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474656</unix>
						<iso>2010-06-25 16:04:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Command the Vile Spirit''' is a [[Canon|canonical]] [[Rego|Re]][[Vim|Vi]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[RoPI]], p. 122.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1687">
			<name>commanding_the_harnessed_beast</name>
			<title>Commanding The Harnessed Beast</title>
			<keywords>spell, ReAn 30, Touch, Sun, Ind, ArM5</keywords>
			<description>Commanding The Harnessed Beast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474657</unix>
						<iso>2010-06-25 16:04:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Commanding The Harnessed Beast''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 120.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1688">
			<name>communication_of_the_followers</name>
			<title>Communication of the Followers</title>
			<keywords>spell, CrMe 35, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Communication of the Followers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474657</unix>
						<iso>2010-06-25 16:04:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Communication of the Followers''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1689">
			<name>communication_of_the_heroes</name>
			<title>Communication of the Heroes</title>
			<keywords>spell, CrMe 60, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Communication of the Heroes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474657</unix>
						<iso>2010-06-25 16:04:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Communication of the Heroes''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="169">
			<name>praeco</name>
			<title>Praeco</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205861857</unix>
						<iso>2008-03-18 18:37:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

===References

* See [[ArM5]] 14 for the core description of the Praeco's role.
* See [[GotF]] [[??]] for the discussion of the Praeco of the Rhine Tribunal.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205861910</unix>
						<iso>2008-03-18 18:38:30</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the *Praeco*The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

===References

* See [[ArM5]] 14 for the core description of the Praeco's role.
* See [[GotF]] [[??]] for the discussion of the Praeco of the Rhine Tribunal.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205869543</unix>
						<iso>2008-03-18 20:45:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page number</comment>
					<text><![CDATA[
Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the *Praeco*. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

===References

* See [[ArM5]] 14 for the core description of the Praeco's role.
* See [[GotF]] 27 the discussion of the Praeco of the Rhine Tribunal.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205869563</unix>
						<iso>2008-03-18 20:46:03</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Imposing some semblance of order to a [[Tribunal]]al]] session requires a person to be in charge, and this role is served by the *Praeco*. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

===References

* See [[ArM5]] 14 for the core description of the Praeco's role.
* See [[GotF]] 27 for the discussion of the Praeco of the Rhine Tribu
]]></text>
				</version>
			</history>
		</page>
		<page node="1690">
			<name>conflagration_of_light</name>
			<title>Conflagration of Light</title>
			<keywords>spell, CrIg 50, Voice, Mom, Group, Broken</keywords>
			<description>Conflagration of Light spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474658</unix>
						<iso>2010-06-25 16:04:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Conflagration of Light''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 66.

'''R''': Voice, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1691">
			<name>confusion_of_the_insane_vibrations</name>
			<title>Confusion Of The Insane Vibrations</title>
			<keywords>spell, ReIm 30, Touch, Conc, Vision, ArM5</keywords>
			<description>Confusion Of The Insane Vibrations spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474658</unix>
						<iso>2010-06-25 16:04:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Confusion Of The Insane Vibrations''' is a [[Canon|canonical]] [[Rego|Re]][[Imaginem|Im]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 147.

'''R''': Touch, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1692">
			<name>confusion_of_the_numbed_will</name>
			<title>Confusion Of The Numbed Will</title>
			<keywords>spell, ReMe 15, Eye, Sun, Ind, ArM5</keywords>
			<description>Confusion Of The Numbed Will spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474658</unix>
						<iso>2010-06-25 16:04:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Confusion Of The Numbed Will''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 151.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1693">
			<name>conjunction_of_the_mystic_veils</name>
			<title>Conjunction of the Mystic Veils</title>
			<keywords>spell, ReVi 35, Arc, Mom, Ind, TMRE</keywords>
			<description>Conjunction of the Mystic Veils spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474658</unix>
						<iso>2010-06-25 16:04:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Conjunction of the Mystic Veils''' is a [[Canon|canonical]] [[Rego|Re]][[Vim|Vi]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[TMRE]], p. 101.

'''R''': Arc, '''D''': Mom, '''T''': Ind
'''Req''': [[Muto]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1694">
			<name>conjuration_of_the_indubitable_cold</name>
			<title>Conjuration Of The Indubitable Cold</title>
			<keywords>spell, PeIg 25, Voice, Mom, Part, ArM5</keywords>
			<description>Conjuration Of The Indubitable Cold spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474659</unix>
						<iso>2010-06-25 16:04:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Conjuration Of The Indubitable Cold''' is a [[Canon|canonical]] [[Perdo|Pe]][[Ignem|Ig]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Voice, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1695">
			<name>conjure_the_sturdy_vine</name>
			<title>Conjure The Sturdy Vine</title>
			<keywords>spell, CrHe 5, Voice, Sun, Ind, ArM5</keywords>
			<description>Conjure The Sturdy Vine spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474659</unix>
						<iso>2010-06-25 16:04:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Conjure The Sturdy Vine''' is a [[Canon|canonical]] [[Creo|Cr]][[Herbam|He]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 135.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1696">
			<name>conjuring_the_mystic_tower</name>
			<title>Conjuring The Mystic Tower</title>
			<keywords>spell, CrTe 35, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Conjuring The Mystic Tower spell</description>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474659</unix>
						<iso>2010-06-25 16:04:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Conjuring The Mvstic Tower''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279177492</unix>
						<iso>2010-07-15 09:04:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Conjuring The Mystic Tower''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279178179</unix>
						<iso>2010-07-15 09:16:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added notes</comment>
					<text><![CDATA[
'''Conjuring The Mystic Tower''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]

Note that this spell creates a somewhat limited, albeit impressive, structure, that is typically not sufficient to serve as a covenant by itself. A typical covenant would require either several towers or a more powerful variant of this spell - or use the tower as only part of a larger covenant.

The spell predates the magical-artisanship rules introduced in [[Houses of Hermes: Societates]], and some troupes may wish to [[house rule]] Finesse rolls for fine details and structure to preserve consistency. 

The effect on the local feudal structure of this spell should be taken into account. The casting instantly creates a magical tower, made of a single block of stone (and therefore practically impenetrable to medieval siege machines). This is likely to alarm the local nobility, at the least (see [[Covenants]] for notes on the effects of fortifications on relations with the feudal sysetm).
]]></text>
				</version>
			</history>
		</page>
		<page node="1697">
			<name>constructing_the_memory_palace</name>
			<title>Constructing the Memory Palace</title>
			<keywords>spell, CrMe 20, Touch, Mom, Ind, ritual, TMRE</keywords>
			<description>Constructing the Memory Palace spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474660</unix>
						<iso>2010-06-25 16:04:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Constructing the Memory Palace''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[TMRE]], p. 27.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1698">
			<name>converse_with_plant_and_tree</name>
			<title>Converse With Plant And Tree</title>
			<keywords>spell, InHe 25, Touch, Conc, Ind, ArM5</keywords>
			<description>Converse With Plant And Tree spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474660</unix>
						<iso>2010-06-25 16:04:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Converse With Plant And Tree''' is a [[Canon|canonical]] [[Intellego|In]][[Herbam|He]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 136.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1699">
			<name>craft_the_mechanism</name>
			<title>Craft the Mechanism</title>
			<keywords>spell, CrTe 35, Touch, Mom, Group, ritual, TMRE</keywords>
			<description>Craft the Mechanism spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474660</unix>
						<iso>2010-06-25 16:04:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Craft the Mechanism''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[TMRE]], p. 52.

'''R''': Touch, '''D''': Mom, '''T''': Group, [[Ritual]]
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="17">
			<name>faq</name>
			<title>FAQ</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Mythic Europe</tag>
				<tag>Fan Community</tag>
			</tags>
			<history size="54">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199965042</unix>
						<iso>2008-01-10 12:37:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
For now, the Frequently Asked Questions can be found at http://www.redcap.org/FAQ/FAQ.html
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230558033</unix>
						<iso>2008-12-29 14:40:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Started migrating ArM5 rules questions</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

=== Rules Status Questions
* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Products#Upcoming|What ArM5 products are planned]] for the near future?
* Can one of the authors or playtesters leak details of (upcoming product)?
* I need an official ruling on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230741800</unix>
						<iso>2008-12-31 17:43:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated links to upcoming products page</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

=== Rules Status Questions
* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* of (upcoming product)]]?
* I need an official ruling on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (ne
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230743656</unix>
						<iso>2008-12-31 18:14:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added question about 4th-5th edition differences</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions
* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an official ruling on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Editio
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230747784</unix>
						<iso>2008-12-31 19:23:04</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to official rulings</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions
* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on ling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1230748090</unix>
						<iso>2008-12-31 19:28:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added the characters and Virtue/Flaw FAQs</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions


* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]

=== Characters, Abilities, and Virtue and Flaw Questions?

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect starting experience points?
* Does the Puissant Ability Virtue affect what the character can teach and write? Does Puissant Magic Theory let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[Gift]] changed in Fifth Edition?
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1230749988</unix>
						<iso>2008-12-31 19:59:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>More links to character related FAQs</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions?

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use t [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1230757639</unix>
						<iso>2008-12-31 22:07:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Gift link; maybe needs to be changed back...</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions?

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1230911493</unix>
						<iso>2009-01-02 16:51:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added new section, working on linking in content</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions
* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?


==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the fast-casting speed roll (p. 83) for?
* Isn't there any way for a magus to create permanent magical effects?
* Is temporary, magically-created food nourishing?
* Can the damage from a Momentary [[Perdo]] effect be healed?
* Can a Momentary Perdo spell make something permanently weightless?
* What Form is electricity?
* Can a magus cast spells directly from a text?
* How does multiple casting work?
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1230985028</unix>
						<iso>2009-01-03 13:17:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to fast-casting</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast-Cast Spontaneous Spell#Initiative|fast-casting speed roll]] Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create permanent magical effects?
* Is temporary, magically-created food nourishing?
* Can the damage from a Momentary [[Perdo]] effect be healed?
* Can a Momentary Perdo spell make something permanently weightless?
* What Form is electricity?
* Can a magus cast spells directly fro
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1230988643</unix>
						<iso>2009-01-03 14:17:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>link to permanent effects</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast-Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]nent magical effects]]?
* Is temporary, magically-created food nourishing?
* Can the damage from a Momentary [[Perdo]] effect be healed?
* Can a Momentary Perdo spell make something permanently weightless?
* What Form is electricity?
* Can a magus cast spells directly from a text?
* How does
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1230989559</unix>
						<iso>2009-01-03 14:32:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Redirected link from Perdo to Momentary</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast-Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, magically-created food nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell make something permanently weightless?
* What Form is electricity?
* Can a magus cast spells directly from a text?
* How d
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1230989854</unix>
						<iso>2009-01-03 14:37:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links to Momentary weightlessness, electricity</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast-Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, magically-created food nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell make something permanently [[Momentary_Duration#Properties|weightless]]?
* What Form is [[Aruam|electricity]]?
* ]]?
* What Form is [[Aruam|electricity]]?
* Can a magus cast spells directly fr
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1231609229</unix>
						<iso>2009-01-10 18:40:29</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Revised spell / spellcasting links</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell make something permanently [[Momentary_Duration#Properties|weightless]]?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1231609669</unix>
						<iso>2009-01-10 18:47:49</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-phrased a question to make it correspond better to target text</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spe
]]></text>
				</version>
				<version number="16">
					<timestamp tz="GMT">
						<unix>1231610861</unix>
						<iso>2009-01-10 19:07:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Magic Resistance questions</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms how Magic Resistance works.
* Does Magic Resistance protect against the Divine?
* Does Magic Resistance keep out helpful spells like healing spells?
* Does Magic Resistance protect against the claws or teeth of a magical creature?
* How would magic resistance affect a sword that's enhanced by a spell?
* Does magic resistance keep out enchanted items?
* Since magic resistance keeps out magical things, doesn't it keep out illusions?
* What is the "[[Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* ''Why'' doesn't magic resistance dispel magical effects?
* Why can't non-Hermetic magicians (hedge wizards) have magic resistance similar to Parma Magica?
]]></text>
				</version>
				<version number="17">
					<timestamp tz="GMT">
						<unix>1237731798</unix>
						<iso>2009-03-22 15:23:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Linked in some Magic Resistance FAQs</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[MagicResistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance affect a sword that's enhanced by a spell?
* Does magic resistance keep out enchanted items?
* Since magic resistance keeps out magical things, doesn't it keep out illusions?
* What is the "[[Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* ''Why'' doe
]]></text>
				</version>
				<version number="18">
					<timestamp tz="GMT">
						<unix>1239403559</unix>
						<iso>2009-04-11 00:45:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed broken link</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic__Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance affect a sword that's enhanced by a spell?
* Does magic resistance keep out enchanted items?
* Since magic resistance keeps out magical things, doesn't it keep out illusions?
* What is the "[[Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* ''Why'' doesn't magic resistance dispel magical effects?
* Why can't non-Hermetic magicians (hedge wizards) have magic resistance similar to Parma Magica
]]></text>
				</version>
				<version number="19">
					<timestamp tz="GMT">
						<unix>1239574230</unix>
						<iso>2009-04-13 00:10:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added all remaining questions (not answers) from Redcap FAQ.</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* How is Ars Magica related to White Wolf's Storyteller system (World of Darkness setting) games?
* Is there a d20 conversion for Ars Magica?
* Which book(s) should I buy?
* Where can I find more information about Ars Magica?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance affect a sword that's enhanced by a spell?
* Does magic resistance keep out enchanted items?
* Since magic resistance keeps out magical things, doesn't it keep out illusions?
* What is the "[[Pink 

== Laboratory Questions

* Do lab helpers increase the amount of vis a magus can use in a season?
* Where are the rules for learning spells from a text?
* How are Verditius Runes supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Other RPGs

*  A History of Ars Magica
         1. Lion Rampant
         2. Atlas Games (old-school)
         3. White Wolf
         4. Wizards of the Coast
         5. Atlas Games (Fourth & Fifth Editions)

* Product List
]]></text>
				</version>
				<version number="20">
					<timestamp tz="GMT">
						<unix>1239574429</unix>
						<iso>2009-04-13 00:13:49</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to game history</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* How is Ars Magica related to White Wolf's Storyteller system (World of Darkness setting) games?
* Is there a d20 conversion for Ars Magica?
* Which book(s) should I buy?
* Where can I find more information about Ars Magica?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance affect a sword that's enhanced by a spell?
* Does magic resistance keep out enchanted items?
* Since magic resistance keeps out magical things, doesn't it keep out illusions?
* What is the "[[Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* ''Why'' doesn't magic resistance dispel magical effects?
* Why can't non-Hermetic magicians (hedge wizards) have magic resistance similar to Parma Magica?

== Laboratory Questions

* Do lab helpers increase the amount of vis a magus can use in a season?
* Where are the rules for learning spells from a text?
* How are Verditius Runes supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Other RPGs

*  A History of Ars Magica
         1. Lion Rampant
         2. Atlas Games (old-school)
         3. White Wolf
         4. Wizards of the Coast
         5. Atlas Games (Fourth & Fifth Editions)

* Product List
]]></text>
				</version>
				<version number="21">
					<timestamp tz="GMT">
						<unix>1239575971</unix>
						<iso>2009-04-13 00:39:31</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Expanded General section, link to White Wolf</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products# Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance affect a sword that's enhanced by a spell?
* Does magic resistance keep out enchanted items?
* Since magic resistance keeps out magical things, doesn't it keep out illusions?
* What is the "[[Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* ''Why'' doesn't magic resistance dispel magical effects?
* Why can't non-Hermetic magicians (hedge wizards) have magic resistance similar to Parma Magica?

== Laboratory Questions

* Do lab helpers increase the amount of vis a magus can use in a season?
* Where are the rules for learning spells from a text?
* How are Verditius Runes supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7.
]]></text>
				</version>
				<version number="22">
					<timestamp tz="GMT">
						<unix>1239923020</unix>
						<iso>2009-04-17 01:03:40</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Linked in the last of the Magic Resistance questions</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* ce magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* ''Why'' doesn't magic resistance dispel magical effects?
* Why can't non-Hermetic magicians (hedge wizards) have magic resistance similar to Parma Magica?

== Laboratory Questions

* Do lab helpers increase the amount of vis a magus can use in a season?
* Where are the rules for learning spells from a text?
* How are Verditius Runes supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic hi
]]></text>
				</version>
				<version number="23">
					<timestamp tz="GMT">
						<unix>1240092516</unix>
						<iso>2009-04-19 00:08:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated Pink Dot link</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDResistance Design#PinkDot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* ''Why'' doesn't magic resistance dispel magical effects?
* Why can't non-Hermetic magicians (hedge wizards) have magic resistance similar to Parma Magica?

== Laboratory Questions

* Do lab helpers increase the amount of vis a magus can use in a season?
* Where are the rules for learning spells from a text?
* How are Verditius Runes supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. F
]]></text>
				</version>
				<version number="24">
					<timestamp tz="GMT">
						<unix>1240092542</unix>
						<iso>2009-04-19 00:09:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Opps - fix to Pink Dot link</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* ''Why'' doesn't magic resistance dispel magical effects?
* Why can't non-Hermetic magicians (hedge wizards) have magic resistance similar to Parma Magica?

== Laboratory Questions

* Do lab helpers increase the amount of vis a magus can use in a season?
* Where are the rules for learning spells from a text?
* How are Verditius Runes supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9.
]]></text>
				</version>
				<version number="25">
					<timestamp tz="GMT">
						<unix>1240092630</unix>
						<iso>2009-04-19 00:10:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links to Magic Resistance design questions</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do lab helpers increase the amount of vis a magus can use in a season?
* Where are the rules for learning spells from a text?
* How are Verditius Runes supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. M
]]></text>
				</version>
				<version number="26">
					<timestamp tz="GMT">
						<unix>1240186982</unix>
						<iso>2009-04-20 02:23:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added links</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistants | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for learning spells [[Learning Spells from Text | from a text]]?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Other RPGs
]]></text>
				</version>
				<version number="27">
					<timestamp tz="GMT">
						<unix>1240189659</unix>
						<iso>2009-04-20 03:07:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link target</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant| lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for learning spells [[Learning Spells from Text | from a text]]?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Other RPGs
]]></text>
				</version>
				<version number="28">
					<timestamp tz="GMT">
						<unix>1240223850</unix>
						<iso>2009-04-20 12:37:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected wording &amp; link for casting from text</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for casting spells [[Casting Tablet t]]?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Other RPGs
]]></text>
				</version>
				<version number="29">
					<timestamp tz="GMT">
						<unix>1240223938</unix>
						<iso>2009-04-20 12:38:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Reverted previous fix</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a texttext?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "Summae: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Other
]]></text>
				</version>
				<version number="30">
					<timestamp tz="GMT">
						<unix>1241307318</unix>
						<iso>2009-05-03 01:35:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Summa question</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]a | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue penalties apply to Soak totals?
* Do Wound Penalties apply to Recovery rolls?
* Where are the rules for crossbows?
* The rules in [[Covenants]] say it takes a very long time to reload a crossbow. Are those times realistic?
* Why would anyone want to use a crossbow, when longbows are so much better?
* Where can I find house rules for crossbows and/or longbows?
* How does one calculate Attack and Defense for missile weapons?
* What are the rules for movement in combat?
* Where are the rules for making an all-out attack or defense?
* Where are the rules for combat fatigue?
* What are the rules for charging?
* What happens to a character's Initiative if he changes weapons?
* How does Initiative work for spellcasting?
* Where can I find house rules for more combat options, variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9
]]></text>
				</version>
				<version number="31">
					<timestamp tz="GMT">
						<unix>1241309998</unix>
						<iso>2009-05-03 02:19:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links for combat questions</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#Wound]] totals?
* Do Wound Penalties apply to [[Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I find [[House Rule | house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find [[House Rule | house rules]] for more [[House_Rule#Combat | combat options]], variant weapon stats, and so on?

tigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find [[House Rule | house rules]] for more [[House_Rule#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A s
]]></text>
				</version>
				<version number="32">
					<timestamp tz="GMT">
						<unix>1241311219</unix>
						<iso>2009-05-03 02:40:19</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Tweaked a couple of links</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I find [[House Rule | house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find [[House Rule | house rules]] for more [[House_Rule#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Other RPGs
]]></text>
				</version>
				<version number="33">
					<timestamp tz="GMT">
						<unix>1241356188</unix>
						<iso>2009-05-03 15:09:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Changed link for bow/crossbow house rules</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find [[House Rule | house rules]] for more [[House_Rule#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Oth
]]></text>
				</version>
				<version number="34">
					<timestamp tz="GMT">
						<unix>1241364548</unix>
						<iso>2009-05-03 17:29:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated a house rules link</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find [[House Rule | house rules]] for more [[House_Rules_Linkss_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Oth
]]></text>
				</version>
				<version number="35">
					<timestamp tz="GMT">
						<unix>1241380437</unix>
						<iso>2009-05-03 21:53:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Clarified link for combat house rules</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the Medieval Paradigm?
* What is this about Tremere and vampires?
* How do I say (something) in Latin?
* In Ars Magica, are the pagan gods Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Other RPGs
]]></text>
				</version>
				<version number="36">
					<timestamp tz="GMT">
						<unix>1241380534</unix>
						<iso>2009-05-03 21:55:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links for Mythic Europe questions</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, ]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military h
]]></text>
				</version>
				<version number="37">
					<timestamp tz="GMT">
						<unix>1241382260</unix>
						<iso>2009-05-03 22:24:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected link</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo ImÃ¡ginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
    * Second to Third
    * Third to Fourth

* Suggested reading
   1. Introductory histories
   2. Regional histories
   3. Intellectual histories
   4. Social and economic histories
   5. History of magic
   6. Military histories
   7. Medieval literature
   8. Fiction
   9. Othe
]]></text>
				</version>
				<version number="38">
					<timestamp tz="GMT">
						<unix>1241385437</unix>
						<iso>2009-05-03 23:17:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed formatting of nested lists</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?

= Fan Community Questions

* "Can I write an entry for this FAQ?"
* "How many people make up the Ars Magica community?"
* "How can I find a troupe to join?
* "Can I write a supplement for Ars Magica?"
* Who is in charge of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo Imaginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
** Second to Third
** Third to Fourth

* Suggested reading
# Introductory histories
# Regional histories
# Intellectual histories
# Social and economic histories
# History of magic
# Military histories
# Medieval literature
# Fiction
# Other RPGs
]]></text>
				</version>
				<version number="39">
					<timestamp tz="GMT">
						<unix>1241483312</unix>
						<iso>2009-05-05 02:28:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links to Fan Community questions</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the older Tribunal books still useful?
* Will Atlas make available free downloads with conversion stats for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

nts | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo Imaginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
** Second to Third
** Third to Fourth

* Suggested reading
# Introductory histories
# Regional histories
# Intellectual histories
# Social
]]></text>
				</version>
				<version number="40">
					<timestamp tz="GMT">
						<unix>1241486261</unix>
						<iso>2009-05-05 03:17:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links to ArM5 rules status questions</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older suConversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo Imaginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat

* "What are the differences between editions?"
** Second to Third
** Third to Fourth

* Suggested reading
# Introductory histories
# Regional histories
# Intellectual histories
# Social and economic histories
# History of magic
# Military histories
#
]]></text>
				</version>
				<version number="41">
					<timestamp tz="GMT">
						<unix>1241486751</unix>
						<iso>2009-05-05 03:25:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Suggested Reading</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s) should I buy?
* Is there a d20 conversion for Ars Magica?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

 Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo Imaginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and
]]></text>
				</version>
				<version number="42">
					<timestamp tz="GMT">
						<unix>1241559218</unix>
						<iso>2009-05-05 23:33:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links to remaining general FAQ</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* a | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have hard covers (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo Imaginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
]]></text>
				</version>
				<version number="43">
					<timestamp tz="GMT">
						<unix>1241865997</unix>
						<iso>2009-05-09 12:46:37</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to hard cover topic</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]]  | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectsAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo Imaginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
]]></text>
				</version>
				<version number="44">
					<timestamp tz="GMT">
						<unix>1241868392</unix>
						<iso>2009-05-09 13:26:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link to &quot;protect against Divine&quot;</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* "How does the Parma Magica work?"
* "Is Perdo Imaginem too easy?"
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat
]]></text>
				</version>
				<version number="45">
					<timestamp tz="GMT">
						<unix>1242125649</unix>
						<iso>2009-05-12 12:54:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links for ArM4 questions</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* How does the Parma Magica [[Magic Resistance (ArM4) | work in Fourth Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
*  Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
]]></text>
				</version>
				<version number="46">
					<timestamp tz="GMT">
						<unix>1245112621</unix>
						<iso>2009-06-16 02:37:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to &quot;Welcome to Ars Magica&quot;</comment>
					<text><![CDATA[
This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What is [[Welcome_To_Ars_Magica | Ars Magica]]?
* What [[ [[Welcome_To_Ars_Magica | Ars Magica]]?
* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=[[Fifth Edition]] FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= [[Mythic Europe]] Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* How does the Parma Magica [[Magic Resistance (ArM4) | work in Fourth Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam
]]></text>
				</version>
				<version number="47">
					<timestamp tz="GMT">
						<unix>1245416575</unix>
						<iso>2009-06-19 15:02:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>ToC inserted</comment>
					<text><![CDATA[
{{preface|This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]}}

{{toc}}

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What is [[Welcome_To_Ars_Magica | Ars Magica]]?
* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[White Wolf | World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=Fifth Edition FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= Mythic Europe Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* How does the Parma Magica [[Magic Resistance (ArM4) | work in Fourth Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat
]]></text>
				</version>
				<version number="48">
					<timestamp tz="GMT">
						<unix>1245711443</unix>
						<iso>2009-06-23 00:57:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link to World of Darkness</comment>
					<text><![CDATA[
{{preface|This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]}}

{{toc}}

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What is [[Welcome_To_Ars_Magica | Ars Magica]]?
* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=Fifth Edition FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= Mythic Europe Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* How does the Parma Magica [[Magic Resistance (ArM4) | work in Fourth Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat
]]></text>
				</version>
				<version number="49">
					<timestamp tz="GMT">
						<unix>1267370483</unix>
						<iso>2010-02-28 16:21:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added anchor</comment>
					<text><![CDATA[
{{preface|This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]}}

{{toc}}

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What is [[Welcome_To_Ars_Magica | Ars Magica]]?
* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=Fifth Edition FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
{{anchor|Casting_from_text|}}
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= Mythic Europe Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* How does the Parma Magica [[Magic Resistance (ArM4) | work in Fourth Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat
]]></text>
				</version>
				<version number="50">
					<timestamp tz="GMT">
						<unix>1267370690</unix>
						<iso>2010-02-28 16:24:50</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added anchor</comment>
					<text><![CDATA[
{{preface|This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]}}

{{toc}}

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What is [[Welcome_To_Ars_Magica | Ars Magica]]?
* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=Fifth Edition FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
{{anchor|Casting_from_text}}
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= Mythic Europe Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* How does the Parma Magica [[Magic Resistance (ArM4) | work in Fourth Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat
]]></text>
				</version>
				<version number="51">
					<timestamp tz="GMT">
						<unix>1267370787</unix>
						<iso>2010-02-28 16:26:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
{{preface|This page is under construction.  If your question is not here yet, please see the full Frequently Asked Questions at [[http://www.redcap.org/FAQ/FAQ.html]]}}

{{toc}}

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What is [[Welcome_To_Ars_Magica | Ars Magica]]?
* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=Fifth Edition FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
{{anchor|Casting_from_text}}
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells|Initiative]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= Mythic Europe Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* How does the Parma Magica [[Magic Resistance (ArM4) | work in Fourth Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat
]]></text>
				</version>
				<version number="52">
					<timestamp tz="GMT">
						<unix>1268355121</unix>
						<iso>2010-03-12 01:52:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed &quot;under construction&quot; preamble</comment>
					<text><![CDATA[
{{toc}}

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What is [[Welcome_To_Ars_Magica | Ars Magica]]?
* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=Fifth Edition FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spells and Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Aruam|electricity]]?
{{anchor|Casting_from_text}}
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells|Initiative]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= Mythic Europe Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[Fan_Community#Size | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* How does the Parma Magica [[Magic Resistance (ArM4) | work in Fourth Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat
]]></text>
				</version>
				<version number="53">
					<timestamp tz="GMT">
						<unix>1268997765</unix>
						<iso>2010-03-19 12:22:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to incantation of summoning the dead</comment>
					<text><![CDATA[
{{toc}}

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What is [[Welcome_To_Ars_Magica | Ars Magica]]?
* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=Fifth Edition FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Auram|electricity]]?
{{anchor|Casting_from_text}}
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

== Questions on Specific Spells

* Is [[Incantation of Summoning the Dead]] really supposed to be a [[ritual spell]]?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells|Initiative]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= Mythic Europe Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[size of fan community | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* How does the Parma Magica [[Magic Resistance (ArM4) | work in Fourth Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat
]]></text>
				</version>
				<version number="54">
					<timestamp tz="GMT">
						<unix>1268998004</unix>
						<iso>2010-03-19 12:26:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo in link</comment>
					<text><![CDATA[
{{toc}}

=Frequently-Asked Questions

These questions, and answers, come from the Ars Magica [[Fan Community]].  The answers are unofficial but represent the best judgment of a large body of experienced players.

=General FAQ

* What is [[Welcome_To_Ars_Magica | Ars Magica]]?
* What [[Products]] are available?
* [[Upcoming_Products|What ArM5 products are planned]] for the near future?
* Which Ars Magica book(s)[[Buying Guide | should I buy]]?
* Is there a [[D20 Ars Magica | d20 conversion for Ars Magica]]?
* How is Ars Magica related to the [[World of Darkness]] (also known as Storyteller) games?
* Does Ars Magica have an active [[Fan Community]]?
* What is the [[History of Ars Magica | history]] of the Ars Magica game?

=Fifth Edition FAQ

==ArM5 Rules Questions

These are questions about the [[Rules]].  Newcomers may also find the introduction to [[Game Mechanics]] informative.

* What are the differences between [[ArM5|Fourth Edition and Fifth Edition]]?

=== Rules Status Questions

* [[ArM5#Errata|Are there Errata for Fifth Edition?]]
* [[Upcoming_Products#Leak|Can one of the authors or playtesters leak details of (upcoming product)]]?
* I need an [[Rules#Official_Ruling|official ruling]] on (X)
* [[ArM5#Why_Removed|Why has (rule X) been removed from Fifth Edition?]]
* [[ArM5#Why_Changed|Why was (X) changed in (new edition / new product)]]?
* Are the [[ArM5#Continuity | older Tribunal books]] still useful?
* Will Atlas make available free downloads with [[ArM5#Conversion | conversion stats]] for older supplements to Fifth Edition?  
* Why do some of Ars Magica supplements have [[Hard Cover | hard covers]] (and others have soft covers)?

=== Characters, Abilities, and Virtue and Flaw Questions

* Why are something called "[[Body Level|Body Levels]]" listed on the character sheet?  What are they?
* How does the [[Faerie Magic]] Ability (on the Merinita template, ArM5 page 27) work?
* Are the [[Minor Story Flaw|Minor Story Flaws]], like Blackmail and Animal Companion, really Flaws?
* Do Virtues that affect the way a character gains experience points - Wealthy, Secondary Insight, Elementalist, and so on - affect [[Experience Points#Starting|starting experience points]]?
* Does the [[Puissant Ability]] Virtue affect what the character can teach and write? Does Puissant [[Magic Theory]] let a character use more vis in the lab?
* How exactly does the [[Fast Caster]] Virtue work?
* What are the [[Shapeshifter Statistics|statistics for a shapeshifter]] (such as a [[House_Bjornaer|Bjornaer]] magus or a character with the [[Shapeshifter]] Virtue) in beast form?
* Has the social effect of the [[The Gift|Gift]] changed in Fifth Edition?

==Spellcasting Questions

* Shouldn't there be a die roll for non-fatiguing [[Spontaneous Spell|spontaneous magic]]?
* What is the [[Fast Cast Spontaneous Spell#Initiative|fast-casting speed roll]] (p. 83) for?
* Isn't there any way for a magus to create [[Permanent_Effects|permanent magical effects]]?
* Is temporary, [[Magical Food | magically-created food]] nourishing?
* Can the damage from a [[Momentary_Duration#Damage|Momentary Perdo]] effect be healed?
* Can a Momentary Perdo spell permanently [[Momentary_Duration#Properties|remove a natural property]] of something, for example, make an object permanently weightless?
* What Form is [[Auram|electricity]]?
{{anchor|Casting_from_text}}
* Can a magus [[Casting From Text | cast spells directly from a text]]?
* How does [[Multiple Casting]] work?

== Questions on Specific Spells

* Is [[Incantation of Summoning the Dead]] really supposed to be a [[ritual spell]]?

==Magic Resistance, Penetration, and Parma Magica Questions

Most of the following questions are addressed in detail in the (lengthy) article on [[Magic Resistance]].

=== Magic Resistance Mechanics

* Please explain in simple terms [[Magic_Resistance#HowItWorks|how Magic Resistance works]].
* Does Magic Resistance [[Magic Resistance#ProtectAgainst|protect against the Divine?]]
* Does Magic Resistance [[Magic Resistance#BeneficialSpells|keep out helpful spells]] like healing spells?
* Does Magic Resistance [[Magic Resistance#PhysicalAttacks|protect against the claws or teeth]] of a magical creature?
* How would magic resistance [[Magic Resistance#MagicalThings | affect a sword that's enhanced by a spell]]?
* Does magic resistance keep out [[Magic Resistance#EnchantedDevices | enchanted devices]]?
* Since magic resistance keeps out magical things, doesn't it keep out [[Magic Resistance#Illusions | illusions]]?
* What is the "[[Magic Resistance Design#PinkDot | Pink Dot]] Loophole?" Is there a way to close it?

=== Penetration Mechanics

* Do [[Ward|wards]] have to penetrate in order to keep out a creature with Magic Resistance?
* Does [[Aegis of the Hearth]] have to penetrate in order to keep out a creature with Magic Resistance?

=== Magic Resistance: Design Questions

* Why doesn't Magic Resistance just [[Magic Resistance Design | dispel ]] magical effects?
* Why [[Magic Resistance Design#HedgeWizard | can't non-Hermetic magicians (hedge wizards) have Magic Resistance]] similar to Parma Magica?

== Laboratory Questions

* Do [[Laboratory#Assistant | lab helpers]] increase the amount of vis a magus can use in a season?
* Where are the rules for [[ Learning Spells | learning spells ]] from a text?
* How are [[Verditius Runes]] supposed to work?

== Books, Study, and Experience Questions

* What is meant on p. 165 by "[[Summa | Summae]]: Source - Quality and Level?"

== Combat Questions

* Do Wound and Fatigue Penalty penalties apply to [[Soak#WoundPenalties]] totals?
* Do Wound Penalties apply to [[Wound Recovery]] rolls?
* Where are the rules for [[Crossbow | crossbows]]?
* The rules in [[Covenants]] say it takes a very long time to [[Crossbow#Reload | reload a crossbow]]. Are those times realistic?
* Why would anyone want to use a crossbow, when [[Longbow#CompareToCrossbow | longbows are so much better]]?
* Where can I [[House Rules Links | find house rules]] for [[Crossbow | crossbows]] and/or [[Longbow | longbows]]?
* How does one calculate [[Missile_Weapon#Attack | Attack]] and [[Missile_Weapon#Defense | Defense]] for missile weapons?
* What are the rules for [[Movement | movement]] in combat?
* Where are the rules for making an [[Exertion | all-out attack or defense]]?
* Where are the rules for [[Combat Fatigue | combat fatigue]]?
* What are the rules for [[Charging | charging]]?
* What happens to a character's [[Initiative#ChangeWeapons | Initiative Total]] if he changes weapons?
* How does [[Initiative#Spells|Initiative]] work for spellcasting?
* Where can I find house rules for more [[House_Rules_Links#Combat | combat options]], variant weapon stats, and so on?

= Mythic Europe Questions

* What is the [[Medieval Paradigm]]?
* What is this about [[House_Tremere#Vampires | Tremere and vampires]]?
* How do I say (something) in [[Latin#HowToSay | Latin]]?
* In Ars Magica, are the [[Pagan Gods | pagan gods]] Magical, Faerie, or what?
* Can you recommend some good [[Suggested Reading | reading material]] that can inform or inspire my Ars Magica game?

= Fan Community Questions

* Can I [[Contributing | write an entry]] for this FAQ?
* [[size of the fan community | How many people]] make up the Ars Magica community?
* How can I [[Fan_Community#FindPlayers | find a troupe]] to join?
* Can I [[Writing Supplements | write a supplement]] for Ars Magica?
* [[Line Editor | Who is in charge]] of the Ars Magica product line?

= Fourth Edition (and earlier editions) Questions

* How does the Parma Magica [[Magic Resistance (ArM4) | work in Fourth Edition]]?
* Is [[Perdo Imaginem (ArM4) | Perdo Imaginem]] too easy?
* "How do I use Range, Duration, and Target?"
* Can my wizard create ritual spell to lift an entire mountain five hundred feet into the air permanently? If so, what level would it be?
* Can a magus create a golem and switch minds with it and thus escape old age?
* Is ice part of Aquam, or what?
* "Is combat busted?"
* A sample combat
]]></text>
				</version>
			</history>
		</page>
		<page node="170">
			<name>quaesitor</name>
			<title>Quaesitor</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205870217</unix>
						<iso>2008-03-18 20:56:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Quaesitores]] are the legal experts and officers of the [[Order of Hermes]]. They act as investigators, field judges, legal counsel, and often mediators. While most quaesitors are members of [[House Guernicus]], many are from other [[Houses of Hermes|Houses]]. The quaesitors interpret and preserve the [[Code of Hermes]] and the body of [[Peripheral Code]].They are accorded a privileged status in [[Hermetic Society]], and enjoy special legal and social privileges.

===References

* [[ArM5] 11-12 first defines the role. See also [[HoHTL]] 61-66 for quesitorial duties and priveleges.
* See also [[Traditionalist (Guernicus)]], [[Transitionalist (Guernicus)]], [[Presiding Quaesitor]], and [[Magvillus Council]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205870225</unix>
						<iso>2008-03-18 20:57:05</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The [[Quaesitores]] are the legal experts and officers of the [[Order of Hermes]]. They act as investigators, field judges, legal counsel, and often mediators. While most quaesitors are members of [[House Guernicus]], many are from other [[Houses of Hermes|Houses]]. The quaesitors interpret and preserve the [[Code of Hermes]] and the body of [[Peripheral Code]].They are accorded a privileged status in [[Hermetic Society]], and enjoy special legal and social privileges.

===References

* [[ArM5]]] 11-12 first defines the role. See also [[HoHTL]] 61-66 for quesitorial duties and priveleges.
* See also [[Traditionalist (Guernicus)]], [[Transitionalist (Guernicus)]], [[Presiding Quaesitor]], and [[Magvillus Council]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205870795</unix>
						<iso>2008-03-18 21:06:35</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The [[Quaesitores]] are the legal experts and officers of the [[Order of Hermes]]. They act as investigators, field judges, legal counsel, and often mediators. While most quaesitors are members of [[House Guernicus]], many are from other [[Houses of Hermes|Houses]] (see [[ArM5]] 11, [[HoHTL]] 39) (see [[ArM5]] 11, [[HoHTL]] 39). The quaesitors interpret and preserve the [[Code of Hermes]] and the body of [[Peripheral Code]].They are accorded a privileged status in [[Hermetic Society]], and enjoy special legal and social privileges.

===References

* [[ArM5]] 11-12 first defines the role. See also [[HoHTL]] 61-66 for quesitorial duties and priveleges.
* See also [[Traditionalist (Guernicus)]], [[Transitionalist (Guernicus)]], [[Presiding Quaesit
]]></text>
				</version>
			</history>
		</page>
		<page node="1700">
			<name>creating_an_empty_book_from_a_filled_one</name>
			<title>Creating An Empty Book From A Filled One</title>
			<keywords>spell, PeAn 3, Touch, Mom, Ind, Covenants</keywords>
			<description>Creating An Empty Book From A Filled One spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474660</unix>
						<iso>2010-06-25 16:04:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Creating An Empty Book From A Filled One''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 3 [[Spell|spell]] introduced in [[Covenants]], p. 97.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1701">
			<name>creeping_chasm</name>
			<title>Creeping Chasm</title>
			<keywords>spell, ReTe 35, Voice, Mom, Part, ArM5</keywords>
			<description>Creeping Chasm spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474661</unix>
						<iso>2010-06-25 16:04:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Creeping Chasm''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 156.

'''R''': Voice, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1702">
			<name>creeping_oil</name>
			<title>Creeping Oil</title>
			<keywords>spell, CrAq 15, Voice, Sun, Ind, ArM5</keywords>
			<description>Creeping Oil spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474661</unix>
						<iso>2010-06-25 16:04:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Creeping Oil''' is a [[Canon|canonical]] [[Creo|Cr]][[Aquam|Aq]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 121.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1703">
			<name>crest_of_the_earth_wave</name>
			<title>Crest Of The Earth Wave</title>
			<keywords>spell, ReTe 20, Voice, Mom, Part, ArM5</keywords>
			<description>Crest Of The Earth Wave spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474661</unix>
						<iso>2010-06-25 16:04:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Crest Of The Earth Wave''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 156.

'''R''': Voice, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1704">
			<name>cripple_the_howling_wolf</name>
			<title>Cripple The Howling Wolf</title>
			<keywords>spell, PeAn 25, Voice, Mom, Ind, ArM5</keywords>
			<description>Cripple The Howling Wolf spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474662</unix>
						<iso>2010-06-25 16:04:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cripple The Howling Wolf''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 120.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1705">
			<name>curse_of_circe</name>
			<title>Curse Of Circe</title>
			<keywords>spell, MuCo 30, Voice, Sun, Ind, ArM5</keywords>
			<description>Curse Of Circe spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474662</unix>
						<iso>2010-06-25 16:04:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse Of Circe''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Voice, '''D''': Sun, '''T''': Ind
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1706">
			<name>curse_of_mars</name>
			<title>Curse of Mars</title>
			<keywords>spell, ReMe 78, Arc, Year, Spec, ritual, HoHTL</keywords>
			<description>Curse of Mars spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474662</unix>
						<iso>2010-06-25 16:04:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse of Mars''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 78 [[Spell|spell]] introduced in [[HoHTL]], p. 76.

'''R''': Arc, '''D''': Year, '''T''': Spec, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1707">
			<name>curse_of_the_desert</name>
			<title>Curse Of The Desert</title>
			<keywords>spell, PeAq 25, Voice, Mom, Part, ArM5</keywords>
			<description>Curse Of The Desert spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474663</unix>
						<iso>2010-06-25 16:04:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse Of The Desert''' is a [[Canon|canonical]] [[Perdo|Pe]][[Aquam|Aq]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 123.

'''R''': Voice, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1708">
			<name>curse_of_the_haunted_forest</name>
			<title>Curse Of The Haunted Forest</title>
			<keywords>spell, MuHe 60, Touch, Year, Group, ritual, ArM5</keywords>
			<description>Curse Of The Haunted Forest spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474663</unix>
						<iso>2010-06-25 16:04:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse Of The Haunted Forest''' is a [[Canon|canonical]] [[Muto|Mu]][[Herbam|He]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[ArM5]], p. 137.

'''R''': Touch, '''D''': Year, '''T''': Group, [[Ritual]]
'''Req''': [[Perdo]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1709">
			<name>curse_of_the_leprous_flesh</name>
			<title>Curse Of The Leprous Flesh</title>
			<keywords>spell, PeCo 25, Touch, Mom, Ind, ArM5</keywords>
			<description>Curse Of The Leprous Flesh spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474663</unix>
						<iso>2010-06-25 16:04:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse Of The Leprous Flesh''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 133.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="171">
			<name>guernicus_the_founder</name>
			<title>Guernicus the Founder</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205870733</unix>
						<iso>2008-03-18 21:05:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Guernicus was one of the [[Founder|Founders]] of the [[Order of Hermes]], and to a great extent defined its legal structure. [[House Guernicus]] continues his magical and political lineage.

===References

* [[ArM5]] 11 provides some details on the Founder.
* A biography of Guernicus is provided in [[HoHTL]] 36-39.
]]></text>
				</version>
			</history>
		</page>
		<page node="1710">
			<name>curse_of_the_ravenous_swarm</name>
			<title>Curse Of The Ravenous Swarm</title>
			<keywords>spell, CrAn 45, Touch, Moon, Group, ritual, ArM5</keywords>
			<description>Curse Of The Ravenous Swarm spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474663</unix>
						<iso>2010-06-25 16:04:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse Of The Ravenous Swarm''' is a [[Canon|canonical]] [[Creo|Cr]][[Animal|An]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[ArM5]], p. 117.

'''R''': Touch, '''D''': Moon, '''T''': Group, [[Ritual]]
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1711">
			<name>curse_of_the_rotted_wood</name>
			<title>Curse Of The Rotted Wood</title>
			<keywords>spell, PeHe 5, Touch, Mom, Ind, ArM5</keywords>
			<description>Curse Of The Rotted Wood spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474664</unix>
						<iso>2010-06-25 16:04:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse Of The Rotted Wood''' is a [[Canon|canonical]] [[Perdo|Pe]][[Herbam|He]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 137.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1712">
			<name>curse_of_the_unportended_plague</name>
			<title>Curse Of The Unportended Plague</title>
			<keywords>spell, PeCo 55, Sight, Mom, Bound, ritual, ArM5</keywords>
			<description>Curse Of The Unportended Plague spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474664</unix>
						<iso>2010-06-25 16:04:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse Of The Unportended Plague''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 55 [[Spell|spell]] introduced in [[ArM5]], p. 133.

'''R''': Sight, '''D''': Mom, '''T''': Bound, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1713">
			<name>curse_of_the_unruly_tongue</name>
			<title>Curse Of The Unruly Tongue</title>
			<keywords>spell, ReCo 5, Voice, Conc, Ind, ArM5</keywords>
			<description>Curse Of The Unruly Tongue spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474664</unix>
						<iso>2010-06-25 16:04:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse Of The Unruly Tongue''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 134.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1714">
			<name>curse_of_thoth</name>
			<title>Curse of Thoth</title>
			<keywords>spell, PeVi 78, Arc, Year, Spec, ritual, HoHTL</keywords>
			<description>Curse of Thoth spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474665</unix>
						<iso>2010-06-25 16:04:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Curse of Thoth''' is a [[Canon|canonical]] [[Perdo|Pe]][[Vim|Vi]] [[Spell level|level]] 78 [[Spell|spell]] introduced in [[HoHTL]], p. 76.

'''R''': Arc, '''D''': Year, '''T''': Spec, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1715">
			<name>cutting_the_cords</name>
			<title>Cutting the Cords</title>
			<keywords>spell, PeVi Gen, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Cutting the Cords spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474665</unix>
						<iso>2010-06-25 16:04:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cutting the Cords''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[HoHTL]], p. 75.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1716">
			<name>dance_of_the_staves</name>
			<title>Dance Of The Staves</title>
			<keywords>spell, ReHe 5, Voice, Mom, Ind, ArM5</keywords>
			<description>Dance Of The Staves spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474665</unix>
						<iso>2010-06-25 16:04:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dance Of The Staves''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 138.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1717">
			<name>darkness_has_power_over_all_things_general</name>
			<title>Darkness Has Power Over All Things General, Weather and Wind and All Courses Variable</title>
			<keywords>spell, DebEff 20, Sight, Conc, Ind, RoPI</keywords>
			<description>Darkness Has Power Over All Things General, Weather and Wind and All Courses Variable spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474665</unix>
						<iso>2010-06-25 16:04:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Darkness Has Power Over All Things General, Weather and Wind and All Courses Variable''' is a [[Canon|canonical]] DebEff 20 [[Spell|spell]] introduced in [[RoPI]], p. 108.

'''R''': Sight, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1718">
			<name>decay_fur_and_hide</name>
			<title>Decay Fur And Hide</title>
			<keywords>spell, PeAn 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Decay Fur And Hide spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474666</unix>
						<iso>2010-06-25 16:04:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Decay Fur And Hide''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 119.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1719">
			<name>deluge_of_rushing_and_dashing</name>
			<title>Deluge Of Rushing And Dashing</title>
			<keywords>spell, CrAq 40, Voice, Conc, Ind, ArM5</keywords>
			<description>Deluge Of Rushing And Dashing spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474666</unix>
						<iso>2010-06-25 16:04:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Deluge Of Rushing And Dashing''' is a [[Canon|canonical]] [[Creo|Cr]][[Aquam|Aq]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 121.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="172">
			<name>acute_sense</name>
			<title>Acute Sense</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205871460</unix>
						<iso>2008-03-18 21:17:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Spell Mastery]] [[Mastered Spell Special Ability|special ability]] accessible to [[Quaesitor|Quaesitors]]. See [[HoHTL]] 71.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1281096074</unix>
						<iso>2010-08-06 14:01:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>a hint of a description</comment>
					<text><![CDATA[
A [[Spell Mastery]] [[Mastered Spell Special Ability|special ability]] accessible to [[Quaesitor|Quaesitors], allowing them to notice the traces of magical trickery when using Intellego sense spells. See [[HoHTL]] 71.
]]></text>
				</version>
			</history>
		</page>
		<page node="1720">
			<name>demon's_eternal_oblivion</name>
			<title>Demon's Eternal Oblivion</title>
			<keywords>spell, PeVi Gen, Voice, Mom, Ind, ArM5</keywords>
			<description>Demon's Eternal Oblivion spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474666</unix>
						<iso>2010-06-25 16:04:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Demon's Eternal Oblivion''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 160.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1721">
			<name>depiction_of_the_waking_dream</name>
			<title>Depiction of the Waking Dream</title>
			<keywords>spell, InMe 35, Eye, Conc, Ind, GotF</keywords>
			<description>Depiction of the Waking Dream spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474667</unix>
						<iso>2010-06-25 16:04:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Depiction of the Waking Dream''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[GotF]], p. 132.

'''R''': Eye, '''D''': Conc, '''T''': Ind
'''Req''': [[Creo]], [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1722">
			<name>despair_of_the_quivering_manacles</name>
			<title>Despair Of The Quivering Manacles</title>
			<keywords>spell, ReCo 15, Voice, Conc, Ind, ArM5</keywords>
			<description>Despair Of The Quivering Manacles spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474667</unix>
						<iso>2010-06-25 16:04:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Despair Of The Quivering Manacles''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 134.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1723">
			<name>determine_the_location_of_the_absent_volume</name>
			<title>Determine the Location of the Absent Volume</title>
			<keywords>spell, InAn 25, Arc, Conc, Ind, Covenants</keywords>
			<description>Determine the Location of the Absent Volume spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474667</unix>
						<iso>2010-06-25 16:04:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Determine the Location of the Absent Volume''' is a [[Canon|canonical]] [[Intellego|In]][[Animal|An]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[Covenants]], p. 100.

'''R''': Arc, '''D''': Conc, '''T''': Ind
'''Req''': [[Imaginem]], [[Creo]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1724">
			<name>dexterity_of_the_followers</name>
			<title>Dexterity of the Followers</title>
			<keywords>spell, CrCo 35, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Dexterity of the Followers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474668</unix>
						<iso>2010-06-25 16:04:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dexterity of the Followers''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1725">
			<name>dexterity_of_the_heroes</name>
			<title>Dexterity of the Heroes</title>
			<keywords>spell, CrCo 60, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Dexterity of the Heroes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474668</unix>
						<iso>2010-06-25 16:04:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dexterity of the Heroes''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1726">
			<name>discern_own_illusions</name>
			<title>Discern Own Illusions</title>
			<keywords>spell, InIm 15, Per, Sun, Vision, ArM5</keywords>
			<description>Discern Own Illusions spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474668</unix>
						<iso>2010-06-25 16:04:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Discern Own Illusions''' is a [[Canon|canonical]] [[Intellego|In]][[Imaginem|Im]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 145.

'''R''': Per, '''D''': Sun, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1727">
			<name>discern_the_images_of_truth_and_falsehood</name>
			<title>Discern The Images Of Truth And Falsehood</title>
			<keywords>spell, InIm Gen, Per, Conc, Vision, ArM5</keywords>
			<description>Discern The Images Of Truth And Falsehood spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474668</unix>
						<iso>2010-06-25 16:04:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Discern The Images Of Truth And Falsehood''' is a [[Canon|canonical]] InIm Gen [[Spell|spell]] introduced in [[ArM5]], p. 144.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1728">
			<name>disenchant</name>
			<title>Disenchant</title>
			<keywords>spell, PeVi Gen, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Disenchant spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474669</unix>
						<iso>2010-06-25 16:04:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Disenchant''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 160.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1729">
			<name>disguise_of_the_new_visage</name>
			<title>Disguise Of The New Visage</title>
			<keywords>spell, MuCo 15, Touch, Sun, Part, ArM5</keywords>
			<description>Disguise Of The New Visage spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474669</unix>
						<iso>2010-06-25 16:04:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Disguise Of The New Visage''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Touch, '''D''': Sun, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="173">
			<name>spell_trace</name>
			<title>Spell Trace</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205871760</unix>
						<iso>2008-03-18 21:22:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A spell leaves a '''trace''' or '''residue''' that can be detected by magic. See [[HoHTL]] 71 and [[ArM5]] 158.

See also [[Sigil]] and [[Residue]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1730">
			<name>disguise_of_the_putrid_aroma</name>
			<title>Disguise Of The Putrid Aroma</title>
			<keywords>spell, ReAn 5, Voice, Conc, Ind, ArM5</keywords>
			<description>Disguise Of The Putrid Aroma spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474669</unix>
						<iso>2010-06-25 16:04:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Disguise Of The Putrid Aroma''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 120.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1731">
			<name>disguise_of_the_transformed_image</name>
			<title>Disguise Of The Transformed Image</title>
			<keywords>spell, MuIm 15, Touch, Sun, Ind, ArM5</keywords>
			<description>Disguise Of The Transformed Image spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474670</unix>
						<iso>2010-06-25 16:04:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Disguise Of The Transformed Image''' is a [[Canon|canonical]] [[Muto|Mu]][[Imaginem|Im]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1732">
			<name>dispel_the_phantom_image</name>
			<title>Dispel The Phantom Image</title>
			<keywords>spell, PeIm Gen, Voice, Mom, Ind, ArM5</keywords>
			<description>Dispel The Phantom Image spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474670</unix>
						<iso>2010-06-25 16:04:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dispel The Phantom Image''' is a [[Canon|canonical]] PeIm Gen [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1733">
			<name>distillation_of_the_purest_stream</name>
			<title>Distillation of the Purest Stream</title>
			<keywords>spell, ReVi 15, Touch, Mom, Ind, Covenants</keywords>
			<description>Distillation of the Purest Stream spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474670</unix>
						<iso>2010-06-25 16:04:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Distillation of the Purest Stream''' is a [[Canon|canonical]] [[Rego|Re]][[Vim|Vi]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 77.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1734">
			<name>dive_of_the_dying_phoenix</name>
			<title>Dive of the Dying Phoenix</title>
			<keywords>spell, CrIg 50, Sight, Conc, Ind, Broken</keywords>
			<description>Dive of the Dying Phoenix spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474670</unix>
						<iso>2010-06-25 16:04:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dive of the Dying Phoenix''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 66.

'''R''': Sight, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1735">
			<name>divide_the_gathered_essence</name>
			<title>Divide the Gathered Essence</title>
			<keywords>spell, ReVi 25, Touch, Mom, Group, TMRE</keywords>
			<description>Divide the Gathered Essence spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474671</unix>
						<iso>2010-06-25 16:04:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Divide the Gathered Essence''' is a [[Canon|canonical]] [[Rego|Re]][[Vim|Vi]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[TMRE]], p. 40.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1736">
			<name>divine_heaven's_aspect</name>
			<title>Divine Heaven's Aspect</title>
			<keywords>spell, InVi 30, Arc, Mom, Ind, TMRE</keywords>
			<description>Divine Heaven's Aspect spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474671</unix>
						<iso>2010-06-25 16:04:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Divine Heaven's Aspect''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[TMRE]], p. 51.

'''R''': Arc, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1737">
			<name>doublet_of_impenetrable_silk</name>
			<title>Doublet Of Impenetrable Silk</title>
			<keywords>spell, MuAn 15, Touch, Sun, Ind, ArM5</keywords>
			<description>Doublet Of Impenetrable Silk spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474671</unix>
						<iso>2010-06-25 16:04:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Doublet Of Impenetrable Silk''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 118.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1738">
			<name>draw_on_diana's_hounds</name>
			<title>Draw on Diana's Hounds</title>
			<keywords>spell, InCo 30, Unlimited, Conc, Ind, ritual, AM</keywords>
			<description>Draw on Diana's Hounds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474672</unix>
						<iso>2010-06-25 16:04:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Draw on Diana's Hounds''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[AM]], p. 45.

'''R''': Unlimited, '''D''': Conc, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1739">
			<name>drawing_up_the_siege_ladder</name>
			<title>Drawing Up The Siege Ladder</title>
			<keywords>spell, ReHe 15, Voice, Mom, Group, Covenants</keywords>
			<description>Drawing Up The Siege Ladder spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474672</unix>
						<iso>2010-06-25 16:04:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Drawing Up The Siege Ladder''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 101.

'''R''': Voice, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="174">
			<name>sigil</name>
			<title>Sigil</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205872285</unix>
						<iso>2008-03-18 21:31:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Wizard's Sigil usually refers to his unique style and identifying quirks of magic. If even a [[Spell Trace|trace]] of his magic remains, it is possible to detect and identify a wizard's magic as his own.

A less common use of the term is to refer to the physical voting sigil used by the magus ([[ArM5]] 86).

===References

* Wizard sigils are discussed on [[ArM5]] 86, 116, and [[HoHTL]] 71.
* See also [[Shroud Magic]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205939945</unix>
						<iso>2008-03-19 16:19:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>flourish</comment>
					<text><![CDATA[
A Wizard's Sigil usually refers to his unique style and identifying quirks of magic. If even a [[Spell Trace|trace]] of his magic remains, it is possible to detect and identify a wizard's magic as his own.

A less common use of the term is to refer to the physical voting sigil used by the magus ([[ArM5]] 86).

===References

* Wizard sigils are discussed on [[ArM5]] 86, 116, and [[HoHTL]] 71.
* See also [[Shroud Magic]], [[Flourish]],
]]></text>
				</version>
			</history>
		</page>
		<page node="1740">
			<name>dreadful_bane_of_the_fae</name>
			<title>Dreadful Bane of the Fae</title>
			<keywords>spell, PeVi Gen, Voice, Mom, Ind, GotF</keywords>
			<description>Dreadful Bane of the Fae spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474672</unix>
						<iso>2010-06-25 16:04:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dreadful Bane of the Fae''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[GotF]], p. 60.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1741">
			<name>dream_of_the_artifice</name>
			<title>Dream of the Artifice</title>
			<keywords>spell, InTe 50, Touch, Sun, Ind, HoHTL</keywords>
			<description>Dream of the Artifice spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474673</unix>
						<iso>2010-06-25 16:04:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dream of the Artifice''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[HoHTL]], p. 74.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1742">
			<name>dream_of_the_forged</name>
			<title>Dream of the Forged</title>
			<keywords>spell, InTe 60, Touch, Sun, Ind, ritual, HoHTL</keywords>
			<description>Dream of the Forged spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474673</unix>
						<iso>2010-06-25 16:04:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dream of the Forged''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 74.

'''R''': Touch, '''D''': Sun, '''T''': Ind, [[Ritual]]
'''Req''': [[Creo]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1743">
			<name>dream_of_the_mind_that_sits</name>
			<title>Dream of the Mind that Sits</title>
			<keywords>spell, InTe 50, Touch, Sun, Ind, HoHTL</keywords>
			<description>Dream of the Mind that Sits spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474673</unix>
						<iso>2010-06-25 16:04:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dream of the Mind that Sits''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[HoHTL]], p. 74.

'''R''': Touch, '''D''': Sun, '''T''': Ind
'''Req''': [[Creo]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1744">
			<name>duplicate_the_mechanism</name>
			<title>Duplicate the Mechanism</title>
			<keywords>spell, CrTe 35, Touch, Mom, Group, ritual, TMRE</keywords>
			<description>Duplicate the Mechanism spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474673</unix>
						<iso>2010-06-25 16:04:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Duplicate the Mechanism''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[TMRE]], p. 52.

'''R''': Touch, '''D''': Mom, '''T''': Group, [[Ritual]]
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1745">
			<name>duplicate_the_noble_mechanism</name>
			<title>Duplicate the Noble Mechanism</title>
			<keywords>spell, CrTe 45, Touch, Mom, Group, ritual, TMRE</keywords>
			<description>Duplicate the Noble Mechanism spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474674</unix>
						<iso>2010-06-25 16:04:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Duplicate the Noble Mechanism''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[TMRE]], p. 52.

'''R''': Touch, '''D''': Mom, '''T''': Group, [[Ritual]]
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1746">
			<name>dust_to_dust</name>
			<title>Dust To Dust</title>
			<keywords>spell, PeCo 15, Voice, Mom, Ind, ArM5</keywords>
			<description>Dust To Dust spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474674</unix>
						<iso>2010-06-25 16:04:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dust To Dust''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 132.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1747">
			<name>ear_of_truth</name>
			<title>Ear of Truth</title>
			<keywords>spell, InMe 30, Per, Conc, Hearing, HoHTL</keywords>
			<description>Ear of Truth spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474674</unix>
						<iso>2010-06-25 16:04:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ear of Truth''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[HoHTL]], p. 73.

'''R''': Per, '''D''': Conc, '''T''': Hearing
]]></text>
				</version>
			</history>
		</page>
		<page node="1748">
			<name>early_punishment_for_the_sinful_witch</name>
			<title>Early Punishment for the Sinful Witch</title>
			<keywords>spell, MuVi Gen, Voice, Mom, Ind, RoPI</keywords>
			<description>Early Punishment for the Sinful Witch spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474675</unix>
						<iso>2010-06-25 16:04:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Early Punishment for the Sinful Witch''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[RoPI]], p. 122.

'''R''': Voice, '''D''': Mom, '''T''': Ind
'''Req''': [[Ignem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1749">
			<name>earth_shock</name>
			<title>Earth Shock</title>
			<keywords>spell, ReTe 30, Voice, Mom, Part, ArM5</keywords>
			<description>Earth Shock spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474675</unix>
						<iso>2010-06-25 16:04:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Earth Shock''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 156.

'''R''': Voice, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="175">
			<name>shroud_magic</name>
			<title>Shroud Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205872389</unix>
						<iso>2008-03-18 21:33:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A spell used to disguise the [[Sigil|wizard sigil]] of the caster. [[ArM5]] 159, see also [[HoHTL]] 71.
]]></text>
				</version>
			</history>
		</page>
		<page node="1750">
			<name>earth_that_breaks_no_more</name>
			<title>Earth That Breaks No More</title>
			<keywords>spell, MuTe 20, Touch, Sun, Part, ArM5</keywords>
			<description>Earth That Breaks No More spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474675</unix>
						<iso>2010-06-25 16:04:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Earth That Breaks No More''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 154.

'''R''': Touch, '''D''': Sun, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1751">
			<name>edge_of_the_razor</name>
			<title>Edge Of The Razor</title>
			<keywords>spell, MuTe 20, Touch, Sun, Ind, ArM5</keywords>
			<description>Edge Of The Razor spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474676</unix>
						<iso>2010-06-25 16:04:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Edge Of The Razor''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 154.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1752">
			<name>embrace_of_boethius</name>
			<title>Embrace of Boethius</title>
			<keywords>spell, PeVi 35, Touch, Mom, Part, ritual, HoHMC</keywords>
			<description>Embrace of Boethius spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474676</unix>
						<iso>2010-06-25 16:04:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Embrace of Boethius''' is a [[Canon|canonical]] [[Perdo|Pe]][[Vim|Vi]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHMC]], p. 118.

'''R''': Touch, '''D''': Mom, '''T''': Part, [[Ritual]]
'''Req''': [[Vim]], [[Corpus]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1753">
			<name>empowering_prison_of_the_declining_spirit</name>
			<title>Empowering Prison of the Declining Spirit</title>
			<keywords>spell, ReVi Gen, Per, Mom, Ind, TMRE</keywords>
			<description>Empowering Prison of the Declining Spirit spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474676</unix>
						<iso>2010-06-25 16:04:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Empowering Prison of the Declining Spirit''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 66.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1754">
			<name>enchantment_of_detachment</name>
			<title>Enchantment Of Detachment</title>
			<keywords>spell, PeMe 15, Eye, Sun, Ind, ArM5</keywords>
			<description>Enchantment Of Detachment spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474676</unix>
						<iso>2010-06-25 16:04:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enchantment Of Detachment''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 150.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1755">
			<name>enchantment_of_my_lover's_eye</name>
			<title>Enchantment of My Lover's Eye</title>
			<keywords>spell, ReMe 20, Eye, Sun, Ind, Broken</keywords>
			<description>Enchantment of My Lover's Eye spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474677</unix>
						<iso>2010-06-25 16:04:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enchantment of My Lover's Eye''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 74.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1756">
			<name>enchantment_of_the_magnified_regio</name>
			<title>Enchantment of the Magnified Regio</title>
			<keywords>spell, MuVi 25, Touch, Mom, Bound, TMRE</keywords>
			<description>Enchantment of the Magnified Regio spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474677</unix>
						<iso>2010-06-25 16:04:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enchantment of the Magnified Regio''' is a [[Canon|canonical]] [[Muto|Mu]][[Vim|Vi]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[TMRE]], p. 100.

'''R''': Touch, '''D''': Mom, '''T''': Bound
'''Req''': [[Terram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1757">
			<name>enchantment_of_the_scrying_device</name>
			<title>Enchantment of the Scrying Device</title>
			<keywords>spell, InAny Gen, Touch, Mom, Ind, TMRE</keywords>
			<description>Enchantment of the Scrying Device spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474677</unix>
						<iso>2010-06-25 16:04:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enchantment of the Scrying Device''' is a [[Canon|canonical]] InAny Gen [[Spell|spell]] introduced in [[TMRE]], p. 63.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1758">
			<name>enchantment_of_the_scrying_pool</name>
			<title>Enchantment Of The Scrying Pool</title>
			<keywords>spell, InAq 30, Touch, Year, Ind, ritual, ArM5</keywords>
			<description>Enchantment Of The Scrying Pool spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474678</unix>
						<iso>2010-06-25 16:04:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enchantment Of The Scrying Pool''' is a [[Canon|canonical]] [[Intellego|In]][[Aquam|Aq]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 122.

'''R''': Touch, '''D''': Year, '''T''': Ind, [[Ritual]]
'''Req''': [[Imaginem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1759">
			<name>end_of_the_mighty_castle</name>
			<title>End Of The Mighty Castle</title>
			<keywords>spell, PeTe 25, Voice, Mom, Struc., ArM5</keywords>
			<description>End Of The Mighty Castle spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474678</unix>
						<iso>2010-06-25 16:04:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''End Of The Mighty Castle''' is a [[Canon|canonical]] [[Perdo|Pe]][[Terram|Te]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 155.

'''R''': Voice, '''D''': Mom, '''T''': Struc.
]]></text>
				</version>
			</history>
		</page>
		<page node="176">
			<name>forceless_casting</name>
			<title>Forceless Casting</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205872551</unix>
						<iso>2008-03-18 21:35:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The option of casting [[Spell|spells]] with 0 [[Penetration|penetration]], introduced in [[HoHTL]] 72.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205885605</unix>
						<iso>2008-03-19 01:13:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Reference to HoHS</comment>
					<text><![CDATA[
The option of casting [[Spell|spells]] with 0 [[Penetration|penetration]], introduced in [[HoHTL]] 72.  The same rules are repeated in [[HoHS]] 21
]]></text>
				</version>
			</history>
		</page>
		<page node="1760">
			<name>endurance_of_the_berserkers</name>
			<title>Endurance Of The Berserkers</title>
			<keywords>spell, ReCo 15, Per, Conc, Ind, ArM5</keywords>
			<description>Endurance Of The Berserkers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474678</unix>
						<iso>2010-06-25 16:04:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Endurance Of The Berserkers''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 134.

'''R''': Per, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1761">
			<name>enhance_the_memory_palace</name>
			<title>Enhance the Memory Palace</title>
			<keywords>spell, CrMe 20, Per, Moon, Ind, TMRE</keywords>
			<description>Enhance the Memory Palace spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474679</unix>
						<iso>2010-06-25 16:04:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enhance the Memory Palace''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[TMRE]], p. 26.

'''R''': Per, '''D''': Moon, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1762">
			<name>enslave_the_mortal_mind</name>
			<title>Enslave The Mortal Mind</title>
			<keywords>spell, ReMe 40, Eye, Sun, Ind, ArM5</keywords>
			<description>Enslave The Mortal Mind spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474679</unix>
						<iso>2010-06-25 16:04:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Enslave The Mortal Mind''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 152.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1763">
			<name>eternal_repetition_in_a_bottomless_pool</name>
			<title>Eternal Repetition In A Bottomless Pool</title>
			<keywords>spell, CrIg 35, Arc, Sun, Ind, Covenants</keywords>
			<description>Eternal Repetition In A Bottomless Pool spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474679</unix>
						<iso>2010-06-25 16:04:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Eternal Repetition In A Bottomless Pool''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[Covenants]], p. 101.

'''R''': Arc, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1764">
			<name>evisceration_of_a_thousand_knives</name>
			<title>Evisceration of a Thousand Knives</title>
			<keywords>spell, PeCo 30, Voice, Mom, Ind, GotF</keywords>
			<description>Evisceration of a Thousand Knives spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474680</unix>
						<iso>2010-06-25 16:04:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Evisceration of a Thousand Knives''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[GotF]], p. 60.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1765">
			<name>exactly_to_scale</name>
			<title>Exactly to Scale</title>
			<keywords>spell, ReAq 10, Touch, Mom, Ind, HoHTL</keywords>
			<description>Exactly to Scale spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474680</unix>
						<iso>2010-06-25 16:04:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Exactly to Scale''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[HoHTL]], p. 139.

'''R''': Touch, '''D''': Mom, '''T''': Ind
'''Req''': [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1766">
			<name>exchange_of_the_two_minds</name>
			<title>Exchange Of The Two Minds</title>
			<keywords>spell, ReMe 50, Touch, Year, Group, ritual, ArM5</keywords>
			<description>Exchange Of The Two Minds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474680</unix>
						<iso>2010-06-25 16:04:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Exchange Of The Two Minds''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[ArM5]], p. 152.

'''R''': Touch, '''D''': Year, '''T''': Group, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1767">
			<name>exorcise_the_filthy_spirit</name>
			<title>Exorcise the Filthy Spirit</title>
			<keywords>spell, PeVi Gen, Voice, Mom, Ind, RoPI</keywords>
			<description>Exorcise the Filthy Spirit spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474681</unix>
						<iso>2010-06-25 16:04:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Exorcise the Filthy Spirit''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[RoPI]], p. 122.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1768">
			<name>eyes_of_the_bat</name>
			<title>Eyes Of The Bat</title>
			<keywords>spell, InAu 25, Per, Sun, Hearing, ArM5</keywords>
			<description>Eyes Of The Bat spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474681</unix>
						<iso>2010-06-25 16:04:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Eyes Of The Bat''' is a [[Canon|canonical]] [[Intellego|In]][[Auram|Au]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 127.

'''R''': Per, '''D''': Sun, '''T''': Hearing
]]></text>
				</version>
			</history>
		</page>
		<page node="1769">
			<name>eyes_of_the_cat</name>
			<title>Eyes Of The Cat</title>
			<keywords>spell, MuCo 5, Touch, Sun, Ind, ArM5</keywords>
			<description>Eyes Of The Cat spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474681</unix>
						<iso>2010-06-25 16:04:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Eyes Of The Cat''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Touch, '''D''': Sun, '''T''': Ind
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="177">
			<name>fenicil's_rituals</name>
			<title>Fenicil's Rituals</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205872703</unix>
						<iso>2008-03-18 21:38:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Powerful pre-[[Hermetic]] rituals discovered by [[Fenicil]] and, rarely, employed by [[House Guernicus]]. See [[HoHTL]] 76.
]]></text>
				</version>
			</history>
		</page>
		<page node="1770">
			<name>eyes_of_the_eagle</name>
			<title>Eyes Of The Eagle</title>
			<keywords>spell, InIm 25, Per, Sun, Vision, ArM5</keywords>
			<description>Eyes Of The Eagle spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474681</unix>
						<iso>2010-06-25 16:04:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Eyes Of The Eagle''' is a [[Canon|canonical]] [[Intellego|In]][[Imaginem|Im]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 145.

'''R''': Per, '''D''': Sun, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1771">
			<name>eyes_of_the_eons</name>
			<title>Eyes Of The Eons</title>
			<keywords>spell, InTe 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Eyes Of The Eons spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474682</unix>
						<iso>2010-06-25 16:04:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Eyes Of The Eons''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1772">
			<name>eyes_of_the_flame</name>
			<title>Eyes Of The Flame</title>
			<keywords>spell, InIg 35, Arc, Conc, Ind, ArM5</keywords>
			<description>Eyes Of The Flame spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474682</unix>
						<iso>2010-06-25 16:04:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Eyes Of The Flame''' is a [[Canon|canonical]] [[Intellego|In]][[Ignem|Ig]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 141.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1773">
			<name>eyes_of_the_treacherous_terrain</name>
			<title>Eyes Of The Treacherous Terrain</title>
			<keywords>spell, InTe 15, Per, Conc, Vision, ArM5</keywords>
			<description>Eyes Of The Treacherous Terrain spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474682</unix>
						<iso>2010-06-25 16:04:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Eyes Of The Treacherous Terrain''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1774">
			<name>facilitate_the_stifled_(form)_spell</name>
			<title>Facilitate the Stifled (Form) Spell</title>
			<keywords>spell, MuVi Gen, Touch, Mom, Ind, HoHMC</keywords>
			<description>Facilitate the Stifled (Form) Spell spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474683</unix>
						<iso>2010-06-25 16:04:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Facilitate the Stifled (Form) Spell''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[HoHMC]], p. 36.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1775">
			<name>faerie_chains_of_the_familiar_slave</name>
			<title>Faerie Chains of the Familiar Slave</title>
			<keywords>spell, CrVi Gen, Touch, Until, Ind, ritual, HoHMC</keywords>
			<description>Faerie Chains of the Familiar Slave spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474683</unix>
						<iso>2010-06-25 16:04:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Faerie Chains of the Familiar Slave''' is a [[Canon|canonical]] CrVi Gen [[Spell|spell]] introduced in [[HoHMC]], p. 90.

'''R''': Touch, '''D''': Until, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1776">
			<name>false_prophecy</name>
			<title>False Prophecy</title>
			<keywords>spell, MuMe 30, Arc, Moon, Ind, HoHTL</keywords>
			<description>False Prophecy spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474683</unix>
						<iso>2010-06-25 16:04:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''False Prophecy''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[HoHTL]], p. 140.

'''R''': Arc, '''D''': Moon, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1777">
			<name>fanning_the_infernal_flames</name>
			<title>Fanning the Infernal Flames</title>
			<keywords>spell, CrVi Gen, Voice, Sun, Ind, RoPI</keywords>
			<description>Fanning the Infernal Flames spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474683</unix>
						<iso>2010-06-25 16:04:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fanning the Infernal Flames''' is a [[Canon|canonical]] CrVi Gen [[Spell|spell]] introduced in [[RoPI]], p. 121.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1778">
			<name>fatal_register</name>
			<title>Fatal Register</title>
			<keywords>spell, MuAn 20, Per, Diam, Ind, Covenants</keywords>
			<description>Fatal Register spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474684</unix>
						<iso>2010-06-25 16:04:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fatal Register''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Covenants]], p. 100.

'''R''': Per, '''D''': Diam, '''T''': Ind
'''Req''': [[Rego]], [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1779">
			<name>fire,_and_hail;_snow,_and_vapor;_stormy_wind_fulfilling_his_word</name>
			<title>Fire, and hail; snow, and vapor; stormy wind fulfilling his word</title>
			<keywords>spell, InvWon 35, Sight, Conc, Ind, RoPD</keywords>
			<description>Fire, and hail; snow, and vapor; stormy wind fulfilling his word spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474684</unix>
						<iso>2010-06-25 16:04:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fire, and hail; snow, and vapor; stormy wind fulfilling his word''' is a [[Canon|canonical]] InvWon 35 [[Spell|spell]] introduced in [[RoPD]], p. 56.

'''R''': Sight, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="178">
			<name>house_mercere</name>
			<title>House Mercere</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205874395</unix>
						<iso>2008-03-18 22:06:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], most of the members of House Mercere are [[The Gift|unGifted]] [[Redcaps]], serving as messengers of the Order. The House also contains a small lineage of [[The Gift|Gifted]] Mercere [[Magus|magi]] continuing the magical tradition of the [[Mercere the Founder|Founder Mercere]]. It [[Domus Magna|domus magna]] is [[Harco]], in the [[Roman Tribunal]].

House Mercere provides vital services to the Order, serving as its communication network, banking institution, and traders. 

===Referecnes

* A core description is given on [[ArM5]] 12, and in the [[Redcap]] virtue ([[ArM5]] 48).
* The House is described in detail on [[HoHTL]] 78-109.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205876304</unix>
						<iso>2008-03-18 22:38:24</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], most of the members of House Mercere are [[The Gift|unGifted]] [[Redcap|Redcap|Redcaps]], serving as messengers of the Order. The House also contains a small lineage of [[The Gift|Gifted]] Mercere [[Magus|magi]] continuing the magical tradition of the [[Mercere the Founder|Founder Mercere]]. It [[Domus Magna|domus magna]] is [[Harco]], in the [[Roman Tribunal]].

House Mercere provides vital services to the Order, serving as its communication network, banking institution, and traders. 

===Referecnes

* A core description is given on [[ArM5]] 12, and in the [[Redcap]] virtue ([[ArM5]] 48).
* The House is described in detail on [[HoHTL]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205966965</unix>
						<iso>2008-03-19 23:49:25</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], most of the members of House Mercere are [[The Gift|unGifted]] [[Redcap|Redcaps]], serving as messengers of the Order. The House also contains a smaller number of [[The Gift|Gifted]] Mercere [[Magus|magi]], descendants by blood or lineage from [[Mercere the Founder|Founder Mercere]]. Its [[Domus Magna|domus magna]] is [[Harco]], in the [[Roman Tribunal]].

House Mercere provides vital services to the Order, serving as its communication network, banking institution, and traders. 

===Referecnes

* A core description is given on [[ArM5]] 12, and in the [[Redcap]] virtue ([[ArM5]] 48).
* The House is described in detail on [[HoHTL]] 78-109.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1207605448</unix>
						<iso>2008-04-07 23:57:28</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], most of the members of House Mercere are [[The Gift|unGifted]] [[Redcap|Redcaps]], serving as messengers of the Order. The House also contains a smaller number of [[The Gift|Gifted]] Mercere [[Magus|magi]], descendants by blood or lineage from [[Mercere the Founder|Founder Mercere]]. Its [[Domus Magna|domus magna]] is [[Harco]], in the [[Roman Tribunal]].

House Mercere provides vital services to the Order, serving as its communication network, banking institution, and traders. 

===Referecnes

* A core description is given on [[ArM5]] 12, and in the [[Redcap]] virtue ([[ArM5]] 48).
* The House is described in detail on [[HoHTL]] 78-109. This description was written by [[Erik Dahl]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1253210206</unix>
						<iso>2009-09-17 19:56:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Ordinem ministramus et sustinemus."" (We serve the Order and keep it alive)|
|Symbol:|Red cap with a yellow circle inscribed with a blue triangle||
|[[Domus Magna]]:|[[Harco]]|

One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], most of the members of House Mercere are [[The Gift|unGifted]] [[Redcap|Redcaps]], serving as messengers of the Order. The House also contains a smaller number of [[The Gift|Gifted]] Mercere [[Magus|magi]], descendants by blood or lineage from [[Mercere the Founder|Founder Mercere]]. Its [[Domus Magna|domus magna]] is [[Harco]], in the [[Roman Tribunal]].

House Mercere provides vital services to the Order, serving as its communication network, banking institution, and traders. 

=References

* A core description is given on [[ArM5]] 12, and in the [[Redcap]] virtue ([[ArM5]] 48).
* The House is described in detail on [[HoHTL]] 78-109. This description was written by [[Erik Dahl]].
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1268597651</unix>
						<iso>2010-03-14 21:14:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added some members</comment>
					<text><![CDATA[
|Motto:|""Ordinem ministramus et sustinemus."" (We serve the Order and keep it alive)|
|Symbol:|Red cap with a yellow circle inscribed with a blue triangle||
|
| [[Primus]]: || Not listed in [[HoHTL]] ||
|[[Domus Magna]]:|[[Harco]]|

One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], most of the members of House Mercere are [[The Gift|unGifted]] [[Redcap|Redcaps]], serving as messengers of the Order. The House also contains a smaller number of [[The Gift|Gifted]] Mercere [[Magus|magi]], descendants by blood or lineage from [[Mercere the Founder|Founder Mercere]]. Its [[Domus Magna|domus magna]] is [[Harco]], in the [[Roman Tribunal]].

House Mercere provides vital services to the Order, serving as its communication network, banking institution, and traders. 

= Members =

Members of House Mercere mentioned in [[canon]] include:

== Living Members ==

* Horst (see [[Fengheld]]): [[GotF]] 84

== Famous Members (deceased) ==

* [[Mercere the Founder]]
* Aldico, [[Primus]] of House Mercere during teh [[Schism War]] ([[HoHTL]] page 78)
* [[Belin]]

= References

* A core description is given on [[ArM5]] 12, and in the [[Redcap]] virtue ([[ArM5]] 48).
* The House is described in detail on [[HoHTL]] 78-109. This description was written by [[Erik Dahl]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1780">
			<name>fist_of_shattering</name>
			<title>Fist Of Shattering</title>
			<keywords>spell, PeTe 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Fist Of Shattering spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474684</unix>
						<iso>2010-06-25 16:04:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fist Of Shattering''' is a [[Canon|canonical]] [[Perdo|Pe]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 155.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1781">
			<name>flames_of_sculpted_ice</name>
			<title>Flames Of Sculpted Ice</title>
			<keywords>spell, MuIg 35, Voice, Sun, Ind, ArM5</keywords>
			<description>Flames Of Sculpted Ice spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474685</unix>
						<iso>2010-06-25 16:04:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Flames Of Sculpted Ice''' is a [[Canon|canonical]] [[Muto|Mu]][[Ignem|Ig]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Voice, '''D''': Sun, '''T''': Ind
'''Req''': [[Aquam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1782">
			<name>flash_of_the_scarlet_flames</name>
			<title>Flash Of The Scarlet Flames</title>
			<keywords>spell, CrIg 15, Voice, Mom, Ind, ArM5</keywords>
			<description>Flash Of The Scarlet Flames spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474685</unix>
						<iso>2010-06-25 16:04:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Flash Of The Scarlet Flames''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 140.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1783">
			<name>flaws_of_the_weaponsmith</name>
			<title>Flaws of the Weaponsmith</title>
			<keywords>spell, PeTe 25, Voice, Mom, Group, GotF</keywords>
			<description>Flaws of the Weaponsmith spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474685</unix>
						<iso>2010-06-25 16:04:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Flaws of the Weaponsmith''' is a [[Canon|canonical]] [[Perdo|Pe]][[Terram|Te]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[GotF]], p. 60.

'''R''': Voice, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1784">
			<name>fog_of_confusion</name>
			<title>Fog Of Confusion</title>
			<keywords>spell, MuAu 45, Touch, Year, Bound, ritual, ArM5</keywords>
			<description>Fog Of Confusion spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474686</unix>
						<iso>2010-06-25 16:04:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fog Of Confusion''' is a [[Canon|canonical]] [[Muto|Mu]][[Auram|Au]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[ArM5]], p. 128.

'''R''': Touch, '''D''': Year, '''T''': Bound, [[Ritual]]
'''Req''': [[Imaginem]], [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1785">
			<name>footsteps_of_slippery_oil</name>
			<title>Footsteps Of Slippery Oil</title>
			<keywords>spell, CrAq 5, Touch, Diam, Ind, ArM5</keywords>
			<description>Footsteps Of Slippery Oil spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474686</unix>
						<iso>2010-06-25 16:04:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Footsteps Of Slippery Oil''' is a [[Canon|canonical]] [[Creo|Cr]][[Aquam|Aq]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 121.

'''R''': Touch, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1786">
			<name>for_every_beast_of_the_forest_is_mine,_and_the_cattle_upon_a_thousand_hills</name>
			<title>For every beast of the forest is mine, and the cattle upon a thousand hills</title>
			<keywords>spell, InvWon 40, Touch, Moon, Ind, RoPD</keywords>
			<description>For every beast of the forest is mine, and the cattle upon a thousand hills spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474686</unix>
						<iso>2010-06-25 16:04:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''For every beast of the forest is mine, and the cattle upon a thousand hills''' is a [[Canon|canonical]] InvWon 40 [[Spell|spell]] introduced in [[RoPD]], p. 56.

'''R''': Touch, '''D''': Moon, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1787">
			<name>for_they_are_the_spirits_of_devils,_working_miracles</name>
			<title>For They Are the Spirits of Devils, Working Miracles</title>
			<keywords>spell, IncPha 10, Per, Conc, Ind, RoPI</keywords>
			<description>For They Are the Spirits of Devils, Working Miracles spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474686</unix>
						<iso>2010-06-25 16:04:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''For They Are the Spirits of Devils, Working Miracles''' is a [[Canon|canonical]] IncPha 10 [[Spell|spell]] introduced in [[RoPI]], p. 110.

'''R''': Per, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1788">
			<name>for_they_intended_evil_against_thee</name>
			<title>For they intended evil against thee: they imagined a mischievous device, which they are not able to perform</title>
			<keywords>spell, MedTra Gen, Per, Conc, Ind, RoPD</keywords>
			<description>For they intended evil against thee: they imagined a mischievous device, which they are not able to perform spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474687</unix>
						<iso>2010-06-25 16:04:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''For they intended evil against thee: they imagined a mischievous device, which they are not able to perform''' is a [[Canon|canonical]] MedTra Gen [[Spell|spell]] introduced in [[RoPD]], p. 53.

'''R''': Per, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1789">
			<name>form_of_the_(humor)_heartbeast</name>
			<title>Form of the (Humor) Heartbeast</title>
			<keywords>spell, MuAn 20, Per, Sun, Ind, HoHMC</keywords>
			<description>Form of the (Humor) Heartbeast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474687</unix>
						<iso>2010-06-25 16:04:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Form of the (Humor) Heartbeast''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[HoHMC]], p. 36.

'''R''': Per, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="179">
			<name>mercere_the_founder</name>
			<title>Mercere the Founder</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205874850</unix>
						<iso>2008-03-18 22:14:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Mercere is one of the [[Founder|Founders]] of the [[Order of Hermes]]. A small line of [[The Gift|Gifted]] [[House Mercere|Mercere]] [[Magus|magi]] continue his bloodline and [[True Lineave|true lineage]], while a much larger network of unGifted [[Redcaps]] maintain the tradition of loyal service to the Order than he has contructed. 

===References

* [[ArM5]] 12 provides the core description.
* A biography of the Founder can be found in [[HoHTL]] 78-81.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205876900</unix>
						<iso>2008-03-18 22:48:20</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Mercere is one of the [[Founder|Founders]] of the [[Order of Hermes]]. A small line of [[The Gift|Gifted]] [[House Mercere|Mercere]] [[Magus|magi]] continue his bloodline and [[True Lineave|true lineage]], while a much larger network of unGifted [[Redcap|Redcap|Redcaps]] maintain the tradition of loyal service to the Order than he has contructed. 

===References

* [[ArM5]] 12 provides the core description.
* A biography of the Founder can be found in [[HoHTL]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1790">
			<name>fortification_of_the_memory_palace</name>
			<title>Fortification of the Memory Palace</title>
			<keywords>spell, ReMe Gen, Per, Moon, Ind, TMRE</keywords>
			<description>Fortification of the Memory Palace spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474687</unix>
						<iso>2010-06-25 16:04:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fortification of the Memory Palace''' is a [[Canon|canonical]] ReMe Gen [[Spell|spell]] introduced in [[TMRE]], p. 27.

'''R''': Per, '''D''': Moon, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1791">
			<name>freeing_the_striding_tree</name>
			<title>Freeing The Striding Tree</title>
			<keywords>spell, ReHe 30, Voice, Conc, Ind, ArM5</keywords>
			<description>Freeing The Striding Tree spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474688</unix>
						<iso>2010-06-25 16:04:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Freeing The Striding Tree''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 139.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1792">
			<name>frosty_breath_of_the_spoken_lie</name>
			<title>Frosty Breath Of The Spoken Lie</title>
			<keywords>spell, InMe 20, Eye, Conc, Ind, ArM5</keywords>
			<description>Frosty Breath Of The Spoken Lie spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474688</unix>
						<iso>2010-06-25 16:04:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Frosty Breath Of The Spoken Lie''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 149.

'''R''': Eye, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1793">
			<name>gather_the_essence_of_the_beast</name>
			<title>Gather The Essence Of The Beast</title>
			<keywords>spell, ReVi 15, Touch, Mom, Ind, ArM5</keywords>
			<description>Gather The Essence Of The Beast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474688</unix>
						<iso>2010-06-25 16:04:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gather The Essence Of The Beast''' is a [[Canon|canonical]] [[Rego|Re]][[Vim|Vi]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 162.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1794">
			<name>gathering_of_the_stormy_might</name>
			<title>Gathering Of The Stormy Might</title>
			<keywords>spell, ReAu 40, Sight, Conc, Group, ArM5</keywords>
			<description>Gathering Of The Stormy Might spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474689</unix>
						<iso>2010-06-25 16:04:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gathering Of The Stormy Might''' is a [[Canon|canonical]] [[Rego|Re]][[Auram|Au]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Sight, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1795">
			<name>gentle_touch_of_the_purified_body</name>
			<title>Gentle Touch Of The Purified Body</title>
			<keywords>spell, CrCo 20, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Gentle Touch Of The Purified Body spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474689</unix>
						<iso>2010-06-25 16:04:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gentle Touch Of The Purified Body''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1796">
			<name>gift_of_man's_fortitude</name>
			<title>Gift of Man's Fortitude</title>
			<keywords>spell, MuAn 15, Per, Mom, Ind, Broken</keywords>
			<description>Gift of Man's Fortitude spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474689</unix>
						<iso>2010-06-25 16:04:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gift of Man's Fortitude''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 61.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1797">
			<name>gift_of_reason</name>
			<title>Gift Of Reason</title>
			<keywords>spell, CrMe 35, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Gift Of Reason spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474689</unix>
						<iso>2010-06-25 16:04:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gift Of Reason''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 148.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1798">
			<name>gift_of_the_bear's_fortitude</name>
			<title>Gift Of The Bear's Fortitude</title>
			<keywords>spell, MuCo 25, Per, Sun, Ind, ArM5</keywords>
			<description>Gift Of The Bear's Fortitude spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474690</unix>
						<iso>2010-06-25 16:04:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gift Of The Bear's Fortitude''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Per, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1799">
			<name>gift_of_the_frog's_legs</name>
			<title>Gift Of The Frog's Legs</title>
			<keywords>spell, ReCo 15, Touch, Mom, Ind, ArM5</keywords>
			<description>Gift Of The Frog's Legs spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474690</unix>
						<iso>2010-06-25 16:04:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gift Of The Frog's Legs''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 134.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="18">
			<name>tribunal</name>
			<title>Tribunal</title>
			<language>en</language>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199965500</unix>
						<iso>2008-01-10 12:45:00</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Ars Magica]], the term "tribunal" has several related meanings:
# A formal council of the [[Order of Hermes]], which meets periodically as a combination of a governing council, a court of law, and a social gathering.
# One of the thirteen [[Regional tribunal | geographic regions]] governed by such a council
# The session held by such a council
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205869474</unix>
						<iso>2008-03-18 20:44:34</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
In [[Ars Magica]], the term "tribunal" has several related meanings:
# A formal council of the [[Order of Hermes]], which meets periodically as a combination of a governing council, a court of law, and a social gathering.
# One of the thirteen [[Regional tribunal | geographic regions]] governed by such a council
# The session held by such a council

===References

* [[ArM5]] 14-15 defines the Tribunals. See also [[ArM5]] 201 for a map of the regional Tribunals.
* See also [[Praeco]] and [[Presiding Quaesitor]], and see [[HoHTL]] 56-61 for Tribunal session procedures.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205932615</unix>
						<iso>2008-03-19 14:16:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>debate rules reference</comment>
					<text><![CDATA[
In [[Ars Magica]], the term "tribunal" has several related meanings:
# A formal council of the [[Order of Hermes]], which meets periodically as a combination of a governing council, a court of law, and a social gathering.
# One of the thirteen [[Regional tribunal | geographic regions]] governed by such a council
# The session held by such a council

===References

* [[ArM5]] 14-15 defines the Tribunals. See also [[ArM5]] 201 for a map of the regional Tribunals.
* See also [[Praeco]] and [[Presiding Quaesitor]], and see [[HoHTL]] 56-61 for Tribunal session procedures. Rules for arbitrating debate at tribunal are offered at [[HoHS]] 90-93.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1209752378</unix>
						<iso>2008-05-02 20:19:38</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
In [[Ars Magica]], the term "tribunal" has several related meanings:
# A formal council of the [[Order of Hermes]], which meets periodically as a combination of a governing council, a court of law, and a social gathering.
# One of the thirteen [[Regional tribunal | geographic regions]] governed by such a council
# The session held by such a council

===References

* [[ArM5]] 14-15 defines the Tribunals. See also [[ArM5]] 201 for a map of the regional Tribunals.
* See also [[Praeco]] and [[Presiding Quaesitor]], and see [[HoHTL]] 56-61 for Tribunal session procedures. Rules for arbitrating debate at tribunal are offered at [[HoHS]] 90-93.

===See Also

* Several customs are associated with a Tribunal session. These include 
** The [[Symposium]] held by Jerniton magi before the Tribunal.
** THe magi of [[House Tremere]] gather a few days before the Tribunal starts ([[HoHTL]] 116).
** At the end of the Tribunal session, the [[Quaesitor|Quaesitors]] meet (see [[HoHTL]] 64).
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1209754922</unix>
						<iso>2008-05-02 21:02:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added customs See Also note</comment>
					<text><![CDATA[
In [[Ars Magica]], the term "tribunal" has several related meanings:
# A formal council of the [[Order of Hermes]], which meets periodically as a combination of a governing council, a court of law, and a social gathering.
# One of the thirteen [[Regional tribunal | geographic regions]] governed by such a council
# The session held by such a council

===References

* [[ArM5]] 14-15 defines the Tribunals. See also [[ArM5]] 201 for a map of the regional Tribunals.
* See also [[Praeco]] and [[Presiding Quaesitor]], and see [[HoHTL]] 56-61 for Tribunal session procedures. Rules for arbitrating debate at tribunal are offered at [[HoHS]] 90-93.

===See Also

Several customs are associated with a Tribunal session. These include 
* The [[Symposium]] held by Jerniton magi before the Tribunal.
* The magi of [[House Tremere]] gather a few days before the Tribunal starts ([[HoHTL]] 116).
* e end of the Tribunal session, the [[Quaesitor|Quaesitors]] meet (see [[HoHTL]] 64).
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1221430224</unix>
						<iso>2008-09-15 00:10:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Mercurians</comment>
					<text><![CDATA[
In [[Ars Magica]], the term "tribunal" has several related meanings:
# A formal council of the [[Order of Hermes]], which meets periodically as a combination of a governing council, a court of law, and a social gathering.
# One of the thirteen [[Regional tribunal | geographic regions]] governed by such a council
# The session held by such a council

===References

* [[ArM5]] 14-15 defines the Tribunals. See also [[ArM5]] 201 for a map of the regional Tribunals.
* See also [[Praeco]] and [[Presiding Quaesitor]], and see [[HoHTL]] 56-61 for Tribunal session procedures. Rules for arbitrating debate at tribunal are offered at [[HoHS]] 90-93.

===See Also

Several customs are associated with a Tribunal session. These include 
* The [[Symposium]] held by Jerniton magi before the Tribunal.
* The magi of [[House Tremere]] gather a few days before the Tribunal starts ([[HoHTL]] 116).
* The ''flamines'' (priests in the [[Cult of Mercury]] often perform a formal invocation or blessing at the beginning of the session ([[HoHS]] 16).
* The ''flamines'' (priests in the [[Cult of Mercury]] often perform a formal invocation or
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1221430278</unix>
						<iso>2008-09-15 00:11:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
In [[Ars Magica]], the term "tribunal" has several related meanings:
# A formal council of the [[Order of Hermes]], which meets periodically as a combination of a governing council, a court of law, and a social gathering.
# One of the thirteen [[Regional tribunal | geographic regions]] governed by such a council
# The session held by such a council

===References

* [[ArM5]] 14-15 defines the Tribunals. See also [[ArM5]] 201 for a map of the regional Tribunals.
* See also [[Praeco]] and [[Presiding Quaesitor]], and see [[HoHTL]] 56-61 for Tribunal session procedures. Rules for arbitrating debate at tribunal are offered at [[HoHS]] 90-93.

===See Also

Several customs are associated with a Tribunal session. These include 
* The [[Symposium]] held by Jerniton magi before the Tribunal.
* The magi of [[House Tremere]] gather a few days before the Tribunal starts ([[HoHTL]] 116).
* The ''flamines'' (priests in the [[Cult of Mercury]]) often perform a formal invocation or blessing at the beginning of the session ([[HoHS]] 16).
* At the end of the Tribunal session, the [[Quaesitor|Quaesitors]] meet (see [[HoHTL]] 64).
]]></text>
				</version>
			</history>
		</page>
		<page node="180">
			<name>harco</name>
			<title>Harco</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205875399</unix>
						<iso>2008-03-18 22:23:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Harco, the [[Domus Magna|domus magna]] of [[House Mecere]] is located in the [[Roman Tribunal]]. It is a center of [[Hermetic]] commerce, and the hub of the [[Redcap]] network.

===References
* Harco is briefly described in [[HoHTL]] 79.
* [[Tribunals of Hermes: Rome]] 61-68 provides a somewhat outdated but more detailed description. Some aspects of this protrayal are at odds with the [[Canon|cannonic]] Harco of [[HoHTL]]..
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205875426</unix>
						<iso>2008-03-18 22:23:46</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Harco, the [[Domus Magna|domus magna]] of [[House Merrcere]] is located in the [[Roman Tribunal]]. It is a center of [[Hermetic]] commerce, and the hub of the [[Redcap]] network.

===References
* Harco is briefly described in [[HoHTL]] 79.
* [[Tribunals of Hermes: Rome]] 61-68 provides a somewhat outdated but more detailed description. Some aspects of this protrayal are at odds with the [[Canon|cannonic]] Harco of [[HoHTL]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1800">
			<name>gift_of_the_oneiropomp</name>
			<title>Gift of the Oneiropomp</title>
			<keywords>spell, ReTe 15, Touch, Mom, Dream, TMRE</keywords>
			<description>Gift of the Oneiropomp spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474690</unix>
						<iso>2010-06-25 16:04:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gift of the Oneiropomp''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[TMRE]], p. 109.

'''R''': Touch, '''D''': Mom, '''T''': Dream
'''Req''': [[Muto]], [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1801">
			<name>give_unto_the_lord_the_glory_due,_unto_his_name</name>
			<title>Give unto the Lord the glory due, unto his name: bring an offering, and come into his courts</title>
			<keywords>spell, InvAdj 25, Arc, Conc, Ind, RoPD</keywords>
			<description>Give unto the Lord the glory due, unto his name: bring an offering, and come into his courts spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474691</unix>
						<iso>2010-06-25 16:04:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Give unto the Lord the glory due, unto his name: bring an offering, and come into his courts''' is a [[Canon|canonical]] InvAdj 25 [[Spell|spell]] introduced in [[RoPD]], p. 49.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1802">
			<name>gleam_of_the_freshly-polished_glass</name>
			<title>Gleam of the Freshly-Polished Glass</title>
			<keywords>spell, PeTe 25, Touch, Moon, Room, Covenants</keywords>
			<description>Gleam of the Freshly-Polished Glass spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474691</unix>
						<iso>2010-06-25 16:04:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gleam of the Freshly-Polished Glass''' is a [[Canon|canonical]] [[Perdo|Pe]][[Terram|Te]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[Covenants]], p. 122.

'''R''': Touch, '''D''': Moon, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="1803">
			<name>gloom_of_evening</name>
			<title>Gloom Of Evening</title>
			<keywords>spell, PeIg 10, Touch, Diam, Room, ArM5</keywords>
			<description>Gloom Of Evening spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474691</unix>
						<iso>2010-06-25 16:04:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gloom Of Evening''' is a [[Canon|canonical]] [[Perdo|Pe]][[Ignem|Ig]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Touch, '''D''': Diam, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="1804">
			<name>god_shall_likewise_destroy_thee_for_ever</name>
			<title>God shall likewise destroy thee for ever, he shall take thee away, and pluck thee out of thy dwelling place, and root thee out of the land of the living</title>
			<keywords>spell, PurCur 40, Voice, Mom, Ind, RoPD</keywords>
			<description>God shall likewise destroy thee for ever, he shall take thee away, and pluck thee out of thy dwelling place, and root thee out of the land of the living spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474692</unix>
						<iso>2010-06-25 16:04:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''God shall likewise destroy thee for ever, he shall take thee away, and pluck thee out of thy dwelling place, and root thee out of the land of the living''' is a [[Canon|canonical]] PurCur 40 [[Spell|spell]] introduced in [[RoPD]], p. 51.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1805">
			<name>gossip_of_the_marketplace</name>
			<title>Gossip of the Marketplace</title>
			<keywords>spell, CrMe 20, Eye, Sun, Ind, GotF</keywords>
			<description>Gossip of the Marketplace spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474692</unix>
						<iso>2010-06-25 16:04:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gossip of the Marketplace''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[GotF]], p. 73.

'''R''': Eye, '''D''': Sun, '''T''': Ind
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1806">
			<name>grant_might</name>
			<title>Grant Might</title>
			<keywords>spell, CrVi Gen, Touch, Always on, Ind, TMRE</keywords>
			<description>Grant Might spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474692</unix>
						<iso>2010-06-25 16:04:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Grant Might''' is a [[Canon|canonical]] CrVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 44.

'''R''': Touch, '''D''': Always on, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1807">
			<name>grasp_of_the_distant_slingstone</name>
			<title>Grasp of the Distant Slingstone</title>
			<keywords>spell, ReTe 10, Voice, Mom, Ind, SemE</keywords>
			<description>Grasp of the Distant Slingstone spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474692</unix>
						<iso>2010-06-25 16:04:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Grasp of the Distant Slingstone''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[SemE]], p. 37.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1808">
			<name>grip_of_the_choking_hand</name>
			<title>Grip Of The Choking Hand</title>
			<keywords>spell, PeCo 25, Voice, Conc, Ind, ArM5</keywords>
			<description>Grip Of The Choking Hand spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474693</unix>
						<iso>2010-06-25 16:04:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Grip Of The Choking Hand''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 133.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1809">
			<name>growth_of_the_creeping_things</name>
			<title>Growth Of The Creeping Things</title>
			<keywords>spell, MuAn 15, Touch, Sun, Ind, ArM5</keywords>
			<description>Growth Of The Creeping Things spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474693</unix>
						<iso>2010-06-25 16:04:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Growth Of The Creeping Things''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 118.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="181">
			<name>mercere_portal</name>
			<title>Mercere Portal</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205876138</unix>
						<iso>2008-03-18 22:35:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A portal providing a permanent [[Hermes Portal]] effect. A network of these gates connects several covenants in the [[Order of Hermes|Order]], including [[Durenmar]], [[Harco]], and [[Verdi]]. The extent and size of this network is not defined in the [[Canon|canonic]] setting.

===References

* [[HoHTL]] 80, 100-101.
* [[GotF]] 26.
]]></text>
				</version>
			</history>
		</page>
		<page node="1810">
			<name>hand_of_the_antiquarian</name>
			<title>Hand of the Antiquarian</title>
			<keywords>spell, ReTe 15, Touch, Sun, Ind, AM</keywords>
			<description>Hand of the Antiquarian spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474693</unix>
						<iso>2010-06-25 16:04:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hand of the Antiquarian''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[AM]], p. 60.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1811">
			<name>hands_of_the_grasping_earth</name>
			<title>Hands Of The Grasping Earth</title>
			<keywords>spell, ReTe 15, Voice, Diam, Part, ArM5</keywords>
			<description>Hands Of The Grasping Earth spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474694</unix>
						<iso>2010-06-25 16:04:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hands Of The Grasping Earth''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 156.

'''R''': Voice, '''D''': Diam, '''T''': Part
'''Req''': [[Muto]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1812">
			<name>harnessing_the_essential_power_of_(form)</name>
			<title>Harnessing the Essential Power of (Form)</title>
			<keywords>spell, MuVi Gen, Touch, Mom, Ind, AM</keywords>
			<description>Harnessing the Essential Power of (Form) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474694</unix>
						<iso>2010-06-25 16:04:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Harnessing the Essential Power of (Form)''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[AM]], p. 67.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1813">
			<name>haunt_of_the_living_ghost</name>
			<title>Haunt Of The Living Ghost</title>
			<keywords>spell, CrIm 35, Arc, Conc, Ind, ArM5</keywords>
			<description>Haunt Of The Living Ghost spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474694</unix>
						<iso>2010-06-25 16:04:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Haunt Of The Living Ghost''' is a [[Canon|canonical]] [[Creo|Cr]][[Imaginem|Im]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 144.

'''R''': Arc, '''D''': Conc, '''T''': Ind
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1814">
			<name>have_mercy_upon_me,_o_lord_for_i_am_weak:_o_lord,_heal_me</name>
			<title>Have mercy upon me, O Lord for I am weak: O Lord, heal me; for my bones are vexed</title>
			<keywords>spell, PurInt 50, Touch, Mom, Ind, RoPD</keywords>
			<description>Have mercy upon me, O Lord for I am weak: O Lord, heal me; for my bones are vexed spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474695</unix>
						<iso>2010-06-25 16:04:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Have mercy upon me, O Lord for I am weak: O Lord, heal me; for my bones are vexed''' is a [[Canon|canonical]] PurInt 50 [[Spell|spell]] introduced in [[RoPD]], p. 52.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1815">
			<name>heat_of_the_searing_forge</name>
			<title>Heat Of The Searing Forge</title>
			<keywords>spell, CrIg 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Heat Of The Searing Forge spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474695</unix>
						<iso>2010-06-25 16:04:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Heat Of The Searing Forge''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 140.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1816">
			<name>hermes'_portal</name>
			<title>Hermes' Portal</title>
			<keywords>spell, ReTe 75, Arc, Year, Ind, ritual, ArM5</keywords>
			<description>Hermes' Portal spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474695</unix>
						<iso>2010-06-25 16:04:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermes' Portal''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 75 [[Spell|spell]] introduced in [[ArM5]], p. 156.

'''R''': Arc, '''D''': Year, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1817">
			<name>hibernation_of_the_slumbering_turb</name>
			<title>Hibernation of the Slumbering Turb</title>
			<keywords>spell, ReMe 35, Per, Year, Texture, ritual, HoHMC</keywords>
			<description>Hibernation of the Slumbering Turb spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474695</unix>
						<iso>2010-06-25 16:04:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hibernation of the Slumbering Turb''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHMC]], p. 29.

'''R''': Per, '''D''': Year, '''T''': Texture, [[Ritual]]
'''Req''': [[Creo]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1818">
			<name>hide_to_parchment</name>
			<title>Hide To Parchment</title>
			<keywords>spell, ReAn 10, Touch, Mom, Group, Covenants</keywords>
			<description>Hide To Parchment spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474696</unix>
						<iso>2010-06-25 16:04:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hide To Parchment''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[Covenants]], p. 96.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1819">
			<name>hiding_the_mystic_key</name>
			<title>Hiding the Mystic Key</title>
			<keywords>spell, MuTe 15, Touch, Conc, Part, TMRE</keywords>
			<description>Hiding the Mystic Key spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474696</unix>
						<iso>2010-06-25 16:04:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hiding the Mystic Key''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[TMRE]], p. 116.

'''R''': Touch, '''D''': Conc, '''T''': Part
'''Req''': [[Herbam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="182">
			<name>mercer_house</name>
			<title>Mercer House</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205905008</unix>
						<iso>2008-03-19 06:36:48</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''Mercer House''' is a support and coordination center of the [[Redcap]] network. [[Canon|Canonic]] Mercere Houses include Yuval's in Barcelona, [[Fengheld]], [[Durenmar]], and [[Harco]].

===Referecnes

* They are disucussed in [[HoHTL]] 82.
]]></text>
				</version>
			</history>
		</page>
		<page node="1820">
			<name>hinder_the_gift</name>
			<title>Hinder the Gift</title>
			<keywords>spell, PeVi 55, Touch, Sun, Ind, GotF</keywords>
			<description>Hinder the Gift spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474696</unix>
						<iso>2010-06-25 16:04:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hinder the Gift''' is a [[Canon|canonical]] [[Perdo|Pe]][[Vim|Vi]] [[Spell level|level]] 55 [[Spell|spell]] introduced in [[GotF]], p. 60.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1821">
			<name>hornet_fire</name>
			<title>Hornet Fire</title>
			<keywords>spell, MuIg 10, Voice, Conc, Ind, ArM5</keywords>
			<description>Hornet Fire spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474697</unix>
						<iso>2010-06-25 16:04:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hornet Fire''' is a [[Canon|canonical]] [[Muto|Mu]][[Ignem|Ig]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 141.

'''R''': Voice, '''D''': Conc, '''T''': Ind
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1822">
			<name>hunt_for_the_wild_herb</name>
			<title>Hunt For The Wild Herb</title>
			<keywords>spell, InHe 5, Per, Conc, Smell, ArM5</keywords>
			<description>Hunt For The Wild Herb spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474697</unix>
						<iso>2010-06-25 16:04:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hunt For The Wild Herb''' is a [[Canon|canonical]] [[Intellego|In]][[Herbam|He]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 136.

'''R''': Per, '''D''': Conc, '''T''': Smell
]]></text>
				</version>
			</history>
		</page>
		<page node="1823">
			<name>hunter's_lethal_arrow</name>
			<title>Hunter's Lethal Arrow</title>
			<keywords>spell, PeAn 40, Touch, Diam, Ind, HoHTL</keywords>
			<description>Hunter's Lethal Arrow spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474697</unix>
						<iso>2010-06-25 16:04:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hunter's Lethal Arrow''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1824">
			<name>hunter's_sense</name>
			<title>Hunter's Sense</title>
			<keywords>spell, InAn 30, Per, Sun, Hearing, ArM5</keywords>
			<description>Hunter's Sense spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474698</unix>
						<iso>2010-06-25 16:04:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hunter's Sense''' is a [[Canon|canonical]] [[Intellego|In]][[Animal|An]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 118.

'''R''': Per, '''D''': Sun, '''T''': Hearing
]]></text>
				</version>
			</history>
		</page>
		<page node="1825">
			<name>i_conjure_this,_by_foul_decree_in_its_same_likeness_unto_me</name>
			<title>I Conjure This, By Foul Decree In Its Same Likeness Unto Me</title>
			<keywords>spell, IncEff 25, Arc, Mom, Ind, RoPI</keywords>
			<description>I Conjure This, By Foul Decree In Its Same Likeness Unto Me spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474698</unix>
						<iso>2010-06-25 16:04:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''I Conjure This, By Foul Decree In Its Same Likeness Unto Me''' is a [[Canon|canonical]] IncEff 25 [[Spell|spell]] introduced in [[RoPI]], p. 109.

'''R''': Arc, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1826">
			<name>i_delight_to_do_thy_will,_o_my_god;_yea,_thy_law_is_within_my_heart</name>
			<title>I delight to do thy will, O my God; yea, thy law is within my heart</title>
			<keywords>spell, MedUnd 35, Per, Mom, Ind, RoPD</keywords>
			<description>I delight to do thy will, O my God; yea, thy law is within my heart spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474698</unix>
						<iso>2010-06-25 16:04:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''I delight to do thy will, O my God; yea, thy law is within my heart''' is a [[Canon|canonical]] MedUnd 35 [[Spell|spell]] introduced in [[RoPD]], p. 54.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1827">
			<name>i_saw_three_unclean_spirits,_like_frogs,_out_of_the_mouth_of_the_dragon</name>
			<title>I Saw Three Unclean Spirits, Like Frogs, Out of the Mouth of the Dragon</title>
			<keywords>spell, IncPha 20, Per, Mom, Ind, RoPI</keywords>
			<description>I Saw Three Unclean Spirits, Like Frogs, Out of the Mouth of the Dragon spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474698</unix>
						<iso>2010-06-25 16:04:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''I Saw Three Unclean Spirits, Like Frogs, Out of the Mouth of the Dragon''' is a [[Canon|canonical]] IncPha 20 [[Spell|spell]] introduced in [[RoPI]], p. 110.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1828">
			<name>i_will_make_them_of_the_synagogue_of_satan</name>
			<title>I Will Make Them of the Synagogue of Satan; I Will Make Them Worship Before Thy Feet</title>
			<keywords>spell, IncPsy 50, Voice, Sun, Group, RoPI</keywords>
			<description>I Will Make Them of the Synagogue of Satan; I Will Make Them Worship Before Thy Feet spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474699</unix>
						<iso>2010-06-25 16:04:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''I Will Make Them of the Synagogue of Satan; I Will Make Them Worship Before Thy Feet''' is a [[Canon|canonical]] IncPsy 50 [[Spell|spell]] introduced in [[RoPI]], p. 112.

'''R''': Voice, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1829">
			<name>ice_of_drowning</name>
			<title>Ice Of Drowning</title>
			<keywords>spell, ReAq 35, Voice, Conc, Part, ArM5</keywords>
			<description>Ice Of Drowning spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474699</unix>
						<iso>2010-06-25 16:04:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ice Of Drowning''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Voice, '''D''': Conc, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="183">
			<name>belin</name>
			<title>Belin</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Character</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205905740</unix>
						<iso>2008-03-19 06:49:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A famous [[Redcap]], who founded a bloodline and [[Societas]] of respected messengers. These redcaps usually refer to themselves as '''Followers of Belin'''. See [[HoHTL]] 83.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268598073</unix>
						<iso>2010-03-14 21:21:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Expanded a bit, added &quot;swimsuit calendar&quot;</comment>
					<text><![CDATA[
'''Belin''' was a famous [[Redcap]], the last apprentice of [[Mercere the Founder]]. She did not have [[The Gift]].  She is legendary for her reliability and devotion to duty.  She founded a bloodline and [[Societas]] of respected messengers. These redcaps usually refer to themselves as '''Followers of Belin'''. 

= Commentary

There are a couple of stories of Belin's [[canon|canonical]] exploits on page 84 of [[HoHTL]].

There is also an amusing and somewhat bawdy fan-created story about her in the [[Hermes Portal]] [[swimsuit calendar]].

= References

* Followers of Belin, [[HoHTL]] 84.
]]></text>
				</version>
			</history>
		</page>
		<page node="1830">
			<name>ignite_the_inflammable_item</name>
			<title>Ignite the Inflammable Item</title>
			<keywords>spell, CrIg 15, Voice, Mom, Ind, Broken</keywords>
			<description>Ignite the Inflammable Item spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474699</unix>
						<iso>2010-06-25 16:04:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ignite the Inflammable Item''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 66.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1831">
			<name>illusion_of_cool_flames</name>
			<title>Illusion Of Cool Flames</title>
			<keywords>spell, PeIm 10, Voice, Sun, Ind, ArM5</keywords>
			<description>Illusion Of Cool Flames spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474700</unix>
						<iso>2010-06-25 16:05:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Illusion Of Cool Flames''' is a [[Canon|canonical]] [[Perdo|Pe]][[Imaginem|Im]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1832">
			<name>illusion_of_the_misplaced_castle</name>
			<title>Illusion Of The Misplaced Castle</title>
			<keywords>spell, ReIm 50, Voice, Sun, Bound, ritual, ArM5</keywords>
			<description>Illusion Of The Misplaced Castle spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474700</unix>
						<iso>2010-06-25 16:05:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Illusion Of The Misplaced Castle''' is a [[Canon|canonical]] [[Rego|Re]][[Imaginem|Im]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[ArM5]], p. 147.

'''R''': Voice, '''D''': Sun, '''T''': Bound, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1833">
			<name>illusion_of_the_shifted_image</name>
			<title>Illusion Of The Shifted Image</title>
			<keywords>spell, ReIm 10, Voice, Sun, Ind, ArM5</keywords>
			<description>Illusion Of The Shifted Image spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474700</unix>
						<iso>2010-06-25 16:05:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Illusion Of The Shifted Image''' is a [[Canon|canonical]] [[Rego|Re]][[Imaginem|Im]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1834">
			<name>image_from_the_wizard_torn</name>
			<title>Image From The Wizard Torn</title>
			<keywords>spell, ReIm 30, Per, Conc, Ind, ArM5</keywords>
			<description>Image From The Wizard Torn spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474701</unix>
						<iso>2010-06-25 16:05:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Image From The Wizard Torn''' is a [[Canon|canonical]] [[Rego|Re]][[Imaginem|Im]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 147.

'''R''': Per, '''D''': Conc, '''T''': Ind
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1835">
			<name>image_of_the_beast</name>
			<title>Image Of The Beast</title>
			<keywords>spell, InAn 5, Arc, Mom, Ind, ArM5</keywords>
			<description>Image Of The Beast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474701</unix>
						<iso>2010-06-25 16:05:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Image Of The Beast''' is a [[Canon|canonical]] [[Intellego|In]][[Animal|An]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 117.

'''R''': Arc, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1836">
			<name>image_phantom</name>
			<title>Image Phantom</title>
			<keywords>spell, MuIm 20, Touch, Sun, Ind, ArM5</keywords>
			<description>Image Phantom spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474701</unix>
						<iso>2010-06-25 16:05:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Image Phantom''' is a [[Canon|canonical]] [[Muto|Mu]][[Imaginem|Im]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1837">
			<name>impression_of_the_faded_sigil</name>
			<title>Impression of the Faded Sigil</title>
			<keywords>spell, InVi 30, Per, Mom, Touch, HoHTL</keywords>
			<description>Impression of the Faded Sigil spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474701</unix>
						<iso>2010-06-25 16:05:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Impression of the Faded Sigil''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[HoHTL]], p. 75.

'''R''': Per, '''D''': Mom, '''T''': Touch
]]></text>
				</version>
			</history>
		</page>
		<page node="1838">
			<name>in_christ's_footsteps</name>
			<title>In Christ's Footsteps</title>
			<keywords>spell, ReCo 5, Per, Conc, Ind, GotF</keywords>
			<description>In Christ's Footsteps spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474702</unix>
						<iso>2010-06-25 16:05:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''In Christ's Footsteps''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[GotF]], p. 96.

'''R''': Per, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1839">
			<name>incantation_of_putrid_wine</name>
			<title>Incantation Of Putrid Wine</title>
			<keywords>spell, MuAq 15, Touch, Sun, Room, ArM5</keywords>
			<description>Incantation Of Putrid Wine spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474702</unix>
						<iso>2010-06-25 16:05:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Incantation Of Putrid Wine''' is a [[Canon|canonical]] [[Muto|Mu]][[Aquam|Aq]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 122.

'''R''': Touch, '''D''': Sun, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="1840">
			<name>incantation_of_the_body_made_whole</name>
			<title>Incantation Of The Body Made Whole</title>
			<keywords>spell, CrCo 40, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Incantation Of The Body Made Whole spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474702</unix>
						<iso>2010-06-25 16:05:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Incantation Of The Body Made Whole''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1841">
			<name>incantation_of_the_milky_eyes</name>
			<title>Incantation Of The Milky Eyes</title>
			<keywords>spell, PeCo 30, Voice, Mom, Ind, ArM5</keywords>
			<description>Incantation Of The Milky Eyes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474703</unix>
						<iso>2010-06-25 16:05:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Incantation Of The Milky Eyes''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 133.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1842">
			<name>increase_of_the_room's_modest_aura</name>
			<title>Increase of the Room's Modest Aura</title>
			<keywords>spell, CrVi 70, Touch, Mom, Room, ritual, TMRE</keywords>
			<description>Increase of the Room's Modest Aura spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474703</unix>
						<iso>2010-06-25 16:05:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Increase of the Room's Modest Aura''' is a [[Canon|canonical]] [[Creo|Cr]][[Vim|Vi]] [[Spell level|level]] 70 [[Spell|spell]] introduced in [[TMRE]], p. 99.

'''R''': Touch, '''D''': Mom, '''T''': Room, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1843">
			<name>infernal_smoke_of_death</name>
			<title>Infernal Smoke Of Death</title>
			<keywords>spell, MuAu 40, Voice, Conc, Ind, ArM5</keywords>
			<description>Infernal Smoke Of Death spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474703</unix>
						<iso>2010-06-25 16:05:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Infernal Smoke Of Death''' is a [[Canon|canonical]] [[Muto|Mu]][[Auram|Au]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 127.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1844">
			<name>ink_of_noblest_metals</name>
			<title>Ink of Noblest Metals</title>
			<keywords>spell, MuTe 20, Voice, Diam, Ind, Covenants</keywords>
			<description>Ink of Noblest Metals spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474704</unix>
						<iso>2010-06-25 16:05:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ink of Noblest Metals''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Covenants]], p. 97.

'''R''': Voice, '''D''': Diam, '''T''': Ind
'''Req''': [[Aquam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1845">
			<name>inmost_companion</name>
			<title>Inmost Companion</title>
			<keywords>spell, MuMe 40, Eye, Sun, Ind, ArM5</keywords>
			<description>Inmost Companion spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474704</unix>
						<iso>2010-06-25 16:05:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Inmost Companion''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 149.

'''R''': Eye, '''D''': Sun, '''T''': Ind
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1846">
			<name>instant_loyalty_of_the_rebellious_turb</name>
			<title>Instant Loyalty of the Rebellious Turb</title>
			<keywords>spell, CrMe 50, Voice, Year, Group, ritual, Covenants</keywords>
			<description>Instant Loyalty of the Rebellious Turb spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474704</unix>
						<iso>2010-06-25 16:05:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Instant Loyalty of the Rebellious Turb''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[Covenants]], p. 41.

'''R''': Voice, '''D''': Year, '''T''': Group, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1847">
			<name>intelligence_of_the_followers</name>
			<title>Intelligence of the Followers</title>
			<keywords>spell, CrMe 35, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Intelligence of the Followers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474705</unix>
						<iso>2010-06-25 16:05:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Intelligence of the Followers''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1848">
			<name>intelligence_of_the_heroes</name>
			<title>Intelligence of the Heroes</title>
			<keywords>spell, CrMe 60, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Intelligence of the Heroes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474705</unix>
						<iso>2010-06-25 16:05:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Intelligence of the Heroes''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1849">
			<name>intuition_of_the_forest</name>
			<title>Intuition Of The Forest</title>
			<keywords>spell, InHe 10, Touch, Sun, Group, ArM5</keywords>
			<description>Intuition Of The Forest spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474705</unix>
						<iso>2010-06-25 16:05:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Intuition Of The Forest''' is a [[Canon|canonical]] [[Intellego|In]][[Herbam|He]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 136.

'''R''': Touch, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="185">
			<name>notary</name>
			<title>Notary</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205906629</unix>
						<iso>2008-03-19 07:03:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Hermetic Society|Hermetic society]], a '''notary''' is a [[Redcap]] with a letter from a [[Quaesitor]] granting him some Quaesitorial authorities over contracts. See [[HoHTL]] 88.
]]></text>
				</version>
			</history>
		</page>
		<page node="1850">
			<name>invisibility_of_the_standing_wizard</name>
			<title>Invisibility Of The Standing Wizard</title>
			<keywords>spell, PeIm 15, Touch, Sun, Ind, ArM5</keywords>
			<description>Invisibility Of The Standing Wizard spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474706</unix>
						<iso>2010-06-25 16:05:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Invisibility Of The Standing Wizard''' is a [[Canon|canonical]] [[Perdo|Pe]][[Imaginem|Im]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1851">
			<name>invisible_swift_knives</name>
			<title>Invisible Swift Knives</title>
			<keywords>spell, PeAn 40, Eye, Mom, Ind, Covenants</keywords>
			<description>Invisible Swift Knives spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474706</unix>
						<iso>2010-06-25 16:05:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Invisible Swift Knives''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[Covenants]], p. 96.

'''R''': Eye, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1852">
			<name>invocation_of_weariness</name>
			<title>Invocation Of Weariness</title>
			<keywords>spell, PeCo 20, Voice, Mom, Ind, ArM5</keywords>
			<description>Invocation Of Weariness spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474706</unix>
						<iso>2010-06-25 16:05:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Invocation Of Weariness''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 133.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1853">
			<name>invoke_the_pact_of_(daimon)</name>
			<title>Invoke the Pact of (Daimon)</title>
			<keywords>spell, ReVi Gen, Arc, Mom, Ind, ritual, TMRE</keywords>
			<description>Invoke the Pact of (Daimon) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474706</unix>
						<iso>2010-06-25 16:05:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Invoke the Pact of (Daimon)''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 80.

'''R''': Arc, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1854">
			<name>invoke_the_spirit_of_(form)</name>
			<title>Invoke the Spirit of (Form)</title>
			<keywords>spell, (Tech)(Form) Gen, Arc, Mom, Ind, TMRE</keywords>
			<description>Invoke the Spirit of (Form) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474707</unix>
						<iso>2010-06-25 16:05:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Invoke the Spirit of (Form)''' is a [[Canon|canonical]] (Tech)(Form) Gen [[Spell|spell]] introduced in [[TMRE]], p. 80.

'''R''': Arc, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1855">
			<name>invoke_the_spirit_of_(spell)</name>
			<title>Invoke the Spirit of (Spell)</title>
			<keywords>spell, (Tech)(Form) Gen, Arc, Mom, Ind, TMRE</keywords>
			<description>Invoke the Spirit of (Spell) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474707</unix>
						<iso>2010-06-25 16:05:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Invoke the Spirit of (Spell)''' is a [[Canon|canonical]] (Tech)(Form) Gen [[Spell|spell]] introduced in [[TMRE]], p. 79.

'''R''': Arc, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1856">
			<name>jupiter's_resounding_blow</name>
			<title>Jupiter's Resounding Blow</title>
			<keywords>spell, CrAu 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Jupiter's Resounding Blow spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474707</unix>
						<iso>2010-06-25 16:05:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Jupiter's Resounding Blow''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 125.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1857">
			<name>key_to_the_mystic_veil</name>
			<title>Key to the Mystic Veil</title>
			<keywords>spell, InVi 25, Touch, Conc, Vision, TMRE</keywords>
			<description>Key to the Mystic Veil spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474708</unix>
						<iso>2010-06-25 16:05:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Key to the Mystic Veil''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[TMRE]], p. 116.

'''R''': Touch, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1858">
			<name>know_the_heavens</name>
			<title>Know the Heavens</title>
			<keywords>spell, InVi 15, Touch, Mom, Ind, TMRE</keywords>
			<description>Know the Heavens spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474708</unix>
						<iso>2010-06-25 16:05:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Know the Heavens''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[TMRE]], p. 53.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1859">
			<name>lamp_without_flame</name>
			<title>Lamp Without Flame</title>
			<keywords>spell, CrIg 10, Touch, Conc, Ind, ArM5</keywords>
			<description>Lamp Without Flame spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474708</unix>
						<iso>2010-06-25 16:05:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lamp Without Flame''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 140.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="186">
			<name>spell_guidelines</name>
			<title>Spell Guidelines</title>
			<language>en</language>
			<history size="12">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205926604</unix>
						<iso>2008-03-19 12:36:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  The recommend a base Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]].

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level is too high or too low.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them.  

''Note: We cannot reproduce the guidelines themselves due to copyright law.''

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36

==Corpus Guidelines

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-64 elaborates greatly on rules for affecting senses and perception.

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.

In [[ArM1]], [[ArM2]], and [[ArM3]], there were no formal guidelines for designing spells.  Players had to estimate the Level of new spells by analogy with existing spells.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205926835</unix>
						<iso>2008-03-19 12:40:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Typos, note on ArM4 guidlines</comment>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a l for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]].

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level is too high or too low.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them.  

''Note: We cannot reproduce the guidelines themselves due to copyright law.''

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36

==Corpus Guidelines

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-64 elaborates greatly on rules for affecting senses and perception.

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.  Th  The spells in the rulebook did not include any notes saying what guideline was used, so players had to reverse-engineer the spell Level to figure that out.e spells in the rulebook did not include any notes saying what guideline was used, so players had to reverse-engineer the spell Level to figure that out.

In [[ArM1]], [[ArM2
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205926912</unix>
						<iso>2008-03-19 12:41:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Clarified when to ignore guidelines</comment>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]]).

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level seems too high or too low for the players' liking.  w for the players' liking.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them.  

''Note: We cannot reproduce the guidelines themselves due to copyright law.''

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36

==Corpus Guidelines

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-64 elaborates greatly on rules for affecting senses and perception.

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.  The spells in the rulebook did not include any notes saying what guideline was used, so players had to reverse-engineer the spell Level to figure that out.

In [[ArM1]], [[ArM2]], and [[ArM3]], there were no formal guidelines for designing spells.  Players had to estimate the Level of new spells by a
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205928961</unix>
						<iso>2008-03-19 13:16:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added list of all guidelines</comment>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]]).

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level seems too high or too low for the players' liking.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them. In general, spell guidelines can be found in [[ArM5]] [[??]]-[[??]], [[Covenants]] 49-51, [[HoHS]] 35, 38, 60-70, 100, 129, [[TL]] 72-75, [[TMRE]] 28, 93. See also [[HoHS]] 96. A listing by [[Hermetic Arts|Art]] and topic is presented below.n general, spell guidelines can be found in [[ArM5]] [[??]]-[[??]], [[Covenants]] 49-51, [[HoHS]] 35, 38, 60-70, 100, 129, [[TL]] 72-75, [[TMRE]] 28, 93. See also [[HoHS]] 96. A listing by [[Hermetic Arts|Art]] and topic is presented below.

''Note: We cannot reproduce the guidelines themselves due to copyright law.''

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36

==Corpus Guidelines

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-64 elaborates greatly on rules for affecting senses and perception.

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.  The spells in the rulebook did not include any notes saying what guideline was used, so p
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205967921</unix>
						<iso>2008-03-20 00:05:21</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]]).

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level seems too high or too low for the players' liking.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them. In general, spell guidelines can be found in [[ArM5]] [[??]]-[[??]], [[Covenants]] 49-51, [[HoHS]] 35, 38, 60-70, 100, 129, [[TL]] 72-75, [[TMRE]] 28, 93. See also [[HoHS]] 96. A listing by [[Hermetic Arts|Art]] and topic is presented below.

''Note: We cannot reproduce the guidelines themselves due to copyright law. This directory does not include guidelines relevant only to those posessing particular Virtues or Flaws; for that, refer to the specific virtue or flaw entry. This directory does not include guidelines relevant only to those posessing particular Virtues or Flaws; for that, refer to the specific virtue or flaw entry.''

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36

==Corpus Guidelines

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-64 elaborates greatly on rules for affecting senses and perception.

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.  The spells in the rulebook did not include any notes saying what guideline was used, so players had to reverse-engineer the spell Level to figure that out.

In [[ArM1]],
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1206089550</unix>
						<iso>2008-03-21 09:52:30</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]]).

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level seems too high or too low for the players' liking.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them. In general, spell guidelines can be found in [[ArM5]] [[??]]-[[??]], [[Covenants]] 49-51, [[HoHS]] 35, 38, 60-70, 100, 129, [[TL]] 72-75, [[TMRE]] 28, 93. See also [[HoHS]] 96. A listing by [[Hermetic Arts|Art]] and topic is presented below.

''Note: We cannot reproduce the guidelines themselves due to copyright law. This directory does not include guidelines relevant only to those posessing particular Virtues or Flaws; for that, refer to the specific virtue or flaw entry.''

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36

==Corpus Guidelines

[[ArM5]] [[??]]

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-64 elaborates greatly on rules for affecting senses and perception.

==Mentem Guidelines

[[ArM5]] [[??]]

==CrMe

* Memory-related, [[HoHTL]] 72-73

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37

==InTe

* Communing with objects, [[HoHTL]] 74.

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38

==Vim Guidelines

==CrVi

* [[Spell Trace|Spell traces]], [[HoHTL]] 74.

==PeVi

* [[Spell Trace|Spell traces]] and dispelling, [[HoHTL]] 75.

=Spell Guidelines in Past 7

==InTe

* Communing with objects, [[HoHTL]] 74.

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38

==Vim Guidelines

==CrVi

* [[Spell Trace|Spell traces]], [[HoHTL]] 74.

==PeVi

* [[Spell Trace|Spell traces]] and dispelling, [[HoHTL]] 75.

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.  The spells in the rulebook did not incl
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1206458739</unix>
						<iso>2008-03-25 16:25:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]]).

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level seems too high or too low for the players' liking.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them. In general, spell guidelines can be found in [[ArM5]] [[??]]-[[??]], [[Covenants]] 49-51, [[HoHS]] 35, 38, 60-70, 100, 129, [[HoHTL]] 72-75, [[TMRE]] 28, 93. See also [[HoHS]] 96. A listing by [[Hermetic Arts|Art]] and topic is presented below.

''Note: We cannot reproduce the guidelines themselves due to copyright law. This directory does not include guidelines relevant only to those posessing particular Virtues or Flaws; for that, refer to the specific virtue or flaw entry.''

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36

==Corpus Guidelines

[[ArM5]] [[??]]

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-64 elaborates greatly on rules for affecting senses and perception.

==Mentem Guidelines

[[ArM5]] [[??]]

==CrMe

* Memory-related, [[HoHTL]] 72-73

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37

==InTe

* Communing with objects, [[HoHTL]] 74.

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38

==Vim Guidelines

==CrVi

* [[Spell Trace|Spell traces]], [[HoHTL]] 74.

==PeVi

* [[Spell Trace|Spell traces]] and dispelling, [[HoHTL]] 75.

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.  The spells in the rulebook did not include any notes saying what guideline was used, so players had to reverse-engineer the spell Level to figure that out.

In [[ArM1]], [[ArM2]], and [[ArM3]], there were no formal guidelines for designing spells.  Players had to estimate the Level of new spells by analogy with existing spells.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1209745898</unix>
						<iso>2008-05-02 18:31:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added spell guidelines</comment>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]]).

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level seems too high or too low for the players' liking.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them. In general, spell guidelines can be found in [[ArM5]] [[??]]-[[??]], [[Covenants]] 49-51, [[HoHS]] 35, 38, 60-70, 100, 129, [[HoHTL]] 72-75, [[TMRE]] 28, 93. See also [[HoHS]] 96. A listing by [[Hermetic Arts|Art]] and topic is presented below.

''Note: We cannot reproduce the guidelines themselves due to copyright law. This directory does not include guidelines relevant only to those posessing particular Virtues or Flaws; for that, refer to the specific virtue or flaw entry.''

==Aquam Guidelines

==CrAq

* Creating ice, [[HoHS]] 34.

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36.

==Corpus Guidelines

[[ArM5]] [[??]]

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-64 elaborates greatly on rules for affecting senses and perception.

==Mentem Guidelines

[[ArM5]] [[??]]

==CrMe

* Memory-related, [[HoHTL]] 72-73

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37.

==InTe

* Communing with objects, [[HoHTL]] 74.

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38.

==ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38.

==Vim Guidelines

==CrVi

* [[Spell Trace|Spell traces]], [[HoHTL]] 74.

==PeVi

* [[Spell Trace|Spell traces]] and dispelling, [[HoHTL]] 75.

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.  The spells in the rulebook did not include any notes saying what guideline was used, so players had to reverse-engineer the spell Level to figure that out.

In [[ArM1]], [[ArM2]], and [[ArM3]], there were no formal guidelines for designing spells.  Players had to esti
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1209808713</unix>
						<iso>2008-05-03 11:58:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>HoHS entry</comment>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]]).

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level seems too high or too low for the players' liking.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them. In general, spell guidelines can be found in [[ArM5]] [[??]]-[[??]], [[Covenants]] 49-51, [[HoHS]] 35, 38, 60-70, 100, 129, [[HoHTL]] 72-75, [[TMRE]] 28, 93. See also [[HoHS]] 96. A listing by [[Hermetic Arts|Art]] and topic is presented below.

''Note: We cannot reproduce the guidelines themselves due to copyright law. This directory does not include guidelines relevant only to those posessing particular Virtues or Flaws; for that, refer to the specific virtue or flaw entry.''

==Aquam Guidelines

==CrAq

* Creating ice, [[HoHS]] 34.

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36.

==Corpus Guidelines

[[ArM5]] [[??]]

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-68 elaborates greatly on rules for affecting senses and perception.

==Mentem Guidelines

[[ArM5]] [[??]]

==CrMe

* Memory-related, [[HoHTL]] 72-73, [[HoHS]] 68-70.

==Terram Guidelines

===m Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37.

==InTe

* Communing with objects, [[HoHTL]] 74.

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38.

==Vim Guidelines

==CrVi

* [[Spell Trace|Spell traces]], [[HoHTL]] 74.

==PeVi

* [[Spell Trace|Spell traces]] and dispelling, [[HoHTL]] 75.

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.  The spells in the rulebook did not include any notes saying what guideline was used, so players had to reverse-engineer the spell Level to figure that out.

In [[ArM1]], [[ArM2]], and [[ArM3]], there were no formal guidelines for designing spells.  Players had to estimate the Level of new spells by analogy with
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1211577084</unix>
						<iso>2008-05-23 23:11:24</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]]).

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level seems too high or too low for the players' liking.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them. In general, spell guidelines can be found in [[ArM5]] [[??]]-[[??]], [[Covenants]] 49-51, [[HoHS]] 35, 38, 60-70, 100, 129, [[HoHTL]] 72-75, [[TMRE]] 28, 93. See also [[HoHS]] 96. A listing by [[Hermetic Arts|Art]] and topic is presented below.

''Note: We cannot reproduce the guidelines themselves due to copyright law. This directory does not include guidelines relevant only to those posessing particular Virtues or Flaws; for that, refer to the specific virtue or flaw entry.''

==Animal Guidelines

==ReAn

* Warding (repeating core), [[HoHS]] 114

==Aquam Guidelines

==CrAq

* Creating ice, [[HoHS]] 34.

==ReAq

* Warding (repeating core), [[HoHS]] 114

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36.

==ReAu

* Warding (repeating core), [[HoHS]] 114

==Corpus Guidelines

[[ArM5]] [[??]]

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

===ReCo

* Warding (repeating core), [[HoHS]] 114

==Herbam Guidelines

===ReHe

* Warding (repeating core), [[HoHS]] 114

==Ignem Guidelines

===ReIg

* Warding (repeating core), [[HoHS]] 114

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-68 elaborates greatly on rules for affecting senses and perception.

===ReIm

* Warding (repeating core), [[HoHS]] 114

==Mentem Guidelines

[[ArM5]] [[??]]

==CrMe

* Memory-related, [[HoHTL]] 72-73, [[HoHS]] 68-70.

===ReMe

* Warding (repeating core), [[HoHS]] 114

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37.

==InTe

* Communing with objects, [[HoHTL]] 74.

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38.

* Warding (repeating core), [[HoHS]] 114

==Vim Guidelines

==CrVi

* [[Spell Trace|Spell traces]], [[HoHTL]] 74.

==PeVi

* [[Spell Trace|Spell traces]] and dispelling, [[HoHTL]] 75.

===ReVi

* Warding (repeating core), [[HoHS]] 114

=Spell Guidelines in Past oHTL]] 72-73, [[HoHS]] 68-70.

===ReMe

* Warding (repeating core), [[HoHS]] 114

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37.

==InTe

* Communing with objects, [[HoHTL]] 74.

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38.

* Warding (repeating core), [[HoHS]] 114

==Vim Guidelines

==CrVi

* [[Spell Trace|Spell traces]], [[HoHTL]] 74.

==PeVi

* [[Spell Trace|Spell traces]] and dispelling, [[HoHTL]] 75.

===ReVi

* Warding (repeating core), [[HoHS]] 114

=Spell Guidelines in Past Editions

Spell guidel
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1211615005</unix>
						<iso>2008-05-24 09:43:25</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]]).

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level seems too high or too low for the players' liking.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Spell Guidelines Directory

Many [[ArM5]] supplements include new spell guidelines.  For convenience, we have collated references to them. In general, spell guidelines can be found in [[ArM5]] [[??]]-[[??]], [[Covenants]] 49-51, [[HoHS]] 35, 38, 60-70, 100, 129, [[HoHTL]] 72-75, [[TMRE]] 28, 93. See also [[HoHS]] 96. A listing by [[Hermetic Arts|Art]] and topic is presented below.

''Note: We cannot reproduce the guidelines themselves due to copyright law. This directory does not include guidelines relevant only to those posessing particular Virtues or Flaws; for that, refer to the specific virtue or flaw entry.''

==Animal Guidelines

==ReAn

* Warding (repeating core), [[HoHS]] 114

==Aquam Guidelines

==CrAq

* Creating ice, [[HoHS]] 34.

==ReAq

* Warding (repeating core), [[HoHS]] 114

==Auram Guidelines

===MuAu 

[[ArM5]] 127

* Transforming air into harmful gases, [[HoHS]] 36.

==ReAu

* Warding (repeating core), [[HoHS]] 114

==Corpus Guidelines

[[ArM5]] [[??]]

===CrCo

[[ArM5]] 130

* Improve all wounds by one level of severity, [[HoHS]] 100

===ReCo

* Warding (repeating core), [[HoHS]] 114

==Herbam Guidelines

===ReHe

* Warding (repeating core), [[HoHS]] 114

==Ignem Guidelines

===ReIg

* Warding (repeating core), [[HoHS]] 114

==Imaginem Guidlines

Although it does not have new spell guidelines ''per se'', [[HoHS]] 61-68 elaborates greatly on rules for affecting senses and perception.

===ReIm

* Warding (repeating core), [[HoHS]] 114

==Mentem Guidelines

[[ArM5]] [[??]]

==CrMe

* Memory-related, [[HoHTL]] 72-73, [[HoHS]] 68-70.

===ReMe

* Warding (repeating core), [[HoHS]] 114

==Terram Guidelines

===PeTe

[[ArM5]] 155

* Destroying a single aspect of earth, [[HoHS]] 37.

==InTe

* Communing with objects, [[HoHTL]] 74.

===ReTe

[[ArM5]] 155

* Hurling stone projectiles, [[HoHS]] 35, 38.

* Warding (repeating core), [[HoHS]] 114

==Vim Guidelines

==CrVi

* [[Spell Trace|Spell traces]], [[HoHTL]] 74.

==PeVi

* [[Spell Trace|Spell traces]] and dispelling, [[HoHTL]] 75.

===ReVi

* Warding (repeating core), [[HoHS]] 114
* Sustain or suppress another's spell, [[HoHS]] 129

 Sustain or suppress another's spell, [[HoHS]] 129

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.  The spells in the rulebook did not include any notes saying what guideline was used, so players had to reverse-engineer the spell Level to figure that out.

In [[ArM1]], [[ArM2]], and [[ArM3]], there were no formal guidelines for designing spells.  Players had to estimate the
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1268221590</unix>
						<iso>2010-03-10 12:46:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>replaced directory with link; more updated and detailed.</comment>
					<text><![CDATA[
'''Spell guidelines''' (also ''spellcasting guidelines'' or ''spell design guidelines'') are the starting point in creating a new Hermetic [[Spell | spell]] or item effect.  They recommend a Level for the spell or effect based on what it does.  This base Level is then modified according to Range, Duration, Target, and Size (and, occasionally, other factors such as [[Requisite | Requisites]]).

Bear in mind that spell guidelines are meant to be exactly that: guidelines.  While they cover a great many possible effects, they are by no means comprehensive.  Sometimes, applying them may result in a spell whose Level seems too high or too low for the players' liking.  In those cases, players should let their judgment (and group consensus) override the written guidelines.

=Deuterocanonical Spell Guidelines

The core rulebook provides an extensive list of spell guidelines in the Spells chapter. Further guidelines were later provided in supplements, forming the "deuterocanonical" (i.e. "belonging to the second [[canon]]") spell guidelines. Atlas Games provides a [[http://www.atlas-games.com/pdf_storage/ArM5Guidelines.pdf|free download]] of these extra guidelines. Note that the current file (as of March 2010) is updated through [[Realms of Power: Magic]], containing all deuterocanonical spell guidelines published up to and including it.

=Spell Guidelines in Past Editions

Spell guidelines were introduced in [[ArM4]].  Compared to [[ArM5]], they were fewer and less consistent.  They were also more complicated to apply because every Technique-Form combination had a different default Range, Duration, and Target.  The spells in the rulebook did not include any notes saying what guideline was used, so players had to reverse-engineer the spell Level to figure that out.

In [[ArM1]], [[ArM2]], and [[ArM3]], there were no formal guidelines for designing spells.  Players had to estimate the Level of new spells by analogy with existing spells.
]]></text>
				</version>
			</history>
		</page>
		<page node="1860">
			<name>lash_of_the_chastened_servant</name>
			<title>Lash of the Chastened Servant</title>
			<keywords>spell, PeVi 15, Voice, Sun, Ind, RoPI</keywords>
			<description>Lash of the Chastened Servant spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474709</unix>
						<iso>2010-06-25 16:05:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lash of the Chastened Servant''' is a [[Canon|canonical]] [[Perdo|Pe]][[Vim|Vi]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[RoPI]], p. 122.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1861">
			<name>lay_to_rest_the_haunting_spirit</name>
			<title>Lay To Rest The Haunting Spirit</title>
			<keywords>spell, PeMe Gen, Voice, Mom, Ind, ArM5</keywords>
			<description>Lay To Rest The Haunting Spirit spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474709</unix>
						<iso>2010-06-25 16:05:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lay To Rest The Haunting Spirit''' is a [[Canon|canonical]] PeMe Gen [[Spell|spell]] introduced in [[ArM5]], p. 150.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1862">
			<name>leap_of_the_fire</name>
			<title>Leap Of The Fire</title>
			<keywords>spell, ReIg 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Leap Of The Fire spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474709</unix>
						<iso>2010-06-25 16:05:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Leap Of The Fire''' is a [[Canon|canonical]] [[Rego|Re]][[Ignem|Ig]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 143.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1863">
			<name>let_death_seize_upon_them,_and_let_them_go_down_quick_into_hell</name>
			<title>Let death seize upon them, and let them go down quick into hell: for wickedness is in their dwellings, and among them</title>
			<keywords>spell, PurCur 85, Sight, Mom, Bound, RoPD</keywords>
			<description>Let death seize upon them, and let them go down quick into hell: for wickedness is in their dwellings, and among them spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474710</unix>
						<iso>2010-06-25 16:05:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Let death seize upon them, and let them go down quick into hell: for wickedness is in their dwellings, and among them''' is a [[Canon|canonical]] PurCur 85 [[Spell|spell]] introduced in [[RoPD]], p. 51.

'''R''': Sight, '''D''': Mom, '''T''': Bound
]]></text>
				</version>
			</history>
		</page>
		<page node="1864">
			<name>lifting_the_dangling_puppet</name>
			<title>Lifting The Dangling Puppet</title>
			<keywords>spell, ReCo 15, Voice, Conc, Ind, ArM5</keywords>
			<description>Lifting The Dangling Puppet spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474710</unix>
						<iso>2010-06-25 16:05:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lifting The Dangling Puppet''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 134.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1865">
			<name>light_shaft_of_the_night</name>
			<title>Light Shaft Of The Night</title>
			<keywords>spell, ReIg 20, Voice, Conc, Group, ArM5</keywords>
			<description>Light Shaft Of The Night spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474710</unix>
						<iso>2010-06-25 16:05:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Light Shaft Of The Night''' is a [[Canon|canonical]] [[Rego|Re]][[Ignem|Ig]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 143.

'''R''': Voice, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1866">
			<name>links_of_stone</name>
			<title>Links of Stone</title>
			<keywords>spell, InTe 25, Arc, Mom, Ind, AM</keywords>
			<description>Links of Stone spell</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474710</unix>
						<iso>2010-06-25 16:05:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Links of Stone''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[AM]], p. 36.

'''R''': Arc, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279311296</unix>
						<iso>2010-07-16 22:14:56</iso>
					</timestamp>
					<author>Yair</author>
					<comment>short spell description</comment>
					<text><![CDATA[
'''Links of Stone''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[AM]], p. 36. It aids the caster locate a stone object he has an arcane connection to.

'''R''': Arc, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1867">
			<name>lord_of_the_trees</name>
			<title>Lord Of The Trees</title>
			<keywords>spell, ReHe 25, Voice, Conc, Ind, ArM5</keywords>
			<description>Lord Of The Trees spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474711</unix>
						<iso>2010-06-25 16:05:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lord Of The Trees''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 139.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1868">
			<name>loss_of_but_a_moment's_memory</name>
			<title>Loss Of But A Moment's Memory</title>
			<keywords>spell, PeMe 15, Eye, Mom, Ind, ArM5</keywords>
			<description>Loss Of But A Moment's Memory spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474711</unix>
						<iso>2010-06-25 16:05:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Loss Of But A Moment's Memory''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 151.

'''R''': Eye, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1869">
			<name>love's_unfaithful_witness</name>
			<title>Love's Unfaithful Witness</title>
			<keywords>spell, InTe 35, Touch, Conc, Ind, HoHTL</keywords>
			<description>Love's Unfaithful Witness spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474711</unix>
						<iso>2010-06-25 16:05:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Love's Unfaithful Witness''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 141.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="187">
			<name>craft_magic</name>
			<title>Craft Magic</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205931533</unix>
						<iso>2008-03-19 13:58:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Using magic instead of mundane artisans to create crafted items such as instruments, tools, statues, buildings, and so on. First presented in [[Covenants]] 49-50, and later expanded in [[HoHS]] 60.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209798132</unix>
						<iso>2008-05-03 09:02:12</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Using magic instead of mundane artisans to create crafted items such as instruments, tools, statues, buildings, and so on. First presented in [[Covenants]] 49-50, and later expanded in [[HoHS]] 60-62-

Craft magic requires the successfull use of [[Finesse]], depending on difficulty and Familiarity (see [[HoHS]] 62). It can be conducted with [[Rego]] and (as per [[HoHS]]) [[Creo]]. 

The best treatment of Craft Magic is probably the one in [[HoHS]], which includes a table of base spell levels for Rego Craft magic and an elucidation of the Finesse difficulty levels involved, as well as the option of Creo Craft magic and the affect of Familiarity. [[Covenants]] provides an earlier draft of the rules, but further discussion as well as relevant [[Spell Guidelines]].
]]></text>
				</version>
			</history>
		</page>
		<page node="1870">
			<name>lungs_of_the_fish</name>
			<title>Lungs Of The Fish</title>
			<keywords>spell, MuAq 20, Touch, Sun, Part, ArM5</keywords>
			<description>Lungs Of The Fish spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474712</unix>
						<iso>2010-06-25 16:05:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Lungs Of The Fish''' is a [[Canon|canonical]] [[Muto|Mu]][[Aquam|Aq]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 122.

'''R''': Touch, '''D''': Sun, '''T''': Part
'''Req''': [[Auram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1871">
			<name>maintaining_the_demanding_spell</name>
			<title>Maintaining The Demanding Spell</title>
			<keywords>spell, ReVi Gen, Touch, Diam, Ind, ArM5</keywords>
			<description>Maintaining The Demanding Spell spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474712</unix>
						<iso>2010-06-25 16:05:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Maintaining The Demanding Spell''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 162.

'''R''': Touch, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1872">
			<name>man_is_like_to_vanity:_his_days_are_as_a_shadow_that_passeth_away</name>
			<title>Man is like to vanity: his days are as a shadow that passeth away</title>
			<keywords>spell, MedInt 20, Voice, Conc, Ind, RoPD</keywords>
			<description>Man is like to vanity: his days are as a shadow that passeth away spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474712</unix>
						<iso>2010-06-25 16:05:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Man is like to vanity: his days are as a shadow that passeth away''' is a [[Canon|canonical]] MedInt 20 [[Spell|spell]] introduced in [[RoPD]], p. 52.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1873">
			<name>marking_the_territory</name>
			<title>Marking the Territory</title>
			<keywords>spell, ReCo 15, Per, Ring, Scent, HoHMC</keywords>
			<description>Marking the Territory spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474713</unix>
						<iso>2010-06-25 16:05:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Marking the Territory''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[HoHMC]], p. 29.

'''R''': Per, '''D''': Ring, '''T''': Scent
]]></text>
				</version>
			</history>
		</page>
		<page node="1874">
			<name>masking_the_odor_of_magic</name>
			<title>Masking The Odor Of Magic</title>
			<keywords>spell, PeVi Gen, Touch, Sun, Ind, ArM5</keywords>
			<description>Masking The Odor Of Magic spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474713</unix>
						<iso>2010-06-25 16:05:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Masking The Odor Of Magic''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 160.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1875">
			<name>mastering_the_unruly_beast</name>
			<title>Mastering The Unruly Beast</title>
			<keywords>spell, ReAn 25, Touch, Conc, Ind, ArM5</keywords>
			<description>Mastering The Unruly Beast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474713</unix>
						<iso>2010-06-25 16:05:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mastering The Unruly Beast''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 120.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1876">
			<name>memory_of_the_distant_dream</name>
			<title>Memory Of The Distant Dream</title>
			<keywords>spell, CrMe 20, Eye, Sun, Ind, ArM5</keywords>
			<description>Memory Of The Distant Dream spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474714</unix>
						<iso>2010-06-25 16:05:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Memory Of The Distant Dream''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 148.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1877">
			<name>memory_palace_of_the_sage</name>
			<title>Memory Palace of the Sage</title>
			<keywords>spell, CrMe 25, Per, Mom, Ind, ritual, TMRE</keywords>
			<description>Memory Palace of the Sage spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474714</unix>
						<iso>2010-06-25 16:05:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Memory Palace of the Sage''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[TMRE]], p. 27.

'''R''': Per, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1878">
			<name>mend_the_broken_figure</name>
			<title>Mend the Broken Figure</title>
			<keywords>spell, CrAn 40, Touch, Mom, Ind, ritual, Broken</keywords>
			<description>Mend the Broken Figure spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474714</unix>
						<iso>2010-06-25 16:05:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mend the Broken Figure''' is a [[Canon|canonical]] [[Creo|Cr]][[Animal|An]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 61.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1879">
			<name>mercury's_blessing</name>
			<title>Mercury's Blessing</title>
			<keywords>spell, CrVi 25, Touch, Year, Ind, ritual, HoHTL</keywords>
			<description>Mercury's Blessing spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474714</unix>
						<iso>2010-06-25 16:05:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mercury's Blessing''' is a [[Canon|canonical]] [[Creo|Cr]][[Vim|Vi]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[HoHTL]], p. 103.

'''R''': Touch, '''D''': Year, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="188">
			<name>ceremonial_casting</name>
			<title>Ceremonial Casting</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
				<tag>Spells</tag>
			</tags>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205932303</unix>
						<iso>2008-03-19 14:11:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A method of casting [[Spontanous Spell|spontanous spells]] slowly, using your academic knowledge to aid the casting. Further options for ceremonial casting are presented in [[HoHS]] 58-60.

Also, a [[Mastered Spell Special Ability]] allowing the use of Ceremonial Casting with Formulaic spells. See [[HoHS]] 34, 60.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205932441</unix>
						<iso>2008-03-19 14:14:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>more refernces</comment>
					<text><![CDATA[
A method of casting [[Spontanous Spell|spontanous spells]] slowly, using your academic knowledge to aid the casting. Further options for ceremonial casting are presented in [[HoHS]] 58-60.

Also, a [[Mastered Spell Special Ability]] allowing the use of Ceremonial Casting with Formulaic spells. See [[HoHS]] 34, 60. The ability is also provided in [[TMRE]] 39 and [[HoHTL]] 99.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205967453</unix>
						<iso>2008-03-19 23:57:33</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A method of casting [[Spontanous Spell|spontanous spells]] slowly, using your academic knowledge to aid the casting. Further options for ceremonial casting are presented in [[HoHS]] 58-60.

Also, a [[Mastered Spell Special Ability]] allowing the use of Ceremonial Casting with Formulaic spells. See [[HoHS]] 34, 60. The ability is also provided in [[TMRE]] 39 and [[HoHTL]] 99. Although originally restricted to the [[Cult of Mercury]], the ability has spread through [[House Jerbiton]] and beyond.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1209796619</unix>
						<iso>2008-05-03 08:36:59</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A method of casting [[Spontanous Spell|spontanous spells]] slowly, using your academic knowledge to aid the casting. Further options for ceremonial casting are presented in [[HoHS]] 58-60.

Also, a [[Mastered Spell Special Ability]] allowing the use of Ceremonial Casting with Formulaic spells. See [[HoHS]] 34, 60. The ability is also provided in [[TMRE]] 39 and [[HoHTL]] 99. Although originally restricted to the [[Cult of Mercury]], the ability is spreading g through [[House Jerbiton.

[[HoHS]]]59 provides the option of using ceremoni]l props to provide bo.uses to ceremonial casting. The use of props is note

to slow the casting, [ut it isn't not[d bH how much. It also seems that specific props are required for specific types of effect, perhaps iH accorSance with their [[Shape and Material Bonus]], but this too isn't stated]

Another option presented in [[HoHS]] 59 is the use of prepared spaces to lower the casting time. These range from hastily drawn chalk circles to places especially designed and built for ceremonial casting, and can singificantly cut down the casting time.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1267055604</unix>
						<iso>2010-02-25 00:53:24</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo in link</comment>
					<text><![CDATA[
A method of casting [[Spontaneous Spell|spontaneous spells]] slowly, using your academic knowledge to aid the casting. Further options for ceremonial casting are presented in [[HoHS]] 58-60.

Also, a [[Mastered Spell Special Ability]] allowing the use of Ceremonial Casting with Formulaic spells. See [[HoHS]] 34, 60. The ability is also provided in [[TMRE]] 39 and [[HoHTL]] 99. Although originally restricted to the [[Cult of Mercury]], the ability is spreading through [[House Jerbiton]].

[[HoHS]] 59 provides the option of using ceremonial props to provide bonuses to ceremonial casting. The use of props is noted to slow the casting, but it isn't noted by how much. It also seems that specific props are required for specific types of effect, perhaps in accordance with their [[Shape and Material Bonus]], but this too isn't stated.

Another option presented in [[HoHS]] 59 is the use of prepared spaces to lower the casting time. These range from hastily drawn chalk circles to places especially designed and built for ceremonial casting, and can singificantly cut down the casting time.
]]></text>
				</version>
			</history>
		</page>
		<page node="1880">
			<name>midwife's_eve</name>
			<title>Midwife's Eve</title>
			<keywords>spell, InCo 5, Touch, Mom, Unborn, AM</keywords>
			<description>Midwife's Eve spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474715</unix>
						<iso>2010-06-25 16:05:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Midwife's Eve''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[AM]], p. 56.

'''R''': Touch, '''D''': Mom, '''T''': Unborn
]]></text>
				</version>
			</history>
		</page>
		<page node="1881">
			<name>mighty_torrent_of_water</name>
			<title>Mighty Torrent Of Water</title>
			<keywords>spell, CrAq 20, Voice, Mom, Ind, ArM5</keywords>
			<description>Mighty Torrent Of Water spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474715</unix>
						<iso>2010-06-25 16:05:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mighty Torrent Of Water''' is a [[Canon|canonical]] [[Creo|Cr]][[Aquam|Aq]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 121.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1882">
			<name>mind_of_the_beast</name>
			<title>Mind Of The Beast</title>
			<keywords>spell, MuMe 30, Eye, Sun, Ind, ArM5</keywords>
			<description>Mind Of The Beast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474715</unix>
						<iso>2010-06-25 16:05:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mind Of The Beast''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 149.

'''R''': Eye, '''D''': Sun, '''T''': Ind
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1883">
			<name>mirror_of_opposition_(form)</name>
			<title>Mirror Of Opposition (Form)</title>
			<keywords>spell, MuVi Gen, Voice, Mom, Ind, ArM5</keywords>
			<description>Mirror Of Opposition (Form) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474716</unix>
						<iso>2010-06-25 16:05:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mirror Of Opposition (Form)''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 159.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1884">
			<name>mists_of_change</name>
			<title>Mists Of Change</title>
			<keywords>spell, MuCo 60, Voice, Sun &amp; Year, Bound, ArM5</keywords>
			<description>Mists Of Change spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474716</unix>
						<iso>2010-06-25 16:05:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mists Of Change''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[ArM5]], p. 132.

'''R''': Voice, '''D''': Sun & Year, '''T''': Bound
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1885">
			<name>moonbeam</name>
			<title>Moonbeam</title>
			<keywords>spell, CrIg 3, Touch, Conc, Ind, ArM5</keywords>
			<description>Moonbeam spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474716</unix>
						<iso>2010-06-25 16:05:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Moonbeam''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 3 [[Spell|spell]] introduced in [[ArM5]], p. 139.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1886">
			<name>mot's_hand</name>
			<title>Mot's Hand</title>
			<keywords>spell, ReMe 25, Veil, Diam, Ind, AM</keywords>
			<description>Mot's Hand spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474717</unix>
						<iso>2010-06-25 16:05:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mot's Hand''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[AM]], p. 33.

'''R''': Veil, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1887">
			<name>my_covenant_will_i_not_break,_nor_alter_the_thing_that_is_gone_out_of_my_lips</name>
			<title>My covenant will I not break, nor alter the thing that is gone out of my lips</title>
			<keywords>spell, InvAdj 20, Per, Mom, Ind, RoPD</keywords>
			<description>My covenant will I not break, nor alter the thing that is gone out of my lips spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474717</unix>
						<iso>2010-06-25 16:05:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''My covenant will I not break, nor alter the thing that is gone out of my lips''' is a [[Canon|canonical]] InvAdj 20 [[Spell|spell]] introduced in [[RoPD]], p. 49.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1888">
			<name>my_heart_is_inditing_a_good_matter</name>
			<title>My heart is inditing a good matter: I speak of the things which I have made touching the king: my tongue is the pen of a ready writer</title>
			<keywords>spell, InvBle 20, Per, Sun, Ind, RoPD</keywords>
			<description>My heart is inditing a good matter: I speak of the things which I have made touching the king: my tongue is the pen of a ready writer spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474717</unix>
						<iso>2010-06-25 16:05:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''My heart is inditing a good matter: I speak of the things which I have made touching the king: my tongue is the pen of a ready writer''' is a [[Canon|canonical]] InvBle 20 [[Spell|spell]] introduced in [[RoPD]], p. 50.

'''R''': Per, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1889">
			<name>my_new_best_friend</name>
			<title>My New Best Friend</title>
			<keywords>spell, CrMe 25, Eye, Sun, Ind, GotF</keywords>
			<description>My New Best Friend spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474718</unix>
						<iso>2010-06-25 16:05:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''My New Best Friend''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[GotF]], p. 72.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="189">
			<name>elaine_of_flambeau</name>
			<title>Elaine of Flambeau</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Character</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205934161</unix>
						<iso>2008-03-19 14:42:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A legendary [[House Flambeau|Flambeau]] writer whose works are kept in the [[Great Library]]. See [[HoHS]] 9.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267046174</unix>
						<iso>2010-02-24 22:16:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added titles of her works</comment>
					<text><![CDATA[
Second [[filia]] of [[Flambeau the Founder]], Elaine was a famous [[House Flambeau|Flambeau]] author.  Her surviving works are kept in the [[Great Library]]:

* [[Ars Flambonis]]
* [[Ultor]]
* [[Liber de Lumine]]
* [[De Magia Sympathetica]]
* [[De Potestate et Obligatione]]

= References

Eliane's life and works are described in [[HoHS]] 9.
]]></text>
				</version>
			</history>
		</page>
		<page node="1890">
			<name>name_of_power_spell</name>
			<title>Name of Power Spell</title>
			<keywords>spell, MuVi Gen, Per, Spec, Ind, TMRE</keywords>
			<description>Name of Power Spell spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474718</unix>
						<iso>2010-06-25 16:05:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Name of Power Spell''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 76.

'''R''': Per, '''D''': Spec, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1891">
			<name>neptune's_imprisoning_arms</name>
			<title>Neptune's Imprisoning Arms</title>
			<keywords>spell, MuAq 25, Voice, Sun, Group, GotF</keywords>
			<description>Neptune's Imprisoning Arms spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474718</unix>
						<iso>2010-06-25 16:05:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Neptune's Imprisoning Arms''' is a [[Canon|canonical]] [[Muto|Mu]][[Aquam|Aq]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[GotF]], p. 96.

'''R''': Voice, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1892">
			<name>neptune's_wrath</name>
			<title>Neptune's Wrath</title>
			<keywords>spell, ReAq 40, Sight, Mom, Ind, ArM5</keywords>
			<description>Neptune's Wrath spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474719</unix>
						<iso>2010-06-25 16:05:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Neptune's Wrath''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 125.

'''R''': Sight, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1893">
			<name>notes_of_a_delightful_sound</name>
			<title>Notes Of A Deughtful Sound</title>
			<keywords>spell, MuIm 10, Touch, Sun, Room, ArM5</keywords>
			<description>Notes Of A Deughtful Sound spell</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474719</unix>
						<iso>2010-06-25 16:05:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Notes Of A Deughtful Sound''' is a [[Canon|canonical]] [[Muto|Mu]][[Imaginem|Im]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 145.

'''R''': Touch, '''D''': Sun, '''T''': Room
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279182997</unix>
						<iso>2010-07-15 10:36:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Notes Of A Delightful Sound''' is a [[Canon|canonical]] [[Muto|Mu]][[Imaginem|Im]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 145.

'''R''': Touch, '''D''': Sun, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="1894">
			<name>numbering_the_flock</name>
			<title>Numbering the Flock</title>
			<keywords>spell, InAn 20, Per, Mom, Sight, TMRE</keywords>
			<description>Numbering the Flock spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474719</unix>
						<iso>2010-06-25 16:05:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Numbering the Flock''' is a [[Canon|canonical]] [[Intellego|In]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[TMRE]], p. 93.

'''R''': Per, '''D''': Mom, '''T''': Sight
]]></text>
				</version>
			</history>
		</page>
		<page node="1895">
			<name>numbering_the_host</name>
			<title>Numbering the Host</title>
			<keywords>spell, InCo 15, Per, Mom, Sight, TMRE</keywords>
			<description>Numbering the Host spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474720</unix>
						<iso>2010-06-25 16:05:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Numbering the Host''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[TMRE]], p. 93.

'''R''': Per, '''D''': Mom, '''T''': Sight
]]></text>
				</version>
			</history>
		</page>
		<page node="1896">
			<name>object_of_increased_size</name>
			<title>Object Of Increased Size</title>
			<keywords>spell, MuTe 15, Touch, Sun, Ind, ArM5</keywords>
			<description>Object Of Increased Size spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474720</unix>
						<iso>2010-06-25 16:05:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Object Of Increased Size''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 154.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1897">
			<name>obliteration_of_the_metallic_barrier</name>
			<title>Obliteration Of The Metallic Barrier</title>
			<keywords>spell, PeTe 20, Touch, Mom, Ind, ArM5</keywords>
			<description>Obliteration Of The Metallic Barrier spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474720</unix>
						<iso>2010-06-25 16:05:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Obliteration Of The Metallic Barrier''' is a [[Canon|canonical]] [[Perdo|Pe]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 155.

'''R''': Touch, '''D''': Mom, '''T''': Ind
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1898">
			<name>obliteration_of_the_traveler's_barrier</name>
			<title>Obliteration of the Traveler's Barrier</title>
			<keywords>spell, PeTe 20, Road, Mom, Ind, SemE</keywords>
			<description>Obliteration of the Traveler's Barrier spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Faerie Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474721</unix>
						<iso>2010-06-25 16:05:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Obliteration of the Traveler's Barrier''' is a [[Canon|canonical]] [[Perdo|Pe]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[SemE]], p. 37.

'''R''': Road, '''D''': Mom, '''T''': Ind
'''Req''': [[Herbam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1899">
			<name>odor_of_lingering_magic</name>
			<title>Odor of Lingering Magic</title>
			<keywords>spell, InVi 30, Per, Conc, Smell, HoHTL</keywords>
			<description>Odor of Lingering Magic spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474721</unix>
						<iso>2010-06-25 16:05:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Odor of Lingering Magic''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[HoHTL]], p. 75.

'''R''': Per, '''D''': Conc, '''T''': Smell
]]></text>
				</version>
			</history>
		</page>
		<page node="19">
			<name>regional_tribunal</name>
			<title>Regional tribunal</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199966614</unix>
						<iso>2008-01-10 13:03:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Order of Hermes]] is governed by thirteen regional or local [[Tribunal | Tribunals]], each of which presides over a different geographic area.  There is also a supreme [[Grand Tribunal]], which meets less frequently and has the authority to overrule a decision by a lower Tribunal.

The regional Tribunals are:

: [[Greater Alps Tribunal]] : The Alps and surrounding region, including part of Bavaria
: [[Hibernian Tribunal]] : Ireland
: [[Iberian Tribunal]] : The Iberian peninsula, including modern-day Spain and Portugal, as well as the Belearic Islands
: [[ Levant Tribunal ]] : The Crusader states and any Hermetic covenants in Egypt or the Middle East
: [[ Loch Leglean Tribunal ]] : Scotland and its outlying islands
: [[ Normandy Tribunal ]] : The northern part of modern-day France, including Aquitaine and Burgundy, plus the Low Countries
: [[ Novgorod Tribunal ]] : Poland, Russia, and Scandinavia
: [[ Provençal Tribunal ]] : The Provençe region of what is now southern France
: [[ Rhine Tribunal ]] : Modern-day Germany and Hungary north of the Alps
: [[ Roman Tribunal ]] : Italy south of the Alps, plus the islands of Corsica, Sardinia, and Sicily
: [[ Stonehenge Tribunal ]] : England and Wales
: [[ Thebes Tribunal ]] : Greece, the southern Balkans, Anatolia, and the Aegean islands
: [[ Transylvanian Tribunal ]] : Bulgaria and Hungary

In addition, there are a few areas of [[Mythic Europe]] that are not assigned to a Tribunal, or are disputed between Tribunals.  These include:
* The [[ Isle of Man ]]
]]></text>
				</version>
			</history>
		</page>
		<page node="190">
			<name>hermetic_theory_of_magic</name>
			<title>Hermetic Theory of Magic</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205938693</unix>
						<iso>2008-03-19 15:58:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The theory of magic formalized by [[Bonisagus the Founder|Bonisagus]] and further developed by the [[Order of Hermes|Order]] over the centuries. See [[Hermetic Magic]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205938718</unix>
						<iso>2008-03-19 15:58:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>and Magic Theory</comment>
					<text><![CDATA[
The theory of magic formalized by [[Bonisagus the Founder|Bonisagus]] and further developed by the [[Order of Hermes|Order]] over the centuries. See [[Hermetic Magic]] and [[Magic Theory]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1900">
			<name>opening_the_intangible_tunnel</name>
			<title>Opening The Intangible Tunnel</title>
			<keywords>spell, ReVi Gen, Arc, Conc, Ind, ArM5</keywords>
			<description>Opening The Intangible Tunnel spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474721</unix>
						<iso>2010-06-25 16:05:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Opening The Intangible Tunnel''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 162.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1901">
			<name>opening_the_tome_of_the_an's_mind</name>
			<title>Opening The Tome Of The An's Mind</title>
			<keywords>spell, InAn 25, Touch, Conc, Ind, ArM5</keywords>
			<description>Opening The Tome Of The An's Mind spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474722</unix>
						<iso>2010-06-25 16:05:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Opening The Tome Of The An's Mind''' is a [[Canon|canonical]] [[Intellego|In]][[Animal|An]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 118.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1902">
			<name>pains_of_the_perpetual_worry</name>
			<title>Pains Of The Perpetual Worry</title>
			<keywords>spell, CrMe 20, Eye, Mom, Ind, ArM5</keywords>
			<description>Pains Of The Perpetual Worry spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474722</unix>
						<iso>2010-06-25 16:05:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pains Of The Perpetual Worry''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 148.

'''R''': Eye, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1903">
			<name>palm_of_flame</name>
			<title>Palm Of Flame</title>
			<keywords>spell, CrIg 5, Touch, Conc, Ind, ArM5</keywords>
			<description>Palm Of Flame spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474722</unix>
						<iso>2010-06-25 16:05:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Palm Of Flame''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 139.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1904">
			<name>panic_of_the_elephant's_mouse</name>
			<title>Panic Of The Elephant's Mouse</title>
			<keywords>spell, ReAn 15, Eye, Conc, Ind, ArM5</keywords>
			<description>Panic Of The Elephant's Mouse spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474722</unix>
						<iso>2010-06-25 16:05:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Panic Of The Elephant's Mouse''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 120.

'''R''': Eye, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1905">
			<name>panic_of_the_trembung_heart</name>
			<title>Panic Of The Trembung Heart</title>
			<keywords>spell, CrMe 15, Eye, Sun, Ind, ArM5</keywords>
			<description>Panic Of The Trembung Heart spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474723</unix>
						<iso>2010-06-25 16:05:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Panic Of The Trembung Heart''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 148.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1906">
			<name>parching_wind</name>
			<title>Parching Wind</title>
			<keywords>spell, PeAq 20, Voice, Mom, Part, ArM5</keywords>
			<description>Parching Wind spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474723</unix>
						<iso>2010-06-25 16:05:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Parching Wind''' is a [[Canon|canonical]] [[Perdo|Pe]][[Aquam|Aq]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 123.

'''R''': Voice, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1907">
			<name>parting_the_waves</name>
			<title>Parting The Waves</title>
			<keywords>spell, ReAq 30, Touch, Conc, Group, ArM5</keywords>
			<description>Parting The Waves spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474723</unix>
						<iso>2010-06-25 16:05:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Parting The Waves''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Touch, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1908">
			<name>pass_the_unyielding_portal</name>
			<title>Pass The Unyielding Portal</title>
			<keywords>spell, MuHe 5, Touch, Diam, Ind, ArM5</keywords>
			<description>Pass The Unyielding Portal spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474724</unix>
						<iso>2010-06-25 16:05:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pass The Unyielding Portal''' is a [[Canon|canonical]] [[Muto|Mu]][[Herbam|He]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 137.

'''R''': Touch, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1909">
			<name>passage_to_the_place_pictured</name>
			<title>Passage to the Place Pictured</title>
			<keywords>spell, ReCo 45, Per, Mom, Ind, ritual, AM</keywords>
			<description>Passage to the Place Pictured spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474724</unix>
						<iso>2010-06-25 16:05:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Passage to the Place Pictured''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[AM]], p. 45.

'''R''': Per, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="191">
			<name>essential_nature</name>
			<title>Essential Nature</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205941446</unix>
						<iso>2008-03-19 16:44:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In accordane with medieval philosophy, in [[Mythic Europe]] every thing has an Essential Nature that [[Hermetic Magic]] cannot alter. Magic can suppress certain qualities or introduce others, but the object's essential nature is maintained.

Consider for example a lead coin magically turned into gold. The magic alters all the coins' qualities (color, softness, weight, and so on) into those of gold. The coin is still god underneath, however, and when the magic ends will revert back to gold, reasserting all the natural qualities manifested by its essential nature.

Any quality of any thing may be part of its essential nature. A person may be cripple in his essential nature, for example, in which case it would be impossible to use Hermetic magic to heal his legs. Usually such [[Flaw|flaws]] chosen at character creation represent a flaw at the character's essential nature that he has had since birth, but non-Hermetic magic or [[Twilight]] may change someone's essential nature.
]]></text>
				</version>
			</history>
		</page>
		<page node="1910">
			<name>passion's_lost_feeling</name>
			<title>Passion's Lost Feeling</title>
			<keywords>spell, PeMe 25, Eye, Conc, Ind, ArM5</keywords>
			<description>Passion's Lost Feeling spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474724</unix>
						<iso>2010-06-25 16:05:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Passion's Lost Feeling''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 151.

'''R''': Eye, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1911">
			<name>past_of_another</name>
			<title>Past Of Another</title>
			<keywords>spell, MuMe 35, Eye, Year, Ind, ritual, ArM5</keywords>
			<description>Past Of Another spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474725</unix>
						<iso>2010-06-25 16:05:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Past Of Another''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 149.

'''R''': Eye, '''D''': Year, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1912">
			<name>peering_into_the_mortal_mind</name>
			<title>Peering Into The Mortal Mind</title>
			<keywords>spell, InMe 30, Eye, Mom, Ind, ArM5</keywords>
			<description>Peering Into The Mortal Mind spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474725</unix>
						<iso>2010-06-25 16:05:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Peering Into The Mortal Mind''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 149.

'''R''': Eye, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1913">
			<name>perceive_the_change</name>
			<title>Perceive the Change</title>
			<keywords>spell, InCo 15, Touch, Sun, Ind, GotF</keywords>
			<description>Perceive the Change spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474725</unix>
						<iso>2010-06-25 16:05:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Perceive the Change''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[GotF]], p. 96.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1914">
			<name>perceive_the_eyes_of_knives</name>
			<title>Perceive the Eyes of Knives</title>
			<keywords>spell, InMe 20, Touch, Mom, Room, GotF</keywords>
			<description>Perceive the Eyes of Knives spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474726</unix>
						<iso>2010-06-25 16:05:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Perceive the Eyes of Knives''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[GotF]], p. 21.

'''R''': Touch, '''D''': Mom, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="1915">
			<name>perception_of_the_conflicting_motives</name>
			<title>Perception Of The Conflicting Motives</title>
			<keywords>spell, InMe 15, Eye, Mom, Ind, ArM5</keywords>
			<description>Perception Of The Conflicting Motives spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474726</unix>
						<iso>2010-06-25 16:05:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Perception Of The Conflicting Motives''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 149.

'''R''': Eye, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1916">
			<name>perception_of_the_followers</name>
			<title>Perception of the Followers</title>
			<keywords>spell, CrMe 35, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Perception of the Followers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474726</unix>
						<iso>2010-06-25 16:05:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Perception of the Followers''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1917">
			<name>perception_of_the_heroes</name>
			<title>Perception of the Heroes</title>
			<keywords>spell, CrMe 60, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Perception of the Heroes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474727</unix>
						<iso>2010-06-25 16:05:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Perception of the Heroes''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1918">
			<name>perfection_of_the_well-designed_chamber</name>
			<title>Perfection of the Well-Designed Chamber</title>
			<keywords>spell, ReTe 20, Touch, Mom, Struc., TMRE</keywords>
			<description>Perfection of the Well-Designed Chamber spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474727</unix>
						<iso>2010-06-25 16:05:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Perfection of the Well-Designed Chamber''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[TMRE]], p. 96.

'''R''': Touch, '''D''': Mom, '''T''': Struc.
'''Req''': [[Creo]], [[Herbam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1919">
			<name>phantasm_of_the_human_form</name>
			<title>Phantasm Of The Human Form</title>
			<keywords>spell, CrIm 25, Voice, Sun, Ind, ArM5</keywords>
			<description>Phantasm Of The Human Form spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474727</unix>
						<iso>2010-06-25 16:05:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Phantasm Of The Human Form''' is a [[Canon|canonical]] [[Creo|Cr]][[Imaginem|Im]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 144.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="192">
			<name>apprentice's_gauntlet</name>
			<title>Apprentice's Gauntlet</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205944381</unix>
						<iso>2008-03-19 17:33:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The *Apprentice's Gauntlet* is the final test an [[Hermetic]] [[Apprentice|apprentice]] must complete before being permitted to call himself a [[Magus|magus]]. The actual procedure of the test varies greatly between [[Houses of Hermes|houses]], and the master of the apprentice is the final arbiter for whether the [[Filius|filius]] is considered worthy, though an unjust case can be propagates to [[Quaesitor]]ial examination.

It is not before the Gauntlet that an apprentice obtains his last, but certainly not least ability from his [[Parens|parens]]: [[Parma Magica]].

= References

* [[ArM5]], p. 8, 107
]]></text>
				</version>
			</history>
		</page>
		<page node="1920">
			<name>phantasm_of_the_talking_head</name>
			<title>Phantasm Of The Talking Head</title>
			<keywords>spell, CrIm 10, Voice, Diam, Ind, ArM5</keywords>
			<description>Phantasm Of The Talking Head spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474728</unix>
						<iso>2010-06-25 16:05:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Phantasm Of The Talking Head''' is a [[Canon|canonical]] [[Creo|Cr]][[Imaginem|Im]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 144.

'''R''': Voice, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1921">
			<name>phantasmal_an</name>
			<title>Phantasmal An</title>
			<keywords>spell, CrIm 20, Voice, Diam, Ind, ArM5</keywords>
			<description>Phantasmal An spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474728</unix>
						<iso>2010-06-25 16:05:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Phantasmal An''' is a [[Canon|canonical]] [[Creo|Cr]][[Imaginem|Im]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 144.

'''R''': Voice, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1922">
			<name>phantasmal_fire</name>
			<title>Phantasmal Fire</title>
			<keywords>spell, CrIm 20, Voice, Sun, Ind, ArM5</keywords>
			<description>Phantasmal Fire spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474728</unix>
						<iso>2010-06-25 16:05:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Phantasmal Fire''' is a [[Canon|canonical]] [[Creo|Cr]][[Imaginem|Im]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 144.

'''R''': Voice, '''D''': Sun, '''T''': Ind
'''Req''': [[Ignem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1923">
			<name>physician's_eye</name>
			<title>Physician's Eye</title>
			<keywords>spell, InCo 5, Touch, Mom, Ind, ArM5</keywords>
			<description>Physician's Eye spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474729</unix>
						<iso>2010-06-25 16:05:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Physician's Eye''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 130.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1924">
			<name>piercing_shaft_of_wood</name>
			<title>Piercing Shaft Of Wood</title>
			<keywords>spell, MuHe 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Piercing Shaft Of Wood spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474729</unix>
						<iso>2010-06-25 16:05:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Piercing Shaft Of Wood''' is a [[Canon|canonical]] [[Muto|Mu]][[Herbam|He]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 137.

'''R''': Voice, '''D''': Mom, '''T''': Ind
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1925">
			<name>piercing_the_(realm)_veil</name>
			<title>Piercing The (Realm) Veil</title>
			<keywords>spell, InVi 20, Per, Conc, Vision, ArM5</keywords>
			<description>Piercing The (Realm) Veil spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474729</unix>
						<iso>2010-06-25 16:05:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Piercing The (Realm) Veil''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 158.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1926">
			<name>pilum_of_fire</name>
			<title>Pilum Of Fire</title>
			<keywords>spell, CrIg 20, Voice, Mom, Ind, ArM5</keywords>
			<description>Pilum Of Fire spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474730</unix>
						<iso>2010-06-25 16:05:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pilum Of Fire''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 140.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1927">
			<name>pit_of_the_gaping_earth</name>
			<title>Pit Of The Gaping Earth</title>
			<keywords>spell, PeTe 15, Voice, Mom, Part, ArM5</keywords>
			<description>Pit Of The Gaping Earth spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474730</unix>
						<iso>2010-06-25 16:05:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pit Of The Gaping Earth''' is a [[Canon|canonical]] [[Perdo|Pe]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 155.

'''R''': Voice, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1928">
			<name>pitsdim's_downfall</name>
			<title>Pitsdim's Downfall</title>
			<keywords>spell, ReTe 50, Arc, Diam, Part, Broken</keywords>
			<description>Pitsdim's Downfall spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474730</unix>
						<iso>2010-06-25 16:05:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pitsdim's Downfall''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 75.

'''R''': Arc, '''D''': Diam, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1929">
			<name>plant's_withering_bane</name>
			<title>Plant's Withering Bane</title>
			<keywords>spell, PeHe 20, Voice, Mom, Ind, ArM5</keywords>
			<description>Plant's Withering Bane spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474731</unix>
						<iso>2010-06-25 16:05:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Plant's Withering Bane''' is a [[Canon|canonical]] [[Perdo|Pe]][[Herbam|He]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 137.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="193">
			<name>pawnbrokers</name>
			<title>Pawnbrokers</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205962253</unix>
						<iso>2008-03-19 22:30:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Societas]] Merceris of [[Redcap|Redcaps]] engaged in the vis trade. See [[HoHTL]] 88.
]]></text>
				</version>
			</history>
		</page>
		<page node="1930">
			<name>plucking_the_hair_from_the_billy_goat's_chin</name>
			<title>Plucking the Hair From the Billy Goat's Chin</title>
			<keywords>spell, CrVi 20, Voice, Sun, Ind, RoPI</keywords>
			<description>Plucking the Hair From the Billy Goat's Chin spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474731</unix>
						<iso>2010-06-25 16:05:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Plucking the Hair From the Billy Goat's Chin''' is a [[Canon|canonical]] [[Creo|Cr]][[Vim|Vi]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[RoPI]], p. 121.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1931">
			<name>poisoning_the_will</name>
			<title>Poisoning The Will</title>
			<keywords>spell, PeMe 65, Touch, Moon, Bound, ritual, ArM5</keywords>
			<description>Poisoning The Will spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474731</unix>
						<iso>2010-06-25 16:05:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Poisoning The Will''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 65 [[Spell|spell]] introduced in [[ArM5]], p. 151.

'''R''': Touch, '''D''': Moon, '''T''': Bound, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1932">
			<name>posing_the_silent_question</name>
			<title>Posing The Silent Question</title>
			<keywords>spell, InMe 20, Eye, Mom, Ind, ArM5</keywords>
			<description>Posing The Silent Question spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474732</unix>
						<iso>2010-06-25 16:05:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Posing The Silent Question''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 149.

'''R''': Eye, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1933">
			<name>possess_the_living_host</name>
			<title>Possess the Living Host</title>
			<keywords>spell, ReCo 30, Touch, Moon, Ind, TMRE</keywords>
			<description>Possess the Living Host spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474732</unix>
						<iso>2010-06-25 16:05:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Possess the Living Host''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[TMRE]], p. 74.

'''R''': Touch, '''D''': Moon, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1934">
			<name>potion_of_creation</name>
			<title>Potion of Creation</title>
			<keywords>spell, CrCo 25, Per, Sun, Unborn, AM</keywords>
			<description>Potion of Creation spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474732</unix>
						<iso>2010-06-25 16:05:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Potion of Creation''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[AM]], p. 56.

'''R''': Per, '''D''': Sun, '''T''': Unborn
]]></text>
				</version>
			</history>
		</page>
		<page node="1935">
			<name>presence_of_the_followers</name>
			<title>Presence of the Followers</title>
			<keywords>spell, CrMe 35, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Presence of the Followers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474733</unix>
						<iso>2010-06-25 16:05:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Presence of the Followers''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1936">
			<name>presence_of_the_heroes</name>
			<title>Presence of the Heroes</title>
			<keywords>spell, CrMe 60, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Presence of the Heroes spell</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474733</unix>
						<iso>2010-06-25 16:05:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Presence of the Heroes''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279091899</unix>
						<iso>2010-07-14 09:18:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added note on Cult</comment>
					<text><![CDATA[
'''Presence of the Heroes''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 102. While the canonical spell was developed by the [[Cult of Heroes]], variants may be developed by any [[Order of Hermes|Hermetic]] [[magus]].

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1937">
			<name>preternatural_growth_and_shrinking</name>
			<title>Preternatural Growth And Shrinking</title>
			<keywords>spell, MuCo 15, Touch, Sun, Ind, ArM5</keywords>
			<description>Preternatural Growth And Shrinking spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474733</unix>
						<iso>2010-06-25 16:05:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Preternatural Growth And Shrinking''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1938">
			<name>prison_of_flames</name>
			<title>Prison Of Flames</title>
			<keywords>spell, MuIg 20, Voice, Sun, Ind, ArM5</keywords>
			<description>Prison Of Flames spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474734</unix>
						<iso>2010-06-25 16:05:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Prison Of Flames''' is a [[Canon|canonical]] [[Muto|Mu]][[Ignem|Ig]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1939">
			<name>probe_for_pure_silver</name>
			<title>Probe For Pure Silver</title>
			<keywords>spell, InTe 4, Per, Mom, Smell, ArM5</keywords>
			<description>Probe For Pure Silver spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474734</unix>
						<iso>2010-06-25 16:05:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Probe For Pure Silver''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 4 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Per, '''D''': Mom, '''T''': Smell
]]></text>
				</version>
			</history>
		</page>
		<page node="194">
			<name>bloodcap</name>
			<title>Bloodcap</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205963414</unix>
						<iso>2008-03-19 22:50:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Bloodcaps''' are a strain of [[Faerie Blood|faerie-blooded]] [[Redcap|redcaps]]. See [[HoHTL]] 91, 104.
]]></text>
				</version>
			</history>
		</page>
		<page node="1940">
			<name>probe_nature's_hidden_lore</name>
			<title>Probe Nature's Hidden Lore</title>
			<keywords>spell, InHe 4, Touch, Mom, Ind, ArM5</keywords>
			<description>Probe Nature's Hidden Lore spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474734</unix>
						<iso>2010-06-25 16:05:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Probe Nature's Hidden Lore''' is a [[Canon|canonical]] [[Intellego|In]][[Herbam|He]] [[Spell level|level]] 4 [[Spell|spell]] introduced in [[ArM5]], p. 136.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1941">
			<name>prying_eyes</name>
			<title>Prying Eyes</title>
			<keywords>spell, InIm 5, Touch, Conc, Room, ArM5</keywords>
			<description>Prying Eyes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474735</unix>
						<iso>2010-06-25 16:05:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Prying Eyes''' is a [[Canon|canonical]] [[Intellego|In]][[Imaginem|Im]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 144.

'''R''': Touch, '''D''': Conc, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="1942">
			<name>pull_of_the_skybound_winds</name>
			<title>Pull Of The Skybound Winds</title>
			<keywords>spell, CrAu 30, Voice, Conc, Ind, ArM5</keywords>
			<description>Pull Of The Skybound Winds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474735</unix>
						<iso>2010-06-25 16:05:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pull Of The Skybound Winds''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 126.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1943">
			<name>pull_of_the_watery_grave</name>
			<title>Pull Of The Watery Grave</title>
			<keywords>spell, ReAq 35, Sight, Conc, Ind, ArM5</keywords>
			<description>Pull Of The Watery Grave spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474735</unix>
						<iso>2010-06-25 16:05:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pull Of The Watery Grave''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Sight, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1944">
			<name>purification_of_the_festering_wounds</name>
			<title>Purification Of The Festering Wounds</title>
			<keywords>spell, CrCo 20, Touch, Moon, Ind, ritual, ArM5</keywords>
			<description>Purification Of The Festering Wounds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474736</unix>
						<iso>2010-06-25 16:05:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Purification Of The Festering Wounds''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Touch, '''D''': Moon, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1945">
			<name>push_of_the_gentle_wave</name>
			<title>Push Of The Gentle Wave</title>
			<keywords>spell, ReAq 15, Voice, Conc, Ind, ArM5</keywords>
			<description>Push Of The Gentle Wave spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474736</unix>
						<iso>2010-06-25 16:05:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Push Of The Gentle Wave''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1946">
			<name>quench_the_flames</name>
			<title>Quench the Flames</title>
			<keywords>spell, PeIg 15, Voice, Mom, Group, AM</keywords>
			<description>Quench the Flames spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474736</unix>
						<iso>2010-06-25 16:05:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Quench the Flames''' is a [[Canon|canonical]] [[Perdo|Pe]][[Ignem|Ig]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[AM]], p. 81.

'''R''': Voice, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1947">
			<name>quickness_of_the_followers</name>
			<title>Quickness of the Followers</title>
			<keywords>spell, CrCo 35, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Quickness of the Followers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474737</unix>
						<iso>2010-06-25 16:05:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Quickness of the Followers''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1948">
			<name>quickness_of_the_heroes</name>
			<title>Quickness of the Heroes</title>
			<keywords>spell, CrCo 60, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Quickness of the Heroes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474737</unix>
						<iso>2010-06-25 16:05:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Quickness of the Heroes''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1949">
			<name>quiet_the_raging_winds</name>
			<title>Quiet The Raging Winds</title>
			<keywords>spell, PeAu 20, Touch, Mom, Group, ArM5</keywords>
			<description>Quiet The Raging Winds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474737</unix>
						<iso>2010-06-25 16:05:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Quiet The Raging Winds''' is a [[Canon|canonical]] [[Perdo|Pe]][[Auram|Au]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 128.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="195">
			<name>goliards</name>
			<title>Goliards</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205964357</unix>
						<iso>2008-03-19 23:05:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Goliards''' (also the Ordo Vagarum) are a [[Societas]] Merceris preaching enlightened debauchery. They are sometimes accepted as [[Larta Magi]] into [[House Jerbiton]]. See [[HoHTL]] 92-93.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205964502</unix>
						<iso>2008-03-19 23:08:22</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''The Goliards''' (also the Ordo Vagarum) are a [[Societas]] Merceris preaching enlightened debauchery. They are sometimes accepted as [[Larta Magi]] into [[House Jerbiton]]. See [[HoHTL]] 92-94.
]]></text>
				</version>
			</history>
		</page>
		<page node="1950">
			<name>rain_of_oil</name>
			<title>Rain Of Oil</title>
			<keywords>spell, MuAu 50, Sight, Sun, Ind, ritual, ArM5</keywords>
			<description>Rain Of Oil spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474738</unix>
						<iso>2010-06-25 16:05:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rain Of Oil''' is a [[Canon|canonical]] [[Muto|Mu]][[Auram|Au]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[ArM5]], p. 128.

'''R''': Sight, '''D''': Sun, '''T''': Ind, [[Ritual]]
'''Req''': [[Aquam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1951">
			<name>rain_of_stones</name>
			<title>Rain Of Stones</title>
			<keywords>spell, MuAu 20, Voice, Sun, Ind, ArM5</keywords>
			<description>Rain Of Stones spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474738</unix>
						<iso>2010-06-25 16:05:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rain Of Stones''' is a [[Canon|canonical]] [[Muto|Mu]][[Auram|Au]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 127.

'''R''': Voice, '''D''': Sun, '''T''': Ind
'''Req''': [[Terram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1952">
			<name>recognize_your_master</name>
			<title>Recognize Your Master</title>
			<keywords>spell, InCo 5, Touch, Mom, Ind, GotF</keywords>
			<description>Recognize Your Master spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474738</unix>
						<iso>2010-06-25 16:05:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Recognize Your Master''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[GotF]], p. 132.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1953">
			<name>recollection_of_memories_never_quite_lived</name>
			<title>Recollection Of Memories Never Quite Lived</title>
			<keywords>spell, MuMe 4, Eye, Sun, Ind, ArM5</keywords>
			<description>Recollection Of Memories Never Quite Lived spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474739</unix>
						<iso>2010-06-25 16:05:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Recollection Of Memories Never Quite Lived''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 4 [[Spell|spell]] introduced in [[ArM5]], p. 149.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1954">
			<name>removal_of_the_conspicuous_sigil</name>
			<title>Removal Of The Conspicuous Sigil</title>
			<keywords>spell, PeIm 20, Touch, Sun, Part, ArM5</keywords>
			<description>Removal Of The Conspicuous Sigil spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474739</unix>
						<iso>2010-06-25 16:05:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Removal Of The Conspicuous Sigil''' is a [[Canon|canonical]] [[Perdo|Pe]][[Imaginem|Im]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Touch, '''D''': Sun, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1955">
			<name>reorder_the_contents_of_the_armarius</name>
			<title>Reorder the Contents of the Armarius</title>
			<keywords>spell, ReAn 10, Touch, Mom, Room, Covenants</keywords>
			<description>Reorder the Contents of the Armarius spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474739</unix>
						<iso>2010-06-25 16:05:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Reorder the Contents of the Armarius''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[Covenants]], p. 100.

'''R''': Touch, '''D''': Mom, '''T''': Room
'''Req''': [[Intellego]], [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1956">
			<name>repair_cracks_and_tears</name>
			<title>Repair Cracks and Tears</title>
			<keywords>spell, CrAn 20, Touch, Mom, Ind, ritual, Covenants</keywords>
			<description>Repair Cracks and Tears spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474740</unix>
						<iso>2010-06-25 16:05:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Repair Cracks and Tears''' is a [[Canon|canonical]] [[Creo|Cr]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Covenants]], p. 99.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1957">
			<name>repel_the_intruder</name>
			<title>Repel the Intruder</title>
			<keywords>spell, CrMe 15, Touch, Mom, Ind, GotF</keywords>
			<description>Repel the Intruder spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474740</unix>
						<iso>2010-06-25 16:05:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Repel the Intruder''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[GotF]], p. 132.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1958">
			<name>repel_the_wooden_shafts</name>
			<title>Repel The Wooden Shafts</title>
			<keywords>spell, ReHe 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Repel The Wooden Shafts spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474740</unix>
						<iso>2010-06-25 16:05:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Repel The Wooden Shafts''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 138.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1959">
			<name>replenishing_the_fount_of_the_magus</name>
			<title>Replenishing the Fount of the Magus</title>
			<keywords>spell, CrCo 30, Touch, Mom, Ind, GotF</keywords>
			<description>Replenishing the Fount of the Magus spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474741</unix>
						<iso>2010-06-25 16:05:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Replenishing the Fount of the Magus''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[GotF]], p. 39.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="196">
			<name>cult_of_mercury</name>
			<title>Cult of Mercury</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205965500</unix>
						<iso>2008-03-19 23:25:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In the modern [[Order of Hermes]], the '''Cult of Mercury''' is a [[Societas]] [[??]] founded by [[Priamitus]] of [[House Mercere]] and led by Mercere Magi serving as high priests of Mercury/Hermes. 

===References

* [[HoHTL]] 95.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205965686</unix>
						<iso>2008-03-19 23:28:06</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
In the modern [[Order of Hermes]], the '''Cult of Mercury''' is a [[Societas]] [[??]] founded by [[Priamitus]] of [[House Mercere]] and led by Mercere Magi serving as high priests of Mercury/Hermes. 

===References

* [[HoHTL]] 95.
* See also [[Cult of Heroes]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207054877</unix>
						<iso>2008-04-01 15:01:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added note on history</comment>
					<text><![CDATA[
In the modern [[Order of Hermes]], the '''Cult of Mercury''' is a [[Societas]]  by [[Priamitus]] of [[House Mercere]] and led by Mercere Magi serving as high priests of Mercury/Hermes. 

In anciIn ancient times, the Cult of Mercury was a magical organization that serves the pagan Roman Republic and Empire. The modern [[Order of Hermes]] sees itself as continuing in the mystical (though not religous) traditions of the Cult, with the modern Cult being an attempt at a more complete religous and magical revival.

ent times, the Cult of Mercury was a magical organization tha
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1209203613</unix>
						<iso>2008-04-26 11:53:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>HoHS lore</comment>
					<text><![CDATA[
In the modern [[Order of Hermes]], the '''Cult of Mercury''' is a [[Societas]] founded by [[Priamitus]] of [[House Mercere]] and led by Mercere Magi serving as high priests of Mercury/Hermes. Many of them reside in [[House Flambeau]], as per [[HoHS]].Many of them reside in [[House Flambeau]], as per [[HoHS]].

In ancient times, the Cult of Mercury was a magical organization that serves the pagan Roman Republic and Empire. The modern [[Order of Hermes]] sees itself as continuing in the mystical (though not religous) traditions of the Cult, with the modern Cult being - although the pagan gods are seen as anthropomorphized principles of nature and [[Daimon|daimons]] an attempt at a more complete r, [[HoHS]] 16eligous and magical revival - a, [[Neo-Mercurians]], [[Sol Invicti]]l
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1221429847</unix>
						<iso>2008-09-15 00:04:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Plentarch</comment>
					<text><![CDATA[
In the modern [[Order of Hermes]], the '''Cult of Mercury''' is a [[Societas]] founded by [[Priamitus]] of [[House Mercere]] and led by Mercere Magi serving as high priests of Mercury/Hermes. Many of them reside in [[House Flambeau]], as per [[HoHS]].

In ancient times, the Cult of Mercury was a magical organization that serves the pagan Roman Republic and Empire. The modern [[Order of Hermes]] sees itself as continuing in the mystical (though not religous) traditions of the Cult, with the modern Cult being an attempt at a more complete religous and magical revival - although the pagan gods are seen as anthropomorphized principles of nature and [[Daimon|daimons]].

===References

* [[HoHTL]] 95, [[HoHS]] 16.
* See also [[Cult of Heroes]], [[Neo-Mercurians]], [[Sol Invicti]].
* [[Plentarch]] was a high priest of the ancient cult
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1221430449</unix>
						<iso>2008-09-15 00:14:09</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
In the modern [[Order of Hermes]], the '''Cult of Mercury''' is a [[Societas]] founded by [[Priamitus]] of [[House Mercere]] and led by Mercere Magi serving as high priests of Mercury/Hermes. Many of them reside in [[House Flambeau]], as per [[HoHS]].

In ancient times, the Cult of Mercury was a magical organization that serves the pagan Roman Republic and Empire. The modern [[Order of Hermes]] sees itself as continuing in the mystical (though not religous) traditions of the Cult, with the modern Cult being an attempt at a more complete religous and magical revival - although the pagan gods are seen as anthropomorphized principles of nature and [[Daimon|daimons]].

Mercurian priests (''flamines'', singular ''flamen'') are often respected in [[Hermetic Society]], for tradition if nothing else, and perform various ceremonial duties.

Mercurian priests (''flamines'', singular ''flamen'') are often respected in [[Hermetic Society]], for tradition if nothing else, and perform various ceremonial duti
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1241825408</unix>
						<iso>2009-05-09 01:30:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Split into ancient and modern sections, added reference to core book</comment>
					<text><![CDATA[
The Cult of Mercury is a fictional organization of magicians that pre-dates the [[Order of Hermes]].

= The Ancient Cult

In ancient times, the Cult of Mercury was a mystical organization that served the pagan Roman Republic and Empire. The modern [[Order of Hermes]] sees itself as continuing in the mystical (though not religous) traditions of the Cult, with the modern Cult being an attempt at a more complete religous and magical revival - although the pagan gods are seen as anthropomorphized principles of nature and [[Daimon|daimons]].

The ancient Cult of Mercury fell apart about the same time as the Western Roman Empire did (5['th] century A.D.).

In [[Mythic Europe]], some scholars of magical history believe that the Cult of Mercury can trace its origins to even earlier cults of classical Greece and Persia.

== Magic of the Ancient Cult

The ancient Cult of Mercury relied solely on what Hermetic magi would call [[Ritual Spell | ritual ]] magic.  It had the novel feature that is magic could be easily recorded in written form, which is perhaps why so many of the [[Founders]] practiced magic derived from that of the ancient cult.

= The Modern Cult

In the modern (that is, 13['th] Century) [[Order of Hermes]], the '''Cult of Mercury''' is a [[Societas]] founded by [[Priamitus]] of [[House Mercere]] and led by Mercere Magi serving as high priests of Mercury/Hermes. Many of them reside in [[House Flambeau]], as per [[HoHS]].

Mercurian priests (''flamines'', singular ''flamen'') are often respected in [[Hermetic Society]], for tradition if nothing else, and perform various ceremonial duties.

===References

* Ancient Cult of Mercury, [[ArM5]] 9
* [[HoHTL]] 95, [[HoHS]] 16.
* See also [[Cult of Heroes]], [[Neo-Mercurians]], [[Sol Invicti]].
* [[Plentarch]] was a high priest of the ancient cult
]]></text>
				</version>
			</history>
		</page>
		<page node="1960">
			<name>restoration_of_the_defiled_body</name>
			<title>Restoration Of The Defiled Body</title>
			<keywords>spell, CrCo 25, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Restoration Of The Defiled Body spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474741</unix>
						<iso>2010-06-25 16:05:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Restoration Of The Defiled Body''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1961">
			<name>restore_the_faded_threads</name>
			<title>Restore the Faded Threads</title>
			<keywords>spell, CrVi Gen, Touch, Diam, Circle, HoHTL</keywords>
			<description>Restore the Faded Threads spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474741</unix>
						<iso>2010-06-25 16:05:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Restore the Faded Threads''' is a [[Canon|canonical]] CrVi Gen [[Spell|spell]] introduced in [[HoHTL]], p. 74.

'''R''': Touch, '''D''': Diam, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="1962">
			<name>restore_the_moved_imager</name>
			<title>Restore The Moved Imager</title>
			<keywords>spell, ReIm Gen, Voice, Mom, Ind, ArM5</keywords>
			<description>Restore The Moved Imager spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474742</unix>
						<iso>2010-06-25 16:05:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Restore The Moved Imager''' is a [[Canon|canonical]] ReIm Gen [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1963">
			<name>reveal_the_lingering_spirit</name>
			<title>Reveal the Lingering Spirit</title>
			<keywords>spell, InMe 20, Per, Conc, Vision, HoHTL</keywords>
			<description>Reveal the Lingering Spirit spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474742</unix>
						<iso>2010-06-25 16:05:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Reveal the Lingering Spirit''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[HoHTL]], p. 14.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1964">
			<name>reveal_the_magical_deception</name>
			<title>Reveal the Magical Deception</title>
			<keywords>spell, InVi 25, Per, Conc, Taste, GotF</keywords>
			<description>Reveal the Magical Deception spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474742</unix>
						<iso>2010-06-25 16:05:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Reveal the Magical Deception''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[GotF]], p. 21.

'''R''': Per, '''D''': Conc, '''T''': Taste
]]></text>
				</version>
			</history>
		</page>
		<page node="1965">
			<name>revealed_flaws_of_mortal_flesh</name>
			<title>Revealed Flaws Of Mortal Flesh</title>
			<keywords>spell, InCo 10, Touch, Mom, Ind, ArM5</keywords>
			<description>Revealed Flaws Of Mortal Flesh spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474743</unix>
						<iso>2010-06-25 16:05:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Revealed Flaws Of Mortal Flesh''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 130.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1966">
			<name>revenge_of_the_bitten_toad</name>
			<title>Revenge of the Bitten Toad</title>
			<keywords>spell, PeAn 20, Per, Diam, Flavor, HoHMC</keywords>
			<description>Revenge of the Bitten Toad spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474743</unix>
						<iso>2010-06-25 16:05:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Revenge of the Bitten Toad''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[HoHMC]], p. 29.

'''R''': Per, '''D''': Diam, '''T''': Flavor
]]></text>
				</version>
			</history>
		</page>
		<page node="1967">
			<name>ring_of_warding_against_spirits</name>
			<title>Ring Of Warding Against Spirits</title>
			<keywords>spell, ReMe Gen, Touch, Ring, Circle, ArM5</keywords>
			<description>Ring Of Warding Against Spirits spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474743</unix>
						<iso>2010-06-25 16:05:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ring Of Warding Against Spirits''' is a [[Canon|canonical]] ReMe Gen [[Spell|spell]] introduced in [[ArM5]], p. 151.

'''R''': Touch, '''D''': Ring, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="1968">
			<name>rise_of_the_feathery_body</name>
			<title>Rise Of The Feathery Body</title>
			<keywords>spell, ReCo 10, Touch, Conc, Ind, ArM5</keywords>
			<description>Rise Of The Feathery Body spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474744</unix>
						<iso>2010-06-25 16:05:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rise Of The Feathery Body''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 134.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1969">
			<name>rising_ire</name>
			<title>Rising Ire</title>
			<keywords>spell, CrMe 15, Eye, Sun, Ind, ArM5</keywords>
			<description>Rising Ire spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474744</unix>
						<iso>2010-06-25 16:05:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rising Ire''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 148.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="197">
			<name>cult_of_heroes</name>
			<title>Cult of Heroes</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205966004</unix>
						<iso>2008-03-19 23:33:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Societas]] (primarily of members of [[House Mercere]]) focusing on finding and nurturing individuals with the [[Blood of Heroes]], They are associated with, and perhaps a part of, the [[Cult of Mercury]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205966032</unix>
						<iso>2008-03-19 23:33:52</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A [[Societas]] (primarily of members of [[House Mercere]]) focusing on finding and nurturing individuals with the [[Blood of Heroes]], They are associated with, and perhaps a part of, the [[Cult of Mercury]].

===References

* [[HoHTL]] 96
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279091929</unix>
						<iso>2010-07-14 09:18:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>grammar</comment>
					<text><![CDATA[
A [[Societas]] (primarily of members of [[House Mercere]]) focusing on finding and nurturing individuals with the [[Blood of Heroes]]. They are associated with, and perhaps a part of, the [[Cult of Mercury]].

===References

* [[HoHTL]] 96
]]></text>
				</version>
			</history>
		</page>
		<page node="1970">
			<name>rising_passion</name>
			<title>Rising Passion</title>
			<keywords>spell, CrMe 15, Eye, Sun, Ind, GotF</keywords>
			<description>Rising Passion spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474744</unix>
						<iso>2010-06-25 16:05:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rising Passion''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[GotF]], p. 73.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1971">
			<name>rock_of_viscid_clay</name>
			<title>Rock Of Viscid Clay</title>
			<keywords>spell, MuTe 15, Touch, Sun, Part, ArM5</keywords>
			<description>Rock Of Viscid Clay spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474745</unix>
						<iso>2010-06-25 16:05:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rock Of Viscid Clay''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 154.

'''R''': Touch, '''D''': Sun, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="1972">
			<name>roll,_you_clouds,_and_thunder_cry_and_strike_with_flames_from_empty_sky</name>
			<title>Roll, You Clouds, And Thunder Cry and Strike with Flames From Empty Sky</title>
			<keywords>spell, DebEff 25, Arc, Mom, Ind, RoPI</keywords>
			<description>Roll, You Clouds, And Thunder Cry and Strike with Flames From Empty Sky spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474745</unix>
						<iso>2010-06-25 16:05:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Roll, You Clouds, And Thunder Cry and Strike with Flames From Empty Sky''' is a [[Canon|canonical]] DebEff 25 [[Spell|spell]] introduced in [[RoPI]], p. 109.

'''R''': Arc, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1973">
			<name>room_of_stale_air</name>
			<title>Room Of Stale Air</title>
			<keywords>spell, PeAu 15, Voice, Mom, Room, ArM5</keywords>
			<description>Room Of Stale Air spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474745</unix>
						<iso>2010-06-25 16:05:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Room Of Stale Air''' is a [[Canon|canonical]] [[Perdo|Pe]][[Auram|Au]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 128.

'''R''': Voice, '''D''': Mom, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="1974">
			<name>rope_of_bronze</name>
			<title>Rope Of Bronze</title>
			<keywords>spell, MuHe 15, Touch, Sun, Ind, ArM5</keywords>
			<description>Rope Of Bronze spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474746</unix>
						<iso>2010-06-25 16:05:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rope Of Bronze''' is a [[Canon|canonical]] [[Muto|Mu]][[Herbam|He]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 137.

'''R''': Touch, '''D''': Sun, '''T''': Ind
'''Req''': [[Terram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1975">
			<name>rusted_decay_of_ten-score_years</name>
			<title>Rusted Decay Of Ten-score Years</title>
			<keywords>spell, PeTe 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Rusted Decay Of Ten-score Years spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474746</unix>
						<iso>2010-06-25 16:05:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Rusted Decay Of Ten-score Years''' is a [[Canon|canonical]] [[Perdo|Pe]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 155.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1976">
			<name>sailor's_foretaste_of_the_morrow</name>
			<title>Sailor's Foretaste Of The Morrow</title>
			<keywords>spell, InAu 20, Touch, Mom, Group, ArM5</keywords>
			<description>Sailor's Foretaste Of The Morrow spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474746</unix>
						<iso>2010-06-25 16:05:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sailor's Foretaste Of The Morrow''' is a [[Canon|canonical]] [[Intellego|In]][[Auram|Au]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 127.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1977">
			<name>saoshyant's_elixir</name>
			<title>Saoshyant's Elixir</title>
			<keywords>spell, CrCo 50, Per, Mom, Ind, ritual, RoPD</keywords>
			<description>Saoshyant's Elixir spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474747</unix>
						<iso>2010-06-25 16:05:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Saoshyant's Elixir''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[RoPD]], p. 117.

'''R''': Per, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1978">
			<name>sap_the_griffin's_strength</name>
			<title>Sap the Griffin's Strength</title>
			<keywords>spell, PeVi Gen, Voice, Mom, Ind, GotF</keywords>
			<description>Sap the Griffin's Strength spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474747</unix>
						<iso>2010-06-25 16:05:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sap the Griffin's Strength''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[GotF]], p. 60.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1979">
			<name>scales_of_the_magical_weight</name>
			<title>Scales Of The Magical Weight</title>
			<keywords>spell, InVi 5, Touch, Mom, Ind, ArM5</keywords>
			<description>Scales Of The Magical Weight spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474747</unix>
						<iso>2010-06-25 16:05:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Scales Of The Magical Weight''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 158.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="198">
			<name>mutantes</name>
			<title>Mutantes</title>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205966498</unix>
						<iso>2008-03-19 23:41:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A magical lineage within [[House Mercere]] of magi with an affinity to [[Muto]] and great control over their magic. 

===References

* [[HoHTL]] 97
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205966558</unix>
						<iso>2008-03-19 23:42:38</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A magical lineage within [[House Mercere]] of magi with an affinity to [[Muto]] and great control over their magic. 

===References

* [[HoHTL]] 97.
* See also [[Mutantum Magic]], [[Boosted Casting]], [[Harnessed Casting]], and [[Tethered Casting]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205966774</unix>
						<iso>2008-03-19 23:46:14</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A magical lineage within [[House Mercere]] of magi with an affinity to [[Muto]] and great control over their magic. 

===References

* [[HoHTL]] 97.
* See also [[Mutantum Magic]], [[Boosted Casting]], [[Harnessed Casting]], thered Casting]] and and [[Milvi Antiquiti]]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205966889</unix>
						<iso>2008-03-19 23:48:09</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A within [[House Mercere]] of magi with an affinity to [[Muto]] and great control over their magic. 

===References

* [[HoHTL]] 97.
* See also [[Mutantum Magic]], [[Boosted Casting]], [[Harnessed Casting]], [[Tethered Casting]] and [[Milvi Antiquiti]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205967827</unix>
						<iso>2008-03-20 00:03:47</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A lineage within [[House Mercere]] of magi with an affinity to [[Muto]] and great control over their magic. 

===References

* [[HoHTL]] 97. See also [[HoHTL]] 101-103 for new [[Spell Guidelines]] and [[Spell|spells]]. See also [[HoHTL]] 101-103 for new [[Spell Guidelines]] and [[Spell|spells]].
* See also [[Mutantum Magic]], [[Boosted C
]]></text>
				</version>
			</history>
		</page>
		<page node="1980">
			<name>scent_of_peaceful_slumber</name>
			<title>Scent Of Peaceful Slumber</title>
			<keywords>spell, ReMe 20, Voice, Mom, Room, ArM5</keywords>
			<description>Scent Of Peaceful Slumber spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474748</unix>
						<iso>2010-06-25 16:05:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Scent Of Peaceful Slumber''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 152.

'''R''': Voice, '''D''': Mom, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="1981">
			<name>scent_of_the_predator</name>
			<title>Scent of the Predator</title>
			<keywords>spell, CrMe 20, Per, Sun, Scent, HoHMC</keywords>
			<description>Scent of the Predator spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474748</unix>
						<iso>2010-06-25 16:05:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Scent of the Predator''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[HoHMC]], p. 29.

'''R''': Per, '''D''': Sun, '''T''': Scent
]]></text>
				</version>
			</history>
		</page>
		<page node="1982">
			<name>scribe_the_perfect_circle</name>
			<title>Scribe the Perfect Circle</title>
			<keywords>spell, ReTe 4, Touch, Mom, Ind, TMRE</keywords>
			<description>Scribe the Perfect Circle spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474748</unix>
						<iso>2010-06-25 16:05:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Scribe the Perfect Circle''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 4 [[Spell|spell]] introduced in [[TMRE]], p. 96.

'''R''': Touch, '''D''': Mom, '''T''': Ind
'''Req''': [[Creo]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1983">
			<name>sculpt_the_living_water</name>
			<title>Sculpt the Living Water</title>
			<keywords>spell, MuAq 20, Voice, Sun, Ind, GotF</keywords>
			<description>Sculpt the Living Water spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474749</unix>
						<iso>2010-06-25 16:05:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sculpt the Living Water''' is a [[Canon|canonical]] [[Muto|Mu]][[Aquam|Aq]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[GotF]], p. 96.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1984">
			<name>seal_the_earth</name>
			<title>Seal The Earth</title>
			<keywords>spell, CrTe 15, Voice, Sun, Group, ArM5</keywords>
			<description>Seal The Earth spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474749</unix>
						<iso>2010-06-25 16:05:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Seal The Earth''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 152.

'''R''': Voice, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="1985">
			<name>see_the_spirits_of_the_night</name>
			<title>See the Spirits of the Night</title>
			<keywords>spell, InMe 30, Per, Conc, Vision, AM</keywords>
			<description>See the Spirits of the Night spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474749</unix>
						<iso>2010-06-25 16:05:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''See the Spirits of the Night''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[AM]], p. 50.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1986">
			<name>seed_of_betrayal</name>
			<title>Seed of Betrayal</title>
			<keywords>spell, MuMe 15, Eye, Moon, Ind, GotF</keywords>
			<description>Seed of Betrayal spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474750</unix>
						<iso>2010-06-25 16:05:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Seed of Betrayal''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[GotF]], p. 73.

'''R''': Eye, '''D''': Moon, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1987">
			<name>sense_of_magical_power</name>
			<title>Sense Of Magical Power</title>
			<keywords>spell, InVi 2, Touch, Mom, Ind, ArM5</keywords>
			<description>Sense Of Magical Power spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474750</unix>
						<iso>2010-06-25 16:05:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sense Of Magical Power''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 2 [[Spell|spell]] introduced in [[ArM5]], p. 157.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1988">
			<name>sense_of_the_lingering_magic</name>
			<title>Sense Of The Lingering Magic</title>
			<keywords>spell, InVi 30, Per, Conc, Hearing, ArM5</keywords>
			<description>Sense Of The Lingering Magic spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474750</unix>
						<iso>2010-06-25 16:05:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sense Of The Lingering Magic''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 158.

'''R''': Per, '''D''': Conc, '''T''': Hearing
]]></text>
				</version>
			</history>
		</page>
		<page node="1989">
			<name>sense_the_feet_that_tread_the_earth</name>
			<title>Sense The Feet That Tread The Earth</title>
			<keywords>spell, InTe 30, Touch, Conc, Part, ArM5</keywords>
			<description>Sense The Feet That Tread The Earth spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474751</unix>
						<iso>2010-06-25 16:05:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sense The Feet That Tread The Earth''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 154.

'''R''': Touch, '''D''': Conc, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="199">
			<name>milvi_antiquiti</name>
			<title>Milvi Antiquiti</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205966836</unix>
						<iso>2008-03-19 23:47:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Societas]] of [[Mutantes]] magi and their followers, dedicated to preserving and spreading magical knowledge. See [[HoHTL]] 98.
]]></text>
				</version>
			</history>
		</page>
		<page node="1990">
			<name>sense_the_hour</name>
			<title>Sense the Hour</title>
			<keywords>spell, InVi 10, Touch, Mom, Ind, TMRE</keywords>
			<description>Sense the Hour spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474751</unix>
						<iso>2010-06-25 16:05:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sense the Hour''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[TMRE]], p. 51.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1991">
			<name>sense_the_nature_of_vis</name>
			<title>Sense The Nature Of Vis</title>
			<keywords>spell, InVi 5, Touch, Mom, Ind, ArM5</keywords>
			<description>Sense The Nature Of Vis spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474751</unix>
						<iso>2010-06-25 16:05:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sense The Nature Of Vis''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 158.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1992">
			<name>sense_the_true_path</name>
			<title>Sense the True Path</title>
			<keywords>spell, InTe 15, Arc, Conc, Ind, HoHTL</keywords>
			<description>Sense the True Path spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474752</unix>
						<iso>2010-06-25 16:05:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sense the True Path''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1993">
			<name>seven-league_stride</name>
			<title>Seven-league Stride</title>
			<keywords>spell, ReCo 30, Per, Mom, Ind, ArM5</keywords>
			<description>Seven-league Stride spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474752</unix>
						<iso>2010-06-25 16:05:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Seven-league Stride''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 135.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1994">
			<name>shadows_of_the_fires_past</name>
			<title>Shadows Of The Fires Past</title>
			<keywords>spell, InIg 15, Per, Mom, Vision, ArM5</keywords>
			<description>Shadows Of The Fires Past spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474752</unix>
						<iso>2010-06-25 16:05:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Shadows Of The Fires Past''' is a [[Canon|canonical]] [[Intellego|In]][[Ignem|Ig]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 141.

'''R''': Per, '''D''': Mom, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="1995">
			<name>shape_of_the_ancient_kite</name>
			<title>Shape of the Ancient Kite</title>
			<keywords>spell, MuCo 40, Touch, Moon, Ind, HoHTL</keywords>
			<description>Shape of the Ancient Kite spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474753</unix>
						<iso>2010-06-25 16:05:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Shape of the Ancient Kite''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Moon, '''T''': Ind
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1996">
			<name>shape_of_the_woodland_prowler</name>
			<title>Shape Of The Woodland Prowler</title>
			<keywords>spell, MuCo 25, Touch, Sun, Ind, ArM5</keywords>
			<description>Shape Of The Woodland Prowler spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474753</unix>
						<iso>2010-06-25 16:05:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Shape Of The Woodland Prowler''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Touch, '''D''': Sun, '''T''': Ind
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1997">
			<name>shattering_the_malicious_rune</name>
			<title>Shattering the Malicious Rune</title>
			<keywords>spell, PeVi Gen, Voice, Mom, Ind, GotF</keywords>
			<description>Shattering the Malicious Rune spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474753</unix>
						<iso>2010-06-25 16:05:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Shattering the Malicious Rune''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[GotF]], p. 60.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="1998">
			<name>shell_of_false_determinations</name>
			<title>Shell Of False Determinations</title>
			<keywords>spell, CrVi Gen, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Shell Of False Determinations spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474754</unix>
						<iso>2010-06-25 16:05:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Shell Of False Determinations''' is a [[Canon|canonical]] CrVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 157.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="1999">
			<name>shell_of_opaque_mysteries</name>
			<title>Shell Of Opaque Mysteries</title>
			<keywords>spell, CrVi Gen, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Shell Of Opaque Mysteries spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474754</unix>
						<iso>2010-06-25 16:05:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Shell Of Opaque Mysteries''' is a [[Canon|canonical]] CrVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 157.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2">
			<name>writing_guidelines</name>
			<title>Writing Guidelines</title>
			<keywords>how to write, guideline</keywords>
			<description>Notes on contributing to this project</description>
			<language>en</language>
			<tags>
				<tag>HermesWeb Project</tag>
				<tag>Fan-Created Content</tag>
			</tags>
			<history size="11">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199581882</unix>
						<iso>2008-01-06 02:11:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like [@Technique] instead of [@technique].
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in [@Order of Hermes] or [@Faerie Lore].
* Name components that represent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like [@Spell guidelines] instead of just [@Guidelines], which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: [@Muto Corpus], alias [@MuCo] that links to [@Muto Corpus]. Example #2: page: [@The Mysteries Revised Edition], and an alias [@TMRE] linking to it.
* Use nominative singular names for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named [@John]. Put a list of links on it, referring to [@John of Gloucester], [@John of Edinburgh], etc.

= Linking Pages

* Create as many links as possible, but not more than necessary. This means that you should consider each special term you employ in your text in regard of whether it deserves to be linked, and thus a page of its own (see [[#=Content]]).
* Use the alternate text operator in links ([@|]) to create links from words that do not literally represent page names. Example:

!Casting the [[Aegis of the Hearth|Aegis]] is essential for most
![[Covenant|covenants]] at [[Hermetic year|midwinter]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1199582307</unix>
						<iso>2008-01-06 02:18:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Replaced ambiguous term.</comment>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like [@Technique] instead of [@technique].
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in [@Order of Hermes] or [@Faerie Lore].
* Termresent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like [@Spell guidelines] instead of just [@Guidelines], which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: [@Muto Corpus], alias [@MuCo] that links to [@Muto Corpus]. Example #2: page: [@The Mysteries Revised Edition], and an alias [@TMRE] linking to it.
* Use nominative singular names for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named [@John]. Put a list of links on it, referring to [@John of Gloucester], [@John of Edinburgh], etc.

= Linking Pages

* Create as many links as possible, but not more than necessary. This means that you should consider each special term you employ in your text in regard of whether it deserves to be linked, and thus a page of its own (see [[#=Content]]).
* Use the alternate text operator in links ([@|]) to create links from words that do not literally represent page names. Example:

!Casting the [[Aegis of the Hearth|Aegis]] is essential for most
![[Covenant|covenants]] at [[Hermetic year|midwinter]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1199719850</unix>
						<iso>2008-01-07 16:30:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Names -&gt; forms</comment>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like [@Technique] instead of [@technique].
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in [@Order of Hermes] or [@Faerie Lore].
* Terms that represent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like [@Spell guidelines] instead of just [@Guidelines], which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: [@Muto Corpus], alias [@MuCo] that links to [@Muto Corpus]. Example #2: page: [@The Mysteries Revised Edition], and an alias [@TMRE] linking to it.
* Use nominative singular forms for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named [@John]. Put a list of links on it, referring to [@John of Gloucester], [@John of Edinburgh], etc.

= Linking Pages

* Create as many links as possible, but not more than necessary. This means that you should consider each special term you employ in your text in regard of whether it deserves to be linked, and thus a page of its own (see [[#=Content]]).
* Use the alternate text operator in links ([@|]) to create links from words that do not literally represent page names. Example:

!Casting the [[Aegis of the Hearth|Aegis]] is essential for most
![[Covenant|covenants]] at [[Hermetic year|midwinter]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1199758553</unix>
						<iso>2008-01-08 03:15:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added section on copyright infringement</comment>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

* First, please do not infringe the copyright of any published Ars Magica book or magazine.  This means not copying any text from those works.  http://www.copyright.gov/circs/circ1.html provides an introduction to U.S. copyright law.
* First, please do not infringe the copyright of any published Ars Magica book or magazine.  This means not copying any text from those works.  http://www.copyright.gov/circs/circ1.html provides an introduction to U.S. copyright law.
* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like [@Technique] instead of [@technique].
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in [@Order of Hermes] or [@Faerie Lore].
* Terms that represent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like [@Spell guidelines] instead of just [@Guidelines], which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: [@Muto Corpus], alias [@MuCo] that links to [@Muto Corpus]. Example #2: page: [@The Mysteries Revised Edition], and an alias [@TMRE] linking to it.
* Use nominative singular forms for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named [@John]. Put a list of links on it, referring to [@John of Gloucester], [@John of Edinburgh], etc.

= Linking Pages

* Create as many links as possible, but not more than necessary. This means that you should consider each special term you employ in your text in regard of whether it deserves to be linked, and thus a page of its own (see [[#=Content]]).
* Use the alterna
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1199894009</unix>
						<iso>2008-01-09 16:53:29</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

Questions?  Please see our [[Content policy discussion]] page.

* It is very important that we, as members of the Ars Magica community, do not do anything to hurt long-term sales of the game.  Therefore please do not post so much detail that a reader could use your post as a replacement for published material (whether they are out-of-print or not).
* It is preferable to  use your post as a replacement for published material (whether they are out-of-print or not).
* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like [@Technique] instead of [@technique].
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in [@Order of Hermes] or [@Faerie Lore].
* Terms that represent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like [@Spell guidelines] instead of just [@Guidelines], which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: [@Muto Corpus], alias [@MuCo] that links to [@Muto Corpus]. Example #2: page: [@The Mysteries Revised Edition], and an alias [@TMRE] linking to it.
* Use nominative singular forms for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named [@John]. Put a list of links on it, referring to [@John of Gloucester], [@John of Edinburgh], etc.

= Linking Pages

* Create as many links as possible, but not more than necessary. This means that you should consider each special term you employ in your text in regard of whether it deserves to be linked, and thus a page of its own (see [[#=Content]]).
* Use the alternate text operator in links ([@|]) to create links from words that do not literally represent page names. Example:

!Ca
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1199894054</unix>
						<iso>2008-01-09 16:54:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

Questions?  Please see our [[Content policy discussion]] page.

* It is very important that we, as members of the Ars Magica community, do not do anything to hurt long-term sales of the game.  Therefore please do not post so much detail that a reader could use your post as a replacement for published material (whether it is -of-print or not).
* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like [@Technique] instead of [@technique].
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in [@Order of Hermes] or [@Faerie Lore].
* Terms that represent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like [@Spell guidelines] instead of just [@Guidelines], which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: [@Muto Corpus], alias [@MuCo] that links to [@Muto Corpus]. Example #2: page: [@The Mysteries Revised Edition], and an alias [@TMRE] linking to it.
* Use nominative singular forms for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named [@John]. Put a list of links on it, referring to [@John of Gloucester], [@John of Edinburgh], etc.

= Linking Pages

* Create as many links as possible, but not more than necessary. This means that you should consider each special term you employ in your text in regard of whether it deserves to be linked, and thus a page of its own (see [[#=Content]]).
* Use the alternate text operator in links ([@|]) to create links from words that do not literally represent page names. Example:

!Casting the [[Aegis of the Hearth|Aegis]] is essential for most
![[Covenant|covenants]] at [[Hermetic year|midwinter]].
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1199921938</unix>
						<iso>2008-01-10 00:38:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>About comments.</comment>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

Questions?  Please see our [[Content policy discussion]] page.

* It is very important that we, as members of the [[Ars Magica]] community, do not do anything to hurt long-term sales of the game.  Therefore please do not post so much detail that a reader could use your post as a replacement for published material (whether it is out-of-print or not).
* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.
* Use the comment field in the editing environment to leave a comment about what you did. Especially in a multi user environments like this, any changes made to texts benefit from brief comments about what you did and why. This is almost imperative with regard of clarity because the content of a single page is derived from the input of multiple users.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like [@Technique] instead of [@technique].
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in [@Order of Hermes] or [@Faerie Lore].
* Terms that represent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like [@Spell guidelines] instead of just [@Guidelines], which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: [@Muto Corpus], alias [@MuCo] that links to [@Muto Corpus]. Example #2: page: [@The Mysteries Revised Edition], and an alias [@TMRE] linking to it.
* Use nominative singular forms for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named [@John]. Put a list of links on it, referring to [@John of Gloucester], [@John of Edinburgh], etc.

= Linking Pages

* Create as many links as possible, but not more than necessary. This means that you should consider each special term you employ in your text in regard of whether it deserves to be linked, and thus a page of its own (see [[#=Content]]).
* Use the alternate text operator in links ([@|]) to create links from words that do not literally represent page names. Example:

!Casting the [[Aegis of the Hearth|Aegis]] is essential for most
![[Covenant|covenants]] at [[Hermetic year|midwinter]].
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1205581033</unix>
						<iso>2008-03-15 12:37:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Changed orphan link to a live one</comment>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

Questions?  Please see our [[Administrati
* It is very important that we, as members of the [[Ars Magica]] community, do not do anything to hurt long-term sales of the game.  Therefore please do not post so much detail that a reader could use your post as a replacement for published material (whether it is out-of-print or not).
* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.
* Use the comment field in the editing environment to leave a comment about what you did. Especially in a multi user environments like this, any changes made to texts benefit from brief comments about what you did and why. This is almost imperative with regard of clarity because the content of a single page is derived from the input of multiple users.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like [@Technique] instead of [@technique].
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in [@Order of Hermes] or [@Faerie Lore].
* Terms that represent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like [@Spell guidelines] instead of just [@Guidelines], which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: [@Muto Corpus], alias [@MuCo] that links to [@Muto Corpus]. Example #2: page: [@The Mysteries Revised Edition], and an alias [@TMRE] linking to it.
* Use nominative singular forms for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named [@John]. Put a list of links on it, referring to [@John of Gloucester], [@John of Edinburgh], etc.

= Linking Pages

* Create as many links as possible, but not more than necessary. This means that you should consider each special term you employ in your text in regard of whether it deserves to be linked, and thus a page of its own (see [[#=Content]]).
* Use the alternate text operator in links ([@|]) to create links from words that do not literally represent page names. Example:

!Casting the [[Aegis of the Hearth|Aegis]] is essential for most
![[Covenant|covenants]] at [[Hermetic year|midwinter]].
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1215862651</unix>
						<iso>2008-07-12 13:37:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>On section headings.</comment>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

Questions?  Please see our [[Administration]] page.

* It is very important that we, as members of the [[Ars Magica]] community, do not do anything to hurt long-term sales of the game.  Therefore please do not post so much detail that a reader could use your post as a replacement for published material (whether it is out-of-print or not).
* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use section headings in ascending order (descending font size), starting at level 1. Don't start with subsection headings (level 2 and higher) just because it feels right or looks good. Should the form of the site, that is, its layout and typography, ever change, your temporarily appropriate look & feel will be null and void. Moreover, automatic tables of contents of pages will not produce reasonable results. Ask yourself if you'd start a nested enumeration with 1.1.1, or rather with 1. followed by 1.1 and so forth, which is considered well formed.
* Use your own words for descriptions.
*  (descending font size), starting at level 1. Don't start with subsection headings (level 2 and higher) just because it feels right or looks good. Should the form of the site, that is, its layout and typography, ever change, your temporarily appropriate look & feel will be null and void. Moreover, automatic tables of contents of pages will not produce reasonable results. Ask yourself if you'd start a nested enumeration with 1.1.1, or rather with 1. followed by 1.1 and so forth, which is considered well formed.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.
* Use the comment field in the editing environment to leave a comment about what you did. Especially in a multi user environments like this, any changes made to texts benefit from brief comments about what you did and why. This is almost imperative with regard of clarity because the content of a single page is derived from the input of multiple users.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like [@Technique] instead of [@technique].
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in [@Order of Hermes] or [@Faerie Lore].
* Terms that represent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like [@Spell guidelines] instead of just [@Guidelines], which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: [@Muto Corpus], alias [@MuCo] that links to [@Muto Corpus]. Example #2: page: [@The Mysteries Revised Edition], and an alias [@TMRE] linking to it.
* Use nominative singular forms for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named [@John]. Put a list of links on it, referring to
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1234794824</unix>
						<iso>2009-02-16 15:33:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Fork &amp; join</comment>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

Questions?  Please see our [[Administration]] page.

* It is very important that we, as members of the [[Ars Magica]] community, do not do anything to hurt long-term sales of the game.  Therefore please do not post so much detail that a reader could use your post as a replacement for published material (whether it is out-of-print or not).
* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use section headings in ascending order (descending font size), starting at level 1. Don't start with subsection headings (level 2 and higher) just because it feels right or looks good. Should the form of the site, that is, its layout and typography, ever change, your temporarily appropriate look & feel will be null and void. Moreover, automatic tables of contents of pages will not produce reasonable results. Ask yourself if you'd start a nested enumeration with 1.1.1, or rather with 1. followed by 1.1 and so forth, which is considered well formed.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.
* Use the comment field in the editing environment to leave a comment about what you did. Especially in a multi user environments like this, any changes made to texts benefit from brief comments about what you did and why. This is almost imperative with regard of clarity because the content of a single page is derived from the input of multiple users.
* Feel free to _fork_ pages. A fork should be considered when the content of a page grows too large to be browsed conveniently, or if it contains a topic that, due to its relevance or size, deserves a page of its own.
* A _join_ occurs, if two or more pages cover more or less the same topic, and could be easier dealt with when treated on a single page. Joining two or more pages is an advanced technique because one not only copies the content of a page to another, but must take care of the existing references that are likely to end up as dead links once one of the pages is removed.

 Feel free to _fork_ pages. A fork should be considered when the content of a page grows too large to be browsed conveniently, or if it contains a topic that, due to its relevance or size, deserves a page of its own.
* A _join_ occurs, if two or more pages cover more or less the same topic, and could be easier dealt with when treated on a single page. Joining two or more pages is an advanced technique because one not only copies the content of a page to another, but must take care of the existing references that are likely to end up as dead links once one of the pages is removed.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like [@Technique] instead of [@technique].
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in [@Order of Hermes] or [@Faerie Lore].
* Terms that represent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like [@Spell guidelines] instead of just [@Guidelines], which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: [@Muto Corpus], alias [@MuCo] that links to [@Muto Corpus]. Example #2: page: [@The Mysteries Revised Edition], and an alias [@TMRE] linking to it.
* Use nominative singular forms for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named [@John]. Put a lis
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1272815800</unix>
						<iso>2010-05-02 17:56:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>More suggestions on  linking pages (and links in general)</comment>
					<text><![CDATA[
This page contains a couple of brief writing guidelines that, if borne in mind, will add considerably to the all-over readability and uniformity of the site.

= Content

Questions?  Please see our [[Administration]] page.

* It is very important that we, as members of the [[Ars Magica]] community, do not do anything to hurt long-term sales of the game.  Therefore please do not post so much detail that a reader could use your post as a replacement for published material (whether it is out-of-print or not).
* It is preferable to keep texts as concise as possible and the word count as low as possible.
* For longer texts, use section headers to subdivide the content of the page.
* Use section headings in ascending order (descending font size), starting at level 1. Don't start with subsection headings (level 2 and higher) just because it feels right or looks good. Should the form of the site, that is, its layout and typography, ever change, your temporarily appropriate look & feel will be null and void. Moreover, automatic tables of contents of pages will not produce reasonable results. Ask yourself if you'd start a nested enumeration with 1.1.1, or rather with 1. followed by 1.1 and so forth, which is considered well formed.
* Use your own words for descriptions.
* Indicate the sources of literal quotes.
* Indicate the sources of canonical content by referring to the respective book or supplement.
* Cascade information and break your text down to multiple pages if necessary. If you feel like going elaborately into detail on a derived topic, create an additional page about it instead. Separating content that way helps to maintain it.
* Use footnotes for secondary information and lists of references that you do not want to put on a dedicated page.
* Use the comment field in the editing environment to leave a comment about what you did. Especially in a multi user environments like this, any changes made to texts benefit from brief comments about what you did and why. This is almost imperative with regard of clarity because the content of a single page is derived from the input of multiple users.
* Feel free to _fork_ pages. A fork should be considered when the content of a page grows too large to be browsed conveniently, or if it contains a topic that, due to its relevance or size, deserves a page of its own.
* A _join_ occurs, if two or more pages cover more or less the same topic, and could be easier dealt with when treated on a single page. Joining two or more pages is an advanced technique because one not only copies the content of a page to another, but must take care of the existing references that are likely to end up as dead links once one of the pages is removed.

= Page Names

* Use upper case characters (capital letters) as the first character of a page name, like %%Technique%% instead of %%technique%%.
* If the name of a page matches a proper name of a canonical term, keep the case of that name, like in %%Order of Hermes%% or %%Faerie Lore%%.
* Terms that represent component names _should_ be written as upper case letters, while other nouns _should_ be lower case.
* Choose page names that are as specific as possible, like %%Spell guidelines%% instead of just %%Guidelines%%, which is an ambiguous term to be referred to.
* Abbreviations make for poor page names. Instead of using an abbreviation for a page name, create a page with the full name, and then create an additional alias with the abbreviation as its name that links to the actual page. Example #1: actual page: %%Muto Corpus%%, alias %%MuCo%% that links to %%Muto Corpus%%. Example #2: page: %%The Mysteries Revised Edition%%, and an alias %%TMRE%% linking to it.
* Use nominative singular forms for page names unless the name is supposed to represent a proper name. This is especially important when creating links in continuous text ([[#=Linking Pages|see below]]).
* If multiple subjects or objects that are to be dealt with bear the same short same, create a cascaded page with that particular name, and put links to the actual pages on it. These links should refer to pages with names that are specific enough to resolve the name collision. Example: There are several persons to be dealt with, all of whom are called John. Create a page named %%John%%. Put a list of links on it, referring to %%John of Gloucester%%, %%John of Edinburgh%%, etc.

= Linking Pages

* Create as many links as possible, but not more than necessary. This means that you should consider each special term you employ in your text in regard of whether it deserves to be linked, and thus a page of its own (see [[#Content]]).
* Note that the casual reader might not be familiar with certain terminology you use and would prefer further elaboration. That's exactly what links should be used for. You may think that a term as common as the [[Order of Hermes]] is self explanatory. That might not be the case for a newcomer.
* Imagine a visitor “accidentally” being warped in via an external link on a related site, or a search engine. He reads your article, finds it fascinating, but stumbles across many unknown terms at the same time. Give this visitor a reason to stay on our site by providing links to related terms and articles.
* Links improve the page rank in search engines, which is an inexpensive spring board with regard to {{abbr|SEO|Search Engine Optimization}}.
* Use the alternate text operator in links (%%|%%) to create links from words that do not literally represent page names, but that deserve to serve as links nonetheless. Example:

!Casting the [[Aegis of the Hearth|Aegis]] is essential for most
![[Covenant|covenants]] at [[Hermetic year|midwinter]].
]]></text>
				</version>
			</history>
		</page>
		<page node="200">
			<name>adaptive_casting</name>
			<title>Adaptive Casting</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205967181</unix>
						<iso>2008-03-19 23:53:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Mastered Spell Special Ability]] taught within the [[Cult of Mercury]]. See [[HoHTL]] 99.
]]></text>
				</version>
			</history>
		</page>
		<page node="2000">
			<name>shiver_of_the_lycanthrope</name>
			<title>Shiver Of The Lycanthrope</title>
			<keywords>spell, InAn 10, Per, Conc, Touch, ArM5</keywords>
			<description>Shiver Of The Lycanthrope spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474754</unix>
						<iso>2010-06-25 16:05:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Shiver Of The Lycanthrope''' is a [[Canon|canonical]] [[Intellego|In]][[Animal|An]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 118.

'''R''': Per, '''D''': Conc, '''T''': Touch
]]></text>
				</version>
			</history>
		</page>
		<page node="2001">
			<name>show_of_the_flames_and_smoke</name>
			<title>Show Of The Flames And Smoke</title>
			<keywords>spell, MuIg 10, Voice, Conc, Ind, ArM5</keywords>
			<description>Show Of The Flames And Smoke spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474755</unix>
						<iso>2010-06-25 16:05:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Show Of The Flames And Smoke''' is a [[Canon|canonical]] [[Muto|Mu]][[Ignem|Ig]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 141.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2002">
			<name>shriek_of_the_impending_shafts</name>
			<title>Shriek Of The Impending Shafts</title>
			<keywords>spell, InHe 15, Per, Sun, Hearing, ArM5</keywords>
			<description>Shriek Of The Impending Shafts spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474755</unix>
						<iso>2010-06-25 16:05:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Shriek Of The Impending Shafts''' is a [[Canon|canonical]] [[Intellego|In]][[Herbam|He]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 136.

'''R''': Per, '''D''': Sun, '''T''': Hearing
]]></text>
				</version>
			</history>
		</page>
		<page node="2003">
			<name>sight_of_alatheia</name>
			<title>Sight of Alatheia</title>
			<keywords>spell, InVi 12, Per, Sun, Vision, ritual, HoHTL</keywords>
			<description>Sight of Alatheia spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474755</unix>
						<iso>2010-06-25 16:05:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sight of Alatheia''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 12 [[Spell|spell]] introduced in [[HoHTL]], p. 77.

'''R''': Per, '''D''': Sun, '''T''': Vision, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2004">
			<name>sight_of_the_active_magics</name>
			<title>Sight Of The Active Magics</title>
			<keywords>spell, InVi 40, Per, Conc, Vision, ArM5</keywords>
			<description>Sight Of The Active Magics spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474756</unix>
						<iso>2010-06-25 16:05:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sight Of The Active Magics''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 159.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="2005">
			<name>sight_of_the_astrological_hour</name>
			<title>Sight of the Astrological Hour</title>
			<keywords>spell, InVi 20, Sight, Mom, Ind, TMRE</keywords>
			<description>Sight of the Astrological Hour spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474756</unix>
						<iso>2010-06-25 16:05:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sight of the Astrological Hour''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[TMRE]], p. 51.

'''R''': Sight, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2006">
			<name>sight_of_the_molting_magus</name>
			<title>Sight of the Molting Magus</title>
			<keywords>spell, InCo 25, Per, Conc, Vision, HoHTL</keywords>
			<description>Sight of the Molting Magus spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474756</unix>
						<iso>2010-06-25 16:05:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sight of the Molting Magus''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[HoHTL]], p. 72.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="2007">
			<name>sight_of_the_sigil</name>
			<title>Sight of the Sigil</title>
			<keywords>spell, InVi 50, Per, Conc, Vision, HoHTL</keywords>
			<description>Sight of the Sigil spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474757</unix>
						<iso>2010-06-25 16:05:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sight of the Sigil''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[HoHTL]], p. 75.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="2008">
			<name>sight_of_the_transparent_motive</name>
			<title>Sight Of The Transparent Motive</title>
			<keywords>spell, InMe 10, Eye, Mom, Ind, ArM5</keywords>
			<description>Sight Of The Transparent Motive spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474757</unix>
						<iso>2010-06-25 16:05:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sight Of The Transparent Motive''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 148.

'''R''': Eye, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2009">
			<name>sight_of_the_true_form</name>
			<title>Sight Of The True Form</title>
			<keywords>spell, InCo Gen, Per, Mom, Vision, ArM5</keywords>
			<description>Sight Of The True Form spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474757</unix>
						<iso>2010-06-25 16:05:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sight Of The True Form''' is a [[Canon|canonical]] InCo Gen [[Spell|spell]] introduced in [[ArM5]], p. 130.

'''R''': Per, '''D''': Mom, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="201">
			<name>tethered_casting</name>
			<title>Tethered Casting</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205967307</unix>
						<iso>2008-03-19 23:55:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Mastered Spell Special Ability]]] that can be taught by the [[Mutantes]] (but not by magi learning from them; [[HoHTL]]97). See [[HoHTL]] 100.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205967319</unix>
						<iso>2008-03-19 23:55:19</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A [[Mastered Spell Special Ability]]that can be taught by the [[Mutantes]] (but not by magi learning from them; [[HoHTL]]97). See [[HoHTL]] 100.
]]></text>
				</version>
			</history>
		</page>
		<page node="2010">
			<name>silence_of_the_smothered_sound</name>
			<title>Silence Of The Smothered Sound</title>
			<keywords>spell, PeIm 20, Voice, Sun, Ind, ArM5</keywords>
			<description>Silence Of The Smothered Sound spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474758</unix>
						<iso>2010-06-25 16:05:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Silence Of The Smothered Sound''' is a [[Canon|canonical]] [[Perdo|Pe]][[Imaginem|Im]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2011">
			<name>slay_the_innoccent</name>
			<title>Slay the Innoccent</title>
			<keywords>spell, PeCo 30, Voice, Mom, Ind, SemE</keywords>
			<description>Slay the Innoccent spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474758</unix>
						<iso>2010-06-25 16:05:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Slay the Innoccent''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[SemE]], p. 37.

'''R''': Voice, '''D''': Mom, '''T''': Ind
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2012">
			<name>slipperyness_of_the_eel</name>
			<title>Slipperyness of the Eel</title>
			<keywords>spell, MuCo 5, Touch, Sun, Ind, SemE</keywords>
			<description>Slipperyness of the Eel spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474758</unix>
						<iso>2010-06-25 16:05:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Slipperyness of the Eel''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[SemE]], p. 35.

'''R''': Touch, '''D''': Sun, '''T''': Ind
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2013">
			<name>snap_of_awakening</name>
			<title>Snap Of Awakening</title>
			<keywords>spell, ReMe 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Snap Of Awakening spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474759</unix>
						<iso>2010-06-25 16:05:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Snap Of Awakening''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 151.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2014">
			<name>soothe_pains_of_the_beast</name>
			<title>Soothe Pains Of The Beast</title>
			<keywords>spell, CrAn 20, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Soothe Pains Of The Beast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474759</unix>
						<iso>2010-06-25 16:05:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Soothe Pains Of The Beast''' is a [[Canon|canonical]] [[Creo|Cr]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 117.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2015">
			<name>soothe_the_ferocious_bear</name>
			<title>Soothe The Ferocious Bear</title>
			<keywords>spell, ReAn 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Soothe The Ferocious Bear spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474759</unix>
						<iso>2010-06-25 16:05:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Soothe The Ferocious Bear''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 120.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2016">
			<name>soothe_the_raging_flames</name>
			<title>Soothe The Raging Flames</title>
			<keywords>spell, PeIg 20, Voice, Mom, Ind, ArM5</keywords>
			<description>Soothe The Raging Flames spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474760</unix>
						<iso>2010-06-25 16:06:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Soothe The Raging Flames''' is a [[Canon|canonical]] [[Perdo|Pe]][[Ignem|Ig]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2017">
			<name>spasms_of_the_uncontrolled_hand</name>
			<title>Spasms Of The Uncontrolled Hand</title>
			<keywords>spell, ReCo 5, Voice, Conc, Ind, ArM5</keywords>
			<description>Spasms Of The Uncontrolled Hand spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474760</unix>
						<iso>2010-06-25 16:06:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Spasms Of The Uncontrolled Hand''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 134.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2018">
			<name>spectral_quinreme</name>
			<title>Spectral Quinreme</title>
			<keywords>spell, MuMe 50, Eye, Moon, Struc., HoHTL</keywords>
			<description>Spectral Quinreme spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474760</unix>
						<iso>2010-06-25 16:06:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Spectral Quinreme''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[HoHTL]], p. 140.

'''R''': Eye, '''D''': Moon, '''T''': Struc.
'''Req''': [[Herbam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2019">
			<name>sprouting_out_of_season</name>
			<title>Sprouting Out of Season</title>
			<keywords>spell, CrHe 20, Touch, Sun, Ind, Covenants</keywords>
			<description>Sprouting Out of Season spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474761</unix>
						<iso>2010-06-25 16:06:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sprouting Out of Season''' is a [[Canon|canonical]] [[Creo|Cr]][[Herbam|He]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Covenants]], p. 79.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="202">
			<name>boosted_casting</name>
			<title>Boosted Casting</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205967402</unix>
						<iso>2008-03-19 23:56:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Mastered Spell Special Ability]] that can be taught by [[Mutantes]] magi (but not other magi; see [[HoHTL]] 97). See [[HoHTL]] 99.
]]></text>
				</version>
			</history>
		</page>
		<page node="2020">
			<name>stamina_of_the_followers</name>
			<title>Stamina of the Followers</title>
			<keywords>spell, CrCo 35, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Stamina of the Followers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474761</unix>
						<iso>2010-06-25 16:06:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Stamina of the Followers''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2021">
			<name>stamina_of_the_heroes</name>
			<title>Stamina of the Heroes</title>
			<keywords>spell, CrCo 60, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Stamina of the Heroes spell</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474761</unix>
						<iso>2010-06-25 16:06:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Stamina of the Heroes''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1281102626</unix>
						<iso>2010-08-06 15:50:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>small spell description, and correction to page number</comment>
					<text><![CDATA[
'''Stamina of the Heroes''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 103, which increases the Stamina of the target. Although it is associated with the [[Cult of Heroes]], it is a standard [[Hermetic]] spell and similar spells can be developed independently of it.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2022">
			<name>stance_of_the_patient_tree</name>
			<title>Stance Of The Patient Tree</title>
			<keywords>spell, MuCo 35, Per, Sun, Ind, ArM5</keywords>
			<description>Stance Of The Patient Tree spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474762</unix>
						<iso>2010-06-25 16:06:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Stance Of The Patient Tree''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Per, '''D''': Sun, '''T''': Ind
'''Req''': [[Herbam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2023">
			<name>steed_of_vengeance</name>
			<title>Steed Of Vengeance</title>
			<keywords>spell, MuAn 35, Touch, Sun, Ind, ArM5</keywords>
			<description>Steed Of Vengeance spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474762</unix>
						<iso>2010-06-25 16:06:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Steed Of Vengeance''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 119.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2024">
			<name>stench_of_the_twenty_corpses</name>
			<title>Stench Of The Twenty Corpses</title>
			<keywords>spell, CrAu 10, Voice, Diam, Ind, ArM5</keywords>
			<description>Stench Of The Twenty Corpses spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474762</unix>
						<iso>2010-06-25 16:06:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Stench Of The Twenty Corpses''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 125.

'''R''': Voice, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2025">
			<name>stickyness_of_the_lizard's_toes</name>
			<title>Stickyness of the Lizard's Toes</title>
			<keywords>spell, MuCo 5, Per, Sun, Part, SemE</keywords>
			<description>Stickyness of the Lizard's Toes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474763</unix>
						<iso>2010-06-25 16:06:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Stickyness of the Lizard's Toes''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[SemE]], p. 35.

'''R''': Per, '''D''': Sun, '''T''': Part
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2026">
			<name>still_the_raging_waters</name>
			<title>Still the Raging Waters</title>
			<keywords>spell, ReAq 15, Voice, Conc, Ind, GotF</keywords>
			<description>Still the Raging Waters spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474763</unix>
						<iso>2010-06-25 16:06:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Still the Raging Waters''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[GotF]], p. 96.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2027">
			<name>stir_the_slumbering_tree</name>
			<title>Stir The Slumbering Tree</title>
			<keywords>spell, MuHe 25, Touch, Sun, Ind, ArM5</keywords>
			<description>Stir The Slumbering Tree spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474763</unix>
						<iso>2010-06-25 16:06:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Stir The Slumbering Tree''' is a [[Canon|canonical]] [[Muto|Mu]][[Herbam|He]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 137.

'''R''': Touch, '''D''': Sun, '''T''': Ind
'''Req''': [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2028">
			<name>stone_tell_of_the_mind_that_sits</name>
			<title>Stone Tell Of The Mind That Sits</title>
			<keywords>spell, InTe 30, Touch, Conc, Ind, ArM5</keywords>
			<description>Stone Tell Of The Mind That Sits spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474764</unix>
						<iso>2010-06-25 16:06:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Stone Tell Of The Mind That Sits''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2029">
			<name>stone_to_falling_dust</name>
			<title>Stone To Falling Dust</title>
			<keywords>spell, PeTe 20, Sight, Mom, Ind, ArM5</keywords>
			<description>Stone To Falling Dust spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474764</unix>
						<iso>2010-06-25 16:06:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Stone To Falling Dust''' is a [[Canon|canonical]] [[Perdo|Pe]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 155.

'''R''': Sight, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="203">
			<name>disguised_casting</name>
			<title>Disguised Casting</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205967521</unix>
						<iso>2008-03-19 23:58:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Mastered Spell Special Ability]] which can be taught by the [[Cult of Mercury]]. See [[HoHTL]] 99.
]]></text>
				</version>
			</history>
		</page>
		<page node="2030">
			<name>strength_of_the_followers</name>
			<title>Strength of the Followers</title>
			<keywords>spell, CrCo 35, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Strength of the Followers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474764</unix>
						<iso>2010-06-25 16:06:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Strength of the Followers''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2031">
			<name>strength_of_the_heroes</name>
			<title>Strength of the Heroes</title>
			<keywords>spell, CrCo 60, Touch, Mom, Ind, ritual, HoHTL</keywords>
			<description>Strength of the Heroes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474765</unix>
						<iso>2010-06-25 16:06:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Strength of the Heroes''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2032">
			<name>strike_of_the_angered_branch</name>
			<title>Strike Of The Angered Branch</title>
			<keywords>spell, ReHe 15, Voice, Conc, Part, ArM5</keywords>
			<description>Strike Of The Angered Branch spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474765</unix>
						<iso>2010-06-25 16:06:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Strike Of The Angered Branch''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 138.

'''R''': Voice, '''D''': Conc, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="2033">
			<name>strings_of_the_unwilling_marionette</name>
			<title>Strings Of The Unwilling Marionette</title>
			<keywords>spell, ReCo 25, Voice, Conc, Ind, ArM5</keywords>
			<description>Strings Of The Unwilling Marionette spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474766</unix>
						<iso>2010-06-25 16:06:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Strings Of The Unwilling Marionette''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 135.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2034">
			<name>substance_over_form</name>
			<title>Substance Over Form</title>
			<keywords>spell, CrTe 20, Touch, Mom, Ind, ritual, TMRE</keywords>
			<description>Substance Over Form spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474766</unix>
						<iso>2010-06-25 16:06:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Substance Over Form''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[TMRE]], p. 108.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
'''Req''': [[Muto]], [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2035">
			<name>subtle_taste_of_poison_and_purity</name>
			<title>Subtle Taste Of Poison And Purity</title>
			<keywords>spell, InAq 5, Per, Conc, Taste, ArM5</keywords>
			<description>Subtle Taste Of Poison And Purity spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474766</unix>
						<iso>2010-06-25 16:06:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Subtle Taste Of Poison And Purity''' is a [[Canon|canonical]] [[Intellego|In]][[Aquam|Aq]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 122.

'''R''': Per, '''D''': Conc, '''T''': Taste
]]></text>
				</version>
			</history>
		</page>
		<page node="2036">
			<name>sulfurous_whispers</name>
			<title>Sulfurous Whispers</title>
			<keywords>spell, InVi 30, Arc, Conc, Ind, RoPI</keywords>
			<description>Sulfurous Whispers spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474767</unix>
						<iso>2010-06-25 16:06:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sulfurous Whispers''' is a [[Canon|canonical]] [[Intellego|In]][[Vim|Vi]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[RoPI]], p. 121.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2037">
			<name>summon_shapes_of_lustful_need_and_swiftly_form_a_ghostly_steed</name>
			<title>Summon Shapes of Lustful Need and Swiftly Form a Ghostly Steed</title>
			<keywords>spell, DebPha 20, Touch, Sun, Ind, RoPI</keywords>
			<description>Summon Shapes of Lustful Need and Swiftly Form a Ghostly Steed spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474767</unix>
						<iso>2010-06-25 16:06:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Summon Shapes of Lustful Need and Swiftly Form a Ghostly Steed''' is a [[Canon|canonical]] DebPha 20 [[Spell|spell]] introduced in [[RoPI]], p. 110.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2038">
			<name>summoning_the_distant_image</name>
			<title>Summoning The Distant Image</title>
			<keywords>spell, InIm 25, Arc, Conc, Room, ArM5</keywords>
			<description>Summoning The Distant Image spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474767</unix>
						<iso>2010-06-25 16:06:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Summoning The Distant Image''' is a [[Canon|canonical]] [[Intellego|In]][[Imaginem|Im]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 145.

'''R''': Arc, '''D''': Conc, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="2039">
			<name>summoning_the_spirit_of_(element)</name>
			<title>Summoning the Spirit of (Element)</title>
			<keywords>spell, ReAu 40, Arc, Conc, Ind, TMRE</keywords>
			<description>Summoning the Spirit of (Element) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474768</unix>
						<iso>2010-06-25 16:06:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Summoning the Spirit of (Element)''' is a [[Canon|canonical]] [[Rego|Re]][[Auram|Au]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[TMRE]], p. 28.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="204">
			<name>harnessed_casting</name>
			<title>Harnessed Casting</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205967570</unix>
						<iso>2008-03-19 23:59:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Mastered Spell Special Ability]] that can be taught by [[Mutantes]] magi (but not others; see [[HoHTL]] 97). See [[HoHTL]] 99.
]]></text>
				</version>
			</history>
		</page>
		<page node="2040">
			<name>supple_iron_and_rigid_rope</name>
			<title>Supple Iron And Rigid Rope</title>
			<keywords>spell, MuTe 10, Touch, Sun, Ind, ArM5</keywords>
			<description>Supple Iron And Rigid Rope spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474768</unix>
						<iso>2010-06-25 16:06:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Supple Iron And Rigid Rope''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 154.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2041">
			<name>suppressing_the_wizard's_handiwork</name>
			<title>Suppressing The Wizard's Handiwork</title>
			<keywords>spell, ReVi Gen, Touch, Conc, Ind, ArM5</keywords>
			<description>Suppressing The Wizard's Handiwork spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474768</unix>
						<iso>2010-06-25 16:06:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Suppressing The Wizard's Handiwork''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 162.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2042">
			<name>surely_every_man_walketh_in_a_vain_shew</name>
			<title>Surely every man walketh in a vain shew: surely they are disquieted in vain: he heapeth up riches, and knoweth not who shall gather them</title>
			<keywords>spell, MedTra 30, Per, Conc, Ind, RoPD</keywords>
			<description>Surely every man walketh in a vain shew: surely they are disquieted in vain: he heapeth up riches, and knoweth not who shall gather them spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474769</unix>
						<iso>2010-06-25 16:06:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Surely every man walketh in a vain shew: surely they are disquieted in vain: he heapeth up riches, and knoweth not who shall gather them''' is a [[Canon|canonical]] MedTra 30 [[Spell|spell]] introduced in [[RoPD]], p. 53.

'''R''': Per, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2043">
			<name>sustain_a_spell_of_(form)</name>
			<title>Sustain a Spell of (Form)</title>
			<keywords>spell, ReVi Gen, Touch, Spec, Ind, ritual, TMRE</keywords>
			<description>Sustain a Spell of (Form) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474769</unix>
						<iso>2010-06-25 16:06:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Sustain a Spell of (Form)''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 27.

'''R''': Touch, '''D''': Spec, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2044">
			<name>swords_of_silver_and_moonlight</name>
			<title>Swords of Silver and Moonlight</title>
			<keywords>spell, MuMe 40, Eye, Sun, Ind, HoHTL</keywords>
			<description>Swords of Silver and Moonlight spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474769</unix>
						<iso>2010-06-25 16:06:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Swords of Silver and Moonlight''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[HoHTL]], p. 140.

'''R''': Eye, '''D''': Sun, '''T''': Ind
'''Req''': [[Terram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2045">
			<name>synthemata_of_(named_being)</name>
			<title>Synthemata of (Named Being)</title>
			<keywords>spell, MuVi Gen, Per, Mom, Ind, TMRE</keywords>
			<description>Synthemata of (Named Being) spell</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474770</unix>
						<iso>2010-06-25 16:06:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Synthemata of (Named Being)''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 86.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279181080</unix>
						<iso>2010-07-15 10:04:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>notes on Hermetic Synthemata</comment>
					<text><![CDATA[
'''Synthemata of (Named Being)''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 86.

'''R''': Per, '''D''': Mom, '''T''': Ind

There are various synthemata spells, for various named beings. Only [[magi]] that have been initiated into the [[mystery]] of [[Hermetic Synthemata]] may learn or invent these spells.
]]></text>
				</version>
			</history>
		</page>
		<page node="2046">
			<name>tales_of_the_ashes</name>
			<title>Tales Of The Ashes</title>
			<keywords>spell, InIg 5, Touch, Conc, Ind, ArM5</keywords>
			<description>Tales Of The Ashes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474770</unix>
						<iso>2010-06-25 16:06:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tales Of The Ashes''' is a [[Canon|canonical]] [[Intellego|In]][[Ignem|Ig]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 141.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2047">
			<name>talons_of_the_winds</name>
			<title>Talons Of The Winds</title>
			<keywords>spell, MuAu 20, Voice, Diam, Ind, ArM5</keywords>
			<description>Talons Of The Winds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474770</unix>
						<iso>2010-06-25 16:06:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Talons Of The Winds''' is a [[Canon|canonical]] [[Muto|Mu]][[Auram|Au]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 127.

'''R''': Voice, '''D''': Diam, '''T''': Ind
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2048">
			<name>tangle_of_wood_and_thorns</name>
			<title>Tangle Of Wood And Thorns</title>
			<keywords>spell, ReHe 15, Voice, Conc, Ind, ArM5</keywords>
			<description>Tangle Of Wood And Thorns spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474771</unix>
						<iso>2010-06-25 16:06:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tangle Of Wood And Thorns''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 138.

'''R''': Voice, '''D''': Conc, '''T''': Ind
'''Req''': [[Muto]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2049">
			<name>taste_of_the_dulled_tongue</name>
			<title>Taste Of The Dulled Tongue</title>
			<keywords>spell, PeIm 5, Touch, Sun, Ind, ArM5</keywords>
			<description>Taste Of The Dulled Tongue spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474771</unix>
						<iso>2010-06-25 16:06:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Taste Of The Dulled Tongue''' is a [[Canon|canonical]] [[Perdo|Pe]][[Imaginem|Im]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="205">
			<name>lab_mastery</name>
			<title>Lab Mastery</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205967603</unix>
						<iso>2008-03-20 00:00:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Mastered Spell Special Ability]] that can be taught by the [[Cult of Mercury]]. See [[HoHTL]] 100.
]]></text>
				</version>
			</history>
		</page>
		<page node="2050">
			<name>taste_of_the_spices_and_herbs</name>
			<title>Taste Of The Spices And Herbs</title>
			<keywords>spell, MuIm 5, Touch, Sun, Ind, ArM5</keywords>
			<description>Taste Of The Spices And Herbs spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474771</unix>
						<iso>2010-06-25 16:06:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Taste Of The Spices And Herbs''' is a [[Canon|canonical]] [[Muto|Mu]][[Imaginem|Im]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 145.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2051">
			<name>teach_me_thy_way,_o_lord,_and_lead_me_in_a_plain_path,_because_of_mine_enemies</name>
			<title>Teach me thy way, O Lord, and lead me in a plain path, because of mine enemies</title>
			<keywords>spell, MedUnd 15, Per, Mom, Ind, RoPD</keywords>
			<description>Teach me thy way, O Lord, and lead me in a plain path, because of mine enemies spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474772</unix>
						<iso>2010-06-25 16:06:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Teach me thy way, O Lord, and lead me in a plain path, because of mine enemies''' is a [[Canon|canonical]] MedUnd 15 [[Spell|spell]] introduced in [[RoPD]], p. 53.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2052">
			<name>teeth_the_earth_mother</name>
			<title>Teeth The Earth Mother</title>
			<keywords>spell, MuTe 35, Voice, Sun, Group, ArM5</keywords>
			<description>Teeth The Earth Mother spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474772</unix>
						<iso>2010-06-25 16:06:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Teeth The Earth Mother''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 154.

'''R''': Voice, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2053">
			<name>tell_of_the_forged</name>
			<title>Tell of the Forged</title>
			<keywords>spell, InTe 45, Touch, Sun, Ind, HoHTL</keywords>
			<description>Tell of the Forged spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474772</unix>
						<iso>2010-06-25 16:06:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tell of the Forged''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[HoHTL]], p. 74.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2054">
			<name>test_of_fastness_and_fading</name>
			<title>Test of Fastness and Fading</title>
			<keywords>spell, InAq 5, Touch, Mom, Part, Covenants</keywords>
			<description>Test of Fastness and Fading spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474773</unix>
						<iso>2010-06-25 16:06:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Test of Fastness and Fading''' is a [[Canon|canonical]] [[Intellego|In]][[Aquam|Aq]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[Covenants]], p. 96.

'''R''': Touch, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="2055">
			<name>that_he_should_still_live_for_ever,_and_not_see_corruption</name>
			<title>That he should still live for ever, and not see corruption</title>
			<keywords>spell, MedInt 25, Per, Conc, Vision, RoPD</keywords>
			<description>That he should still live for ever, and not see corruption spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474773</unix>
						<iso>2010-06-25 16:06:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''That he should still live for ever, and not see corruption''' is a [[Canon|canonical]] MedInt 25 [[Spell|spell]] introduced in [[RoPD]], p. 52.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="2056">
			<name>thaumaturgical_transformation_of_plants_to_iron</name>
			<title>Thaumaturgical Transformation Of Plants To Iron</title>
			<keywords>spell, MuHe 20, Touch, Sun, Ind, ArM5</keywords>
			<description>Thaumaturgical Transformation Of Plants To Iron spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474773</unix>
						<iso>2010-06-25 16:06:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Thaumaturgical Transformation Of Plants To Iron''' is a [[Canon|canonical]] [[Muto|Mu]][[Herbam|He]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 137.

'''R''': Touch, '''D''': Sun, '''T''': Ind
'''Req''': [[Terram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2057">
			<name>the_ambulatory_laboratory</name>
			<title>The Ambulatory Laboratory</title>
			<keywords>spell, ReTe 30, Touch, Mom, Room, Covenants</keywords>
			<description>The Ambulatory Laboratory spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474774</unix>
						<iso>2010-06-25 16:06:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Ambulatory Laboratory''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[Covenants]], p. 122.

'''R''': Touch, '''D''': Mom, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="2058">
			<name>the_angel_of_the_lord_encampeth_round_about_them_that_fear_him</name>
			<title>The angel of the Lord encampeth round about them that fear him, and delivereth them</title>
			<keywords>spell, PurAdj 25, Voice, Sun, Ind, RoPD</keywords>
			<description>The angel of the Lord encampeth round about them that fear him, and delivereth them spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474774</unix>
						<iso>2010-06-25 16:06:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The angel of the Lord encampeth round about them that fear him, and delivereth them''' is a [[Canon|canonical]] PurAdj 25 [[Spell|spell]] introduced in [[RoPD]], p. 49.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2059">
			<name>the_apple_that_etches</name>
			<title>The Apple That Etches</title>
			<keywords>spell, CrHe 20, Touch, Mom, Group, ritual, Covenants</keywords>
			<description>The Apple That Etches spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474774</unix>
						<iso>2010-06-25 16:06:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Apple That Etches''' is a [[Canon|canonical]] [[Creo|Cr]][[Herbam|He]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Covenants]], p. 96.

'''R''': Touch, '''D''': Mom, '''T''': Group, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="206">
			<name>learn_from_mistakes</name>
			<title>Learn From Mistakes</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205967646</unix>
						<iso>2008-03-20 00:00:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Mastered Spell Special Ability]] that can be taught by the [[Cult of Mercury]]. See [[HoHTL]] 100.
]]></text>
				</version>
			</history>
		</page>
		<page node="2060">
			<name>the_avariciousness_of_the_ptolemies</name>
			<title>The Avariciousness of the Ptolemies</title>
			<keywords>spell, ReAn 4, Touch, Ring, Circle, Covenants</keywords>
			<description>The Avariciousness of the Ptolemies spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474775</unix>
						<iso>2010-06-25 16:06:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Avariciousness of the Ptolemies''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 4 [[Spell|spell]] introduced in [[Covenants]], p. 100.

'''R''': Touch, '''D''': Ring, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="2061">
			<name>the_beast_remade</name>
			<title>The Beast Remade</title>
			<keywords>spell, MuAn 25, Touch, Sun, Ind, ArM5</keywords>
			<description>The Beast Remade spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474775</unix>
						<iso>2010-06-25 16:06:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Beast Remade''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 119.

'''R''': Touch, '''D''': Sun, '''T''': Ind
'''Req''': [[Corpus]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2062">
			<name>the_blinded_sentry</name>
			<title>The Blinded Sentry</title>
			<keywords>spell, PeMe 5, Touch, Mom, Ind, GotF</keywords>
			<description>The Blinded Sentry spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474775</unix>
						<iso>2010-06-25 16:06:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Blinded Sentry''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[GotF]], p. 73.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2063">
			<name>the_bountiful_feast</name>
			<title>The Bountiful Feast</title>
			<keywords>spell, CrHe 35, Touch, Year, Bound, ritual, ArM5</keywords>
			<description>The Bountiful Feast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474776</unix>
						<iso>2010-06-25 16:06:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Bountiful Feast''' is a [[Canon|canonical]] [[Creo|Cr]][[Herbam|He]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 135.

'''R''': Touch, '''D''': Year, '''T''': Bound, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2064">
			<name>the_cage_of_every_unclean_and_hateful_bird</name>
			<title>The Cage of Every Unclean and Hateful Bird</title>
			<keywords>spell, IncDia 50, Voice, Forsaken, Ind, RoPI</keywords>
			<description>The Cage of Every Unclean and Hateful Bird spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474776</unix>
						<iso>2010-06-25 16:06:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Cage of Every Unclean and Hateful Bird''' is a [[Canon|canonical]] IncDia 50 [[Spell|spell]] introduced in [[RoPI]], p. 107.

'''R''': Voice, '''D''': Forsaken, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2065">
			<name>the_call_to_slumber</name>
			<title>The Call To Slumber</title>
			<keywords>spell, ReMe 10, Voice, Mom, Ind, ArM5</keywords>
			<description>The Call To Slumber spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474776</unix>
						<iso>2010-06-25 16:06:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Call To Slumber''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 151.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2066">
			<name>the_captive_voice</name>
			<title>The Captive Voice</title>
			<keywords>spell, ReIm 25, Voice, Sun, Part, ArM5</keywords>
			<description>The Captive Voice spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474777</unix>
						<iso>2010-06-25 16:06:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Captive Voice''' is a [[Canon|canonical]] [[Rego|Re]][[Imaginem|Im]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 147.

'''R''': Voice, '''D''': Sun, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="2067">
			<name>the_carpenter's_keen_eye</name>
			<title>The Carpenter's Keen Eye</title>
			<keywords>spell, InHe 15, Voice, Mom, Group, Covenants</keywords>
			<description>The Carpenter's Keen Eye spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474777</unix>
						<iso>2010-06-25 16:06:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Carpenter's Keen Eye''' is a [[Canon|canonical]] [[Intellego|In]][[Herbam|He]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 51.

'''R''': Voice, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2068">
			<name>the_chirurgeon's_healing_touch</name>
			<title>The Chirurgeon's Healing Touch</title>
			<keywords>spell, CrCo 20, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>The Chirurgeon's Healing Touch spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474777</unix>
						<iso>2010-06-25 16:06:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Chirurgeon's Healing Touch''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2069">
			<name>the_cloudless_sky_returned</name>
			<title>The Cloudless Sky Returned</title>
			<keywords>spell, PeAu 45, Sight, Mom, Group, ArM5</keywords>
			<description>The Cloudless Sky Returned spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474778</unix>
						<iso>2010-06-25 16:06:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Cloudless Sky Returned''' is a [[Canon|canonical]] [[Perdo|Pe]][[Auram|Au]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[ArM5]], p. 128.

'''R''': Sight, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="207">
			<name>stalwart_casting</name>
			<title>Stalwart Casting</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205967678</unix>
						<iso>2008-03-20 00:01:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Mastered Spell Special Ability]] that can be taught by the [[Cult of Mercury]]. See [[HoHTL]] 100.
]]></text>
				</version>
			</history>
		</page>
		<page node="2070">
			<name>the_crystal_dart</name>
			<title>The Crystal Dart</title>
			<keywords>spell, MuTe 10, Voice, Mom, Ind, ArM5</keywords>
			<description>The Crystal Dart spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474778</unix>
						<iso>2010-06-25 16:06:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Crystal Dart''' is a [[Canon|canonical]] [[Muto|Mu]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 154.

'''R''': Voice, '''D''': Mom, '''T''': Ind
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2071">
			<name>the_demand_of_the_frustrated_scholar_soothed</name>
			<title>The Demand Of The Frustrated Scholar Soothed</title>
			<keywords>spell, ReAn 40, Arc, Mom, Ind, Covenants</keywords>
			<description>The Demand Of The Frustrated Scholar Soothed spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474778</unix>
						<iso>2010-06-25 16:06:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Demand Of The Frustrated Scholar Soothed''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[Covenants]], p. 100.

'''R''': Arc, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2072">
			<name>the_discerning_eye</name>
			<title>The Discerning Eye</title>
			<keywords>spell, InIm Gen, Per, Sun, Vision, HoHTL</keywords>
			<description>The Discerning Eye spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474779</unix>
						<iso>2010-06-25 16:06:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Discerning Eye''' is a [[Canon|canonical]] InIm Gen [[Spell|spell]] introduced in [[HoHTL]], p. 72.

'''R''': Per, '''D''': Sun, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="2073">
			<name>the_ear_for_distant_voices</name>
			<title>The Ear For Distant Voices</title>
			<keywords>spell, InIm 20, Arc, Conc, Room, ArM5</keywords>
			<description>The Ear For Distant Voices spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474779</unix>
						<iso>2010-06-25 16:06:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Ear For Distant Voices''' is a [[Canon|canonical]] [[Intellego|In]][[Imaginem|Im]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 145.

'''R''': Arc, '''D''': Conc, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="2074">
			<name>the_earth_split_asunder</name>
			<title>The Earth Split Asunder</title>
			<keywords>spell, ReTe 30, Voice, Spec., Part, ArM5</keywords>
			<description>The Earth Split Asunder spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474779</unix>
						<iso>2010-06-25 16:06:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Earth Split Asunder''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 156.

'''R''': Voice, '''D''': Spec., '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="2075">
			<name>the_earth's_carbuncle</name>
			<title>The Earth's Carbuncle</title>
			<keywords>spell, ReTe 15, Voice, Mom, Part, ArM5</keywords>
			<description>The Earth's Carbuncle spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474780</unix>
						<iso>2010-06-25 16:06:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Earth's Carbuncle''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 156.

'''R''': Voice, '''D''': Mom, '''T''': Part
'''Req''': [[Muto]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2076">
			<name>the_enigmas_gift</name>
			<title>The Enigmas Gift</title>
			<keywords>spell, CrVi 30, Voice, Mom, Ind, ArM5</keywords>
			<description>The Enigmas Gift spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474780</unix>
						<iso>2010-06-25 16:06:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Enigmas Gift''' is a [[Canon|canonical]] [[Creo|Cr]][[Vim|Vi]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 157.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2077">
			<name>the_eye_of_the_sage</name>
			<title>The Eye Of The Sage</title>
			<keywords>spell, InCo 30, Arc, Conc, Ind, ArM5</keywords>
			<description>The Eye Of The Sage spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474781</unix>
						<iso>2010-06-25 16:06:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Eye Of The Sage''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Arc, '''D''': Conc, '''T''': Ind
'''Req''': [[Imaginem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2078">
			<name>the_face_in_the_mirror</name>
			<title>The Face in the Mirror</title>
			<keywords>spell, ReMe 40, Eye, Moon, Ind, HoHTL</keywords>
			<description>The Face in the Mirror spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474781</unix>
						<iso>2010-06-25 16:06:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Face in the Mirror''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[HoHTL]], p. 140.

'''R''': Eye, '''D''': Moon, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2079">
			<name>the_falcon's_hood</name>
			<title>The Falcon's Hood</title>
			<keywords>spell, PeAn 25, Touch, Mom, Ind, ArM5</keywords>
			<description>The Falcon's Hood spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474781</unix>
						<iso>2010-06-25 16:06:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Falcon's Hood''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 119.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="208">
			<name>blood_of_heroes</name>
			<title>Blood of Heroes</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205968154</unix>
						<iso>2008-03-20 00:09:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A special virtue for [[Mythic Comapnion|Mythic Companions]] descended from great heroes or supernatural being.

===References

* Defines in [[HoHTL]] 103.
* See also [[Cult of Heroes]], [[Heroic Virtues and Flaws]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206015375</unix>
						<iso>2008-03-20 13:16:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
A special virtue for [[Mythic Companion|Mythic Companions]] descended from great heroes or supernatural being.

===References

* Defines in [[HoHTL]] 103.
* See also [[Cult of Heroes]], [[Heroic Virtues and Flaws]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279091958</unix>
						<iso>2010-07-14 09:19:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
A special virtue for [[Mythic Companion|Mythic Companions]] descended from great heroes or supernatural being.

===References

* Defined in [[HoHTL]] 103.
* See also [[Cult of Heroes]], [[Heroic Virtues and Flaws]].
]]></text>
				</version>
			</history>
		</page>
		<page node="2080">
			<name>the_first_furrow_guides_the_second</name>
			<title>The First Furrow Guides the Second</title>
			<keywords>spell, CrIm 25, Voice, Sun, Group, Covenants</keywords>
			<description>The First Furrow Guides the Second spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474782</unix>
						<iso>2010-06-25 16:06:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The First Furrow Guides the Second''' is a [[Canon|canonical]] [[Creo|Cr]][[Imaginem|Im]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[Covenants]], p. 97.

'''R''': Voice, '''D''': Sun, '''T''': Group
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2081">
			<name>the_forgiving_earth</name>
			<title>The Forgiving Earth</title>
			<keywords>spell, ReTe 20, Voice, Sun, Part, ArM5</keywords>
			<description>The Forgiving Earth spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474782</unix>
						<iso>2010-06-25 16:06:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Forgiving Earth''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 156.

'''R''': Voice, '''D''': Sun, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="2082">
			<name>the_frozen_womb</name>
			<title>The Frozen Womb</title>
			<keywords>spell, MuCo 35, Touch, Year, Unborn, AM</keywords>
			<description>The Frozen Womb spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474782</unix>
						<iso>2010-06-25 16:06:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Frozen Womb''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[AM]], p. 56.

'''R''': Touch, '''D''': Year, '''T''': Unborn
]]></text>
				</version>
			</history>
		</page>
		<page node="2083">
			<name>the_gentle_beast</name>
			<title>The Gentle Beast</title>
			<keywords>spell, ReAn 25, Eye, Conc, Ind, ArM5</keywords>
			<description>The Gentle Beast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474783</unix>
						<iso>2010-06-25 16:06:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Gentle Beast''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 120.

'''R''': Eye, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2084">
			<name>the_gentle_herd</name>
			<title>The Gentle Herd</title>
			<keywords>spell, ReAn 20, Touch, Conc, Group, Covenants</keywords>
			<description>The Gentle Herd spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474783</unix>
						<iso>2010-06-25 16:06:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Gentle Herd''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Covenants]], p. 51.

'''R''': Touch, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2085">
			<name>the_gift_of_vigor</name>
			<title>The Gift Of Vigor</title>
			<keywords>spell, ReCo 20, Touch, Mom, Ind, ArM5</keywords>
			<description>The Gift Of Vigor spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474783</unix>
						<iso>2010-06-25 16:06:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Gift Of Vigor''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 134.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2086">
			<name>the_good_witness</name>
			<title>The Good Witness</title>
			<keywords>spell, CrMe 25, Touch, Sun, Ind, HoHTL</keywords>
			<description>The Good Witness spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474784</unix>
						<iso>2010-06-25 16:06:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Good Witness''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[HoHTL]], p. 73.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2087">
			<name>the_great_rot</name>
			<title>The Great Rot</title>
			<keywords>spell, PeHe 25, Voice, Mom, Group, ArM5</keywords>
			<description>The Great Rot spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474784</unix>
						<iso>2010-06-25 16:06:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Great Rot''' is a [[Canon|canonical]] [[Perdo|Pe]][[Herbam|He]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 138.

'''R''': Voice, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2088">
			<name>the_heathen_witch_reborn</name>
			<title>The Heathen Witch Reborn</title>
			<keywords>spell, PeVi Gen, Voice, Mom, Ind, GotF</keywords>
			<description>The Heathen Witch Reborn spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474784</unix>
						<iso>2010-06-25 16:06:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Heathen Witch Reborn''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[GotF]], p. 60.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2089">
			<name>the_hedge_lord's_synthemata_of_(named_being)</name>
			<title>The Hedge Lord's Synthemata of (Named Being)</title>
			<keywords>spell, MuVi Gen, Per, Diam, Ind, TMRE</keywords>
			<description>The Hedge Lord's Synthemata of (Named Being) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474785</unix>
						<iso>2010-06-25 16:06:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Hedge Lord's Synthemata of (Named Being)''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 88.

'''R''': Per, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="209">
			<name>heroic_virtues_and_flaws</name>
			<title>Heroic Virtues and Flaws</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205968291</unix>
						<iso>2008-03-20 00:11:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Heroic''' is a non-core designation of [[Virtues and Flaws]] described in [[HoHTL]] 104. A [[Heroic Virtue]] or [[Heroic Flaw]] may only be taken by "Heroic" characters.

See also [[Blood of Heroes]], [[Legacy]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207055084</unix>
						<iso>2008-04-01 15:04:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight modification to conform to other entries</comment>
					<text><![CDATA[
'''Heroic''' is a non-core designation of [[Virtues and Flaws]] described in [[HoHTL]] 104. A [[Heroic Virtue]] or [[Heroic Flaw]] may only be taken by "Heroic" characters. A character must meet specific requirements to be a heroic character; see [[HoHTL]] 104. A character must meet specific requiremen, [[Heroic Virtue]], [[Heroic Flaw]]t
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279193663</unix>
						<iso>2010-07-15 13:34:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>word change</comment>
					<text><![CDATA[
'''Heroic''' is a non-core designation of [[Virtues and Flaws]] introduced in [[HoHTL]] 104. A [[Heroic Virtue]] or [[Heroic Flaw]] may only be taken by "Heroic" characters. A character must meet specific requirements to be a heroic character; see [[HoHTL]] 104.

See also [[Blood of Heroes]], [[Legacy]], [[Heroic Virtue]], [[Heroic Flaw]].
]]></text>
				</version>
			</history>
		</page>
		<page node="2090">
			<name>the_image_of_the_beast_should_speak</name>
			<title>The Image of the Beast Should Speak</title>
			<keywords>spell, DebDia 35, Arc, Conc, Ind, RoPI</keywords>
			<description>The Image of the Beast Should Speak spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474785</unix>
						<iso>2010-06-25 16:06:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Image of the Beast Should Speak''' is a [[Canon|canonical]] DebDia 35 [[Spell|spell]] introduced in [[RoPI]], p. 107.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2091">
			<name>the_immortal's_grimoire</name>
			<title>The Immortal's Grimoire</title>
			<keywords>spell, ReVi Gen, Per, Mom, Ind, TMRE</keywords>
			<description>The Immortal's Grimoire spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474785</unix>
						<iso>2010-06-25 16:06:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Immortal's Grimoire''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 134.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2092">
			<name>the_incantation_of_lightning</name>
			<title>The Incantation Of Lightning</title>
			<keywords>spell, CrAu 35, Voice, Mom, Ind, ArM5</keywords>
			<description>The Incantation Of Lightning spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474786</unix>
						<iso>2010-06-25 16:06:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Incantation Of Lightning''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 126.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2093">
			<name>the_inexorable_search</name>
			<title>The Inexorable Search</title>
			<keywords>spell, InCo 20, Arc, Conc, Ind, ArM5</keywords>
			<description>The Inexorable Search spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474786</unix>
						<iso>2010-06-25 16:06:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Inexorable Search''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2094">
			<name>the_invisible_eye_revealed</name>
			<title>The Invisible Eye Revealed</title>
			<keywords>spell, InVi Gen, Per, Conc, Touch, ArM5</keywords>
			<description>The Invisible Eye Revealed spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474786</unix>
						<iso>2010-06-25 16:06:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Invisible Eye Revealed''' is a [[Canon|canonical]] InVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 157.

'''R''': Per, '''D''': Conc, '''T''': Touch
]]></text>
				</version>
			</history>
		</page>
		<page node="2095">
			<name>the_invisible_glass-worker</name>
			<title>The Invisible Glass-Worker</title>
			<keywords>spell, ReTe 4, Touch, Mom, Ind, Covenants</keywords>
			<description>The Invisible Glass-Worker spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474787</unix>
						<iso>2010-06-25 16:06:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Invisible Glass-Worker''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 4 [[Spell|spell]] introduced in [[Covenants]], p. 51.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2096">
			<name>the_key_of_theodorus</name>
			<title>The Key of Theodorus</title>
			<keywords>spell, ReTe 10, Touch, Mom, Part, CG</keywords>
			<description>The Key of Theodorus spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474787</unix>
						<iso>2010-06-25 16:06:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Key of Theodorus''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[CG]], p. 78.

'''R''': Touch, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="2097">
			<name>the_kiss_of_death</name>
			<title>The Kiss Of Death</title>
			<keywords>spell, PeCo 45, Touch, Mom, Ind, ArM5</keywords>
			<description>The Kiss Of Death spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474787</unix>
						<iso>2010-06-25 16:06:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Kiss Of Death''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[ArM5]], p. 133.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2098">
			<name>the_laboratory_of_bonisagus</name>
			<title>The Laboratory of Bonisagus</title>
			<keywords>spell, CrTe 45, Touch, Mom, Group, ritual, Covenants</keywords>
			<description>The Laboratory of Bonisagus spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474788</unix>
						<iso>2010-06-25 16:06:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Laboratory of Bonisagus''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[Covenants]], p. 122.

'''R''': Touch, '''D''': Mom, '''T''': Group, [[Ritual]]
'''Req''': [[Vim]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2099">
			<name>the_lasting_synthemata_of_(named_being)</name>
			<title>The Lasting Synthemata of (Named Being)</title>
			<keywords>spell, MuVi Gen, Per, Diam, Ind, TMRE</keywords>
			<description>The Lasting Synthemata of (Named Being) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474788</unix>
						<iso>2010-06-25 16:06:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Lasting Synthemata of (Named Being)''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 86.

'''R''': Per, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="210">
			<name>hermetic_virtue</name>
			<title>Hermetic Virtue</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206016471</unix>
						<iso>2008-03-20 13:34:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A type of [[Virtue]] available to [[Magus|magi]]. See [[Virtues and Flaws]].
]]></text>
				</version>
			</history>
		</page>
		<page node="2100">
			<name>the_leap_of_homecoming</name>
			<title>The Leap Of Homecoming</title>
			<keywords>spell, ReCo 35, Per, Mom, Ind, ArM5</keywords>
			<description>The Leap Of Homecoming spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474788</unix>
						<iso>2010-06-25 16:06:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Leap Of Homecoming''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 135.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2101">
			<name>the_lord_shall_preserve_thee_from_all_evil:_he_shall_preserve_thy_soul</name>
			<title>The Lord shall preserve thee from all evil: he shall preserve thy soul</title>
			<keywords>spell, InvBle Gen, Touch, Sun, Ind, RoPD</keywords>
			<description>The Lord shall preserve thee from all evil: he shall preserve thy soul spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474789</unix>
						<iso>2010-06-25 16:06:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Lord shall preserve thee from all evil: he shall preserve thy soul''' is a [[Canon|canonical]] InvBle Gen [[Spell|spell]] introduced in [[RoPD]], p. 50.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2102">
			<name>the_lucid_dreamer</name>
			<title>The Lucid Dreamer</title>
			<keywords>spell, MuMe 20, Per, Dream, Dream, TMRE</keywords>
			<description>The Lucid Dreamer spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474789</unix>
						<iso>2010-06-25 16:06:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Lucid Dreamer''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[TMRE]], p. 104.

'''R''': Per, '''D''': Dream, '''T''': Dream
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2103">
			<name>the_many-hued_conflagration</name>
			<title>The Many-hued Conflagration</title>
			<keywords>spell, MuIg 5, Voice, Mom, Ind, ArM5</keywords>
			<description>The Many-hued Conflagration spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474789</unix>
						<iso>2010-06-25 16:06:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Many-hued Conflagration''' is a [[Canon|canonical]] [[Muto|Mu]][[Ignem|Ig]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 141.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2104">
			<name>the_miner's_keen_eye</name>
			<title>The Miner's Keen Eye</title>
			<keywords>spell, InTe 20, Per, Conc, Vision, ArM5</keywords>
			<description>The Miner's Keen Eye spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474790</unix>
						<iso>2010-06-25 16:06:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Miner's Keen Eye''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="2105">
			<name>the_morphean_gate</name>
			<title>The Morphean Gate</title>
			<keywords>spell, ReCo 40, Touch, Mom, Dream, TMRE</keywords>
			<description>The Morphean Gate spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474790</unix>
						<iso>2010-06-25 16:06:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Morphean Gate''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[TMRE]], p. 109.

'''R''': Touch, '''D''': Mom, '''T''': Dream
'''Req''': [[Muto]], [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2106">
			<name>the_mystic's_forceps</name>
			<title>The Mystic's Forceps</title>
			<keywords>spell, MuCo 5, Touch, Conc, Unborn, AM</keywords>
			<description>The Mystic's Forceps spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474790</unix>
						<iso>2010-06-25 16:06:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Mystic's Forceps''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[AM]], p. 56.

'''R''': Touch, '''D''': Conc, '''T''': Unborn
]]></text>
				</version>
			</history>
		</page>
		<page node="2107">
			<name>the_mystical_carpenter</name>
			<title>The Mystical Carpenter</title>
			<keywords>spell, ReHe 15, Touch, Mom, Group, Covenants</keywords>
			<description>The Mystical Carpenter spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474791</unix>
						<iso>2010-06-25 16:06:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Mystical Carpenter''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 51.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2108">
			<name>the_neriusian_portal</name>
			<title>The Neriusian Portal</title>
			<keywords>spell, CrVi 65, Touch, Sun, Circle, ritual, RoPD</keywords>
			<description>The Neriusian Portal spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474791</unix>
						<iso>2010-06-25 16:06:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Neriusian Portal''' is a [[Canon|canonical]] [[Creo|Cr]][[Vim|Vi]] [[Spell level|level]] 65 [[Spell|spell]] introduced in [[RoPD]], p. 94.

'''R''': Touch, '''D''': Sun, '''T''': Circle, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2109">
			<name>the_oath_of_truth</name>
			<title>The Oath of Truth</title>
			<keywords>spell, PeCo 18, Voice, Spec, Ind, ritual, HoHTL</keywords>
			<description>The Oath of Truth spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474791</unix>
						<iso>2010-06-25 16:06:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Oath of Truth''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 18 [[Spell|spell]] introduced in [[HoHTL]], p. 77.

'''R''': Voice, '''D''': Spec, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="211">
			<name>boosted_magic</name>
			<title>Boosted Magic</title>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205968659</unix>
						<iso>2008-03-20 00:17:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] related to the [[Mutantes]]. [[HoHTL]] 104.
]]></text>
				</version>
			</history>
		</page>
		<page node="2110">
			<name>the_ob_of_mot</name>
			<title>The Ob of Mot</title>
			<keywords>spell, CrMe 25, Veil, Conc, Group, AM</keywords>
			<description>The Ob of Mot spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474792</unix>
						<iso>2010-06-25 16:06:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Ob of Mot''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[AM]], p. 32.

'''R''': Veil, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2111">
			<name>the_oneiropomp's_treasure</name>
			<title>The Oneiropomp's Treasure</title>
			<keywords>spell, CrIm 30, Touch, Mom, Ind, ritual, TMRE</keywords>
			<description>The Oneiropomp's Treasure spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474792</unix>
						<iso>2010-06-25 16:06:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Oneiropomp's Treasure''' is a [[Canon|canonical]] [[Creo|Cr]][[Imaginem|Im]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[TMRE]], p. 109.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2112">
			<name>the_path_to_lemnos</name>
			<title>The Path to Lemnos</title>
			<keywords>spell, MuMe 30, Touch, Dream, Dream, TMRE</keywords>
			<description>The Path to Lemnos spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474792</unix>
						<iso>2010-06-25 16:06:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Path to Lemnos''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[TMRE]], p. 104.

'''R''': Touch, '''D''': Dream, '''T''': Dream
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2113">
			<name>the_penitent's_confession</name>
			<title>The Penitent's Confession</title>
			<keywords>spell, ReMe 30, Eye, Conc, Ind, HoHTL</keywords>
			<description>The Penitent's Confession spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474793</unix>
						<iso>2010-06-25 16:06:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Penitent's Confession''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[HoHTL]], p. 73.

'''R''': Eye, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2114">
			<name>the_perfected_structure</name>
			<title>The Perfected Structure</title>
			<keywords>spell, ReTe 20, Touch, Mom, Struc., TMRE</keywords>
			<description>The Perfected Structure spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474793</unix>
						<iso>2010-06-25 16:06:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Perfected Structure''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[TMRE]], p. 96.

'''R''': Touch, '''D''': Mom, '''T''': Struc.
'''Req''': [[Creo]], [[Herbam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2115">
			<name>the_phantom_blacksmith</name>
			<title>The Phantom Blacksmith</title>
			<keywords>spell, ReTe 20, Touch, Mom, Group, Covenants</keywords>
			<description>The Phantom Blacksmith spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474793</unix>
						<iso>2010-06-25 16:06:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Phantom Blacksmith''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Covenants]], p. 51.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2116">
			<name>the_phantom_gift</name>
			<title>The Phantom Gift</title>
			<keywords>spell, CrVi 15, Voice, Sun, Ind, ArM5</keywords>
			<description>The Phantom Gift spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474794</unix>
						<iso>2010-06-25 16:06:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Phantom Gift''' is a [[Canon|canonical]] [[Creo|Cr]][[Vim|Vi]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 157.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2117">
			<name>the_plunder_of_twenty_geese</name>
			<title>The Plunder of Twenty Geese</title>
			<keywords>spell, MuAn 15, Touch, Sun, Group, Covenants</keywords>
			<description>The Plunder of Twenty Geese spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474794</unix>
						<iso>2010-06-25 16:06:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Plunder of Twenty Geese''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 96.

'''R''': Touch, '''D''': Sun, '''T''': Group
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2118">
			<name>the_promenade_of_caesar</name>
			<title>The Promenade of Caesar</title>
			<keywords>spell, ReCo 15, Touch, Mom, Unborn, AM</keywords>
			<description>The Promenade of Caesar spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474794</unix>
						<iso>2010-06-25 16:06:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Promenade of Caesar''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[AM]], p. 56.

'''R''': Touch, '''D''': Mom, '''T''': Unborn
]]></text>
				</version>
			</history>
		</page>
		<page node="2119">
			<name>the_resolute_mind_of_the_tireless_researcher</name>
			<title>The Resolute Mind of the Tireless Researcher</title>
			<keywords>spell, ReMe 20, Per, Sun, Ind, Covenants</keywords>
			<description>The Resolute Mind of the Tireless Researcher spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474795</unix>
						<iso>2010-06-25 16:06:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Resolute Mind of the Tireless Researcher''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Covenants]], p. 122.

'''R''': Per, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="212">
			<name>virtues_and_flaws</name>
			<title>Virtues and Flaws</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206009364</unix>
						<iso>2008-03-20 11:36:04</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Virtues and Flaws''' are special attributes possessed by [[Ars Magica]] characters.  '''Virtues''' are beneficial (but may include some drawbacks) and '''Flaws''' are detrimental (but may include some advantages).

Each Ars Magica character is allowed a certain number of Virtues (the exact number varies by [[Character Types | character type]] and edition).  Each Virtue or Flaw has a cost, with Virtues having a positive cost and Flaws having a negative cost.

=Balancing Virtues and Flaws

In most cases, the total cost of a characters' Virtues and Flaws must add to zero; Virtues have to be paid for by choosing an equivalent value of Flaws.  There are some exceptions.  For instance, in [[ArM5]], all [[Magus | magi]] get a "free" Minor Virtue from their [[Houses]].

=Types of Virtues and Flaws

[[ArM5]] categorizes Virtues and Flaws as follows:

* General Virtues and Flaws
* Hermetic Virtues and Flaws
* [[Heroic Virtues and Flaws]]
* Supernatural Virtues and Flaws
* Personality Flaws
* Story Flaws

=Acquiring Virtues and Flaws

In the [[RAW]], there are only two ways to acquire Virtues and Flaws: at [[Character Creation]], or through [[Initiation]] into a [[Mystery]].

Some storyguides allow characters to acquire or lose Virtues and Flaws over the course of the [[Saga]]; for example, a character might acquire a new Enemy, or defeat an Enemy she had at the start of play.  This makes sense from a character-development point of view, but there are no formal rules for doing it.  Some storygiudes dislike changing characters' Virtues and Flaws over time, and other allow it occasionally but insist that overall Virtues and Flaws remain balanced (that is, any new Virtues are offset by new Flaws, or any Flaws lost are replaced by new Flaws of equivalent cost).

=References

* [[ArM5]] 28-30 and 36-40
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]], courtesy of Atlas Games and Erik Dahl
* Fifth Edition [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf | Design Notes on Character Creation]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206010136</unix>
						<iso>2008-03-20 11:48:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added explanation of Virtue allowance</comment>
					<text><![CDATA[
'''Virtues and Flaws''' are special attributes possessed by [[Ars Magica]] characters.  '''Virtues''' are beneficial (but may include some drawbacks) and '''Flaws''' are detrimental (but may include some advantages).

Each Virtue or Flaw has a cost, with Virtues having a positive cost and Flaws having a negative cost.  Each Ars Magica [[Character Types | character type]] has an allowance stating how many Virtues the character can have; the exact allowance varies depending on character type (and edition of the rules).

=Balancing Virtues and Flaws

In most cases, the total cost of a characters' Virtues and Flaws must add to zero; Virtues have to be paid for by choosing an equivalent value of Flaws.  There are some exceptions.  For instance, in [[ArM5]], all [[Magus | magi]] get a "free" Minor Virtue from their [[Houses]].

After balancing Virtues and Flaws, the total cost of the character's Virtues must be within the allowance for his character type.

=Types of Virtues and Flaws

[[ArM5]] categorizes Virtues and Flaws as followsues and Flaws, the total cost of the character's Virtues must be within the allowance for his character type.

=Types of Virtues and Flaws

[[ArM5]] categorizes Virtues and Flaws as follows:

* General Virtues and Flaws
* Hermetic Virtues and Flaws
* [[Heroic Virtues and Flaws]]
* Supernatural Virtues and Flaws
* Personality Flaws
* Story Flaws

=Acquiring Virtues and Flaws

In the [[RAW]], there are only two ways to acquire Virtues and Flaws: at [[Character Creation]], or through [[Initiation]] into a [[Mystery]].

Some storyguides allow characters to acquire or lose Virtues and Flaws over the course of the [[Saga]]; for example, a character might acquire a new Enemy, or defeat an Enemy she had at the start of play.  This makes sense from a character-development point of view, but there are no formal rules for doing it.  Some storygiudes dislike changing characters' Virtues and Flaws over time, and other allow it occasionally but insist that overall Virtues and Flaws remain balanced (that is, any new Virtues are offset by new Flaws, or any Flaws lost are replaced by new Flaws of equivalent cost).

=References

* [[ArM5]] 28-30 and 36-40
* [[http://www.atlas-games.com/pdf_storage/ArM
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206343357</unix>
						<iso>2008-03-24 08:22:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>more ways to gain V&amp;F</comment>
					<text><![CDATA[
'''Virtues and Flaws''' are special attributes possessed by [[Ars Magica]] characters.  '''Virtues''' are beneficial (but may include some drawbacks) and '''Flaws''' are detrimental (but may include some advantages).

Each Virtue or Flaw has a cost, with Virtues having a positive cost and Flaws having a negative cost.  Each Ars Magica [[Character Types | character type]] has an allowance stating how many Virtues the character can have; the exact allowance varies depending on character type (and edition of the rules).

=Balancing Virtues and Flaws

In most cases, the total cost of a characters' Virtues and Flaws must add to zero; Virtues have to be paid for by choosing an equivalent value of Flaws.  There are some exceptions.  For instance, in [[ArM5]], all [[Magus | magi]] get a "free" Minor Virtue from their [[Houses]].

After balancing Virtues and Flaws, the total cost of the character's Virtues must be within the allowance for his character type.

=Types of Virtues and Flaws

[[ArM5]] categorizes Virtues and Flaws as follows:

* General Virtues and Flaws
* Hermetic Virtues and Flaws
* [[Heroic Virtues and Flaws]]
* Supernatural Virtues and Flaws
* Personality Flaws
* Story Flaws

=Acquiring Virtues and Flaws

In the [[RAW]], there are two main ways to acquire Virtues and Flaws: at [[Character Creation]], or through [[Initiation]] into a [[Mystery]]. In addition, [[Forest Paths]], [[Original Research]], and [[Integration|integrating ancient magic]] all provide - typically much harder - means to gain V&F in-play. In addition, [[Forest Paths]], [[Original Research]], and [[Integration|integrating ancient magic]] all provide - typically much harder - means to gain V&F in-play.

Some storyguides allow characters to acquire or lose Virtues and Flaws over the course of the [[Saga]]; for example, a character might acquire a new Enemy, or defeat an Enemy she had at the start of play.  This makes sense from a character-development point of view, but there are no formal rules for doing it.  Some storygiudes dislike changing characters' Virtues and Flaws over time, and other allow it occasionally but insist that overall Virtues and Flaws remain balanced (that is, any new Virtues are offset by new Flaws, or any Flaws lost are replaced by new Flaws of equivalent cost).

=References

* [[ArM5]] 28-30 and 36-40
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues a
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1206461000</unix>
						<iso>2008-03-25 17:03:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added TL V&amp;F references</comment>
					<text><![CDATA[
'''Virtues and Flaws''' are special attributes possessed by [[Ars Magica]] characters.  '''Virtues''' are beneficial (but may include some drawbacks) and '''Flaws''' are detrimental (but may include some advantages).

Each Virtue or Flaw has a cost, with Virtues having a positive cost and Flaws having a negative cost.  Each Ars Magica [[Character Types | character type]] has an allowance stating how many Virtues the character can have; the exact allowance varies depending on character type (and edition of the rules).

=Balancing Virtues and Flaws

In most cases, the total cost of a characters' Virtues and Flaws must add to zero; Virtues have to be paid for by choosing an equivalent value of Flaws.  There are some exceptions.  For instance, in [[ArM5]], all [[Magus | magi]] get a "free" Minor Virtue from their [[Houses]].

After balancing Virtues and Flaws, the total cost of the character's Virtues must be within the allowance for his character type.

=Types of Virtues and Flaws

[[ArM5]] categorizes Virtues and Flaws as follows:

* General Virtues and Flaws
* Hermetic Virtues and Flaws
* [[Heroic Virtues and Flaws]]
* Supernatural Virtues and Flaws
* Personality Flaws
* Story Flaws

=Acquiring Virtues and Flaws

In the [[RAW]], there are two main ways to acquire Virtues and Flaws: at [[Character Creation]], or through [[Initiation]] into a [[Mystery]]. In addition, [[Forest Paths]], [[Original Research]], and [[Integration|integrating ancient magic]] all provide - typically much harder - means to gain V&F in-play.

Some storyguides allow characters to acquire or lose Virtues and Flaws over the course of the [[Saga]]; for example, a character might acquire a new Enemy, or defeat an Enemy she had at the start of play.  This makes sense from a character-development point of view, but there are no formal rules for doing it.  Some storygiudes dislike changing characters' Virtues and Flaws over time, and other allow it occasionally but insist that overall Virtues and Flaws remain balanced (that is, any new Virtues are offset by new Flaws, or any Flaws lost are replaced by new Flaws of equivalent cost).

=References

* [[ArM5]] 28-30 and 36-40
* Further V&F are presented on [[HoHTL]] [[??]] (Bonisagus), 103-106, 141-143.
* [[httpr V&F are presented on [[HoHTL]] [[??]] (Bonisagus), 103-106, 141-143.
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]], courtesy of Atlas Games and Erik Dahl
* Fifth Edition [[http://www.a
]]></text>
				</version>
			</history>
		</page>
		<page node="2120">
			<name>the_riches_that_are_rightfully_mine(d)</name>
			<title>The Riches That Are Rightfully Mine(d)</title>
			<keywords>spell, CrTe 35, Touch, Moon, Group, ritual, Covenants</keywords>
			<description>The Riches That Are Rightfully Mine(d) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474795</unix>
						<iso>2010-06-25 16:06:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Riches That Are Rightfully Mine(d)''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[Covenants]], p. 61.

'''R''': Touch, '''D''': Moon, '''T''': Group, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2121">
			<name>the_road_to_lemnos</name>
			<title>The Road to Lemnos</title>
			<keywords>spell, MuMe 40, Touch, Dream, Dream, TMRE</keywords>
			<description>The Road to Lemnos spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474795</unix>
						<iso>2010-06-25 16:06:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Road to Lemnos''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[TMRE]], p. 104.

'''R''': Touch, '''D''': Dream, '''T''': Dream
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2122">
			<name>the_rooster's_crow</name>
			<title>The Rooster's Crow</title>
			<keywords>spell, PeVi Gen, Per, Mom, Sound, HoHMC</keywords>
			<description>The Rooster's Crow spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474796</unix>
						<iso>2010-06-25 16:06:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Rooster's Crow''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[HoHMC]], p. 29.

'''R''': Per, '''D''': Mom, '''T''': Sound
]]></text>
				</version>
			</history>
		</page>
		<page node="2123">
			<name>the_scribe's_touch</name>
			<title>The Scribe's Touch</title>
			<keywords>spell, PeAn 3, Touch, Mom, Ind, Covenants</keywords>
			<description>The Scribe's Touch spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474796</unix>
						<iso>2010-06-25 16:06:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Scribe's Touch''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 3 [[Spell|spell]] introduced in [[Covenants]], p. 96.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2124">
			<name>the_severed_limb_made_whole</name>
			<title>The Severed Limb Made Whole</title>
			<keywords>spell, CrCo 25, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>The Severed Limb Made Whole spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474796</unix>
						<iso>2010-06-25 16:06:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Severed Limb Made Whole''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2125">
			<name>the_shadow_of_human_life</name>
			<title>The Shadow Of Human Life</title>
			<keywords>spell, CrIm 40, Touch, Sun, Ind, ArM5</keywords>
			<description>The Shadow Of Human Life spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474797</unix>
						<iso>2010-06-25 16:06:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Shadow Of Human Life''' is a [[Canon|canonical]] [[Creo|Cr]][[Imaginem|Im]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 144.

'''R''': Touch, '''D''': Sun, '''T''': Ind
'''Req''': [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2126">
			<name>the_shadow_of_life_renewed</name>
			<title>The Shadow Of Life Renewed</title>
			<keywords>spell, CrCo 75, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>The Shadow Of Life Renewed spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474797</unix>
						<iso>2010-06-25 16:06:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Shadow Of Life Renewed''' is a [[Canon|canonical]] [[Creo|Cr]][[Corpus|Co]] [[Spell level|level]] 75 [[Spell|spell]] introduced in [[ArM5]], p. 129.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
'''Req''': [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2127">
			<name>the_shrouded_glen</name>
			<title>The Shrouded Glen</title>
			<keywords>spell, ReMe 40, Touch, Year, Bound, ritual, ArM5</keywords>
			<description>The Shrouded Glen spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474797</unix>
						<iso>2010-06-25 16:06:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Shrouded Glen''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 152.

'''R''': Touch, '''D''': Year, '''T''': Bound, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2128">
			<name>the_significance_of_the_group</name>
			<title>The Significance of the Group</title>
			<keywords>spell, InCo 10, Voice, Mom, Group, TMRE</keywords>
			<description>The Significance of the Group spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474798</unix>
						<iso>2010-06-25 16:06:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Significance of the Group''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[TMRE]], p. 93.

'''R''': Voice, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2129">
			<name>the_silent_vigil</name>
			<title>The Silent Vigil</title>
			<keywords>spell, MuCo 45, Per, Moon, Ind, ArM5</keywords>
			<description>The Silent Vigil spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474798</unix>
						<iso>2010-06-25 16:06:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Silent Vigil''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[ArM5]], p. 132.

'''R''': Per, '''D''': Moon, '''T''': Ind
'''Req''': [[Terram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="213">
			<name>merinita_the_founder</name>
			<title>Merinita, the Founder</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205780868</unix>
						<iso>2008-03-17 20:07:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Unlike many later descendants of her [[House Merinita|House]], the house that bears her name, Merinita was not directly associated with the [[Faerie|fey]], but was rather attuned to nature as a whole. She eventually joined the [[Order of Hermes|Order]]-to-be, providing rich insight on all things natural as well as creating bonds with [[Familiar|familiars]].

= References

* A brief description of her character is given in [[Houses of Hermes: Mystery Cults]], p. 75-76.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279194365</unix>
						<iso>2010-07-15 13:46:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>nature mysteries and phrasing</comment>
					<text><![CDATA[
Unlike many later descendants of the [[House Merinita|House]] that bears her name, Merinita was not directly associated with the [[Faerie|fey]], but was rather attuned to nature as a whole and practicing [[Nature Mysteries]]. She eventually joined the [[Order of Hermes|Order]]-to-be, providing rich insight on all things natural as well as creating bonds with [[Familiar|familiars]].

= References

* A brief description of her character is given in [[Houses of Hermes: Mystery Cults]], p. 75-76.
]]></text>
				</version>
			</history>
		</page>
		<page node="2130">
			<name>the_sorcerer's_fork</name>
			<title>The Sorcerer's Fork</title>
			<keywords>spell, MuVi Gen, Touch, Mom, Ind, ArM5</keywords>
			<description>The Sorcerer's Fork spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474798</unix>
						<iso>2010-06-25 16:06:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Sorcerer's Fork''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 159.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2131">
			<name>the_spell_of_wrought_iron</name>
			<title>The Spell of Wrought Iron</title>
			<keywords>spell, ReTe 15, Touch, Mom, Group, Covenants</keywords>
			<description>The Spell of Wrought Iron spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474799</unix>
						<iso>2010-06-25 16:06:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Spell of Wrought Iron''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 51.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2132">
			<name>the_stone_prepared,_his_gift_to_grant_with_foulest_craft_he_does_enchant</name>
			<title>The Stone Prepared, His Gift To Grant With Foulest Craft He Does Enchant</title>
			<keywords>spell, IncEff Gen, Touch, Year, Ind, RoPI</keywords>
			<description>The Stone Prepared, His Gift To Grant With Foulest Craft He Does Enchant spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474799</unix>
						<iso>2010-06-25 16:06:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Stone Prepared, His Gift To Grant With Foulest Craft He Does Enchant''' is a [[Canon|canonical]] IncEff Gen [[Spell|spell]] introduced in [[RoPI]], p. 108.

'''R''': Touch, '''D''': Year, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2133">
			<name>the_student_must_be_forced_to_learn,_and_thus_the_worm_begins_to_turn</name>
			<title>The Student Must Be Forced to Learn, And Thus the Worm Begins to Turn</title>
			<keywords>spell, IncMal 20, Touch, Sun, Ind, RoPI</keywords>
			<description>The Student Must Be Forced to Learn, And Thus the Worm Begins to Turn spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474799</unix>
						<iso>2010-06-25 16:06:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Student Must Be Forced to Learn, And Thus the Worm Begins to Turn''' is a [[Canon|canonical]] IncMal 20 [[Spell|spell]] introduced in [[RoPI]], p. 109.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2134">
			<name>the_tireless_flight</name>
			<title>The Tireless Flight</title>
			<keywords>spell, ReCo 20, Touch, Conc, Ind, HoHTL</keywords>
			<description>The Tireless Flight spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474800</unix>
						<iso>2010-06-25 16:06:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Tireless Flight''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2135">
			<name>the_transformed_folio</name>
			<title>The Transformed Folio</title>
			<keywords>spell, MuAn 45, Touch, Year, Group, ritual, HoHTL</keywords>
			<description>The Transformed Folio spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474800</unix>
						<iso>2010-06-25 16:06:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Transformed Folio''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[HoHTL]], p. 102.

'''R''': Touch, '''D''': Year, '''T''': Group, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2136">
			<name>the_treacherous_spear</name>
			<title>The Treacherous Spear</title>
			<keywords>spell, ReHe 25, Voice, Diam, Ind, ArM5</keywords>
			<description>The Treacherous Spear spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474800</unix>
						<iso>2010-06-25 16:06:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Treacherous Spear''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 139.

'''R''': Voice, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2137">
			<name>the_twice_gifted_coin</name>
			<title>The Twice Gifted Coin</title>
			<keywords>spell, PeMe 15, Touch, Mom, Ind, Covenants</keywords>
			<description>The Twice Gifted Coin spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474801</unix>
						<iso>2010-06-25 16:06:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Twice Gifted Coin''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 62.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2138">
			<name>the_unfaithful_favor</name>
			<title>The Unfaithful Favor</title>
			<keywords>spell, ReAn 20, Arc, Sun, Ind, HoHTL</keywords>
			<description>The Unfaithful Favor spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474801</unix>
						<iso>2010-06-25 16:06:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Unfaithful Favor''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[HoHTL]], p. 139.

'''R''': Arc, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2139">
			<name>the_unseen_porter</name>
			<title>The Unseen Porter</title>
			<keywords>spell, ReTe 10, Voice, Conc, Ind, ArM5</keywords>
			<description>The Unseen Porter spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474801</unix>
						<iso>2010-06-25 16:06:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Unseen Porter''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 156.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="214">
			<name>major_virtue</name>
			<title>Major Virtue</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206017461</unix>
						<iso>2008-03-20 13:51:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM5]], a '''Major Virtue''' is a relatively significant [[Virtue]]. In character generation it requires more severe [[Flaw|flaws]] to balance than a [[Minor Virtue]], and it is harder to [[Initiate]] a Major [[Mystery Virtue]].

See also [[Virtues and Flaws]].
]]></text>
				</version>
			</history>
		</page>
		<page node="2140">
			<name>the_visage_of_mot</name>
			<title>The Visage of Mot</title>
			<keywords>spell, ReMe 35, Veil, Conc, Ind, ritual, AM</keywords>
			<description>The Visage of Mot spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474802</unix>
						<iso>2010-06-25 16:06:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Visage of Mot''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[AM]], p. 33.

'''R''': Veil, '''D''': Conc, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2141">
			<name>the_voice_of_the_bjornaer_magus</name>
			<title>The Voice of the Bjornaer Magus</title>
			<keywords>spell, MuAn 15, Per, Sun, Ind, HoHMC</keywords>
			<description>The Voice of the Bjornaer Magus spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474802</unix>
						<iso>2010-06-25 16:06:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Voice of the Bjornaer Magus''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[HoHMC]], p. 36.

'''R''': Per, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2142">
			<name>the_walking_corpse</name>
			<title>The Walking Corpse</title>
			<keywords>spell, ReCo 35, Touch, Year, Ind, ritual, ArM5</keywords>
			<description>The Walking Corpse spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474803</unix>
						<iso>2010-06-25 16:06:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Walking Corpse''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 135.

'''R''': Touch, '''D''': Year, '''T''': Ind, [[Ritual]]
'''Req''': [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2143">
			<name>the_web_of_mnemeosyne</name>
			<title>The Web of Mnemeosyne</title>
			<keywords>spell, InIm 60, Voice, Conc, Group, AM</keywords>
			<description>The Web of Mnemeosyne spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474803</unix>
						<iso>2010-06-25 16:06:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Web of Mnemeosyne''' is a [[Canon|canonical]] [[Intellego|In]][[Imaginem|Im]] [[Spell level|level]] 60 [[Spell|spell]] introduced in [[AM]], p. 87.

'''R''': Voice, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2144">
			<name>the_weightless_transportation_of_books</name>
			<title>The Weightless Transportation Of Books</title>
			<keywords>spell, PeAn 25, Touch, Sun, Group, Covenants</keywords>
			<description>The Weightless Transportation Of Books spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474803</unix>
						<iso>2010-06-25 16:06:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Weightless Transportation Of Books''' is a [[Canon|canonical]] [[Perdo|Pe]][[Animal|An]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[Covenants]], p. 100.

'''R''': Touch, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2145">
			<name>the_welcome_addition_of_false_sunlight</name>
			<title>The Welcome Addition of False Sunlight</title>
			<keywords>spell, CrIg 15, Touch, Ring, Ind, Covenants</keywords>
			<description>The Welcome Addition of False Sunlight spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474804</unix>
						<iso>2010-06-25 16:06:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Welcome Addition of False Sunlight''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 96.

'''R''': Touch, '''D''': Ring, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2146">
			<name>the_whole_from_the_part</name>
			<title>The Whole From the Part</title>
			<keywords>spell, InCo 20, Touch, Conc, Ind, HoHTL</keywords>
			<description>The Whole From the Part spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474804</unix>
						<iso>2010-06-25 16:06:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Whole From the Part''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[HoHTL]], p. 72.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2147">
			<name>the_wicked_jar</name>
			<title>The Wicked Jar</title>
			<keywords>spell, MuVi Gen, Voice, Sun, Ind, RoPI</keywords>
			<description>The Wicked Jar spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474804</unix>
						<iso>2010-06-25 16:06:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Wicked Jar''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[RoPI]], p. 122.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2148">
			<name>the_will_of_alatheia</name>
			<title>The Will of Alatheia</title>
			<keywords>spell, PeCo 24, Voice, Sun, Ind, ritual, HoHTL</keywords>
			<description>The Will of Alatheia spell</description>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474805</unix>
						<iso>2010-06-25 16:06:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Will of Alatheia''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 24 [[Spell|spell]] introduced in [[HoHTL]], p. 77.

'''R''': Voice, '''D''': Sun, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279301800</unix>
						<iso>2010-07-16 19:36:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Not a spell</comment>
					<text><![CDATA[
'''The Will of Alatheia''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Fenicil ritual]] of [[Ease Factor]] 24, introduced in [[HoHTL]], p. 77.

'''R''': Voice, '''D''': Sun, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279310785</unix>
						<iso>2010-07-16 22:06:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>extended description</comment>
					<text><![CDATA[
'''The Will of Alatheia''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Fenicil ritual]] of [[Ease Factor]] 24, introduced in [[HoHTL]], p. 77. This ritual is cast to make sure the target does not perform a particular actions. As it is sometimes used to enforce Tribunal decisions, it's existence may be known to the Order at large.

'''R''': Voice, '''D''': Special, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2149">
			<name>the_wizard's_mount</name>
			<title>The Wizard's Mount</title>
			<keywords>spell, CrAn 35, Touch, Sun, Ind, ArM5</keywords>
			<description>The Wizard's Mount spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474805</unix>
						<iso>2010-06-25 16:06:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Wizard's Mount''' is a [[Canon|canonical]] [[Creo|Cr]][[Animal|An]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 117.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="215">
			<name>tribunals_of_hermes_rome</name>
			<title>Tribunals of Hermes: Rome</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206018077</unix>
						<iso>2008-03-20 14:01:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tribunals of Hermes: Rome''' is a [[Third Edition]] supplement for [[Ars Magica]] describing the [[Roman Tribunal]]. It was published in 1993 by [[White Wolf]], and written by [[Shannon Appel]] and [[Chris Frerking]].

The book contains descriptions of [[Harco]], [[Magvillus]], and [[Verdi]], as well as other [[Covenant|covenants]] of the Tribunal. Like many [[ArM]] books of it time, it is chock full of demons.

===References

* See the [[http://www.atlas-games.com/product_tables/AG0751.php|official product page]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245705465</unix>
						<iso>2009-06-22 23:17:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Expanded description, added reviews and list of covenants, made it resemble the template</comment>
					<text><![CDATA[
'''Tribunals of Hermes: Rome''' is a [[Third Edition]] supplement for [[Ars Magica]] describing the [[Roman Tribunal]]. 


'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Shannon Appel]] and [[Chris Frerking]]
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1993
'''Format:''' [[Softcover]], 124 pages
'''Availability:''' Out of print, electronic version available
'''Other Editions:''' None

= Subject and Contents

The book presents the Roman Tribunal as highly politicized.  Like many [[ArM3]] supplements by [[White Wolf]], it is chock full of demons: several of the covenants have [[diabolist]] members and at least one consists entirely of devil-worshipers.

The book is fairly light on [[Real History]] but does contain some interesting tidbits, such as the "magician" [[Pope Sylvester II]].

Much emphasis is placed on the Tribunal's larger covenants and their political and commercial relations with mundanes -- and their corresponding rivalries.

This version of the [[Roman Tribunal]] features Venice as city neutral in Hermetic politics: it lies outside the influence of any covenant, and magi of the Tribunal use it as a place to meet, transact business, and spy on one another.

== Covenants Described

* [[Harco]], [[Domus Magna]] of [[House Mercere]]
* [[Magvillus]], [[Domus Magna]] of [[House Quaesitor]]
* [[Verdi]], [[Domus Magna]] of [[House Verditius]]
* [[Feritel]]
* [[Literatus]]
* [[Luctatio]]
* [[Postestas]]
* [[Rellantali]]
* [[Sansaron]]
* [[Vardian's Tomb]]


= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (15 reviews; 3 *, 7 \*\*, 4 \*\*\*, 1 \*\*\*\*)

* A lot more could have been done with this book, but it had to wait for The Mysteries. Instead of a seamless tapestry we are treated to a disjointed series of chapters and ideas.
* Booo, I am a Demon!
* Dull, and full of Demons.
* The Third Edition requirement for dark themes, Corruption in this case, makes this book difficult to use, and prevents anyone else writing an Italian guide.
* Good presentation of the Roman Tribunal, darkened by editorial mismanagement.
* Not that bad a depiction of a very political tribunal if you ignore most of the demons.
* Great ideas,nice done job. Tasted like Sagas which have been played for a long time by numerous players who enjoyed them.
* Interesting history, but a little too much politics for my taste.
* Details how the demons corrupts the Church and country.
* At the behest of Ken Cliffe, many demons were included in this, and the authors tried to make it work, but it comes off just too diabolical in some ways. Lots of interesting ideas, though.
* Terrific bits on backstabbing, conniving magi. Get rid of the parenthetical comments which amount to, "demons, demons everywhere!", and this is a fine supplement.
* Bad, very bad. If you remove the demons the politics makes for some good hooks, needs lots of work.

Please edit this page to add your own comments on the book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Treaty of the Roman Tribunal]]
* [[Making Money with Magic]]

== Related Products

; Other products about the same topic or somehow related
* [[ArM3]]
* [[Tribunals of Hermes Iberia]]
* [[Mythic Europe]]

== Related Sites

* [[http://www.atlas-games.com/product_tables/AG0751.php| Ffficial product page]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1267374478</unix>
						<iso>2010-02-28 17:27:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>link to &quot;demon&quot;</comment>
					<text><![CDATA[
'''Tribunals of Hermes: Rome''' is a [[Third Edition]] supplement for [[Ars Magica]] describing the [[Roman Tribunal]]. 


'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Shannon Appel]] and [[Chris Frerking]]
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1993
'''Format:''' [[Softcover]], 124 pages
'''Availability:''' Out of print, electronic version available
'''Other Editions:''' None

= Subject and Contents

The book presents the Roman Tribunal as highly politicized.  Like many [[ArM3]] supplements by [[White Wolf]], it is chock full of [[demon|demons]]: several of the covenants have [[diabolist]] members and at least one consists entirely of devil-worshipers.

The book is fairly light on [[Real History]] but does contain some interesting tidbits, such as the "magician" [[Pope Sylvester II]].

Much emphasis is placed on the Tribunal's larger covenants and their political and commercial relations with mundanes -- and their corresponding rivalries.

This version of the [[Roman Tribunal]] features Venice as city neutral in Hermetic politics: it lies outside the influence of any covenant, and magi of the Tribunal use it as a place to meet, transact business, and spy on one another.

== Covenants Described

* [[Harco]], [[Domus Magna]] of [[House Mercere]]
* [[Magvillus]], [[Domus Magna]] of [[House Quaesitor]]
* [[Verdi]], [[Domus Magna]] of [[House Verditius]]
* [[Feritel]]
* [[Literatus]]
* [[Luctatio]]
* [[Postestas]]
* [[Rellantali]]
* [[Sansaron]]
* [[Vardian's Tomb]]


= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (15 reviews; 3 *, 7 \*\*, 4 \*\*\*, 1 \*\*\*\*)

* A lot more could have been done with this book, but it had to wait for The Mysteries. Instead of a seamless tapestry we are treated to a disjointed series of chapters and ideas.
* Booo, I am a Demon!
* Dull, and full of Demons.
* The Third Edition requirement for dark themes, Corruption in this case, makes this book difficult to use, and prevents anyone else writing an Italian guide.
* Good presentation of the Roman Tribunal, darkened by editorial mismanagement.
* Not that bad a depiction of a very political tribunal if you ignore most of the demons.
* Great ideas,nice done job. Tasted like Sagas which have been played for a long time by numerous players who enjoyed them.
* Interesting history, but a little too much politics for my taste.
* Details how the demons corrupts the Church and country.
* At the behest of Ken Cliffe, many demons were included in this, and the authors tried to make it work, but it comes off just too diabolical in some ways. Lots of interesting ideas, though.
* Terrific bits on backstabbing, conniving magi. Get rid of the parenthetical comments which amount to, "demons, demons everywhere!", and this is a fine supplement.
* Bad, very bad. If you remove the demons the politics makes for some good hooks, needs lots of work.

Please edit this page to add your own comments on the book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Treaty of the Roman Tribunal]]
* [[Making Money with Magic]]

== Related Products

; Other products about the same topic or somehow related
* [[ArM3]]
* [[Tribunals of Hermes Iberia]]
* [[Mythic Europe]]

== Related Sites

* [[http://www.atlas-games.com/product_tables/AG0751.php| Ffficial product page]].
]]></text>
				</version>
			</history>
		</page>
		<page node="2150">
			<name>the_wound_that_weeps</name>
			<title>The Wound That Weeps</title>
			<keywords>spell, PeCo 15, Voice, Mom, Ind, ArM5</keywords>
			<description>The Wound That Weeps spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474805</unix>
						<iso>2010-06-25 16:06:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Wound That Weeps''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 133.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2151">
			<name>therefore_shall_all_her_plagues_come_in_one_day</name>
			<title>Therefore Shall All Her Plagues Come In One Day</title>
			<keywords>spell, DebMal 30, Voice, Cursed/Mom, Ind, RoPI</keywords>
			<description>Therefore Shall All Her Plagues Come In One Day spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474806</unix>
						<iso>2010-06-25 16:06:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Therefore Shall All Her Plagues Come In One Day''' is a [[Canon|canonical]] DebMal 30 [[Spell|spell]] introduced in [[RoPI]], p. 109.

'''R''': Voice, '''D''': Cursed/Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2152">
			<name>these_shall_give_their_power_and_strength_unto_the_beast</name>
			<title>These Shall Give Their Power and Strength Unto the Beast</title>
			<keywords>spell, DebCon 20, Touch, Mom, Ind, RoPI</keywords>
			<description>These Shall Give Their Power and Strength Unto the Beast spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474806</unix>
						<iso>2010-06-25 16:06:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''These Shall Give Their Power and Strength Unto the Beast''' is a [[Canon|canonical]] DebCon 20 [[Spell|spell]] introduced in [[RoPI]], p. 105.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2153">
			<name>theurge's_trumpet</name>
			<title>Theurge's Trumpet</title>
			<keywords>spell, CrAu 15, Voice, Mom, Room, AM</keywords>
			<description>Theurge's Trumpet spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474806</unix>
						<iso>2010-06-25 16:06:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Theurge's Trumpet''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[AM]], p. 81.

'''R''': Voice, '''D''': Mom, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="2154">
			<name>they_shall_make_the_whore_desolate_and_naked,_and_shall_eat_her_flesh</name>
			<title>They Shall Make the Whore Desolate and Naked, and Shall Eat Her Flesh</title>
			<keywords>spell, DebPsy 45, Voice, Sun, Group, RoPI</keywords>
			<description>They Shall Make the Whore Desolate and Naked, and Shall Eat Her Flesh spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474807</unix>
						<iso>2010-06-25 16:06:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''They Shall Make the Whore Desolate and Naked, and Shall Eat Her Flesh''' is a [[Canon|canonical]] DebPsy 45 [[Spell|spell]] introduced in [[RoPI]], p. 111.

'''R''': Voice, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2155">
			<name>thou_shalt_guide_me_with_thy_counsel,_and_afterward_receive_me_to_glory</name>
			<title>Thou shalt guide me with thy counsel, and afterward receive me to glory</title>
			<keywords>spell, MedUnd 20, Per, Mom, Ind, RoPD</keywords>
			<description>Thou shalt guide me with thy counsel, and afterward receive me to glory spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474807</unix>
						<iso>2010-06-25 16:06:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Thou shalt guide me with thy counsel, and afterward receive me to glory''' is a [[Canon|canonical]] MedUnd 20 [[Spell|spell]] introduced in [[RoPD]], p. 54.

'''R''': Per, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2156">
			<name>thou_wilt_prolong_the_king's_life:_and_his_years_as_many_generations</name>
			<title>Thou wilt prolong the king's life: and his years as many generations</title>
			<keywords>spell, MedBle Gen, Touch, Year, Ind, RoPD</keywords>
			<description>Thou wilt prolong the king's life: and his years as many generations spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474807</unix>
						<iso>2010-06-25 16:06:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Thou wilt prolong the king's life: and his years as many generations''' is a [[Canon|canonical]] MedBle Gen [[Spell|spell]] introduced in [[RoPD]], p. 50.

'''R''': Touch, '''D''': Year, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2157">
			<name>thoughts_distinctly_burned</name>
			<title>Thoughts Distinctly Burned</title>
			<keywords>spell, ReAq 10, Voice, Ring, Ind, Covenants</keywords>
			<description>Thoughts Distinctly Burned spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474808</unix>
						<iso>2010-06-25 16:06:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Thoughts Distinctly Burned''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[Covenants]], p. 97.

'''R''': Voice, '''D''': Ring, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2158">
			<name>thoughts_within_babble</name>
			<title>Thoughts Within Babble</title>
			<keywords>spell, InMe 25, Per, Conc, Hearing, ArM5</keywords>
			<description>Thoughts Within Babble spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474808</unix>
						<iso>2010-06-25 16:06:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Thoughts Within Babble''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 149.

'''R''': Per, '''D''': Conc, '''T''': Hearing
]]></text>
				</version>
			</history>
		</page>
		<page node="2159">
			<name>tie_the_threads_that_bind</name>
			<title>Tie the Threads That Bind</title>
			<keywords>spell, PeVi Gen, Touch, Mom, Group, ritual, HoHMC</keywords>
			<description>Tie the Threads That Bind spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474808</unix>
						<iso>2010-06-25 16:06:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tie the Threads That Bind''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[HoHMC]], p. 130.

'''R''': Touch, '''D''': Mom, '''T''': Group, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="216">
			<name>greater_alps_sagas</name>
			<title>Greater Alps Sagas</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206018991</unix>
						<iso>2008-03-20 14:16:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Greater Alps Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://adastra.ordo-hermeticum.org/|Ad Astra Per Aspera]]: Welcome to Ad Astra, a covenant located in the duchy of Styria, in the eastern parts of the Holy Roman Empire. In March 1190 AD, the tribunal meeting hosted at the covenant Exedra Caeli, gave its permission to and agreed to support the foundation of a new covenant, situated on the ruins of an older covenant. The saga uses an alternate tribunal division, in which the Ad Astra covenant belongs to the tribunal of Bavaria.
:[[http://www.nadig.com/Personal/saga/index.htm|Palimpsest]]: Covenant of Scopulus Incanus
:[[http://whome.phys.au.dk/~pain/ars/PaxStud/|Pax Studiorum]]: A spring covenant, mostly interested in the studies of magic, but caught between to traditional enenmies.
:[[http://www.unc.edu/~murphy/rabenstein/rabenstein.html|Rabenstein]]: The authoritative source for historical fiction in Medieval Austria. The Rabenstein web site centers on the young covenant of Rabenstein in the Duchy of Steiermark, providing many story seeds, house rules, characters and background information of value to all Ars Magica players.
: : The Saga is set mostly in the Greater Alps, although Covenant Rabenstein itself is located in the Rhine tribunal. Rabenstein spawned the Sabratha Saga, set in Libya ([[Roman Tribunal]]), and now the new Corona Montis saga in the [[Stonehenge Tribunal]].
:[[http://users.tpg.com.au/tfergus/Sanctuary%20Apocryphal.htm|Sanctuary Apocrypha]]: Material cut from [[Sanctuary of Ice]], the Greater Alps Tribunal book.
:[[http://www.bloodaxe.co.uk/spearpeak/ | Spear Peak]]: A Covenant in the Greater Alps where four young maagi are thrust into the maelstrom of Tribunal politics after the disappearence of the senior magi.
: : Includes a description of the Hermetic landscape of the Greater Alps tribunal.    
- Eric Grove-Stephensen 

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="2160">
			<name>tip_of_the_tongue</name>
			<title>Tip Of The Tongue</title>
			<keywords>spell, PeMe 5, Eye, Diam, Ind, ArM5</keywords>
			<description>Tip Of The Tongue spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474809</unix>
						<iso>2010-06-25 16:06:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tip Of The Tongue''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 150.

'''R''': Eye, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2161">
			<name>to_mark_with_umbrage</name>
			<title>To Mark With Umbrage</title>
			<keywords>spell, CrIg 40, Sight, Sun, Group, HoHTL</keywords>
			<description>To Mark With Umbrage spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474809</unix>
						<iso>2010-06-25 16:06:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''To Mark With Umbrage''' is a [[Canon|canonical]] [[Creo|Cr]][[Ignem|Ig]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[HoHTL]], p. 139.

'''R''': Sight, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2162">
			<name>to_see_as_others_see</name>
			<title>To See As Others See</title>
			<keywords>spell, InAn 45, Arc, Sun, Ind, HoHTL</keywords>
			<description>To See As Others See spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474809</unix>
						<iso>2010-06-25 16:06:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''To See As Others See''' is a [[Canon|canonical]] [[Intellego|In]][[Animal|An]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[HoHTL]], p. 139.

'''R''': Arc, '''D''': Sun, '''T''': Ind
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2163">
			<name>to_stir_the_spirit,_heart_and_fear_a_shadow_phantom_hunts_in_here</name>
			<title>To Stir the Spirit, Heart and Fear a Shadow Phantom Hunts In Here</title>
			<keywords>spell, DebPha 40, Arc, Conc, Ind, RoPI</keywords>
			<description>To Stir the Spirit, Heart and Fear a Shadow Phantom Hunts In Here spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474810</unix>
						<iso>2010-06-25 16:06:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''To Stir the Spirit, Heart and Fear a Shadow Phantom Hunts In Here''' is a [[Canon|canonical]] DebPha 40 [[Spell|spell]] introduced in [[RoPI]], p. 111.

'''R''': Arc, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2164">
			<name>topple_the_brutish_band</name>
			<title>Topple the Brutish Band</title>
			<keywords>spell, ReCo 20, Voice, Mom, Group, Broken</keywords>
			<description>Topple the Brutish Band spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474810</unix>
						<iso>2010-06-25 16:06:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Topple the Brutish Band''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 75.

'''R''': Voice, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2165">
			<name>tossing_the_brawling_brute</name>
			<title>Tossing the Brawling Brute</title>
			<keywords>spell, ReCo 10, Voice, Mom, Ind, Broken</keywords>
			<description>Tossing the Brawling Brute spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474810</unix>
						<iso>2010-06-25 16:06:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tossing the Brawling Brute''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[Broken Covenant of Calebais]], p. 75.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2166">
			<name>touch_of_midas</name>
			<title>Touch Of Midas</title>
			<keywords>spell, CrTe 20, Touch, Mom, Ind, ritual, ArM5</keywords>
			<description>Touch Of Midas spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474811</unix>
						<iso>2010-06-25 16:06:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Touch Of Midas''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Touch, '''D''': Mom, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2167">
			<name>touch_of_the_goose_feather</name>
			<title>Touch Of The Goose Feather</title>
			<keywords>spell, PeCo 5, Voice, Mom, Ind, ArM5</keywords>
			<description>Touch Of The Goose Feather spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474811</unix>
						<iso>2010-06-25 16:06:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Touch Of The Goose Feather''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 132.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2168">
			<name>touch_of_the_pearls</name>
			<title>Touch Of The Pearls</title>
			<keywords>spell, InAq 5, Per, Conc, Taste, ArM5</keywords>
			<description>Touch Of The Pearls spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474811</unix>
						<iso>2010-06-25 16:06:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Touch Of The Pearls''' is a [[Canon|canonical]] [[Intellego|In]][[Aquam|Aq]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 122.

'''R''': Per, '''D''': Conc, '''T''': Taste
]]></text>
				</version>
			</history>
		</page>
		<page node="2169">
			<name>tower_of_whirling_water</name>
			<title>Tower Of Whirling Water</title>
			<keywords>spell, ReAq 35, Voice, Conc, Group, ArM5</keywords>
			<description>Tower Of Whirling Water spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474812</unix>
						<iso>2010-06-25 16:06:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tower Of Whirling Water''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Voice, '''D''': Conc, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="217">
			<name>hibernian_sagas</name>
			<title>Hibernian Sagas</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206019287</unix>
						<iso>2008-03-20 14:21:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Hibernian Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.arsmagica.it/Cliffheart/index-en.htm|Cliffheart]]: Cliffheart is a Covenant placed in the southern part of Hibernia. You'll find out how our Magi manage to stay alive in such a wild land. You'll live with us in our community in everyday life. Stories,home rules, data for Storytellers and everything you're looking for. Both English and Italian languages supported.

:[[http://whome.phys.au.dk/~pain/ars/|Finn Dún]]: A winter covenant that was thought to've been lost to time. in 1056 one of these old magi came to a impromptu tribunal at Circulus Ruber to invite the 4 newly minted magi membership.

:[[http://www.innish.btinternet.co.uk/|Isle of Innish]]:

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230482004</unix>
						<iso>2008-12-28 17:33:24</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Noted broken link</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Hibernian Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.arsmagica.it/Cliffheart/index-en.htm|Cliffheart]]: Cliffheart is a Covenant placed in the southern part of Hibernia. You'll find out how our Magi manage to stay alive in such a wild land. You'll live with us in our community in everyday life. Stories,home rules, data for Storytellers and everything you're looking for. Both English and Italian languages supported.

:[[http://whome.phys.au.dk/~pain/ars/|Finn Dún]]: A winter covenant that was thought to've been lost to time. in 1056 one of these old magi came to a impromptu tribunal at Circulus Ruber to invite the 4 newly minted magi membership.

:[[http://www.innish.btinternet.co.uk/|Isle of Innish]]:'''Link not working, 28 December 2008''''''Link not working, 28 December 2008'''

---

Based on material Copyright Davi
]]></text>
				</version>
			</history>
		</page>
		<page node="2170">
			<name>track_the_heavens</name>
			<title>Track the Heavens</title>
			<keywords>spell, ReTe 18, Per, Mom, Group, TMRE</keywords>
			<description>Track the Heavens spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474812</unix>
						<iso>2010-06-25 16:06:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Track the Heavens''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 18 [[Spell|spell]] introduced in [[TMRE]], p. 53.

'''R''': Per, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2171">
			<name>trackless_step</name>
			<title>Trackless Step</title>
			<keywords>spell, ReTe 10, Touch, Conc, Ind, ArM5</keywords>
			<description>Trackless Step spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474812</unix>
						<iso>2010-06-25 16:06:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Trackless Step''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 155.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2172">
			<name>tracks_of_the_faerie_glow</name>
			<title>Tracks Of The Faerie Glow</title>
			<keywords>spell, InTe 25, Per, Conc, Vision, ArM5</keywords>
			<description>Tracks Of The Faerie Glow spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474813</unix>
						<iso>2010-06-25 16:06:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tracks Of The Faerie Glow''' is a [[Canon|canonical]] [[Intellego|In]][[Terram|Te]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Per, '''D''': Conc, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="2173">
			<name>transform_to_water</name>
			<title>Transform To Water</title>
			<keywords>spell, MuCo 40, Per, Sun, Ind, ArM5</keywords>
			<description>Transform To Water spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474813</unix>
						<iso>2010-06-25 16:06:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Transform To Water''' is a [[Canon|canonical]] [[Muto|Mu]][[Corpus|Co]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 131.

'''R''': Per, '''D''': Sun, '''T''': Ind
'''Req''': [[Aquam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2174">
			<name>transformation_of_the_ascendant_hierarch</name>
			<title>Transformation of the Ascendant Hierarch</title>
			<keywords>spell, CrVi Gen, Voice, Diam, Ind, ritual, TMRE</keywords>
			<description>Transformation of the Ascendant Hierarch spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474813</unix>
						<iso>2010-06-25 16:06:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Transformation of the Ascendant Hierarch''' is a [[Canon|canonical]] CrVi Gen [[Spell|spell]] introduced in [[TMRE]], p. 84.

'''R''': Voice, '''D''': Diam, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2175">
			<name>transformation_of_the_living_ghost</name>
			<title>Transformation of the Living Ghost</title>
			<keywords>spell, (Tech)(Form) Gen, Per, Special, Ind, ritual, TMRE</keywords>
			<description>Transformation of the Living Ghost spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474814</unix>
						<iso>2010-06-25 16:06:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Transformation of the Living Ghost''' is a [[Canon|canonical]] (Tech)(Form) Gen [[Spell|spell]] introduced in [[TMRE]], p. 71.

'''R''': Per, '''D''': Special, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2176">
			<name>transformation_of_the_thorny_staff</name>
			<title>Transformation Of The Thorny Staff</title>
			<keywords>spell, MuHe 10, Touch, Sun, Ind, ArM5</keywords>
			<description>Transformation Of The Thorny Staff spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474814</unix>
						<iso>2010-06-25 16:06:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Transformation Of The Thorny Staff''' is a [[Canon|canonical]] [[Muto|Mu]][[Herbam|He]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 137.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2177">
			<name>transformation_of_the_ravenous_beast_to_the_torpid_toad</name>
			<title>Transformation Of The ravenous Beast To The Torpid Toad</title>
			<keywords>spell, MuAn 25, Voice, Sun, Ind, ArM5</keywords>
			<description>Transformation Of The ravenous Beast To The Torpid Toad spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474815</unix>
						<iso>2010-06-25 16:06:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Transformation Of The ravenous Beast To The Torpid Toad''' is a [[Canon|canonical]] [[Muto|Mu]][[Animal|An]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 119.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2178">
			<name>trap_for_the_thief_in_the_night</name>
			<title>Trap for the Thief in the Night</title>
			<keywords>spell, PeCo 25, Voice, Event (Mom), Ind, ritual, AM</keywords>
			<description>Trap for the Thief in the Night spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474815</unix>
						<iso>2010-06-25 16:06:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Trap for the Thief in the Night''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[AM]], p. 45.

'''R''': Voice, '''D''': Event (Mom), '''T''': Ind, [[Ritual]]
'''Req''': [[Intellego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2179">
			<name>trap_of_the_entwining_vines</name>
			<title>Trap Of The Entwining Vines</title>
			<keywords>spell, CrHe 15, Voice, Sun, Group, ArM5</keywords>
			<description>Trap Of The Entwining Vines spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474815</unix>
						<iso>2010-06-25 16:06:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Trap Of The Entwining Vines''' is a [[Canon|canonical]] [[Creo|Cr]][[Herbam|He]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 135.

'''R''': Voice, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="218">
			<name>iberian_sagas</name>
			<title>Iberian Sagas</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206019510</unix>
						<iso>2008-03-20 14:25:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Iberian Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www3.telus.net/apreimer/|Falcon's Reach]]:

:[[http://www.geocities.com/decallom/ArsPage.html|Horadrim]]: Deep in Andalusia, the covenant is staunchly Roman, and is currently plagued by infernal trouble from all sides. The covenant is hidden inside a cliff under a normal-looking mountain village.

:[[http://darmont.free.fr/arm/?page=arm-isla&lang=eng|Isla de Encanta]]: These pages relate to the Isla de Encanta Saga, that is located in the Iberian Tribunal. They also contain house rules, material to download, and more!

:[[http://www.nocturne.org/games/saga/mercury/|Mercury Rising]]: Featuring the covenant of Segobriga Secunda, where magi investigate the site of a recently vanished Winter covenant, and build a second covenant on the site of the ruins of the ancient Roman city of Segobriga.

:[[http://www.erzo.org/~shannon/ars-magica/iberia/|Prospectus Locus]]: Prospectus Locus is a hundred-year old covenant set on the east coast of Iberia, in the middle of the Ebro delta. Its story truly began in 1212 when over half of the covenant was killed at Las Navas de Tolosa. A call went out for new magi and in 1213 Prospectus Locus was reborn.

:[[http://www.tlucretius.net/ArsMagica/index.htm|Reservo Scientia]]:

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230482375</unix>
						<iso>2008-12-28 17:39:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Noted broken link</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Iberian Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www3.telus.net/apreimer/|Falcon's Reach]]:

:[[http://www.geocities.com/decallom/ArsPage.html|Horadrim]]: Deep in Andalusia, the covenant is staunchly Roman, and is currently plagued by infernal trouble from all sides. The covenant is hidden inside a cliff under a normal-looking mountain village. '''Link not working, 28 Dec. 2008''' '''Link not working, 28 Dec. 2008'''

:[[http://darmont.free.fr/arm/?page=arm-isla&lang=eng|Isla de Encanta]]: These pages relate to the Isla de Encanta Saga, that is located in the Iberian Tribunal. They also contain house rules, material to download, and more!

:[[http://www.nocturne.org/games/saga/mercury/|Mercury Rising]]: Featuring the covenant of Segobriga Secunda, where magi investigate the site of a recently vanished Winter covenant, and build a second covenant on the site of the ruins of the ancient Roman city of Segobriga.

:[[http://www.erzo.org/~shannon/ars-magica/iberia/|Prospectus Locus]]: Prospectus Locus is a hundred-year old covenant set on the east coast of Iberia, in the middle of the Ebro delta. Its story truly began in 1212 when over half of the covenant was killed at Las Navas de Tolosa. A call went out for new magi and in 1213 Prospectus Locus was reborn.

:[[http://www.tlucretius.net/ArsMagica/index.htm|Reservo Scientia]]:

---

Based on material Copyright David C
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1269302500</unix>
						<iso>2010-03-23 01:01:40</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead Geocities links</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Iberian Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www3.telus.net/apreimer/|Falcon's Reach]]:

:[[http://darmont.free.fr/arm/?page=arm-isla&lang=eng|Isla de Encanta]]: These pages relate to the Isla de Encanta Saga, that is located in the Iberian Tribunal. They also contain house rules, material to download, and more!

:[[http://www.nocturne.org/games/saga/mercury/|Mercury Rising]]: Featuring the covenant of Segobriga Secunda, where magi investigate the site of a recently vanished Winter covenant, and build a second covenant on the site of the ruins of the ancient Roman city of Segobriga.

:[[http://www.erzo.org/~shannon/ars-magica/iberia/|Prospectus Locus]]: Prospectus Locus is a hundred-year old covenant set on the east coast of Iberia, in the middle of the Ebro delta. Its story truly began in 1212 when over half of the covenant was killed at Las Navas de Tolosa. A call went out for new magi and in 1213 Prospectus Locus was reborn.

:[[http://www.tlucretius.net/ArsMagica/index.htm|Reservo Scientia]]:

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1274937158</unix>
						<iso>2010-05-27 07:12:38</iso>
					</timestamp>
					<author>Visitor</author>
					<comment></comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Iberian Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://aumshantih.net/wiki/index.php?title=Salve_Sodalis|"The Crucible of the Eternal"]]: A slightly odd 5th ed game which has followed a group of Magi from the founding of a Spring Covenant on the ruins of one in Winter, to their current state, some 40+ years of game time later.

:[[http://www3.telus.net/apreimer/|Falcon's Reach]]:

:[[http://darmont.free.fr/arm/?page=arm-isla&lang=eng|Isla de Encanta]]: These pages relate to the Isla de Encanta Saga, that is located in the Iberian Tribunal. They also contain house rules, material to download, and more!

:[[http://www.nocturne.org/games/saga/mercury/|Mercury Rising]]: Featuring the covenant of Segobriga Secunda, where magi investigate the site of a recently vanished Winter covenant, and build a second covenant on the site of the ruins of the ancient Roman city of Segobriga.

:[[http://www.erzo.org/~shannon/ars-magica/iberia/|Prospectus Locus]]: Prospectus Locus is a hundred-year old covenant set on the east coast of Iberia, in the middle of the Ebro delta. Its story truly began in 1212 when over half of the covenant was killed at Las Navas de Tolosa. A call went out for new magi and in 1213 Prospectus Locus was reborn.

:[[http://www.tlucretius.net/ArsMagica/index.htm|Reservo Scientia]]:

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="2180">
			<name>trapping_the_fire</name>
			<title>Trapping The Fire</title>
			<keywords>spell, MuIg 25, Voice, Sun, Ind, ArM5</keywords>
			<description>Trapping The Fire spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474816</unix>
						<iso>2010-06-25 16:06:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Trapping The Fire''' is a [[Canon|canonical]] [[Muto|Mu]][[Ignem|Ig]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Voice, '''D''': Sun, '''T''': Ind
'''Req''': [[Terram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2181">
			<name>treading_the_ashen_path</name>
			<title>Treading The Ashen Path</title>
			<keywords>spell, PeHe 30, Touch, Mom, Group, ArM5</keywords>
			<description>Treading The Ashen Path spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474816</unix>
						<iso>2010-06-25 16:06:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Treading The Ashen Path''' is a [[Canon|canonical]] [[Perdo|Pe]][[Herbam|He]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 138.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2182">
			<name>tremulous_vault_of_the_torch's_flame</name>
			<title>Tremulous Vault Of The Torch's Flame</title>
			<keywords>spell, ReIg 5, Voice, Mom, Ind, ArM5</keywords>
			<description>Tremulous Vault Of The Torch's Flame spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474816</unix>
						<iso>2010-06-25 16:06:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tremulous Vault Of The Torch's Flame''' is a [[Canon|canonical]] [[Rego|Re]][[Ignem|Ig]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2183">
			<name>true_rest_of_the_injured_brute</name>
			<title>True Rest Of The Injured Brute</title>
			<keywords>spell, CrAn 20, Touch, Moon, Ind, ArM5</keywords>
			<description>True Rest Of The Injured Brute spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474817</unix>
						<iso>2010-06-25 16:06:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''True Rest Of The Injured Brute''' is a [[Canon|canonical]] [[Creo|Cr]][[Animal|An]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 117.

'''R''': Touch, '''D''': Moon, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2184">
			<name>true_sight_of_the_air</name>
			<title>True Sight Of The Air</title>
			<keywords>spell, InAu 15, Per, Sun, Vision, ArM5</keywords>
			<description>True Sight Of The Air spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474817</unix>
						<iso>2010-06-25 16:06:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''True Sight Of The Air''' is a [[Canon|canonical]] [[Intellego|In]][[Auram|Au]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 127.

'''R''': Per, '''D''': Sun, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="2185">
			<name>trust_me</name>
			<title>Trust Me</title>
			<keywords>spell, ReMe 20, Eye, Sun, Ind, HoHTL</keywords>
			<description>Trust Me spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474817</unix>
						<iso>2010-06-25 16:06:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Trust Me''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[HoHTL]], p. 73.

'''R''': Eye, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2186">
			<name>trust_of_childlike_faith</name>
			<title>Trust Of Childlike Faith</title>
			<keywords>spell, PeMe 10, Eye, Diam, Ind, ArM5</keywords>
			<description>Trust Of Childlike Faith spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474818</unix>
						<iso>2010-06-25 16:06:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Trust Of Childlike Faith''' is a [[Canon|canonical]] [[Perdo|Pe]][[Mentem|Me]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 150.

'''R''': Eye, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2187">
			<name>twinning_the_tome</name>
			<title>Twinning the Tome</title>
			<keywords>spell, CrAn 50, Touch, Mom, Group, ritual, HoHTL</keywords>
			<description>Twinning the Tome spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474818</unix>
						<iso>2010-06-25 16:06:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Twinning the Tome''' is a [[Canon|canonical]] [[Creo|Cr]][[Animal|An]] [[Spell level|level]] 50 [[Spell|spell]] introduced in [[HoHTL]], p. 101.

'''R''': Touch, '''D''': Mom, '''T''': Group, [[Ritual]]
'''Req''': [[Intellego]], [[Terram]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2188">
			<name>twist_of_the_tongue</name>
			<title>Twist Of The Tongue</title>
			<keywords>spell, PeCo 30, Voice, Mom, Part, ArM5</keywords>
			<description>Twist Of The Tongue spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474818</unix>
						<iso>2010-06-25 16:06:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Twist Of The Tongue''' is a [[Canon|canonical]] [[Perdo|Pe]][[Corpus|Co]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 133.

'''R''': Voice, '''D''': Mom, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="2189">
			<name>twist_the_living_tree</name>
			<title>Twist The Living Tree</title>
			<keywords>spell, ReHe 25, Touch, Sun, Ind, ArM5</keywords>
			<description>Twist The Living Tree spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474819</unix>
						<iso>2010-06-25 16:06:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Twist The Living Tree''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 139.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="219">
			<name>levant_sagas</name>
			<title>Levant Sagas</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206020259</unix>
						<iso>2008-03-20 14:37:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Levant Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://tuesdaynightgame.meredith.org.uk/wiki/index.php?title=Ars_Magica|Covenant of the Spear]]: An Ars Magica 5th Edition saga. The covenant is set in Armenia, starting in 1214. The website is a wiki, containing both the background information for the saga, and the chronicles of the saga. Although a 5th edition saga much of the background information is derived from 4th edition sourcebooks.
:[[http://groups.yahoo.com/group/porta_scarabae/|Porta Scarabae]]: Porta Scarabae is a covenant in the Levant Tribunal, located on the outskirts of Memphis (modern-day Cairo.) Starting date - Winter, 1220 

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="2190">
			<name>unravelling_the_fabric_of_(form)</name>
			<title>Unravelling The Fabric Of (Form)</title>
			<keywords>spell, PeVi Gen, Voice, Mom, Ind, ArM5</keywords>
			<description>Unravelling The Fabric Of (Form) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474819</unix>
						<iso>2010-06-25 16:06:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unravelling The Fabric Of (Form)''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 161.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2191">
			<name>unseen_arm</name>
			<title>Unseen Arm</title>
			<keywords>spell, ReTe 5, Voice, Conc, Ind, ArM5</keywords>
			<description>Unseen Arm spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474819</unix>
						<iso>2010-06-25 16:06:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unseen Arm''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 155.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2192">
			<name>unyielding_earth</name>
			<title>Unyielding Earth</title>
			<keywords>spell, ReTe 20, Voice, Sun, Part, ArM5</keywords>
			<description>Unyielding Earth spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474820</unix>
						<iso>2010-06-25 16:07:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Unyielding Earth''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 156.

'''R''': Voice, '''D''': Sun, '''T''': Part
]]></text>
				</version>
			</history>
		</page>
		<page node="2193">
			<name>veil_all_eyes</name>
			<title>Veil All Eyes</title>
			<keywords>spell, ReMe 18, Touch, Moon, Spec, ritual, HoHTL</keywords>
			<description>Veil All Eyes spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474820</unix>
						<iso>2010-06-25 16:07:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Veil All Eyes''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 18 [[Spell|spell]] introduced in [[HoHTL]], p. 77.

'''R''': Touch, '''D''': Moon, '''T''': Spec, [[Ritual]]
'''Req''': [[Animal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2194">
			<name>veil_of_invisibility</name>
			<title>Veil Of Invisibility</title>
			<keywords>spell, PeIm 20, Touch, Sun, Ind, ArM5</keywords>
			<description>Veil Of Invisibility spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474820</unix>
						<iso>2010-06-25 16:07:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Veil Of Invisibility''' is a [[Canon|canonical]] [[Perdo|Pe]][[Imaginem|Im]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 146.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2195">
			<name>venomous_velites</name>
			<title>Venomous Velites</title>
			<keywords>spell, CrAn 40, Sight, Sun, Group, HoHTL</keywords>
			<description>Venomous Velites spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474821</unix>
						<iso>2010-06-25 16:07:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Venomous Velites''' is a [[Canon|canonical]] [[Creo|Cr]][[Animal|An]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[HoHTL]], p. 139.

'''R''': Sight, '''D''': Sun, '''T''': Group
'''Req''': [[Rego]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2196">
			<name>vile_water_of_sterility</name>
			<title>Vile Water Of Sterility</title>
			<keywords>spell, MuAq 45, Touch, Year, Group, ritual, ArM5</keywords>
			<description>Vile Water Of Sterility spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474821</unix>
						<iso>2010-06-25 16:07:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vile Water Of Sterility''' is a [[Canon|canonical]] [[Muto|Mu]][[Aquam|Aq]] [[Spell level|level]] 45 [[Spell|spell]] introduced in [[ArM5]], p. 122.

'''R''': Touch, '''D''': Year, '''T''': Group, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2197">
			<name>viper's_gaze</name>
			<title>Viper's Gaze</title>
			<keywords>spell, ReAn 15, Eye, Conc, Ind, ArM5</keywords>
			<description>Viper's Gaze spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474821</unix>
						<iso>2010-06-25 16:07:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Viper's Gaze''' is a [[Canon|canonical]] [[Rego|Re]][[Animal|An]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 120.

'''R''': Eye, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2198">
			<name>vision_of_heat's_light</name>
			<title>Vision Of Heat's Light</title>
			<keywords>spell, InIg 20, Per, Sun, Vision, ArM5</keywords>
			<description>Vision Of Heat's Light spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474822</unix>
						<iso>2010-06-25 16:07:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vision Of Heat's Light''' is a [[Canon|canonical]] [[Intellego|In]][[Ignem|Ig]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 141.

'''R''': Per, '''D''': Sun, '''T''': Vision
]]></text>
				</version>
			</history>
		</page>
		<page node="2199">
			<name>vision_of_the_haunting_spirits</name>
			<title>Vision Of The Haunting Spirits</title>
			<keywords>spell, MuMe 40, Touch, Sun, Room, ArM5</keywords>
			<description>Vision Of The Haunting Spirits spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474822</unix>
						<iso>2010-06-25 16:07:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vision Of The Haunting Spirits''' is a [[Canon|canonical]] [[Muto|Mu]][[Mentem|Me]] [[Spell level|level]] 40 [[Spell|spell]] introduced in [[ArM5]], p. 150.

'''R''': Touch, '''D''': Sun, '''T''': Room
'''Req''': [[Imaginem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="22">
			<name>stonehenge_tribunal</name>
			<title>Stonehenge Tribunal</title>
			<language>en</language>
			<history size="10">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200100889</unix>
						<iso>2008-01-12 02:21:29</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The Stonehenge Tribunal includes England and Wales.

= Fifth Edition
A map of the Fifth Edition regional Tribunals appears on p. 201 of [[ArM5]].

Fourth Edition and earlier supplements are no longer considered [[canon | canonical]], but [[Heirs to Merlin]] should be very easy to adapt to use in a Fifth Edition [[Saga]]. 

= Fourth Edition
The Stonehenge Tribunal is described in detail in the Fourth Edition supplement, [[Heirs to Merlin]].  It includes the following covenants:

: [[Blackthorn]]: A politically powerful covenant with a rich history.  [[Heirs to Merlin]], pp 118-120.
: Burnham: A reclusive covenant. [[Heirs to Merlin]], pp. 120-121
: [[Cad Gadu]]: [[Domus Magna]] of [[House Ex Miscellanea]].  [[Heirs to Merlin]], pp. 122-124
: [[Libellus]]: The covenant of the Fourth Edition introductory story, [[Promises, Promises]]. [[Heirs to Merlin]], p. 125; http://www.atlas-games.com/pdf_storage/promises.pdf
: [[Nigrasaxa]]: [[Heirs to Merlin]], pp. 125-126; http://www.atlas-games.com/pdf_storage/nigrasaxa.pdf
: Schola Pythagoranis: A covenant of scholars and philosophers.  [[Heirs to Merlin]], pp. 126-128
: [[Semitae]] : A mobile covenant.  [[Heirs to Merlin]], pp. 128-130
: [[Ungulus]] : [[Heirs to Merlin]], pp. 130-132
: [[Voluntas]]: [[Heirs to Merlin]], pp. 133
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1200101341</unix>
						<iso>2008-01-12 02:29:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Moved the covenants to their own pages</comment>
					<text><![CDATA[
The Stonehenge Tribunal is the [[Regional tribunal | regional Tribunal]] that includes England and Wales.

= Fifth Edition
A map of the Fifth Edition regional Tribunals appears on p. 201 of [[ArM5]].

Fourth Edition and earlier supplements are no longer considered [[canon | canonical]] in [[ArM5]]lements are no longer considered [[canon | canonical]] in [[ArM5]], but [[Heirs to Merlin]] should be very easy to adapt to use in a Fifth Edition [[Saga]]. 

= Fourth Edition
The Stonehenge Tribunal is described in detail in the Fourth Edition supple* [[Blackthorn]]
* [[Burnham]]
* [[Cad Gadu]]
* [[Libellus]]
* [[Nigrasaxa]]
* [[]]
*
*
*
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1200101365</unix>
						<iso>2008-01-12 02:29:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
The Stonehenge Tribunal is the [[Regional tribunal | regional Tribunal]] that includes England and Wales.

= Fifth Edition
A map of the Fifth Edition regional Tribunals appears on p. 201 of [[ArM5]].

Fourth Edition and earlier supplements are no longer considered [[canon | canonical]] in [[ArM5]], but [[Heirs to Merlin]] should be very easy to adapt to use in a Fifth Edition [[Saga]]. 

= Fourth Edition


The Stonehenge Tribunal is described in detail in the Fourth Edition supplement, [[Heirs to Merlin]].  It includes the following covenants:

* [[Blackthorn]]
* [[Burnham]]
* [[Cad Gadu]]
* [[Libellus]]
* [[Nigrasaxa]]
* [[Schola Pythagoranis]]
* [[Semitae]]
* [[Ungulus]]
* [[Voluntas]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1200140210</unix>
						<iso>2008-01-12 13:16:50</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
The Stonehenge Tribunal is the [[Regional tribunal | regional Tribunal]] that includes England and Wales.

= Fifth Edition
A map of the Fifth Edition regional Tribunals appears on p. 201 of [[ArM5]].

Fourth Edition and earlier supplements are no longer considered [[canon | canonical]] in [[ArM5]], but [[Heirs to Merlin]] should be very easy to adapt to use in a Fifth Edition [[Saga]]. 

= Fourth Edition

A brief description of the Stonehenge Tribunal appears on p. 235 of the [[ArM4]] rule book.  It is also the setting for the introductory story of [[Antoninus of Jerbiton]], which appears at the beginning of the [[ArM4]] book.

The Fourth Edition supplement, [[Heirs to Merlin]], describes the Stonehenge Tribunal in detail.  It includes the following coctory story of [[Antoninus of Jerbiton]], which appears at the beginning of the [[ArM4]] book.

The Fourth Edition supplement, [[Heirs to Merlin]], describ
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1200141289</unix>
						<iso>2008-01-12 13:34:49</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
The Stonehenge Tribunal is the [[Regional tribunal | regional Tribunal]] that includes England and Wales.

= Fifth Edition
A map of the Fifth Edition regional Tribunals appears on p. 201 of [[ArM5]].

Fourth Edition and earlier supplements are no longer considered [[canon | canonical]] in [[ArM5]], but [[Heirs to Merlin]] should be very easy to adapt to use in a Fifth Edition [[Saga]]. 

= Fourth Edition

The Stonehenge Tribunal the t the beginning of the [[ArM4]] book.

The Fourth Edition supplement, [[Heirs to Merlin]], describes the Stonehenge Tribunal in detail.

== Covenants ([[Fourth edition]])

* [[Blackthorn]]
* [[Burnham]]
* [[Cad Gadu

== Covenants ([[Fourth edition]])

hola Pythagoranis]]
* [[Semitae]]
* [[Ungulus]]
* [[Voluntas]]

== Other references ([[Fourth edition]])

* Customs: [[Heirs to Merlin]] 113-116


== Other references ([[Fourth edition]])

* Customs: [[Heirs to Merlin]] 113-116
* Description: [[ArM4]] 235; [[Heirs to Merlin]] 4
* Politics, [[Order of Hermes|Hermetic]]: [[Heirs to Merlin]] 140-141
* Politics, [[Mundane]]: [[Heirs to Merlin]] 136-140
* Suggested Reading: [[Heirs to Merlin]] 6
* Tribunal of 1351 [[Age of Aries]]: [[ArM4]] 11
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205594271</unix>
						<iso>2008-03-15 16:17:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Sagas page</comment>
					<text><![CDATA[
The Stonehenge Tribunal is the [[Regional tribunal | regional Tribunal]] that includes England and Wales.

= Fifth Edition
A map of the Fifth Edition regional Tribunals appears on p. 201 of [[ArM5]].

Fourth Edition and earlier supplements are no longer considered [[canon | canonical]] in [[ArM5]], but [[Heirs to Merlin]] should be very easy to adapt to use in a Fifth Edition [[Saga]]. 

= Fourth Edition

The Stonehenge Tribunal the setting for the introductory story of [[Antoninus of Jerbiton]], which appears at the beginning of the [[ArM4]] book.

The Fourth Edition supplement, [[Heirs to Merlin]], describes the Stonehenge Tribunal in detail.

== Covenants ([[Fourth edition]])

* [[Blackthorn]]
* [[Burnham]]
* [[Cad Gadu]]
* [[Libellus]]
* [[Nigrasaxa]]
* [[Schola Pythagoranis]]
* [[Semitae]]
* [[Ungulus]]
* [[Voluntas]]

See also [[Stonehenge Sagas]]

See also [[Stonehenge Sagas]]

== Other references ([[Fourth edition]])

* Customs: [[Heirs to Merlin]] 113-116
* Description: [[ArM4]] 235; [[Heirs to Merlin]] 4
* Politics, [[Order of Hermes|Hermetic]]: [[Heirs to Merlin]] 140-141
* Politics, [[Mundane]]: [[Heirs to Merlin]] 136-140
* Suggested Reading: [[Heirs to Merlin]] 6
* Tribunal of 135
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1206439727</unix>
						<iso>2008-03-25 11:08:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Tremere cov. reference</comment>
					<text><![CDATA[
The Stonehenge Tribunal is the [[Regional tribunal | regional Tribunal]] that includes England and Wales.

= Fifth Edition
A map of the Fifth Edition regional Tribunals appears on p. 201 of [[ArM5]].

Fourth Edition and earlier supplements are no longer considered [[canon | canonical]] in [[ArM5]], but [[Heirs to Merlin]] should be very easy to adapt to use in a Fifth Edition [[Saga]]. 

= Fourth Edition

The Stonehenge Tribunal the setting for the introductory story of [[Antoninus of Jerbiton]], which appears at the beginning of the [[ArM4]] book.

The Fourth Edition supplement, [[Heirs to Merlin]], describes the Stonehenge Tribunal in detail.

== Covenants ([[Fourth edition]])

* [[Blackthorn]]
* [[Burnham]]
* [[Cad Gadu]]
* [[Libellus]]
* [[Nigrasaxa]]
* [[Schola Pythagoranis]]
* [[Semitae]]
* [[Ungulus]]
* [[Voluntas]]

A large (unnamed) [[Tremere]] covenant in this Tribunal is alluded to in [[HoHTL]].

See also [[Stonehenge Sagas]]

== Other references ([[Fourth edition]])

* Customs: [[Heirs to Merlin]] 113-116
* Description: [[ArM4]] 235; [[Heirs to Merlin]] 4
* Politics, [[Order of Hermes|Hermetic]]: [[Heirs to Merlin]] 140-141
* Politics, [[Mundane]]: [[Heirs to Merlin]] 136-140
* Suggested Reading: [[Heirs to Merlin]] 6
* Tribunal of 1351 [[Age of Aries]]: [[ArM4]] 11
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1206456661</unix>
						<iso>2008-03-25 15:51:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>orientation map added</comment>
					<text><![CDATA[
The Stonehenge Tribunal is the [[Regional tribunal | regional Tribunal]] that includes England and Wales.
[preview:StonehengeTribunalOrientation.jpg][preview:StonehengeTribunalOrientation.jpg]
= Fifth Edition
A map of the Fifth Edition regional Tribunals appears on p. 201 of [[ArM5]].

Fourth Edition and earlier supplements are no longer considered [[canon | canonical]] in [[ArM5]], but [[Heirs to Merlin]] should be very easy to adapt to use in a Fifth Edition [[Saga]]. 

= Fourth Edition

The Stonehenge Tribunal the setting for the introductory story of [[Antoninus of Jerbiton]], which appears at the beginning of the [[ArM4]] book.

The Fourth Edition supplement, [[Heirs to Merlin]], describes the Stonehenge Tribunal in detail.

== Covenants ([[Fourth edition]])

* [[Blackthorn]]
* [[Burnham]]
* [[Cad Gadu]]
* [[Libellus]]
* [[Nigrasaxa]]
* [[Schola Pythagoranis]]
* [[Semitae]]
* [[Ungulus]]
* [[Voluntas]]

A large (unnamed) [[Tremere]] covenant in this Tribunal is alluded to in [[HoHTL]].

See also [[Stonehenge Sagas]]

== Other references ([[Fourth edition]])

* Customs: [[Heirs to Merlin]] 113-116
* Description: [[ArM4]] 235; [[Heirs to Merlin]] 4
* Politics, [[Order of Hermes|Hermetic]]: [[Heirs to Merlin]] 140-141
* Politics, [[Mundane]]: [[Heirs to Merlin]] 136-140
* Suggested Reading: [[Heirs to Merlin]] 6
* Tri
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1234957666</unix>
						<iso>2009-02-18 12:47:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>115</comment>
					<text><![CDATA[
The Stonehenge Tribunal is the [[Regional tribunal | regional Tribunal]] that includes England and Wales.
[preview:StonehengeTribunalOrientation.jpg]
= Fifth Edition
A map of the Fifth Edition regional Tribunals appears on p. 201 of [[ArM5]]. 

A large Tremere covenant is alluded to on [[HoHTL]] 115.

Fourth Edition and earlier supplements are no longer considered [[canon | canonical]] in [[ArM5]], but [[Heirs to Merlin]] should be very easy to adapt to use in a Fifth Edition [[Saga]].

e very easy to adapt to use in a Fifth Edition [[Saga]].

= Fourth Edition

The Stonehenge Tribunal the setting for the introductory story of [[Antoninus of Jerbiton]], which appears at the beginning of the [[ArM4]] book.

The Fourth Edition supplement, [[Heirs to Merlin]], describes the Stonehenge Tribunal in detail.

== Covenants ([[Fourth edition]])

* [[Blackthorn]]
* [[Burnham]]
* [[Cad Gadu]]
* [[Libellus]]
* [[Nigrasaxa]]
* [[Schola Pythagoranis]]
* [[Semitae]]
* [[Ungulus]]
* [[Voluntas]]

A large (unnamed) [[Tremere]] covenant in this Tribunal is alluded to in [[HoHTL]].

See also [[Stonehenge Sagas]]

== Other references ([[Fourth edition]])

* Customs: [[Heirs to Merlin]] 113-116
* Description: [[ArM4]] 235; [[Heirs to Merlin]] 4
* Politics, [[Order of Hermes|Hermetic]]: [[Heirs to Merlin]] 140-141
* Politics, [[Mundane]]: [[Heirs to Merlin]] 136-140
* Suggested Reading: [[Heirs to M
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1234957819</unix>
						<iso>2009-02-18 12:50:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>115</comment>
					<text><![CDATA[
The Stonehenge Tribunal is the [[Regional tribunal | regional Tribunal]] that includes England and Wales.
[preview:StonehengeTribunalOrientation.jpg]
= Fifth Edition
A map of the Fifth Edition regional Tribunals appears on p. 201 of [[ArM5]]. 

A large Tremere covenant is alluded to on [[HoHTL]] 115.

Fourth Edition and earlier supplements are no longer considered [[canon | canonical]] in [[ArM5]], but [[Heirs to Merlin]] should be very easy to adapt to use in a Fifth Edition [[Saga]].

= Fourth Edition

The Stonehenge Tribunal the setting for the introductory story of [[Antoninus of Jerbiton]], which appears at the beginning of the [[ArM4]] book.

The Fourth Edition supplement, [[Heirs to Merlin]], describes the Stonehenge Tribunal in detail.

== Covenants ([[Fourth edition]])

* [[Blackthorn]]
* [[Burnham]]
* [[Cad Gadu]]
* [[Libellus]]
* [[Nigrasaxa]]
* [[Schola Pythagoranis]]
* [[Semitae]]
* [[Ungulus]]
* [[Voluntas]]

A large (unnamed) [[Tremere]] covenant in this Tribunal is alluded to in [[HoHTL]].

See also [[Stonehenge Sagas]]

== Other references ([[Fourth edition]])

* Customs: [[Heirs to Merlin]] 113-116
* Description: [[ArM4]] 235; [[Heirs to Merlin]] 4
* Politics, [[Order of Hermes|Hermetic]]: [[Heirs to Merlin]] 140-141
* Politics, [[Mundane]]: [[Heirs to Merlin]] 136-140
* Suggested Reading: [[Heirs to Merlin]] 6
* Tribunal of 1351 [[Age of Aries]]: [[ArM4]] 11
]]></text>
				</version>
			</history>
		</page>
		<page node="220">
			<name>loch_leglean_sagas</name>
			<title>Loch Leglean Sagas</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Fan-Created Content</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206020614</unix>
						<iso>2008-03-20 14:43:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Loch Leglean Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geoza.com/fitheachtigh/sagahome.htm|An t-Earreach]]: A 4th Edition Saga, now in hiatus.
:[[http://birsay.xwiki.com/|Birsay Brough]]: 
:[[http://users.powernet.co.uk/wayland/CLACH.html|Clach na Tiompan]]: The game is set in C12th Scotland, and it is currently Summer 1131. The players are based at Clach na Tiompan covenant near Loch Earn [nearest city is Stirling]. The covenant was founded in Winter 1127 by Lycus and Domnhull. It is now a thriving community in its own right.
:[[http://clachaig.dnsalias.org/|Clachaig Saga]]: The Covenant of Clachaig has witnessed the return of Damhan Allidh in his attempts to destroy the Order of Hermes. He has aquired allies within the Order that seek to undermine the Order. 
:[[http://www.glengarechcovenant.com/|Glen Garech Covenant]]: This is an Ars Magica 5th Edition Saga running in south-western Scotland. We are currently in the year 1274 AD. In the real world, we meet every other week for games, and we have been playing for about 7 months of real time so far. The Houses our Magi represent include Mercere, Tytalus, Merinita, Criamon, Flambeau, and Ex Miscellanea.
:[[http://germanitas.org/Insula/|Insula Maledictus]]:
:[[http://darmont.free.fr/arm/?page=arm-loch&lang=eng|Loch Croig Glen]]: The Covenant of Loch Croig Glen ("Lake Croig Valley") is located in the Highlands, on the west coast of Scotland, approximatively between the island of Skye and mount Ben Nevis, on the other side of the Great Glen. It was founded in 1220 AD, with the help of two senior magi from the Covenant of Ballymeanoch. They sent their last apprentices to Loch Croig Glen, pursuing an unknown scheme...
:[[http://mywebpages.comcast.net/cwood163633/Ars%20Magica/ars%20index.htm|Marrach]]: Marrach is an Autumn covenant, heavy on hierarchy as a new generation of magi begin to come unto their own and break free of the confines of the elder generation.
:[[http://www.geocities.com/decallom/ArsPage.html|Newhaven]]: Highlands covenant of Magi who left the Novgorod Tribunal ahead of the Mongol Hordes.
:[[http://orkneysaga.dnsalias.org/|Orkney Saga]]: This saga follows Ars Magica 4th edition rules, but is set at the outset of the 9th Centry in the Orkney Isles. The stories are steeped in the rich mythology of the area while yet remaining true to its rich cultural history. An amazing site for Ars fans. See also [[http://w1.635.comhem.se/~u63504333/monadliath/|Monadliath]], [[http://hem.passagen.se/dspahr/links.htm|Links]].

:[[http://www.durenmar.de/viduavasta/|Vidua Vasta]]:

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230483124</unix>
						<iso>2008-12-28 17:52:04</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Noted link problems</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Loch Leglean Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geoza.com/fitheachtigh/sagahome.htm|An t-Earreach]]: A 4th Edition Saga, now in hiatus.
:[[http://birsay.xwiki.com/|Birsay Brough]]: '''Link was working but no content available, 28 Dec. 2008'''
:[[http://users.powernet.co.uk/wayland/CLACH.html|Clach na Tiompan]]: The game is set in C12th Scotland, and it is currently Summer 1131. The players are based at Clach na Tiompan covenant near Loch Earn [nearest city is Stirling]. The covenant was founded in Winter 1127 by Lycus and Domnhull. It is now a thriving community in its own right.
:[[http://clachaig.dnsalias.org/|Clachaig Saga]]: The Covenant of Clachaig has witnessed the return of Damhan Allidh in his attempts to destroy the Order of Hermes. He has aquired allies within the Order that seek to undermine the Order. '''Link not working, 28 Dec. 2008'''
:[[http://www.glengarechcovenant.com/|Glen Garech Covenant]]: This is an Ars Magica 5th Edition Saga running in south-western Scotland. We are currently in the year 1274 AD. In the real world, we meet every other week for games, and we have been playing for about 7 months of real time so far. The Houses our Magi represent include Mercere, Tytalus, Merinita, Criamon, Flambeau, and Ex Miscellanea.
:[[http://germanitas.org/Insula/|Insula Maledictus]]: '''Link not working, 28 Dec. 2008'''
:[[http://darmont.free.fr/arm/Miscellanea.
:[[http://germanitas.org/Insula/|Insula Maledictus]]: '''Link not working, 28 Dec. 2008'''
:[[http://darmont.free.fr/arm/?page=arm-loch&lang=eng|Loch Croig Glen]]: The Covenant of Loch Croig Glen ("Lake Croig Valley") is located in the Highlands, on the west coast of Scotland, approximatively between the island of Skye and mount Ben Nevis, on the other side of the Great Glen. It was founded in 1220 AD, with the help of two senior magi from the Covenant of Ballymeanoch. They sent their last apprentices to Loch Croig Glen, pursuing an unknown scheme...
:[[http://mywebpages.comcast.net/cwood163633/Ars%20Magica/ars%20index.htm|Marrach]]: Marrach is an Autumn covenant, heavy on hierarchy as a new generation of magi begin to come unto their own and break free of the confines of the elder generation.
:[[http://www'''Link not working, 28 Dec. 2008'''.geocities.com/decallom/ArsPage.html|Newhaven]]: Highlands covenant of Magi who left the Novgorod Tribunal ahead of the Mongol Hordes.'''Link not working, 28 Dec. 2008'''
:[[http://orkneysaga.dnsalias.org/|Orkney Saga]]: This saga follows Ars Magica 4th edition rules, but is set at the outset of the 9th Centry in the Orkney Isles. The stories are steeped in the rich mythology of the area while yet remaining true to its rich cultural history. An amazing site for Ars fans. See also [[http://w1.635.comhem.se/~u63504333/monadliath/|Monadliath]], [[http://hem.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1237642708</unix>
						<iso>2009-03-21 14:38:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link to Insula Maledictus</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Loch Leglean Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geoza.com/fitheachtigh/sagahome.htm|An t-Earreach]]: A 4th Edition Saga, now in hiatus.
:[[http://birsay.xwiki.com/|Birsay Brough]]: '''Link was working but no content available, 28 Dec. 2008'''
:[[http://users.powernet.co.uk/wayland/CLACH.html|Clach na Tiompan]]: The game is set in C12th Scotland, and it is currently Summer 1131. The players are based at Clach na Tiompan covenant near Loch Earn [nearest city is Stirling]. The covenant was founded in Winter 1127 by Lycus and Domnhull. It is now a thriving community in its own right.
:[[http://clachaig.dnsalias.org/|Clachaig Saga]]: The Covenant of Clachaig has witnessed the return of Damhan Allidh in his attempts to destroy the Order of Hermes. He has aquired allies within the Order that seek to undermine the Order. '''Link not working, 28 Dec. 2008'''
:[[http://www.glengarechcovenant.com/|Glen Garech Covenant]]: This is an Ars Magica 5th Edition Saga running in south-western Scotland. We are currently in the year 1274 AD. In the real world, we meet every other week for games, and we have been playing for about 7 months of real time so far. The Houses our Magi represent include Mercere, Tytalus, Merinita, Criamon, Flambeau, and Ex Miscellanea.
:[[http://germanitas.org/rpg/Insula/|Insula Maledictus]]: page=arm-loch&lang=eng|Loch Croig Glen]]: The Covenant of Loch Croig Glen ("Lake Croig Valley") is located in the Highlands, on the west coast of Scotland, approximatively between the island of Skye and mount Ben Nevis, on the other side of the Great Glen. It was founded in 1220 AD, with the help of two senior magi from the Covenant of Ballymeanoch. They sent their last apprentices to Loch Croig Glen, pursuing an unknown scheme...
:[[http://mywebpages.comcast.net/cwood163633/Ars%20Magica/ars%20index.htm|Marrach]]: Marrach is an Autumn covenant, heavy on hierarchy as a new generation of magi begin to come unto their own and break free of the confines of the elder generation.
:[[http://www.geocities.com/decallom/ArsPage.html|Newhaven]]: Highlands covenant of Magi who left the Novgorod Tribunal ahead of the Mongol Hordes.'''Link not working, 28 Dec. 2008'''
:[[http://orkneysaga.dnsalias.org/|Orkney Saga]]: This saga follows Ars Magica 4th edition rules, but is set at the outset of the 9th Centry in the Orkney Isles. The stories are steeped in the rich mythology of the area while yet remaining true to its rich cultural history. An amazing site for Ars fans. See also [[http://w1.635.comhem.se/~u63504333/monadliath/|Monadliath]], [[http://hem.passagen.se/dspahr/links.htm|Links]].

:[[http://www.durenmar.de/viduavasta/|Vidua Vasta]]:

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1269303066</unix>
						<iso>2010-03-23 01:11:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead links</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Loch Leglean Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geoza.com/fitheachtigh/sagahome.htm|An t-Earreach]]: A 4th Edition Saga, now in hiatus.
:[[http://users.powernet.co.uk/wayland/CLACH.html|Clach na Tiompan]]: The game is set in C12th Scotland, and it is currently Summer 1131. The players are based at Clach na Tiompan covenant near Loch Earn [nearest city is Stirling]. The covenant was founded in Winter 1127 by Lycus and Domnhull. It is now a thriving community in its own right.
:[[http://www.glengarechcovenant.com/|Glen Garech Covenant]]: This is an Ars Magica 5th Edition Saga running in south-western Scotland. We are currently in the year 1274 AD. In the real world, we meet every other week for games, and we have been playing for about 7 months of real time so far. The Houses our Magi represent include Mercere, Tytalus, Merinita, Criamon, Flambeau, and Ex Miscellanea.  '''Link not Working, 22 March 2010'''
:[[http://germanitas.org/rpg/Insula/|Insula Maledictus]]: '''Link not Working, 22 March 2010'''
:[[http://darmont.free.fr/arm/?page=arm-loch&lang=eng|Loch Croig Glen]]: The Covenant of Loch Croig Glen ("Lake Croig Valley") is located in the Highlands, on the west coast of Scotland, approximatively between the island of Skye and mount Ben Nevis, on the other side of the Great Glen. It was founded in 1220 AD, with the help of two senior magi from the Covenant of Ballymeanoch. They sent their last apprentices to Loch Croig Glen, pursuing an unknown scheme...
:[[http://mywebpages.comcast.net/cwood163633/Ars%20Magica/ars%20index.htm|Marrach]]: Marrach is an Autumn covenant, heavy on hierarchy as a new generation of magi begin to come unto their own and break free of the confines of the elder generation.  '''Link not Working, 22 March 2010'''
:[[http://orkneysaga.dnsalias.org/|Orkney Saga]]: This saga follows Ars Magica 4th edition rules, but is set at the outset of the 9th Centry in the Orkney Isles. The stories are steeped in the rich mythology of the area while yet remaining true to its rich cultural history. An amazing site for Ars fans. See also [[http://w1.635.comhem.se/~u63504333/monadliath/|Monadliath]], [[http://hem.passagen.se/dspahr/links.htm|Links]].  '''Link not Working, 22 March 2010'''

:[[http://www.durenmar.de/viduavasta/|Vidua Vasta]]:

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="2200">
			<name>visions_of_the_infernal_terrors</name>
			<title>Visions Of The Infernal Terrors</title>
			<keywords>spell, ReMe 30, Voice, Sun, Ind, ArM5</keywords>
			<description>Visions Of The Infernal Terrors spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474822</unix>
						<iso>2010-06-25 16:07:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Visions Of The Infernal Terrors''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 152.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2201">
			<name>voice_of_the_lake</name>
			<title>Voice Of The Lake</title>
			<keywords>spell, InAq 25, Touch, Conc, Ind, ArM5</keywords>
			<description>Voice Of The Lake spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474823</unix>
						<iso>2010-06-25 16:07:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Voice Of The Lake''' is a [[Canon|canonical]] [[Intellego|In]][[Aquam|Aq]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 122.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2202">
			<name>voices_from_hollow_spaces</name>
			<title>Voices From Hollow Spaces</title>
			<keywords>spell, ReMe 35, Voice, Ring, Ind, HoHTL</keywords>
			<description>Voices From Hollow Spaces spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474823</unix>
						<iso>2010-06-25 16:07:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Voices From Hollow Spaces''' is a [[Canon|canonical]] [[Rego|Re]][[Mentem|Me]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[HoHTL]], p. 140.

'''R''': Voice, '''D''': Ring, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2203">
			<name>wall_of_living_wood</name>
			<title>Wall Of Living Wood</title>
			<keywords>spell, CrHe 25, Voice, Sun, Ind, ArM5</keywords>
			<description>Wall Of Living Wood spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474824</unix>
						<iso>2010-06-25 16:07:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wall Of Living Wood''' is a [[Canon|canonical]] [[Creo|Cr]][[Herbam|He]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 135.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2204">
			<name>wall_of_protecting_stone</name>
			<title>Wall Of Protecting Stone</title>
			<keywords>spell, CrTe 25, Voice, Sun, Ind, ArM5</keywords>
			<description>Wall Of Protecting Stone spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474824</unix>
						<iso>2010-06-25 16:07:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wall Of Protecting Stone''' is a [[Canon|canonical]] [[Creo|Cr]][[Terram|Te]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 153.

'''R''': Voice, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2205">
			<name>wall_of_thorns</name>
			<title>Wall Of Thorns</title>
			<keywords>spell, CrHe 20, Voice, Sun, Group, ArM5</keywords>
			<description>Wall Of Thorns spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474824</unix>
						<iso>2010-06-25 16:07:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wall Of Thorns''' is a [[Canon|canonical]] [[Creo|Cr]][[Herbam|He]] [[Spell level|level]] 20 [[Spell|spell]] introduced in [[ArM5]], p. 135.

'''R''': Voice, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2206">
			<name>ward_against_faeries_of_the_(element)</name>
			<title>Ward Against Faeries Of The (Element)</title>
			<keywords>spell, ReAq Gen, Touch, Ring, Circle, ArM5</keywords>
			<description>Ward Against Faeries Of The (Element) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474825</unix>
						<iso>2010-06-25 16:07:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ward Against Faeries Of The (Element)''' is a [[Canon|canonical]] ReAq Gen [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Touch, '''D''': Ring, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="2207">
			<name>ward_against_flame</name>
			<title>Ward Against Flame</title>
			<keywords>spell, ReIg 15, Touch, Ring, Circle, Covenants</keywords>
			<description>Ward Against Flame spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474825</unix>
						<iso>2010-06-25 16:07:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ward Against Flame''' is a [[Canon|canonical]] [[Rego|Re]][[Ignem|Ig]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[Covenants]], p. 104.

'''R''': Touch, '''D''': Ring, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="2208">
			<name>ward_against_heat_and_flames</name>
			<title>Ward Against Heat And Flames</title>
			<keywords>spell, ReIg 25, Touch, Sun, Ind, ArM5</keywords>
			<description>Ward Against Heat And Flames spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474825</unix>
						<iso>2010-06-25 16:07:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ward Against Heat And Flames''' is a [[Canon|canonical]] [[Rego|Re]][[Ignem|Ig]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 143.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2209">
			<name>ward_against_monsters_which_walk_as_man</name>
			<title>Ward Against Monsters Which Walk As Man</title>
			<keywords>spell, ReCo 25, Touch, Ring, Circle, GotF</keywords>
			<description>Ward Against Monsters Which Walk As Man spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474826</unix>
						<iso>2010-06-25 16:07:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ward Against Monsters Which Walk As Man''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[GotF]], p. 60.

'''R''': Touch, '''D''': Ring, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="221">
			<name>normandy_sagas</name>
			<title>Normandy Sagas</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206028249</unix>
						<iso>2008-03-20 16:50:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Normandy Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/TimesSquare/Hangar/3050/|Alvarium]]: Here is Alvarium, a 30 year old covenant situated in Bretange. Don't miss the fight! (Oh, Tremere guys, won't you ever give up?) The magic! (magical arua of 6. Hard to miss) The Drama! The epic! Political maneuvers! New (and adult only) ways to interfere with mundanes!

:[[http://www.flick.com/games/RPGs/ars/amnis/|Amnis Mirabilis]]:

:[[http://www.krikkit.dk/projects/ars/calebais/index.html|Calebais]]: Spring Covenant in Normandy Tribunal build on an old ruined covenant, discovered and documented by the magi of Domus Prawlus (Stonehenge Tribunal). It originates in the commercial adventure called "The Broken Covenant of Calebais". Includes a wide range of Ars Magica ressources.

:[[http://darmont.free.fr/arm/?page=arm-combe&lang=eng|La Combe à la Serpent]]:

:[[http://uk.geocities.com/coelifer/|Fate's Children]]:

:[[http://www.erzo.org/~shannon/ars-magica/normandy/|The Covenant of St. Nerius]]: Located in a monastery in northern France, this covenant centered around the sainted member of the order, Nerius. Logs of the complete run. Set in the same universe as the later Vardian's Tomb campaign.

:[[http://www.quantal.demon.co.uk/saga/index.html|La Roche Caribet]]: The recent meeting of the Normandy Tribunal at Mummolides authorised the foundation of a new Covenant and the three founders settled on a site previously discovered by Thomas scholæ Merinitæ. The Covenant has since been entered formally into the rolls of the Normandy Tribunal as Saxum Caribetum, or vulgarly "La Roche Caribet". [[mailto:Neil.Taylor@Informatix.co.uk|Neil Taylor]]

:[[http://www.civil.auc.dk/~i5la/ArM/|Seasons of Mist]]: This is the saga of the Magi and commoners at the Regia Illustris Covenant. The Regia Illustris was founded 1205 AD and is located a few miles from the banks of the Rhône river. It resides halfway between the cities of Lyon and Dijon close to the village of Mâcon. Half a decade after its foundation the Regia Illustris is still a young and prospering Spring Covenant. 

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1269302424</unix>
						<iso>2010-03-23 01:00:24</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead Geocities links</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Normandy Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.flick.com/games/RPGs/ars/amnis/|Amnis Mirabilis]]:

:[[http://www.krikkit.dk/projects/ars/calebais/index.html|Calebais]]: Spring Covenant in Normandy Tribunal build on an old ruined covenant, discovered and documented by the magi of Domus Prawlus (Stonehenge Tribunal). It originates in the commercial adventure called "The Broken Covenant of Calebais". Includes a wide range of Ars Magica ressources.

:[[http://darmont.free.fr/arm/?page=arm-combe&lang=eng|La Combe à la Serpent]] (Français): 

:[[http://www.erzo.org/~shannon/ars-magica/normandy/|The Covenant of St. Nerius]]: Located in a monastery in northern France, this covenant centered around the sainted member of the order, Nerius. Logs of the complete run. Set in the same universe as the later Vardian's Tomb campaign.

:[[http://www.quantal.demon.co.uk/saga/index.html|La Roche Caribet]]: The recent meeting of the Normandy Tribunal at Mummolides authorised the foundation of a new Covenant and the three founders settled on a site previously discovered by Thomas scholæ Merinitæ. The Covenant has since been entered formally into the rolls of the Normandy Tribunal as Saxum Caribetum, or vulgarly "La Roche Caribet". [[mailto:Neil.Taylor@Informatix.co.uk|Neil Taylor]]

:[[http://www.civil.auc.dk/~i5la/ArM/|Seasons of Mist]]: This is the saga of the Magi and commoners at the Regia Illustris Covenant. The Regia Illustris was founded 1205 AD and is located a few miles from the banks of the Rhône river. It resides halfway between the cities of Lyon and Dijon close to the village of Mâcon. Half a decade after its foundation the Regia Illustris is still a young and prospering Spring Covenant. '''Link not working''', 22 March 2010

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1277853315</unix>
						<iso>2010-06-30 01:15:15</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed outdated e-mail link to Neil Taylor</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Normandy Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.flick.com/games/RPGs/ars/amnis/|Amnis Mirabilis]]:

:[[http://www.krikkit.dk/projects/ars/calebais/index.html|Calebais]]: Spring Covenant in Normandy Tribunal build on an old ruined covenant, discovered and documented by the magi of Domus Prawlus (Stonehenge Tribunal). It originates in the commercial adventure called "The Broken Covenant of Calebais". Includes a wide range of Ars Magica ressources.

:[[http://darmont.free.fr/arm/?page=arm-combe&lang=eng|La Combe à la Serpent]] (Français): 

:[[http://www.erzo.org/~shannon/ars-magica/normandy/|The Covenant of St. Nerius]]: Located in a monastery in northern France, this covenant centered around the sainted member of the order, Nerius. Logs of the complete run. Set in the same universe as the later Vardian's Tomb campaign.

:[[http://www.quantal.demon.co.uk/saga/index.html|La Roche Caribet]]: The recent meeting of the Normandy Tribunal at Mummolides authorised the foundation of a new Covenant and the three founders settled on a site previously discovered by Thomas scholæ Merinitæ. The Covenant has since been entered formally into the rolls of the Normandy Tribunal as Saxum Caribetum, or vulgarly "La Roche Caribet". Maintained by [[Neil Taylor]].

:[[http://www.civil.auc.dk/~i5la/ArM/|Seasons of Mist]]: This is the saga of the Magi and commoners at the Regia Illustris Covenant. The Regia Illustris was founded 1205 AD and is located a few miles from the banks of the Rhône river. It resides halfway between the cities of Lyon and Dijon close to the village of Mâcon. Half a decade after its foundation the Regia Illustris is still a young and prospering Spring Covenant. '''Link not working''', 22 March 2010

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="2210">
			<name>ward_against_mundane_intrusions</name>
			<title>Ward Against Mundane Intrusions</title>
			<keywords>spell, ReIg 35, Touch, Ring, Circle, Covenants</keywords>
			<description>Ward Against Mundane Intrusions spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474826</unix>
						<iso>2010-06-25 16:07:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ward Against Mundane Intrusions''' is a [[Canon|canonical]] [[Rego|Re]][[Ignem|Ig]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[Covenants]], p. 104.

'''R''': Touch, '''D''': Ring, '''T''': Circle
'''Req''': [[Corpus]], [[Animal]], [[Aquam]], [[Herbam]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2211">
			<name>ward_against_rain</name>
			<title>Ward Against Rain</title>
			<keywords>spell, ReAu 10, Per, Sun, Ind, ArM5</keywords>
			<description>Ward Against Rain spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474826</unix>
						<iso>2010-06-25 16:07:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ward Against Rain''' is a [[Canon|canonical]] [[Rego|Re]][[Auram|Au]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 128.

'''R''': Per, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2212">
			<name>ward_against_the_beasts_of_legend</name>
			<title>Ward Against The Beasts Of Legend</title>
			<keywords>spell, ReAn Gen, Touch, Ring, Circle, ArM5</keywords>
			<description>Ward Against The Beasts Of Legend spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474827</unix>
						<iso>2010-06-25 16:07:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ward Against The Beasts Of Legend''' is a [[Canon|canonical]] ReAn Gen [[Spell|spell]] introduced in [[ArM5]], p. 120.

'''R''': Touch, '''D''': Ring, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="2213">
			<name>ward_against_the_curious_scullion</name>
			<title>Ward Against the Curious Scullion</title>
			<keywords>spell, ReCo 10, Touch, Ring, Circle, Covenants</keywords>
			<description>Ward Against the Curious Scullion spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474827</unix>
						<iso>2010-06-25 16:07:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ward Against the Curious Scullion''' is a [[Canon|canonical]] [[Rego|Re]][[Corpus|Co]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[Covenants]], p. 104.

'''R''': Touch, '''D''': Ring, '''T''': Circle
]]></text>
				</version>
			</history>
		</page>
		<page node="2214">
			<name>ward_against_wood</name>
			<title>Ward Against Wood</title>
			<keywords>spell, ReHe 25, Per, Sun, Ind, ArM5</keywords>
			<description>Ward Against Wood spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474827</unix>
						<iso>2010-06-25 16:07:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ward Against Wood''' is a [[Canon|canonical]] [[Rego|Re]][[Herbam|He]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 139.

'''R''': Per, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2215">
			<name>watching_ward</name>
			<title>Watching Ward</title>
			<keywords>spell, ReVi Gen, Touch, Spec, Ind, ritual, ArM5</keywords>
			<description>Watching Ward spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474828</unix>
						<iso>2010-06-25 16:07:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Watching Ward''' is a [[Canon|canonical]] ReVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 162.

'''R''': Touch, '''D''': Spec, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2216">
			<name>waves_of_drowning_and_smashing</name>
			<title>Waves Of Drowning And Smashing</title>
			<keywords>spell, ReAq 30, Sight, Mom, Ind, ArM5</keywords>
			<description>Waves Of Drowning And Smashing spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474828</unix>
						<iso>2010-06-25 16:07:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Waves Of Drowning And Smashing''' is a [[Canon|canonical]] [[Rego|Re]][[Aquam|Aq]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 124.

'''R''': Sight, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2217">
			<name>weaver's_trap_of_webs</name>
			<title>Weaver's Trap Of Webs</title>
			<keywords>spell, CrAn 35, Voice, Sun, Group, ArM5</keywords>
			<description>Weaver's Trap Of Webs spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474828</unix>
						<iso>2010-06-25 16:07:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weaver's Trap Of Webs''' is a [[Canon|canonical]] [[Creo|Cr]][[Animal|An]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 117.

'''R''': Voice, '''D''': Sun, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2218">
			<name>weight_of_a_thousand_hells</name>
			<title>Weight Of A Thousand Hells</title>
			<keywords>spell, CrMe 25, Eye, Mom, Ind, ArM5</keywords>
			<description>Weight Of A Thousand Hells spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474829</unix>
						<iso>2010-06-25 16:07:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Weight Of A Thousand Hells''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 148.

'''R''': Eye, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2219">
			<name>well_without_light</name>
			<title>Well Without Light</title>
			<keywords>spell, PeIg 25, Touch, Sun, Struc., ArM5</keywords>
			<description>Well Without Light spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474829</unix>
						<iso>2010-06-25 16:07:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Well Without Light''' is a [[Canon|canonical]] [[Perdo|Pe]][[Ignem|Ig]] [[Spell level|level]] 25 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Touch, '''D''': Sun, '''T''': Struc.
]]></text>
				</version>
			</history>
		</page>
		<page node="222">
			<name>novgorod_sagas</name>
			<title>Novgorod Sagas</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Fan-Created Content</tag>
			</tags>
			<history size="12">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206029149</unix>
						<iso>2008-03-20 17:05:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland).

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby.

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: 

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained.

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: In the year of our Lord 1220, The Covenant of Paparotno was founded on the banks of the Kapsa in the marshes to the north of the city of Novgorod. A covenant of young scholars and magicians they had little idea of the storms that were about to embrace Russia...

: : After 4 years of battling a series of infernal manifestations, the intrigues of Teutonic Knights, and skirmishes with the local faeries the magi of Paparatno still have much work to do to tame their marshes.
    Meanwhile in the East the first battles with the Mongols herald the storm rising...

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230483903</unix>
						<iso>2008-12-28 18:05:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Noted link problems</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

:[[http://www.er the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: In the year of our Lord 1220, The Covenant of Paparotno was founded on the banks of the Kapsa in the marshes to the north of the city of Novgorod. A covenant of young scholars and magicians they had little idea of the storms that were about to embrace Russia...

: : After 4 years of battling a series of infernal manifestations, the intrigues of Teutonic Knights, and skirmishes with the local faeries the magi of Paparatno still have much work to do to tame their marshes.
    Meanwhile in the East the first battles with the Mongols herald the storm rising...

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230923484</unix>
						<iso>2009-01-02 20:11:24</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....e Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-w
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230924853</unix>
						<iso>2009-01-02 20:34:13</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erstorms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Lin== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

---

Based on material Copyright David Chart 199n material Copyright David Ch
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230925758</unix>
						<iso>2009-01-02 20:49:18</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260/|Dragon and the Bear]]: 
4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes]]
[[1000 Caves]]
[[Pripet Maior]]
[[Leczyca]]

:[[http://www.geocities.com/Timesml?id=AG0260/|Dragon and the Bear]]: 
4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes]]
[[1000 Caves]]
[[Pripet Maior]]
[[Leczyca]]

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1230925808</unix>
						<iso>2009-01-02 20:50:08</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260Dragon and the Bear]]: 
4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes]]
[[1000 Caves]]
[[Pripet Maior]]
[[Leczyca]]

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1230926019</unix>
						<iso>2009-01-02 20:53:39</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260|Dragon and the Bear]]: 4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.

[[Three Lakes|Three Lakes]]
[[1000 Caves|1000 Caves]]
[[Pripet Maior|Pripet Maior]]
[[Leczyca|Leczyca]]

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1230926196</unix>
						<iso>2009-01-02 20:56:36</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260|Dragon and the Bear]]: 4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes|Three Lakes]], [[1000 Caves|1000 Caves]], [[Pripet Maior|Pripet Maior]], [[LeLeczyca|Leczyca]]

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

---

Based on material Copyright David Chart 1997-2000. Used with permissio
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1230926869</unix>
						<iso>2009-01-02 21:07:49</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260|Dragon and the Bear]]: 4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes|Three Lakes]], [[1000 Caves|1000 Caves]], [[Pripet Maior|Pripet Maior]], [[Leczyca|Leczyca]]  

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

---

Based on material Copyright David Chart 1997-2000. Used with permission
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1230927194</unix>
						<iso>2009-01-02 21:13:14</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

=== Canon resources

The revised Hedge Magic book reworks the Kolduni as a native Russian tradition and the upcoming Realms of Power: Faerie promises a rework of the Volkhv. Ancient Magic provides some useful stats for Mongol troopers, generals and shamens.

== Active links

:s

The revised Hedge Magic book reworks the Kolduni as a native Russian tradition and the upcoming Realms of Power: Faerie promises a rework of the Volkhv. Ancient Magic provides some useful stats for Mongol troopers, generals and shamens.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260|Dragon and the Bear]]: 4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes|Three Lakes]], [[1000 Caves|1000 Caves]], [[Pripet Maior|Pripet Maior]], [[Leczyca|Leczyca]] 

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Her
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1230927926</unix>
						<iso>2009-01-02 21:25:26</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

=== Canon resources

The revised Hedge Magic book reworks the Kolduni as a native Russian tradition and the upcoming Realms of Power: Faerie promises a rework of the Volkhv. Ancient Magic provides some useful stats for Mongol troopers, generals and shamens.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260|Dragon and the Bear]]: 4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions of those covenants to those covenants to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes|Three Lakes]], [[1000 Caves|1000 Caves]], [[Pripet Maior|Pripet Maior]], [[Leczyca|Leczyca]] 

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

---

Based on material Copyright David Chart 1997-2000. Us
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1269302204</unix>
						<iso>2010-03-23 00:56:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed inactive links</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

= Canon resources

The revised Hedge Magic book reworks the Kolduni as a native Russian tradition and the upcoming [[Realms of Power: Faerie]] promises a rework of the [[Volkhv]]. [[Ancient Magic]] provides some useful stats for Mongol troopers, generals and shamans.

= Saga links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260|Dragon and the Bear]]: 4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions of those covenants to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes|Three Lakes]], [[1000 Caves|1000 Caves]], [[Pripet Maior|Pripet Maior]], [[Leczyca|Leczyca]] 

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="2220">
			<name>whispering_winds</name>
			<title>Whispering Winds</title>
			<keywords>spell, InAu 15, Sight, Conc, Ind, ArM5</keywords>
			<description>Whispering Winds spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474829</unix>
						<iso>2010-06-25 16:07:09</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Whispering Winds''' is a [[Canon|canonical]] [[Intellego|In]][[Auram|Au]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 127.

'''R''': Sight, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2221">
			<name>whispers_through_the_black_gate</name>
			<title>Whispers Through The Black Gate</title>
			<keywords>spell, InCo 15, Touch, Conc, Ind, ArM5</keywords>
			<description>Whispers Through The Black Gate spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474830</unix>
						<iso>2010-06-25 16:07:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Whispers Through The Black Gate''' is a [[Canon|canonical]] [[Intellego|In]][[Corpus|Co]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 130.

'''R''': Touch, '''D''': Conc, '''T''': Ind
'''Req''': [[Mentem]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2222">
			<name>wielding_the_invisible_sling</name>
			<title>Wielding The Invisible Sling</title>
			<keywords>spell, ReTe 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Wielding The Invisible Sling spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474830</unix>
						<iso>2010-06-25 16:07:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wielding The Invisible Sling''' is a [[Canon|canonical]] [[Rego|Re]][[Terram|Te]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 155.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2223">
			<name>wind_at_the_back</name>
			<title>Wind At The Back</title>
			<keywords>spell, ReAu 5, Touch, Sun, Ind, ArM5</keywords>
			<description>Wind At The Back spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474830</unix>
						<iso>2010-06-25 16:07:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wind At The Back''' is a [[Canon|canonical]] [[Rego|Re]][[Auram|Au]] [[Spell level|level]] 5 [[Spell|spell]] introduced in [[ArM5]], p. 128.

'''R''': Touch, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2224">
			<name>wind_of_mundane_silence</name>
			<title>Wind Of Mundane Silence</title>
			<keywords>spell, PeVi Gen, Voice, Mom, Room, ArM5</keywords>
			<description>Wind Of Mundane Silence spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474831</unix>
						<iso>2010-06-25 16:07:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wind Of Mundane Silence''' is a [[Canon|canonical]] PeVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 161.

'''R''': Voice, '''D''': Mom, '''T''': Room
]]></text>
				</version>
			</history>
		</page>
		<page node="2225">
			<name>wings_of_the_soaring_wind</name>
			<title>Wings Of The Soaring Wind</title>
			<keywords>spell, CrAu 30, Touch, Conc, Ind, ArM5</keywords>
			<description>Wings Of The Soaring Wind spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474831</unix>
						<iso>2010-06-25 16:07:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wings Of The Soaring Wind''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 126.

'''R''': Touch, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2226">
			<name>winter's_icy_touch</name>
			<title>Winter's Icy Touch</title>
			<keywords>spell, PeIg 10, Voice, Mom, Ind, ArM5</keywords>
			<description>Winter's Icy Touch spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474832</unix>
						<iso>2010-06-25 16:07:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Winter's Icy Touch''' is a [[Canon|canonical]] [[Perdo|Pe]][[Ignem|Ig]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2227">
			<name>wisdom_of_athena</name>
			<title>Wisdom of Athena</title>
			<keywords>spell, CrMe 12, Per, Sun, Ind, ritual, HoHTL</keywords>
			<description>Wisdom of Athena spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474832</unix>
						<iso>2010-06-25 16:07:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wisdom of Athena''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 12 [[Spell|spell]] introduced in [[HoHTL]], p. 77.

'''R''': Per, '''D''': Sun, '''T''': Ind, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2228">
			<name>wizard's_autumn</name>
			<title>Wizard's Autumn</title>
			<keywords>spell, PeHe 15, Touch, Mom, Group, ArM5</keywords>
			<description>Wizard's Autumn spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474832</unix>
						<iso>2010-06-25 16:07:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wizard's Autumn''' is a [[Canon|canonical]] [[Perdo|Pe]][[Herbam|He]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[ArM5]], p. 137.

'''R''': Touch, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2229">
			<name>wizard's_boost_(form)</name>
			<title>Wizard's Boost (Form)</title>
			<keywords>spell, MuVi Gen, Touch, Mom, Ind, ArM5</keywords>
			<description>Wizard's Boost (Form) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474833</unix>
						<iso>2010-06-25 16:07:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wizard's Boost (Form)''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 160.

'''R''': Touch, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="223">
			<name>provençal_sagas</name>
			<title>Provençal Sagas</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Fan-Created Content</tag>
			</tags>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206029487</unix>
						<iso>2008-03-20 17:11:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Provençal Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html|Animus Lupi]]: Located near the southern edge of the Black Forest and just a few days ride from Dijon we have the dubious distinction of being on the border between the Provençal and Rhine Tribunals (as well as incidentally the mundane Duchy of Burgundy and Upper Lorraine).

:[[http://www.durenmar.de/malinbois/|Malinbois]]: The annals of the Covenant of Malinbois, 1197-1241AD, located near to the city of Perpignan. This Summer Covenant has recently defeated a major demon plaguing the Val du Seraque, and is now set on rebuilding and politics. Sister site to Tumulus Tortilis ([[Stonehenge Sagas]]).

:[[http://www.geocities.com/argentus_il/|Malinbonis Secundus]]:

:[[http://home.global.co.za/~dreamwvr/|One Step Toward Infinity]]: Ars Magica Saga set in the Provencal Tribunal. An unfortunate cast of characters who have chosen to build their futures on a site where the rain never stops.

:[[http://www.portalogy.com/arsmagica/|Pax Hermeticus]]: 

:[[http://darmont.free.fr/arm/?page=arm-pont&lang=eng|Pont d'Ariege]]: The Covenant of Pont d'Ariège was founded in 1197 AD, on the lands of Baron Guy of Quérigut, who was saved by the Magi from a terrible curse he had contracted while on crusade. The Covenant is located on a small island on the river Ariège, South from the town of Tarascon-sur-Ariège, in the County of Foix.

:[[http://free-zg.t-com.hr/ArM-Mirror/|Saga of the Mirror]]: Vormaerin

:[[http://www.tht.net/~ericpomm/|Thorendon]]: A grim Spring Saga set in 12th Century Gascony. The covenant is a sprawling, haunted ruin atop a desolate island; the wizards misfits and outcasts. The Thorendon Saga is based on 3rd edition rules with extensive House Rules. 

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230484485</unix>
						<iso>2008-12-28 18:14:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Noted link problems</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Provençal Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html|Animus Lupi]]: Located near the southern edge of the Black Forest and just a few days ride from Dijon we have the dubious distinction of being on the border between the Provençal and Rhine Tribunals (as well as incidentally the mundane Duchy of Burgundy and Upper Lorraine).

:[[http://www.durenmar.de/malinbois/|Malinbois]]: The annals of the Covenant of Malinbois, 1197-1241AD, located near to the city of Perpignan. This Summer Covenant has recently defeated a major demon plaguing the Val du Seraque, and is now set on rebuilding and politics. Sister site to Tumulus Tortilis ([[Stonehenge Sagas]]).

:[[http://www.geocities.com/argentus_il/|Malinbonis Secundus]]:

:[[http://home.global.co.za/~dreamwvr/|One Step Toward Infinity]]: Ars Magica Saga set in the Provencal Tribunal. An unfortunate cast of characters who have chosen to build their futures on a site where the rain never stops.  '''Link not working, 28 Dec. 2008'''

:[[http://www.portalogy.com/arsmagica/|Pax Hermeticus]]: '''Link not working, 28 Dec. 2008'''

:[[http://magica/|Pax Hermeticus]]: '''Link not working, 28 Dec. 2008'''

:[[http://darmont.free.fr/arm/?page=arm-pont&lang=eng|Pont d'Ariege]]: The Covenant of Pont d'Ariège was founded in 1197 AD, on the lands of Baron Guy of Quérigut, who was saved by the Magi from a terrible curse he had contracted while on crusade. The Covenant is located on a small island on the river Ariège, South from the town of Tarascon-sur-Ariège, in the County of Foix.

:[[http://free-zg.t-com.hr/ArM-Mirror/|Saga of the Mirror]]: Vormaerin

:[[http://www.tht.net/~ericpomm/|Thorendon]]: A grim Spring Saga set in 12th Century Gascony. The covenant is a sprawling, haunted ruin atop a desolate island; the wizards misfits and outcasts. The  '''Link not working, 28 Dec. 2008''' Thorendon Saga is based on 3rd edition rules with extensive House Rules.   '''
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1232319284</unix>
						<iso>2009-01-18 23:54:44</iso>
					</timestamp>
					<author>guest</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Provençal Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html|Animus Lupi]]: Located near the southern edge of the Black Forest and just a few days ride from Dijon we have the dubious distinction of being on the border between the Provençal and Rhine Tribunals (as well as incidentally the mundane Duchy of Burgundy and Upper Lorraine).

:[[http://www.durenmar.de/malinbois/|Malinbois]]: The annals of the Covenant of Malinbois, 1197-1241AD, located near to the city of Perpignan. This Summer Covenant has recently defeated a major demon plaguing the Val du Seraque, and is now set on rebuilding and politics. Sister site to Tumulus Tortilis ([[Stonehenge Sagas]]).

:[[http://www.geocities.com/argentus_il/|Malinbonis Secundus]]:

:[[http://home.global.co.za/~dreamwvr/|One Step Toward Infinity]]: Ars Magica Saga set in the Provencal Tribunal. An unfortunate cast of characters who have chosen to build their futures on a site where the rain never stops.  '''Link not working, 28 Dec. 2008'''

:[[http://www.portalogy.com/arsmagica/|Pax Hermeticus]]: '''Link not working, 28 Dec. 2008'''

:[[http://darmont.free.fr/arm/?page=arm-pont&lang=eng|Pont d'Ariege]]: The Covenant of Pont d'Ariège was founded in 1197 AD, on the lands of Baron Guy of Quérigut, who was saved by the Magi from a terrible curse he had contracted while on crusade. The Covenant is located on a small island on the river Ariège, South from the town of Tarascon-sur-Ariège, in the County of Foix.

:[[http://free-zg.t-com.hr/ArM-Mirror/|Saga of the Mirror]]: Vormaerin

:[[http://www.tht.net/~ericpomm/|Thorendon]]: A grim Spring Saga set in 12th Century Gascony. The covenant is a sprawling, haunted ruin atop a desolate island; the wizards misfits and outcasts. The Thorendon Saga is based on 3rd edition rules with extensive House Rules.   '''Link not working, 28 Dec. 2008'''

:[[http://villamanlia.wikidot.com/|Villa Manlia]]: A Spring Saga starting in 1200 in the Provençal Tribunal, between Pamiers and Mirepoix, pursuant to 5th edition rules. The Saga is centered on the consequences of the Crusade launched against the Cathars and tries to incorporate some genuine historical facts. The website, written in French, contains a few ready-to-play adventures, some references to historical background (books, papers, websites...) as well as some reflections on the use of legal reasoning in the interpretation of RPG rules.

---

tp://villamanlia.wikidot.com/|Villa Manlia]]: A Spring Saga starting in
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1232319581</unix>
						<iso>2009-01-18 23:59:41</iso>
					</timestamp>
					<author>guest</author>
					<comment>Adding Villa Manlia</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Provençal Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html|Animus Lupi]]: Located near the southern edge of the Black Forest and just a few days ride from Dijon we have the dubious distinction of being on the border between the Provençal and Rhine Tribunals (as well as incidentally the mundane Duchy of Burgundy and Upper Lorraine).

:[[http://www.durenmar.de/malinbois/|Malinbois]]: The annals of the Covenant of Malinbois, 1197-1241AD, located near to the city of Perpignan. This Summer Covenant has recently defeated a major demon plaguing the Val du Seraque, and is now set on rebuilding and politics. Sister site to Tumulus Tortilis ([[Stonehenge Sagas]]).

:[[http://www.geocities.com/argentus_il/|Malinbonis Secundus]]:

:[[http://home.global.co.za/~dreamwvr/|One Step Toward Infinity]]: Ars Magica Saga set in the Provencal Tribunal. An unfortunate cast of characters who have chosen to build their futures on a site where the rain never stops.  '''Link not working, 28 Dec. 2008'''

:[[http://www.portalogy.com/arsmagica/|Pax Hermeticus]]: '''Link not working, 28 Dec. 2008'''

:[[http://darmont.free.fr/arm/?page=arm-pont&lang=eng|Pont d'Ariege]]: The Covenant of Pont d'Ariège was founded in 1197 AD, on the lands of Baron Guy of Quérigut, who was saved by the Magi from a terrible curse he had contracted while on crusade. The Covenant is located on a small island on the river Ariège, South from the town of Tarascon-sur-Ariège, in the County of Foix.

:[[http://free-zg.t-com.hr/ArM-Mirror/|Saga of the Mirror]]: Vormaerin

:[[http://www.tht.net/~ericpomm/|Thorendon]]: A grim Spring Saga set in 12th Century Gascony. The covenant is a sprawling, haunted ruin atop a desolate island; the wizards misfits and outcasts. The Thorendon Saga is based on 3rd edition rules with extensive House Rules.   '''Link not working, 28 Dec. 2008'''

:[[http://villamanlia.wikidot.com/|Villa Manlia]]: The Saga, based on 5th edition rules, starts in 1200 and is centered on a small Spring Covenant in the Provençal Tribunal between Pamiers and Mirepoix built on the ruins of an old Roman villa whose thermal water tap into an antique magical source. The Saga focuses on the consequences of the Crusade launched against the Cathars and tries to incorporate some genuine historical facts. The website, written in  of the Crusade launched against the Cathars and tries to incorporate some genuine historical facts. The website, written in French, contains a few ready-to-play adventures, some references to historical background (books, papers, websites...) as well as some reflections on the use of legal
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1232584070</unix>
						<iso>2009-01-22 01:27:50</iso>
					</timestamp>
					<author>Jachra</author>
					<comment>Adding saga website.</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Provençal Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html|Animus Lupi]]: Located near the southern edge of the Black Forest and just a few days ride from Dijon we have the dubious distinction of being on the border between the Provençal and Rhine Tribunals (as well as incidentally the mundane Duchy of Burgundy and Upper Lorraine).

:[[http://www.durenmar.de/malinbois/|Malinbois]]: The annals of the Covenant of Malinbois, 1197-1241AD, located near to the city of Perpignan. This Summer Covenant has recently defeated a major demon plaguing the Val du Seraque, and is now set on rebuilding and politics. Sister site to Tumulus Tortilis ([[Stonehenge Sagas]]).

:[[http://www.geocities.com/argentus_il/|Malinbonis Secundus]]:

:[[http://home.global.co.za/~dreamwvr/|One Step Toward Infinity]]: Ars Magica Saga set in the Provencal Tribunal. An unfortunate cast of characters who have chosen to build their futures on a site where the rain never stops.  '''Link not working, 28 Dec. 2008'''

:[[http://www.portalogy.com/arsmagica/|Pax Hermeticus]]: '''Link not working, 28 Dec. 2008'''

:[[http://darmont.free.fr/arm/?page=arm-pont&lang=eng|Pont d'Ariege]]: The Covenant of Pont d'Ariège was founded in 1197 AD, on the lands of Baron Guy of Quérigut, who was saved by the Magi from a terrible curse he had contracted while on crusade. The Covenant is located on a small island on the river Ariège, South from the town of Tarascon-sur-Ariège, in the County of Foix.

:[[http://free-zg.t-com.hr/ArM-Mirror/|Saga of the Mirror]]: Vormaerin

:[[http://www.tht.net/~ericpomm/|Thorendon]]: A grim Spring Saga set in 12th Century Gascony. The covenant is a sprawling, haunted ruin atop a desolate island; the wizards misfits and outcasts. The Thorendon Saga is based on 3rd edition rules with extensive House Rules.   '''Link not working, 28 Dec. 2008'''

:[[http://villamanlia.wikidot.com/|Villa Manlia]]: The Saga, based on 5th edition rules, starts in 1200 and is centered on a small Spring Covenant in the Provençal Tribunal between Pamiers and Mirepoix built on the ruins of an old Roman villa whose thermal water tap into an antique magical source. The Saga focuses on the consequences of the Crusade launched against the Cathars and tries to incorporate some genuine historical facts. The website, written in French, contains a few ready-to-play adventures, some references to historical background (books, papers, websites...) as well as some reflections on the use of legal reasoning in the interpretation of RPG rules.

:[[http://iced-fire.com/wiki/index.php?title=Great_Tree_Covenant|Great Tree Covenant]]: A fifth edition Saga beginning in the standard time in western Provencal.  Somewhat higher fantasy than Ars Magica usually lends itself to, given that the Covenant is carved into a giant tree.

---

tp://iced-fire.com/wiki/index.php?title=Great_Tree_Covenant|Great Tree C
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1232584092</unix>
						<iso>2009-01-22 01:28:12</iso>
					</timestamp>
					<author>Jachra</author>
					<comment>Alphabetical Order</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Provençal Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html|Animus Lupi]]: Located near the southern edge of the Black Forest and just a few days ride from Dijon we have the dubious distinction of being on the border between the Provençal and Rhine Tribunals (as well as incidentally the mundane Duchy of Burgundy and Upper Lorraine).

:[[http://iced-fire.com/wiki/index.php?title=Great_Tree_Covenant|Great Tree Covenant]]: A fifth edition Saga beginning in the standard time in western Provencal.  Somewhat higher fantasy than Ars Magica usually lends itself to, given that the Covenant is carved into a giant tree.

:[[http://www.durenmar.de/malinbois/|Malinbois]]: The annals of the Covenant of Malinbois, ifth edition Saga beginning in the standard time in western Provencal.  Somewhat higher fantasy than Ars Magica usually lends itself to, given that the Covenant is carved into a giant tree.

:[[http://www.durenmar.de/malinbois/|Malinbois]]: The annals of the Covenant of Malinbois, 1197-1241AD, located near to the city of Perpignan. This Summer Covenant has recently defeated a major demon plaguing the Val du Seraque, and is now set on rebuilding and politics. Sister site to Tumulus Tortilis ([[Stonehenge Sagas]]).

:[[http://www.geocities.com/argentus_il/|Malinbonis Secundus]]:

:[[http://home.global.co.za/~dreamwvr/|One Step Toward Infinity]]: Ars Magica Saga set in the Provencal Tribunal. An unfortunate cast of characters who have chosen to build their futures on a site where the rain never stops.  '''Link not working, 28 Dec. 2008'''

:[[http://www.portalogy.com/arsmagica/|Pax Hermeticus]]: '''Link not working, 28 Dec. 2008'''

:[[http://darmont.free.fr/arm/?page=arm-pont&lang=eng|Pont d'Ariege]]: The Covenant of Pont d'Ariège was founded in 1197 AD, on the lands of Baron Guy of Quérigut, who was saved by the Magi from a terrible curse he had contracted while on crusade. The Covenant is located on a small island on the river Ariège, South from the town of Tarascon-sur-Ariège, in the County of Foix.

:[[http://free-zg.t-com.hr/ArM-Mirror/|Saga of the Mirror]]: Vormaerin

:[[http://www.tht.net/~ericpomm/|Thorendon]]: A grim Spring Saga set in 12th Century Gascony. The covenant is a sprawling, haunted ruin atop a desolate island; the wizards misfits and outcasts. The Thorendon Saga is based on 3rd edition rules with extensive House Rules.   '''Link not working, 28 Dec. 2008'''

:[[http://villamanlia.wikidot.com/|Villa Manlia]]: The Saga, based on 5th edition rules, starts in 1200 and is centered on a small Spring Covenant in the Provençal Tribunal between Pamiers and Mirepoix built on the ruins of an old Roman villa whose thermal water tap into an antique magical source. The Saga focuses on the consequences of the Crusade launched against the Cathars and tries to---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1269301621</unix>
						<iso>2010-03-23 00:47:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead links</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Provençal Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://iced-fire.com/wiki/index.php?title=Great_Tree_Covenant|Great Tree Covenant]]: A fifth edition Saga beginning in the standard time in western Provencal.  Somewhat higher fantasy than Ars Magica usually lends itself to, given that the Covenant is carved into a giant tree.

:[[http://www.durenmar.de/malinbois/|Malinbois]]: The annals of the Covenant of Malinbois, 1197-1241AD, located near to the city of Perpignan. This Summer Covenant has recently defeated a major demon plaguing the Val du Seraque, and is now set on rebuilding and politics. Sister site to Tumulus Tortilis ([[Stonehenge Sagas]]).

:[[http://darmont.free.fr/arm/?page=arm-pont&lang=eng|Pont d'Ariege]]: The Covenant of Pont d'Ariège was founded in 1197 AD, on the lands of Baron Guy of Quérigut, who was saved by the Magi from a terrible curse he had contracted while on crusade. The Covenant is located on a small island on the river Ariège, South from the town of Tarascon-sur-Ariège, in the County of Foix.

:[[http://free-zg.t-com.hr/ArM-Mirror/|Saga of the Mirror]]: Vormaerin

:[[http://villamanlia.wikidot.com/|Villa Manlia]]: The Saga, based on 5th edition rules, starts in 1200 and is centered on a small Spring Covenant in the Provençal Tribunal between Pamiers and Mirepoix built on the ruins of an old Roman villa whose thermal water tap into an antique magical source. The Saga focuses on the consequences of the Crusade launched against the Cathars and tries to incorporate some genuine historical facts. The website, written in French, contains a few ready-to-play adventures, some references to historical background (books, papers, websites...) as well as some reflections on the use of legal reasoning in the interpretation of RPG rules.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="2230">
			<name>wizard's_communion</name>
			<title>Wizard's Communion</title>
			<keywords>spell, MuVi Gen, Voice, Mom, Group, ArM5</keywords>
			<description>Wizard's Communion spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474833</unix>
						<iso>2010-06-25 16:07:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wizard's Communion''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 160.

'''R''': Voice, '''D''': Mom, '''T''': Group
]]></text>
				</version>
			</history>
		</page>
		<page node="2231">
			<name>wizard's_eclipse</name>
			<title>Wizard's Eclipse</title>
			<keywords>spell, PeIg 35, Touch, Diam, Bound, ritual, ArM5</keywords>
			<description>Wizard's Eclipse spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474833</unix>
						<iso>2010-06-25 16:07:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wizard's Eclipse''' is a [[Canon|canonical]] [[Perdo|Pe]][[Ignem|Ig]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Touch, '''D''': Diam, '''T''': Bound, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2232">
			<name>wizard's_icy_grip</name>
			<title>Wizard's Icy Grip</title>
			<keywords>spell, PeIg 30, Voice, Mom, Ind, ArM5</keywords>
			<description>Wizard's Icy Grip spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474834</unix>
						<iso>2010-06-25 16:07:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wizard's Icy Grip''' is a [[Canon|canonical]] [[Perdo|Pe]][[Ignem|Ig]] [[Spell level|level]] 30 [[Spell|spell]] introduced in [[ArM5]], p. 142.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2233">
			<name>wizard's_reach_(form)</name>
			<title>Wizard's Reach (Form)</title>
			<keywords>spell, MuVi Gen, Voice, Mom, Ind, ArM5</keywords>
			<description>Wizard's Reach (Form) spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474834</unix>
						<iso>2010-06-25 16:07:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wizard's Reach (Form)''' is a [[Canon|canonical]] MuVi Gen [[Spell|spell]] introduced in [[ArM5]], p. 160.

'''R''': Voice, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2234">
			<name>wizard's_sidestep</name>
			<title>Wizard's Sidestep</title>
			<keywords>spell, ReIm 10, Per, Sun, Ind, ArM5</keywords>
			<description>Wizard's Sidestep spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474834</unix>
						<iso>2010-06-25 16:07:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wizard's Sidestep''' is a [[Canon|canonical]] [[Rego|Re]][[Imaginem|Im]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 147.

'''R''': Per, '''D''': Sun, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2235">
			<name>words_of_the_flickering_flame</name>
			<title>Words Of The Flickering Flame</title>
			<keywords>spell, InIg 35, Voice, Conc, Ind, ArM5</keywords>
			<description>Words Of The Flickering Flame spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474835</unix>
						<iso>2010-06-25 16:07:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Words Of The Flickering Flame''' is a [[Canon|canonical]] [[Intellego|In]][[Ignem|Ig]] [[Spell level|level]] 35 [[Spell|spell]] introduced in [[ArM5]], p. 141.

'''R''': Voice, '''D''': Conc, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2236">
			<name>words_of_the_unbroken_silence</name>
			<title>Words Of The Unbroken Silence</title>
			<keywords>spell, CrMe 10, Sight, Mom, Ind, ArM5</keywords>
			<description>Words Of The Unbroken Silence spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474835</unix>
						<iso>2010-06-25 16:07:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Words Of The Unbroken Silence''' is a [[Canon|canonical]] [[Creo|Cr]][[Mentem|Me]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 148.

'''R''': Sight, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2237">
			<name>wrath_of_whirling_winds_and_water</name>
			<title>Wrath Of Whirling Winds And Water</title>
			<keywords>spell, CrAu 65, Sight, Sun, Group, ritual, ArM5</keywords>
			<description>Wrath Of Whirling Winds And Water spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474835</unix>
						<iso>2010-06-25 16:07:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wrath Of Whirling Winds And Water''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 65 [[Spell|spell]] introduced in [[ArM5]], p. 126.

'''R''': Sight, '''D''': Sun, '''T''': Group, [[Ritual]]
]]></text>
				</version>
			</history>
		</page>
		<page node="2238">
			<name>wreaths_of_foul_smoke</name>
			<title>Wreaths Of Foul Smoke</title>
			<keywords>spell, CrAu 10, Voice, Diam, Ind, ArM5</keywords>
			<description>Wreaths Of Foul Smoke spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474836</unix>
						<iso>2010-06-25 16:07:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wreaths Of Foul Smoke''' is a [[Canon|canonical]] [[Creo|Cr]][[Auram|Au]] [[Spell level|level]] 10 [[Spell|spell]] introduced in [[ArM5]], p. 125.

'''R''': Voice, '''D''': Diam, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="2239">
			<name>zephaniah's_brazier</name>
			<title>Zephaniah's Brazier</title>
			<keywords>spell, InMe 15, Veil, Mom, Ind, AM</keywords>
			<description>Zephaniah's Brazier spell</description>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277474836</unix>
						<iso>2010-06-25 16:07:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Zephaniah's Brazier''' is a [[Canon|canonical]] [[Intellego|In]][[Mentem|Me]] [[Spell level|level]] 15 [[Spell|spell]] introduced in [[AM]], p. 33.

'''R''': Veil, '''D''': Mom, '''T''': Ind
]]></text>
				</version>
			</history>
		</page>
		<page node="224">
			<name>charmed_life</name>
			<title>Charmed Life</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087247</unix>
						<iso>2008-03-21 09:14:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Heroic Virtue]]. [[HoHTL]] 104.
]]></text>
				</version>
			</history>
		</page>
		<page node="2240">
			<name>fenicil_ritual</name>
			<title>Fenicil Rituals</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1279304209</unix>
						<iso>2010-07-16 20:16:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In the early years of the Order, the [[House Guernicus|Guernicus]] [[primus]] [[Fenicil]] uncovered many [[Cult of Mercury|Mercurian]] and earlier rituals, and these were adapted to use by Guernicus magi. Their exact number and their effects are unknown, but it is generally believed in the [[Order of Hermes|Order]] that they offer the [[Quaesitor|Quaesitors]] unique and potent capabilities that exceed the limits of [[Hermetic magic]].

The official Fenicil rituals are described in [[HoHTL]] p. 76-77. The mechanics are based on ritual-specific Abilities, which has been criticized as inapplicable in practice. For example, there are three Greater Rituals, each requiring a season to enact. They are taught only to an inner circle of "experienced Guernicus magi", which the example-casting given implies includes 37 out of a House of 98 - so about every third Guernicus magus. The example also indicates that this experienced magus knows the relevant Ability to level 3 or 4, which assuming Quality 10 sources would amount to about 3-5 seasons - for each Greater Ritual Ability, so for all three some 12 seasons of study are needed. That is a lot of time to expect every third Guernicus magus to invest, and this covers only the three Greater Rituals - supposedly these same magi would also be expected to learn at least some Lesser Rituals. And all these years of investment are for the off chance that it will be necessary to cast the ritual, an occurance that may never occur. This all seems highly unreasonable. As a [[house rule]], the [[troupe]] may consider alternative methods of casting, such as casting the ritual like an Hermetic [[Ritual]] spell.
]]></text>
				</version>
			</history>
		</page>
		<page node="225">
			<name>faerie_blood</name>
			<title>Faerie Blood</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087359</unix>
						<iso>2008-03-21 09:15:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]], [[ArM5]] [[??]]. Several optional bloodlines are possible, including [[Bloodcap]] ([[HoHTL]] 104).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206438795</unix>
						<iso>2008-03-25 10:53:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Samovily Blood added</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]], [[ArM5]] [[??]]. Several optional bloodlines are possible, including [[Bloodcap]] ([[HoHTL]] 104) and [[Samovily Blood]] ([[HoHTL]] 142)
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268224517</unix>
						<iso>2010-03-10 13:35:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>expanded entry</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]], [[ArM5]] [[??]], signifying descent from [[Faerie]] ancestors. Several optional bloodlines are provided in the core rulebook, and others were offered in supplements - including the [[Bloodcap]] ([[HoHTL]] 104) and [[Samovily Blood]] ([[HoHTL]] 142). Even more bloodlines were offered in [[Realms of Power: Faerie]].
]]></text>
				</version>
			</history>
		</page>
		<page node="226">
			<name>gift_of_tongues</name>
			<title>Gift of Tongues</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087420</unix>
						<iso>2008-03-21 09:17:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Heroic Virtue]], [[HoHTL]] 105.
]]></text>
				</version>
			</history>
		</page>
		<page node="227">
			<name>great_bearer</name>
			<title>Great Bearer</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087466</unix>
						<iso>2008-03-21 09:17:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Heroic Virtue]], [[HoHTL]] 105.
]]></text>
				</version>
			</history>
		</page>
		<page node="228">
			<name>harnessed_magic</name>
			<title>Harnessed Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087502</unix>
						<iso>2008-03-21 09:18:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] related to the [[Mutantes]]. [[HoHTL]] 105.
]]></text>
				</version>
			</history>
		</page>
		<page node="229">
			<name>heroe's_birthright</name>
			<title>Heroe's Birthright</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087591</unix>
						<iso>2008-03-21 09:19:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Heroic Virtue]], [[HoHTL]] 105.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1281097200</unix>
						<iso>2010-08-06 14:20:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>tiny description added</comment>
					<text><![CDATA[
Heroe's Birthright is a [[Minor Virtue|Minor]] [[Heroic Virtue]] described in  [[HoHTL]] p. 105, signifying a supernatural power you possess due to your heroic stature.
]]></text>
				</version>
			</history>
		</page>
		<page node="23">
			<name>blackthorn</name>
			<title>Blackthorn</title>
			<language>en</language>
			<tags>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200101086</unix>
						<iso>2008-01-12 02:24:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A covenant in the [[Stonehenge Tribunal]].  It is politically powerful and has a rich history.

= Fourth Edition

[[Heirs to Merlin]], pp. 118-120.
]]></text>
				</version>
			</history>
		</page>
		<page node="230">
			<name>invisible_to_magic</name>
			<title>Invisible to Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087637</unix>
						<iso>2008-03-21 09:20:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Heroic Virtue]], [[HoHTL]] 106.
]]></text>
				</version>
			</history>
		</page>
		<page node="231">
			<name>lone_redcap</name>
			<title>Lone Redcap</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087696</unix>
						<iso>2008-03-21 09:21:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Social Status Virtue]], [[HoHTL]] 106. See also [[Redcap]].
]]></text>
				</version>
			</history>
		</page>
		<page node="232">
			<name>magic_items</name>
			<title>Magic Items</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087814</unix>
						<iso>2008-03-21 09:23:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]] available to [[Recap|Redcaps]], [[HoHTL]] 106.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206463626</unix>
						<iso>2008-03-25 17:47:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]] available to [[Redcap|Redcaps]], [[HoHTL]] 106.
]]></text>
				</version>
			</history>
		</page>
		<page node="233">
			<name>messenger's_memory</name>
			<title>Messenger's Memory</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087870</unix>
						<iso>2008-03-21 09:24:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Heroic Virtue]], [[HoHTL]] 106.
]]></text>
				</version>
			</history>
		</page>
		<page node="235">
			<name>mythic_characteristic</name>
			<title>Mythic Characteristic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206087997</unix>
						<iso>2008-03-21 09:26:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Heroic Virtue]], [[HoHTL]] 107.
]]></text>
				</version>
			</history>
		</page>
		<page node="236">
			<name>mythic_mimicry</name>
			<title>Mythic Mimicry</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088050</unix>
						<iso>2008-03-21 09:27:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Heroic Virtue]], [[HoHTL]] 104.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206088075</unix>
						<iso>2008-03-21 09:27:55</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Heroic Virtue]], [[HoHTL]] 104. See also [[Messenger's Memory]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206088117</unix>
						<iso>2008-03-21 09:28:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page number</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Heroic Virtue]], [[HoHTL]] 107. See also [[Messenger's Memory]].
]]></text>
				</version>
			</history>
		</page>
		<page node="237">
			<name>sure_traveler</name>
			<title>Sure Traveler</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088171</unix>
						<iso>2008-03-21 09:29:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Heroic Virtue]], [[HoHTL]] 107.
]]></text>
				</version>
			</history>
		</page>
		<page node="238">
			<name>tamed_magic</name>
			<title>Tamed Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088287</unix>
						<iso>2008-03-21 09:31:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Hermetic Virtue]] available to [[Mutantes]] magi. [[HoHTL]] 107.
]]></text>
				</version>
			</history>
		</page>
		<page node="239">
			<name>tethered_magic</name>
			<title>Tethered Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088323</unix>
						<iso>2008-03-21 09:32:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] related to the [[Mutantes]]. [[HoHTL]] 107.
]]></text>
				</version>
			</history>
		</page>
		<page node="24">
			<name>burnham</name>
			<title>Burnham</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200101555</unix>
						<iso>2008-01-12 02:32:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM4]], Burham is a reclusive covenant in the [[Stonehenge Tribunal]]. 

= References

* [[Heirs to Merlin]], pp. 120-121
]]></text>
				</version>
			</history>
		</page>
		<page node="240">
			<name>vis_sensitivity</name>
			<title>Vis Sensitivity</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088364</unix>
						<iso>2008-03-21 09:32:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Heroic Virtue]], [[HoHTL]] 107.
]]></text>
				</version>
			</history>
		</page>
		<page node="241">
			<name>bound_magic</name>
			<title>Bound Magic</title>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088449</unix>
						<iso>2008-03-21 09:34:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Hermetic Flaw]], related to the [[Mutantes]]. [[HoHTL]] 108.
]]></text>
				</version>
			</history>
		</page>
		<page node="242">
			<name>fettered_magic</name>
			<title>Fettered Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088484</unix>
						<iso>2008-03-21 09:34:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Hermetic Flaw]], related to the [[Mutantes]]. [[HoHTL]] 108.
]]></text>
				</version>
			</history>
		</page>
		<page node="243">
			<name>hermetic_patron</name>
			<title>Hermetic Patron</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088559</unix>
						<iso>2008-03-21 09:35:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Story Flaw]] available to [[Redcap|Redcaps]]. [[HoHTL]] 108.
]]></text>
				</version>
			</history>
		</page>
		<page node="244">
			<name>heroic_personality</name>
			<title>Heroic Personality</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088627</unix>
						<iso>2008-03-21 09:37:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Heroic Flaw]]. [[HoHTL]] 108.
]]></text>
				</version>
			</history>
		</page>
		<page node="245">
			<name>illegitimate_lineage</name>
			<title>Illegitimate Lineage</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088696</unix>
						<iso>2008-03-21 09:38:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Hermetic Flaw]] available to magi of [[House Mercere]]. [[HoHTL]] 109.
]]></text>
				</version>
			</history>
		</page>
		<page node="246">
			<name>legacy</name>
			<title>Legacy</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088764</unix>
						<iso>2008-03-21 09:39:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Story Flaw]] available to [[Recap|Redcaps]]. [[HoHTL]] 109.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206463612</unix>
						<iso>2008-03-25 17:46:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Story Flaw]] available to [[Redcap|Redcaps]]. [[HoHTL]] 109.
]]></text>
				</version>
			</history>
		</page>
		<page node="247">
			<name>pagan</name>
			<title>Pagan</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088819</unix>
						<iso>2008-03-21 09:40:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Flaw|Major]] [[Story Flaw]]. [[HoHTL]] 109.
]]></text>
				</version>
			</history>
		</page>
		<page node="248">
			<name>tragic_characteristic</name>
			<title>Tragic Characteristic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088871</unix>
						<iso>2008-03-21 09:41:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Heroic Flaw]], [[HoHTL]] 109.
]]></text>
				</version>
			</history>
		</page>
		<page node="249">
			<name>usurer</name>
			<title>Usurer</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206088935</unix>
						<iso>2008-03-21 09:42:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Social Status Flaw]], [[HoHTL]] 109.
]]></text>
				</version>
			</history>
		</page>
		<page node="25">
			<name>cad_gadu</name>
			<title>Cad Gadu</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200101785</unix>
						<iso>2008-01-12 02:36:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Cad Gadu]] is a [[Covenant | covenant]], the [[Domus Magna]] of [[House Ex Miscellanea]].  It is located in the [[Stonehenge Tribunal]].

The name Cad Gadu is Welsh for "the Forsaken Army"

= References

== Fifth Edition

* Some history of Cad Gadu appears in the House Ex Miscellanea chapter of [[Houses of Hermes Societates]] (exact page reference(s) needed)

== Fourth Edition

* The covenant is described in detail in [[Heirs to Merlin]], pp. 122-124

== Third Edition

* Some history of Cad Gadu appears in [[Lion of the North]] (details and page reference needed)
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207053592</unix>
						<iso>2008-04-01 14:39:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>editing note</comment>
					<text><![CDATA[
[[Cad Gadu]] is a [[Covenant | covenant]], the [[Domus Magna]] of [[House Ex Miscellanea]].  It is located in the [[Stonehenge Tribunal]].

The name Cad Gadu is Welsh for "the Forsaken Army"

= References

== Fifth Edition

* Some history of Cad Gadu appears in the House Ex Miscellanea chapter of [[Houses of Hermes Societates]] ([[??]] [[??]] exact page reference(s) needed)

== Fourth Edition

* The covenant is described in detail in [[Heirs to Merlin]], pp. 122-124

== Third Edition

* Some history of Cad Gadu appears in [[Lion of the North]] (details and page reference
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1211576415</unix>
						<iso>2008-05-23 23:00:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed HoHS references</comment>
					<text><![CDATA[
[[Cad Gadu]] is a [[Covenant | covenant]], the [[Domus Magna]] of [[House Ex Miscellanea]].  It is located in the [[Stonehenge Tribunal]].

The name Cad Gadu is Welsh for "the Forsaken Army"

= References

== Fifth Edition

* Some history of Cad Gadu appears in the House Ex Miscellanea chapter of [[Houses of Hermes Societates]] 101, 102, 112.e covenant is described in detail in [[Heirs to Merlin]], pp. 122-124

== Third Edition

* Some history of Cad Gadu appears in [[Lion of the North]] (details and page reference needed)
]]></text>
				</version>
			</history>
		</page>
		<page node="250">
			<name>heroic_virtue</name>
			<title>Heroic Virtue</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206283296</unix>
						<iso>2008-03-23 15:41:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Heroic Virtues''' are introduced in the [[ArM5]] supplement [[House of Hermes: True Lineages]] (103-105).

Characters who have Heroic Virtues (or [[Heroic Flaw | Flaws]]) are called '''Heroic Characters'''.  A character must meet specific requirements to be a heroic character; see [[HoHTL]] 104.

=List of Heroic Virtues

==Major

* Charmed Life, [[HoHTL]] 104
* Invisible to Magic, [[HoHTL]] 106
* Mythic Mimicry, [[HoHTL]] 107
* Vis Sensitivity, [[HoHTL]] 108-109

==Minor

* Gift of Tongues, [[HoHTL]] 105
* Great Bearer, [[HoHTL]] 105
* Heroes' Birthright, [[HoHTL]]
* Messenger's Memory, [[HoHTL]] 106
* Mythic (Characteristic), [[HoHTL]] 107
* Sure Traveler, [[HoHTL]] 107

=References

* [[HoHTL]] 103-108
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]]
* See also [[Heroic Flaw]]
]]></text>
				</version>
			</history>
		</page>
		<page node="251">
			<name>minor_flaw</name>
			<title>Minor Flaw</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206283836</unix>
						<iso>2008-03-23 15:50:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM5]], a '''Minor Flaw''' is a [[Virtues and Flaws | Flaw]] that is occasionally inconvenient, but doesn't dominate the character.  Minor Flaws cost less than Major Flaws.

In ArM5, characters may not have more than five Minor Flaws.

=Previous Editions

Before ArM5, [[Virtues and Flaws]] each had a numerical cost; the Major and Minor categories didn't exist.  However, Minor Flaws are generally equivalent to Flaws from past editions that cost -1 or -2.

=References

* Definition of Minor Flaw, [[ArM5]] 36, second paragraph
* Table of Virtues and Flaws, [[ArM5]] 38-39
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279178420</unix>
						<iso>2010-07-15 09:20:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added house rule </comment>
					<text><![CDATA[
In [[ArM5]], a '''Minor Flaw''' is a [[Virtues and Flaws | Flaw]] that is occasionally inconvenient, but doesn't dominate the character.  Minor Flaws cost less than Major Flaws.

In ArM5, characters may not have more than five Minor Flaws. This rule has been criticized by some players as unnecessary, and some [[troupe|troupes]] choose to ignore it. It is still important to make sure all flaws are reflected in play, of course.

=Previous Editions

Before ArM5, [[Virtues and Flaws]] each had a numerical cost; the Major and Minor categories didn't exist.  However, Minor Flaws are generally equivalent to Flaws from past editions that cost -1 or -2.

=References

* Definition of Minor Flaw, [[ArM5]] 36, second paragraph
* Table of Virtues and Flaws, [[ArM5]] 38-39
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]]
]]></text>
				</version>
			</history>
		</page>
		<page node="252">
			<name>gourna_the_fetid</name>
			<title>Gourna the Fetid</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206435444</unix>
						<iso>2008-03-25 09:57:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Parens|Mater]] of [[Tremere the Founder|Tremere]] and [[Tytalus the Founder|Tytalus]], who led a cult of necromancers around Naples. See [[HoHTL]] 112.
]]></text>
				</version>
			</history>
		</page>
		<page node="253">
			<name>theban_league</name>
			<title>Theban League</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206435489</unix>
						<iso>2008-03-25 09:58:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Jerbiton [[League]] that repelled [[Tremere]] from areas in the Byzantine Empire; see [[HoHTL]] 112.
]]></text>
				</version>
			</history>
		</page>
		<page node="254">
			<name>sundering</name>
			<title>The Sundering</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206435541</unix>
						<iso>2008-03-25 09:59:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A key event in the [[Order of Hermes|Order's]] early history, where the attempt of [[Tremere the Founder|Tremere]] to dominate the Order was halted. See [[ArM5]] [[??]], [[HoHTL]] 113.
]]></text>
				</version>
			</history>
		</page>
		<page node="255">
			<name>coeris</name>
			<title>Coeris</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206435578</unix>
						<iso>2008-03-25 09:59:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Domus Magna|domus magna]] of [[House Tremere]], in the [[Transylvanian Tribunal]]. It is discribed to some extent in [[HoHTL]] 115 (see also 112).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206462615</unix>
						<iso>2008-03-25 17:30:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>a few more details</comment>
					<text><![CDATA[
The [[Domus Magna|domus magna]] of [[House Tremere]], in the [[Transylvanian Tribunal]]. It is described to some extent in [[HoHTL]] 115 (see also 112). It serves as the House's headquarters, the locale of its Decennial meetings, and its funerals. It is rumoured to hold many of the House's resources, and may sit on a Gate to Hades.
]]></text>
				</version>
			</history>
		</page>
		<page node="256">
			<name>transylvanian_tribunal</name>
			<title>Transylvanian Tribunal</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206437509</unix>
						<iso>2008-03-25 10:31:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Transylvanian Tribunal''' is the [[Regional Tribunal]] that includes modern-day Romania, Hungary, Slovakia, and the other Balkan states south up to Albenia, Macedonia, and northern Bulgaria. 

== Fifth Edition

The tribunal is described to some extent in [[HoHTL]] 116, 114. 

== Hermetic Landscape

The canonic Transylvanian Tribunal has a small Hermetic presence, dominated by [[House Tremere]] but also including nearly half as many non-House magi. See [[HoH]] 116. 

Only one covenant, [[Coeris]], is described - but other large and small Tremere covenatns are alluded to. 

For non-Canonic covenants, see [[Transylvanian Sagas]].

== Other References

* [[??]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206456957</unix>
						<iso>2008-03-25 15:55:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>orientation map added</comment>
					<text><![CDATA[
The '''Transylvanian Tribunal''' is the [[Regional Tribunal]] that includes modern-day Romania, Hungary, Slovakia, and the other Balkan states south up to Albenia, Macedonia, and northern Bulgaria. 
[preview:TransylvanianTribunalOrientation.jpg]

preview:TransylvanianTribunalOrientation.jpg]

== Fifth Edition

The tribunal is described to some extent in [[HoHTL]] 116, 114. 

== Hermetic Landscape

The canonic Transylvanian Tribunal has a small Hermetic presence, dominated by [[House Tremere]] but also including nearly half as many non-House magi. See [[HoH]] 116. 

Only one covenant, [[Coeris]], is described - but other large and small Tremere covenatns are alluded to. 

For non-Canonic covenants, see [[Transy
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206462220</unix>
						<iso>2008-03-25 17:23:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
The '''Transylvanian Tribunal''' is the [[Regional Tribunal]] that includes modern-day Romania, Hungary, Slovakia, and the other Balkan states south up to Albenia, Macedonia, and northern Bulgaria. 
[preview:TransylvanianTribunalOrientation.jpg]

== Fifth Edition

The tribunal is described to some extent in [[HoHTL]] 116, 114. 

== Hermetic Landscape

The canonic Transylvanian Tribunal has a small Hermetic presence, dominated by [[House Tremere]] but also including nearly half as many non-House magi. See [[HoHTLTL]] 116. 

Only one covenant, [[Coeris]], is described - but other large and small Tremere covenatns are alluded to. 

For non-Canonic covenants, see [[Transylvanian Sagas]].

== Other References

* [[??
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1234957253</unix>
						<iso>2009-02-18 12:40:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added Lycaneum</comment>
					<text><![CDATA[
The '''Transylvanian Tribunal''' is the [[Regional Tribunal]] that includes modern-day Romania, Hungary, Slovakia, and the other Balkan states south up to Albenia, Macedonia, and northern Bulgaria. 
[preview:TransylvanianTribunalOrientation.jpg]

== Fifth Edition

The tribunal is described to some extent in [[HoHTL]] 116, 114. 

== Hermetic Landscape

The canonic Transylvanian Tribunal has a small Hermetic presence, dominated by [[House Tremere]] but also including nearly half as many non-House magi. See [[HoHTL]] 116. 

Only one covenant, [[Coeris]], is described - but other large and small Tremere covenants are alluded to. These include Lycaneun, the House's source of amber.These include Lycaneun, the House's source of amber.

For non-Canonic covenants, see [[T
]]></text>
				</version>
			</history>
		</page>
		<page node="257">
			<name>tribune</name>
			<title>Tribune</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206437591</unix>
						<iso>2008-03-25 10:33:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The speaker for [[House Tremere]] at Tribunal, usually the [[Exarch]] or a magus appointed by him.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206437613</unix>
						<iso>2008-03-25 10:33:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>reference</comment>
					<text><![CDATA[
The speaker for [[House Tremere]] at Tribunal, usually the [[Exarch]] or a magus appointed by him. [[HoHTL]] 117.
]]></text>
				</version>
			</history>
		</page>
		<page node="258">
			<name>exarch</name>
			<title>Exarch</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206437752</unix>
						<iso>2008-03-25 10:35:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Tremere]] magus overseeing's the Houses affairs in one or more tribunals. See [[HoHTL]] 121.
]]></text>
				</version>
			</history>
		</page>
		<page node="259">
			<name>vexillation</name>
			<title>Vexillation</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206437803</unix>
						<iso>2008-03-25 10:36:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A group of Tremere magi with a given task, often with support of Companions or magi of other Houses. [[HoHTL]] 121, 122.
]]></text>
				</version>
			</history>
		</page>
		<page node="26">
			<name>libellus</name>
			<title>Libellus</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200102010</unix>
						<iso>2008-01-12 02:40:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM4]], Libellus is a [[Covenant | covenant]] in the [[Stonehenge Tribunal]].    It is the setting for the downloadable Fourth Edition quick-start scenario, [[Promises, Promises]].

= References

* Libellus is described on p. 125 of [[Heirs to Merlin]]
* Download [[Promises, Promises]] from http://www.atlas-games.com/pdf_storage/promises.pdf
]]></text>
				</version>
			</history>
		</page>
		<page node="260">
			<name>legatus</name>
			<title>Legatus</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206437839</unix>
						<iso>2008-03-25 10:37:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
body
]]></text>
				</version>
			</history>
		</page>
		<page node="261">
			<name>secutor</name>
			<title>Secutor</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206437940</unix>
						<iso>2008-03-25 10:39:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A role within the [[Tremere]] hierarchy, won by [[Certamen]], that serves to mitigate Certamen challenges over the role of [[Primus]]. [[HoHTL]] [[??]]
]]></text>
				</version>
			</history>
		</page>
		<page node="262">
			<name>conciliarius</name>
			<title>Conciliarius</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438025</unix>
						<iso>2008-03-25 10:40:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Conciliarius are [[Tremere]] magi that own their own sigils, and meet in the Decennial meetings of the House. See [[HoHTL]] 118.
]]></text>
				</version>
			</history>
		</page>
		<page node="263">
			<name>ghost</name>
			<title>Ghost</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438159</unix>
						<iso>2008-03-25 10:42:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Ghosts in Ars Magica can belong to any of the [[Realms of Power]]. Some explanations on ghosts, and sample ghosts, are given at [[HoHTL]] 126-129.
]]></text>
				</version>
			</history>
		</page>
		<page node="264">
			<name>shadow_owl</name>
			<title>Shadow Owl</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438218</unix>
						<iso>2008-03-25 10:43:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A magical creature used by [[House Tremere]]. See [[HoHTL]] 130.
]]></text>
				</version>
			</history>
		</page>
		<page node="265">
			<name>fire_hawk</name>
			<title>Fire Hawk</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438245</unix>
						<iso>2008-03-25 10:44:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A magical creature used by [[House Tremere]]. See [[HoHTL]] 130.
]]></text>
				</version>
			</history>
		</page>
		<page node="266">
			<name>griffin_vulture</name>
			<title>Griffin Vulture</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438284</unix>
						<iso>2008-03-25 10:44:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A magical creature used by [[House Tremere]]. Mentioned on [[HoHTL]] 130.
]]></text>
				</version>
			</history>
		</page>
		<page node="267">
			<name>certamen_reputation</name>
			<title>Certamen Reputation</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Rules</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438371</unix>
						<iso>2008-03-25 10:46:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Reputation]] related to performance in [[Certamen]]. See [[HoHTL]] 134.
]]></text>
				</version>
			</history>
		</page>
		<page node="268">
			<name>certamen_school</name>
			<title>Certamen School</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Rules</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438509</unix>
						<iso>2008-03-25 10:48:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Variants on the core way of performing [[Certamen]], introudced in [[HoHTL]]. They include the school of the Gladiator, Andabatus, Besiarius (employed by [[House Bjornaer]]), Bone-Biting, Charon, Essedarius, Gladiatrix, Hoplomachus. Laquerius , Provocator, Pumulius , Retiarius, Saggitarius, Scissor, and Velitus. See [[HoHTL]] 135-139.
]]></text>
				</version>
			</history>
		</page>
		<page node="269">
			<name>dhampir</name>
			<title>Dhampir</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438677</unix>
						<iso>2008-03-25 10:51:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Supernatural Virtue]] described in [[HoHTL]] 141.
]]></text>
				</version>
			</history>
		</page>
		<page node="27">
			<name>nigrasaxa</name>
			<title>Nigrasaxa</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200102185</unix>
						<iso>2008-01-12 02:43:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM4]], Nigrasaxa is a [[Covenant | covenant]] in the [[Stonehenge Tribunal]].  It is the setting for the free, downloadable Fourth Edition scenario of the same name.

= References

* Nigrasaxa is described briefly in [[Heirs to Merlin]], pp. 125-126
* An illustration of the covenant building appears on p. 126 of [[Heirs to Merlin]]
* Download the Nigrasaxa scenario from http://www.atlas-games.com/pdf_storage/nigrasaxa.pdf
]]></text>
				</version>
			</history>
		</page>
		<page node="270">
			<name>folk_dancer</name>
			<title>Folk Dancer</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438722</unix>
						<iso>2008-03-25 10:52:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Supernatural Virtue]] described in [[HoHTL]] 142.
]]></text>
				</version>
			</history>
		</page>
		<page node="271">
			<name>samovily_blood</name>
			<title>Samovily Blood</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438830</unix>
						<iso>2008-03-25 10:53:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A variant of [[Faerie Blood]] introduced in [[HoHTL]] 142.
]]></text>
				</version>
			</history>
		</page>
		<page node="272">
			<name>mythic_blood_zmey</name>
			<title>Mythic Blood Zmey</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438899</unix>
						<iso>2008-03-25 10:54:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Hermetic Virtue]] introduced in [[HoHTL]] 143, a variant of [[Mythic Blood]].
]]></text>
				</version>
			</history>
		</page>
		<page node="273">
			<name>leadworker</name>
			<title>Leadworker</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206438967</unix>
						<iso>2008-03-25 10:56:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] introduced in [[HoHTL]] 143 available to [[Tremere]] magi.
]]></text>
				</version>
			</history>
		</page>
		<page node="274">
			<name>harenarius</name>
			<title>Harenarius</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206439074</unix>
						<iso>2008-03-25 10:57:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] introduced in [[HoHTL]], related to [[Certamen]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206439149</unix>
						<iso>2008-03-25 10:59:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added page number</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] introduced in [[HoHTL]] 143, related to [[Certamen]].
]]></text>
				</version>
			</history>
		</page>
		<page node="275">
			<name>nyktophylax</name>
			<title>Nyktophylax</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206439123</unix>
						<iso>2008-03-25 10:58:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] introduced in [[HoHTL]] 143.
]]></text>
				</version>
			</history>
		</page>
		<page node="276">
			<name>iberian_tribunal</name>
			<title>Iberian Tribunal</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206439346</unix>
						<iso>2008-03-25 11:02:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>brief note</comment>
					<text><![CDATA[
Large [[Tremere]] covenant/s mentioned in [[HoHTL]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1234957592</unix>
						<iso>2009-02-18 12:46:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>P115</comment>
					<text><![CDATA[
Large [[Tremere]] covenant/s mentioned in [[HoHTL]] 115.
]]></text>
				</version>
			</history>
		</page>
		<page node="277">
			<name>roman_tribunal</name>
			<title>Roman Tribunal</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206439438</unix>
						<iso>2008-03-25 11:03:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>brief note</comment>
					<text><![CDATA[
Large [[Tremere]] covenant/s mentioned in [[HoHTL]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206457767</unix>
						<iso>2008-03-25 16:09:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>orientation map added</comment>
					<text><![CDATA[
[preview:RomanTribunalOrientation.jpg]
Large [[Tremere]] covenant/s mentioned in [[HoHTL]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1234957610</unix>
						<iso>2009-02-18 12:46:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>115</comment>
					<text><![CDATA[
[preview:RomanTribunalOrientation.jpg]
Large [[Tremere]] covenant/s mentioned in [[HoHTL]] 115.
]]></text>
				</version>
			</history>
		</page>
		<page node="278">
			<name>thebes_tribunal</name>
			<title>Thebes Tribunal</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206439766</unix>
						<iso>2008-03-25 11:09:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>brief note</comment>
					<text><![CDATA[
A large [[Tremere]] covenant is alluded to in [[HoHTL]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206457544</unix>
						<iso>2008-03-25 16:05:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>orientation map added</comment>
					<text><![CDATA[
A large [[Tremere]] covenant is alluded to in [[HoHTL]].
[preview:ThebesTribunalOrientation.jpg]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1221629746</unix>
						<iso>2008-09-17 07:35:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Erebos</comment>
					<text><![CDATA[
A large [[Tremere]] covenant is alluded to in [[HoHTL]].
[preview:ThebesTribunalOrientation.jpg]

The covenant of [[Erebos]] is mentioned in [[AM]] 52, containing several Perdo specialists and located near an ancient sanctuary of the [[Cult of Hecate]] in the Cambunian Mountains. They are in conflict with the [[Daughters of Erichto]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1234957893</unix>
						<iso>2009-02-18 12:51:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>115</comment>
					<text><![CDATA[
A large [[Tremere]] covenant is alluded to in [[HoHTL]] 115 115.
[preview:ThebesTribunalOrientation.jpg]

The covenant of [[Erebos]] is mentioned in [[AM]] 52, containing several Perdo specialists and located near an ancient sanctuary of the [[Cult of Hecate]] in the Cambunian Mountains. They are in conflict with the [[Daughters of Ericht
]]></text>
				</version>
			</history>
		</page>
		<page node="279">
			<name>vulgar_parent</name>
			<title>Parens</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206450546</unix>
						<iso>2008-03-25 14:09:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Parens''' (plural, '''parentes''') is the Latin word for "parent."  After a [[ Magus | magus]] completes [[Apprentice | apprenticeship]], he or she refers to his or her former master as "parens."

Parens is a gender-neutral term.  Magi usually prefer the terms '''pater''' ("father") or '''mater''' ("mother"), as appropriate, to refer to a specific magus.

A magus generally thinks of his or her parens in much the same way [[Mundane | mundanes]] think of their parents.  Magi often have little or no relationship with their natural parents (whom they call [[Vulgar Parent | "vulgar parents"]]) once apprenticeship begins.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206450673</unix>
						<iso>2008-03-25 14:11:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Made Vulgar Parents into a section</comment>
					<text><![CDATA[
'''Parens''' (plural, '''parentes''') is the Latin word for "parent."  After a [[ Magus | magus]] completes [[Apprentice | apprenticeship]], he or she refers to his or her former master as "parens."

Parens is a gender-neutral term.  Magi usually prefer the terms '''pater''' ("father") or '''mater''' ("mother"), as appropriate, to refer to a specific magus.

A magus generally thinks of his or her parens in much the same way [[Mundane | mundanes]] think of their parents.  

=Vulgar Parents



=Vulgar Parents

Magi often have little or no relationship with their natural paren'''vulgar parents''' ' once apprenticeship begin

Members of [[House Jerbiton]] and some [[Tradition | traditions]] of [[House Ex Miscellanea]] are more likely than other magi to maintain relationships with their vulgar parents.
]]></text>
				</version>
			</history>
		</page>
		<page node="28">
			<name>schola_pythagoranis</name>
			<title>Schola Pythagoranis</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200102278</unix>
						<iso>2008-01-12 02:44:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM4]], Scholae Pythagoranis is a a covenant of scholarly and philosophical magi, located in the [[Stonehenge Tribunal]].

= References

* [[Heirs to Merlin]], pp. 126-127
]]></text>
				</version>
			</history>
		</page>
		<page node="280">
			<name>tremere</name>
			<title>Tremere</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206452552</unix>
						<iso>2008-03-25 14:42:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term *Tremere* refers to one of the following unambiguous entities:

* [[Tremere the Founder]]
* [[House Tremere]]
* A single [[Magus|magus]] in his role as a member of [[House Tremere]]
]]></text>
				</version>
			</history>
		</page>
		<page node="281">
			<name>tremere_the_founder</name>
			<title>Tremere the Founder</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206463532</unix>
						<iso>2008-03-25 17:45:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Founder|Founders]] of the [[Order of Hermes]], who founded [[House Tremere]]. He nearly dominated the early Order but was removed from power by the [[Sundering]], and is seen as a somewhat sinister figure in the modern Order. See [[HoHTL]] [[??]].
]]></text>
				</version>
			</history>
		</page>
		<page node="282">
			<name>certamen</name>
			<title>Certamen</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Rules</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206464787</unix>
						<iso>2008-03-25 18:06:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Certamen''' is a form of magical duel used by [[Magus | magi]] to settle disputes.  

=Mechanics

The mechanics for certamen have existed since [[ArM1]].  In [[ArM5]], the basic mechanics of certamen were re-designed to more closely parallel the combat rules.

=Certamen in Hermetic Society

In [[Hermetic Society]], certamen is used to resolve both formal and informal disputes.  The outcome of a certamen is considered final and legally binding according to the [[Peripheral Code]].

=To-Do

A lot more is needed here, including

* Description of the phantasms
* Comments on legal traditions e.g. how Arts are chosen, no repeat challenges
* Comparison of ArM5 mechanics to ArM4
* Links to Certamen alternatives and house rules incl. diceless certamen at Durenmar

(Serf's Parma -- Andrew)

=Etymology

The name is Latin for "duel."  The correct Latin plural form would be ''certamina'', but ArM [[Canon | canon]] prefers an Anglicized usage where "certamen" is both singular and plural.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206516858</unix>
						<iso>2008-03-26 08:34:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added TL reference</comment>
					<text><![CDATA[
'''Certamen''' is a form of magical duel used by [[Magus | magi]] to settle disputes.  

=Mechanics

The mechanics for certamen have existed since [[ArM1]].  In [[ArM5]], the basic mechanics of certamen were re-designed to more closely parallel the combat rules.

=Certamen in Hermetic Society

In [[Hermetic Society]], certamen is used to resolve both formal and informal disputes.  The outcome of a certamen is considered final and legally binding according to the [[Peripheral Code]]. The legal status of Certamen is discussed on [[HoHTL]] 55. The legal status of Certamen is discussed on [[HoHTL]] 55.

=To-Do

A lot more is needed here, including

* Description of the phantasms
* Comments on legal traditions e.g. how Arts are chosen, no repeat challenges
* Comparison of ArM5 mechanics to ArM4
* Links to Certamen alternatives and house rules incl. diceless certamen at Durenmar

(Serf's Parma -- Andrew)

=Etymology

The name is Latin for "duel."  The correct Latin plural form would be ''certamina'', but ArM [[Canon | canon]] prefers an Ang
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206527307</unix>
						<iso>2008-03-26 11:28:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link to David Chart's alternative rules</comment>
					<text><![CDATA[
'''Certamen''' is a form of magical duel used by [[Magus | magi]] to settle disputes.  

=Mechanics

The mechanics for certamen have existed since [[ArM1]].  In [[ArM5]], the basic mechanics of certamen were re-designed to more closely parallel the combat rules.

=Certamen in Hermetic Society

In [[Hermetic Society]], certamen is used to resolve both formal and informal disputes.  The outcome of a certamen is considered final and legally binding according to the [[Peripheral Code]]. The legal status of Certamen is discussed on [[HoHTL]] 55.

=To-Do

A lot more is needed here, including

* Description of the phantasms
* Comments on legal traditions e.g. how Arts are chosen, no repeat challenges
* Comparison of ArM5 mechanics to ArM4
* Links to Certamen alternatives and house rules incl. diceless certamen at Durenmar and [[http://www.geocities.com/Area51/Vault/4947/armcertamen.html|David Chart's]] and [[http://www.geocities.com/Area51/Vault/4947/armcertamen.html|David Chart's]]

(Serf's Parma -- Andrew)

=Etymology

The name is Latin for "duel."  The correct Latin plural form would be ''certamina'', but ArM [[Canon |
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1269301907</unix>
						<iso>2010-03-23 00:51:47</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated Geocities link</comment>
					<text><![CDATA[
'''Certamen''' is a form of magical duel used by [[Magus | magi]] to settle disputes.  

=Mechanics

The mechanics for certamen have existed since [[ArM1]].  In [[ArM5]], the basic mechanics of certamen were re-designed to more closely parallel the combat rules.

=Certamen in Hermetic Society

In [[Hermetic Society]], certamen is used to resolve both formal and informal disputes.  The outcome of a certamen is considered final and legally binding according to the [[Peripheral Code]]. The legal status of Certamen is discussed on [[HoHTL]] 55.

=To-Do

A lot more is needed here, including

* Description of the phantasms
* Comments on legal traditions e.g. how Arts are chosen, no repeat challenges
* Comparison of ArM5 mechanics to ArM4
* Links to Certamen alternatives and house rules incl. [[http://www.durenmar.de/articles/dcertamen.html | diceless certamen]] at Durenmar and [[http://www.davidchart.com/ArM/Old/armhome.html|David Chart's]]


=Etymology

The name is Latin for "duel."  The correct Latin plural form would be ''certamina'', but ArM prefers an Anglicized usage where "certamen" is both singular and plural.
]]></text>
				</version>
			</history>
		</page>
		<page node="283">
			<name>hermetic_law</name>
			<title>Hermetic Law</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206465020</unix>
						<iso>2008-03-25 18:10:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Hermetic law is founded in the [[Hermetic Oath]] and its interpretation through the [[Tribunal|Tribunals]]. It consists of the [[Code of Hermes]] itself, plus the body of case law as emodied in the [[Peripheral Code]]. The [[Regional Tribunal|Regional Tribunals]] serve as courts, with the [[Grand Tribunal]] serving as a supreme court. [[Quaesitor|Quaesitors]] serve as legal counsel, official investigators, and even field-judges on emergencies.

The application of Hermetic Law is hierarchical. The supreme authority is the [[Code of Hermes]] as interpreted by the [[First Tribunal]] and [[Grand Tribunal|Grand Tribunals]] in their [[Peripheral Code]]. The lesser [[Regional Tribunal|regional Tribunals]] determine their own laws in their own [[Peripheral Code]], subject to this higher authority. Maintaining this principle is the task of the [[Presiding Quaesitor]] of the Tribunal.

All laws are determined and enforced by [[Tribunal]] sessions. The attending magi vote on any proposed new laws and on the merits of any case and any due punishment. If time is of importance, a [[Quaesitor]] can render summary judgment but it needs to be ratified by the next Tribunal session.

===References

* The process of bringing a case to trial and the surounding legalities and customs are detailed in [[HoHTL]] [[??]]. 
* See also the rules on [[Debate]] on [[HoHS]] [[??]].
]]></text>
				</version>
			</history>
		</page>
		<page node="284">
			<name>initiation</name>
			<title>Initiation</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206511110</unix>
						<iso>2008-03-26 06:58:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM5]], a character can be '''Initiated''' into a [[Mystery]], allowing him the benefits of the [[Outer Mystery|Outer]] or [[Inner Mystery]]. This is done by following an [[Initiation Script]] administered by a [[Mystagogue]]. This generally involves a [[Cult Lore]] or [[House Lore]] [[Ability|ability]].

===References

* [[TMRE]] [[??]]
* A summary of the basic rules can be found in [[HoHMC]] 4-5. This treatment does not give the full amount of options and detail [[TMRE]] does.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1221424502</unix>
						<iso>2008-09-14 22:35:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page numers</comment>
					<text><![CDATA[
In [[ArM5]], a character can be '''Initiated''' into a [[Mystery]], allowing him the benefits of the [[Outer Mystery|Outer]] or [[Inner Mystery]]. This is done by following an [[Initiation Script]] administered by a [[Mystagogue]]. This generally involves a [[Cult Lore]] or [[House Lore]] [[Ability|ability]].

===References

* [[TMRE]] 9-18 A summary of the basic rules can be found in [[HoHMC]] 4-5. This treatment does not give the full amount of options and detail [[TMRE]] does.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1221424778</unix>
						<iso>2008-09-14 22:39:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>a bit more</comment>
					<text><![CDATA[
In [[ArM5]], a character can be '''Initiated''' into a [[Mystery]], allowing him the benefits of the [[Outer Mystery|Outer]] or [[Inner Mystery]]. This is done by following an [[Initiation Script]] administered by a [[Mystagogue]]. This generally involves a [[Cult Lore]] or [[House Lore]] [[Ability|ability]], and generally involves and Ordeal, Quest, or Sacrifice. Initiation is a [[Seasonal Activity]] for the purposes of seasonal character advancement ([[TMRE]] 11), but is intended to be played through. and generally involves and Ordeal, Quest, or Sacrifice. Initiation is a [[Seasonal Activity]] for the purposes of seasonal character advancement ([[TMRE]] 11), but is intended
]]></text>
				</version>
			</history>
		</page>
		<page node="285">
			<name>bjornaer_the_founder</name>
			<title>Bjornaer the Founder</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Character</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206511747</unix>
						<iso>2008-03-26 07:09:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Founder|Founders]] of the [[Order of Hermes]], who founded [[House Bjornaer]].

===References

* The founder is mentioned on [[ArM5]] [[??]]
* A more detailed biography is given on [[HoHMC]] 7-8.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1266928298</unix>
						<iso>2010-02-23 13:31:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added correct Fifth Edition name, info on past editions, filled in missing reference</comment>
					<text><![CDATA[
One of the [[Founder|Founders]] of the [[Order of Hermes]], the [[maga]] who founded [[House Bjornaer]].  She comes from a shape-shifting tradition of wizards from northern Germany.

In [[ArM5]], the actual name of the Founder is Birna.  ''Bjornear'' is an adjective meaning, "of Birna."

= Previous Editions

In [[ArM2]] through [[ArM4]], the name of the Founder of House Bjornaer was always given as "Bjornaer" rather than "Birna."  She was sometimes referred to as "Bjornaer of the Many Shapes," a sobriquet that is never used in [[ArM5]].

=References

* The founder is mentioned on [[ArM5]] page 11
* A more detailed biography is given on [[HoHMC]] pages 7-8.
]]></text>
				</version>
			</history>
		</page>
		<page node="286">
			<name>vis</name>
			<title>Vis</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="9">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206744859</unix>
						<iso>2008-03-28 23:54:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Most often, the term *vis* (lat. force, power, strength; pronounced _wees_) refers to [[Raw Vis|raw vis]], magical power given shape, the physical manifestation of magical essence. Less frequently, it refers to processed vis, the magical energy that has been woven into magical items.

In game terms, vis comes in distinctive measurement units. Depending on the quantity, vis is measured in [[Pawn|pawns]], _rooks_, and _queens_, with 10 [[Pawn|pawns]] yielding 1 rook, and 10 rooks making a queen.

A pawn of vis is always associated with one of the 15 [[Arts]], and to achieve or support a magical effect, spontaneously as well as while performing lab work, it usually takes vis of the kind, that is [[Art]], the magical effect is based on.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1217892407</unix>
						<iso>2008-08-05 01:26:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>References added.</comment>
					<text><![CDATA[
= Synopsis

Most often, the term *vis* (lat. force, power, strength; pronounced _wees_) refers to [[Raw Vis|raw vis]], magical power given shape, the physical manifestation of magical essence. Less frequently, it refers to processed vis, the magical energy that has been woven into magical items.

= Quantification

cal items.

= Quantification

In game terms, vis comes in distinctive measurement units. Depending on the quantity, vis is measured in [[Pawn|pawns]], _rooks_, and _queens_, with 10 [[Pawn|pawns]] yielding 1 rook, and 10 rooks making a queen.

A pawn of vis is always associated with one of the 15 [[Arts]], and to achieve or support a magical effect, spontaneously as well as while performing lab work, it usually takes vis of the kind, that is [[Art]], t

= References

* [[ArM5]] p. *80*, 82 (spellcasting), 94 (lab), 165 (lab), 190 (vis sources), 192 (in creatures).
* [[RoPI]] p. 18 ([[Infernal]] vis).
* [[RoPM]] p. 7 (fluid vis), p. 119.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268498489</unix>
						<iso>2010-03-13 17:41:29</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Interim save</comment>
					<text><![CDATA[
'''Vis''' (a Latin word meaning "force, power, or strength", pronounced ''vis'') the the name Hermetic [[Magic Theory]] gives to the essence of magical power.  Magi speak of three kinds of vis: fluid, raw, and "cooked."



= Raw Vis = 

= Fluid Vis =

Most often, the term '''vis''' (Latin for "force, power, strength"; pronounced ''wees'') refers to [[Raw Vis|raw vis]], magical power given shape, the physical manifestation of magical essence. Less frequently, it refers to processed vis, the magical energy that has been woven into magical items.

= Quantification

In game terms, vis comes in distinctive measurement units. Depending on the quantity, vis is measured in [[Pawn|pawns]], _rooks_, and _queens_, with 10 [[Pawn|pawns]] yielding 1 rook, and 10 rooks making a queen.

A pawn of vis is always associated with one of the 15 [[Arts]], and to achieve or support a magical effect, spontaneously as well as while performing lab work, it usually takes vis of the kind, that is [[Art]], the magical effect is based on.


The stuff of magic, '''Raw Vis''' can greatly boost [[Magus|magi]]'s spells and allow them to do magical feats that would otherwise be impossible. Magi treasure and trade raw vis much like [[Mundane|mundanes]] do gold.

===References

* Vis trade and loands are discussed in [[HoHTL]] 84-87.




= References

* [[ArM5]] p. '''80''', 82 (spellcasting), 94 (lab), 165 (lab), 190 (vis sources), 192 (in creatures).
* [[RoPI]] p. 18 ([[Infernal]] vis).
* [[RoPM]] p. 7 (fluid vis), p. 119.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268502154</unix>
						<iso>2010-03-13 18:42:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Consolidated &quot;raw vis&quot; to here.</comment>
					<text><![CDATA[
'''Vis''' (a Latin word meaning "force, power, or strength", pronounced ''vis'') the the name Hermetic [[Magic Theory]] gives to the essence of magical power. Magi speak of three kinds of vis: fluid, raw, and processed or "cooked" vis.

{{toc}}

= Raw Vis = 

Most often, the term '''vis''' (Latin for "force, power, strength"; pronounced ''wees'') refers to '''raw vis''', magical power given shape.  It is the physical manifestation of magical essence.  When the word "vis" is used without an adjective, it almost always refers to raw vis.

As the stuff of magic, '''Raw Vis''' can be used in powerful [[ritual spell | ritual spells]] and allows [[magus | magi]] to do magical feats that would otherwise be impossible. Magi treasure and trade raw vis much like [[Mundane|mundanes]] do gold.

== Raw Vis and the Arts ==

Raw vis is always associated with one of the 15 [[Arts]], and to achieve or support a magical effect, spontaneously as well as while performing lab work, it usually takes vis of the kind, that is [[Art]], the magical effect is based on.

== Uses for Raw Vis ==

* Raw vis is required to create an [[enchanted item]] or [[talisman]]
* Raw vis is required to cast any [[ritual spell]]
* Vis can increase a magus's [[Casting Total]] for spells, which helps with [[Penetration]]
* Vis can improve a magus's performance in [[certamen]]
* Magi need raw vis to create a [[Longevity Ritual]]
* A magus can study vis in the laboratory to gain [[experience points]] in the Art with which the vis is associated
* In [[Fourth Edition]] and earlier, magi could use vis to [[vis boost | boost]] the [[Range]], [[Duration]], or [[Target]] of a spell 

== Raw Vis as a Commodity ==

In game terms, vis comes in distinctive measurement units. The smallest useful quantity of vis is called a [[pawn]].  Larger quantities are measured in [[rook|rooks]], and [[queen|queens]], with 10 yielding 1 rook, and 10 rooks making a queen.

The value of a pawn of vis varies but is at least equivalent to several pounds of silver: enough to buy an entire farm or to pay the wages of a master craftsman for a year.  Certain members of [[House Mercere]] make their living by brokering vis trades among magi: see page 87 of [[HoHTL]].

== Exceptional Raw Vis ==

[[Realms of Power: Magic]] introduces some exceptional forms of raw vis.

* [[Lesser Enchantment Vis]] acts like a naturally-occurring [[lesser enchanted device]]
* [[Spell-like Vis]] can be expended to create a magical effect similar to a [[formulaic spell | formulaic]] or [[ritual spell]]
* [[Dedicated Vis]] is especially useful for one type of activity, either casting spells, studying in the laboratory, or enchanting items

= Fluid Vis =



= Processed Vis =

Processed vis, the magical energy that has been woven into magical items.

= Related Topics

* [[Vis Source]]
* [[Game Balance]]


= References

* [[ArM5]] p. '''80''', 82 (spellcasting), 94 (lab), 165 (lab), 190 (vis sources), 192 (in creatures).
* [[RoPI]] p. 18 ([[Infernal]] vis).
* [[RoPM]] p. 7 (fluid vis), p. 119.
* Exceptional Vis, [[RoPM]] pages 119-123
* Vis trade and loans are discussed in [[HoHTL]] 84-87.
* The Price of Vis, [[Covenats book | Covenants]] page 69
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268502502</unix>
						<iso>2010-03-13 18:48:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Expanded, consolidated &quot;raw vis</comment>
					<text><![CDATA[
'''Vis''' (a Latin word meaning "force, power, or strength", pronounced ''vis'') the the name Hermetic [[Magic Theory]] gives to the essence of magical power. Magi speak of three kinds of vis: fluid, raw, and processed or "cooked" vis.

{{toc}}

= Raw Vis = 

Most often, the term '''vis''' (Latin for "force, power, strength"; pronounced ''wees'') refers to '''raw vis''', magical power given shape.  It is the physical manifestation of magical essence.  When the word "vis" is used without an adjective, it almost always refers to raw vis.

As the stuff of magic, '''Raw Vis''' can be used in powerful [[ritual spell | ritual spells]] and allows [[magus | magi]] to do magical feats that would otherwise be impossible. Magi treasure and trade raw vis much like [[Mundane|mundanes]] do gold.

== Raw Vis and the Arts ==

Raw vis is always associated with one of the 15 [[Arts]], and to achieve or support a magical effect, spontaneously as well as while performing lab work, it usually takes vis of the kind, that is [[Art]], the magical effect is based on.

== Uses for Raw Vis ==

* Raw vis is required to create an [[enchanted item]] or [[talisman]]
* Raw vis is required to cast any [[ritual spell]]
* Vis can increase a magus's [[Casting Total]] for spells, which helps with [[Penetration]]
* Vis can improve a magus's performance in [[certamen]]
* Magi need raw vis to create a [[Longevity Ritual]]
* A magus can study vis in the laboratory to gain [[experience points]] in the Art with which the vis is associated
* In [[Fourth Edition]] and earlier, magi could use vis to [[vis boost | boost]] the [[Range]], [[Duration]], or [[Target]] of a spell 

== Raw Vis as a Commodity ==

In game terms, vis comes in distinctive measurement units. The smallest useful quantity of vis is called a [[pawn]].  Larger quantities are measured in [[rook|rooks]], and [[queen|queens]], with 10 yielding 1 rook, and 10 rooks making a queen.

The value of a pawn of vis varies but is at least equivalent to several pounds of silver: enough to buy an entire farm or to pay the wages of a master craftsman for a year.  Certain members of [[House Mercere]] make their living by brokering vis trades among magi: see page 87 of [[HoHTL]].

== Exceptional Raw Vis ==

[[Realms of Power: Magic]] introduces some exceptional forms of raw vis.

* [[Lesser Enchantment Vis]] acts like a naturally-occurring [[lesser enchanted device]]
* [[Spell-like Vis]] can be expended to create a magical effect similar to a [[formulaic spell | formulaic]] or [[ritual spell]]
* [[Dedicated Vis]] is especially useful for one type of activity, either casting spells, studying in the laboratory, or enchanting items

= Fluid Vis =

Fluid vis is pure magical energy without physical form (in contrast to raw vis, which manifests in physical objects).  Magi manipulate fluid vis to power their spells. Although fluid vis is important in the fictional [[magic theory]] of the game, it is rarely referred to in the rules and is used mostly for flavor.  For example, an unusually high concentration of fluid vis causes a magical [[aura]].

= Processed Vis =

Processed vis is the magical energy that has been woven into magical items.  Once the vis has been used processed into an enchantment, it can't be converted back into raw form.  Processed vis cannot be re-used for any other purpose.

= Related Topics

* [[Vis Source]]
* [[Game Balance]]

= References

* [[ArM5]] p. '''80''', 82 (spellcasting), 94 (lab), 165 (lab), 190 (vis sources), 192 (in creatures).
* [[RoPI]] p. 18 ([[Infernal]] vis).
* [[RoPM]] p. 7 (fluid vis), p. 119.
* Exceptional Vis, [[RoPM]] pages 119-123
* Vis trade and loans are discussed in [[HoHTL]] 84-87.
* The Price of Vis, [[Covenants book | Covenants]] page 69
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1268502604</unix>
						<iso>2010-03-13 18:50:04</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed missing heading</comment>
					<text><![CDATA[
'''Vis''' (a Latin word meaning "force, power, or strength", pronounced ''vis'') the the name Hermetic [[Magic Theory]] gives to the essence of magical power. Magi speak of three kinds of vis: fluid, raw, and processed or "cooked" vis.

{{ toc }}

= Raw Vis =

Most often, the term '''vis''' (Latin for "force, power, strength"; pronounced ''wees'') refers to '''raw vis''', magical power given shape.  It is the physical manifestation of magical essence.  When the word "vis" is used without an adjective, it almost always refers to raw vis.

As the stuff of magic, '''Raw Vis''' can be used in powerful [[ritual spell | ritual spells]] and allows [[magus | magi]] to do magical feats that would otherwise be impossible. Magi treasure and trade raw vis much like [[Mundane|mundanes]] do gold.

== Raw Vis and the Arts ==

Raw vis is always associated with one of the 15 [[Arts]], and to achieve or support a magical effect, spontaneously as well as while performing lab work, it usually takes vis of the kind, that is [[Art]], the magical effect is based on.

== Uses for Raw Vis ==

* Raw vis is required to create an [[enchanted item]] or [[talisman]]
* Raw vis is required to cast any [[ritual spell]]
* Vis can increase a magus's [[Casting Total]] for spells, which helps with [[Penetration]]
* Vis can improve a magus's performance in [[certamen]]
* Magi need raw vis to create a [[Longevity Ritual]]
* A magus can study vis in the laboratory to gain [[experience points]] in the Art with which the vis is associated
* In [[Fourth Edition]] and earlier, magi could use vis to [[vis boost | boost]] the [[Range]], [[Duration]], or [[Target]] of a spell 

== Raw Vis as a Commodity ==

In game terms, vis comes in distinctive measurement units. The smallest useful quantity of vis is called a [[pawn]].  Larger quantities are measured in [[rook|rooks]], and [[queen|queens]], with 10 yielding 1 rook, and 10 rooks making a queen.

The value of a pawn of vis varies but is at least equivalent to several pounds of silver: enough to buy an entire farm or to pay the wages of a master craftsman for a year.  Certain members of [[House Mercere]] make their living by brokering vis trades among magi: see page 87 of [[HoHTL]].

== Exceptional Raw Vis ==

[[Realms of Power: Magic]] introduces some exceptional forms of raw vis.

* [[Lesser Enchantment Vis]] acts like a naturally-occurring [[lesser enchanted device]]
* [[Spell-like Vis]] can be expended to create a magical effect similar to a [[formulaic spell | formulaic]] or [[ritual spell]]
* [[Dedicated Vis]] is especially useful for one type of activity, either casting spells, studying in the laboratory, or enchanting items

= Fluid Vis =

Fluid vis is pure magical energy without physical form (in contrast to raw vis, which manifests in physical objects).  Magi manipulate fluid vis to power their spells. Although fluid vis is important in the fictional [[magic theory]] of the game, it is rarely referred to in the rules and is used mostly for flavor.  For example, an unusually high concentration of fluid vis causes a magical [[aura]].

= Processed Vis =

Processed vis is the magical energy that has been woven into magical items.  Once the vis has been used processed into an enchantment, it can't be converted back into raw form.  Processed vis cannot be re-used for any other purpose.

= Related Topics

* [[Vis Source]]
* [[Game Balance]]

= References

* [[ArM5]] p. '''80''', 82 (spellcasting), 94 (lab), 165 (lab), 190 (vis sources), 192 (in creatures).
* [[RoPI]] p. 18 ([[Infernal]] vis).
* [[RoPM]] p. 7 (fluid vis), p. 119.
* Exceptional Vis, [[RoPM]] pages 119-123
* Vis trade and loans are discussed in [[HoHTL]] 84-87.
* The Price of Vis, [[Covenants book | Covenants]] page 69
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1268867462</unix>
						<iso>2010-03-18 00:11:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Slight editing of intro</comment>
					<text><![CDATA[
'''Vis''' (Latin for "force, power, strength"; pronounced ''wees'') is the the name [[magus|magi]] give to the essence of magical power. They speak of three kinds of vis: fluid, raw, and processed or "cooked" vis.

{{ toc }}

= Raw Vis =

When the word "vis" is used without an adjective, it almost always refers to '''raw vis''': magical power given physical shape.  Raw vis is the manifestation, or some would say the residue, of pure magic. 

As the stuff of magic, '''Raw Vis''' can be used in powerful [[ritual spell | ritual spells]] and allows [[magus | magi]] to do magical feats that would otherwise be impossible. Magi treasure and trade raw vis much like [[Mundane|mundanes]] do gold.

== Raw Vis and the Arts ==

Raw vis is always associated with one of the 15 [[Arts]], and to achieve or support a magical effect, spontaneously as well as while performing lab work, it usually takes vis of the kind, that is [[Art]], the magical effect is based on.

== Uses for Raw Vis ==

* Raw vis is required to create an [[enchanted item]] or [[talisman]]
* Raw vis is required to cast any [[ritual spell]]
* Vis can increase a magus's [[Casting Total]] for spells, which helps with [[Penetration]]
* Vis can improve a magus's performance in [[certamen]]
* Magi need raw vis to create a [[Longevity Ritual]]
* A magus can study vis in the laboratory to gain [[experience points]] in the Art with which the vis is associated
* In [[Fourth Edition]] and earlier, magi could use vis to [[vis boost | boost]] the [[Range]], [[Duration]], or [[Target]] of a spell 

== Raw Vis as a Commodity ==

In game terms, vis comes in distinctive measurement units. The smallest useful quantity of vis is called a [[pawn]].  Larger quantities are measured in [[rook|rooks]], and [[queen|queens]], with 10 yielding 1 rook, and 10 rooks making a queen.

The value of a pawn of vis varies but is at least equivalent to several pounds of silver: enough to buy an entire farm or to pay the wages of a master craftsman for a year.  Certain members of [[House Mercere]] make their living by brokering vis trades among magi: see page 87 of [[HoHTL]].

== Exceptional Raw Vis ==

[[Realms of Power: Magic]] introduces some exceptional forms of raw vis.

* [[Lesser Enchantment Vis]] acts like a naturally-occurring [[lesser enchanted device]]
* [[Spell-like Vis]] can be expended to create a magical effect similar to a [[formulaic spell | formulaic]] or [[ritual spell]]
* [[Dedicated Vis]] is especially useful for one type of activity, either casting spells, studying in the laboratory, or enchanting items

= Fluid Vis =

Fluid vis is pure magical energy without physical form (in contrast to raw vis, which manifests in physical objects).  Magi manipulate fluid vis to power their spells. Although fluid vis is important in the fictional [[magic theory]] of the game, it is rarely referred to in the rules and is used mostly for flavor.  For example, an unusually high concentration of fluid vis causes a magical [[aura]].

= Processed Vis =

Processed vis is the magical energy that has been woven into magical items.  Once the vis has been used processed into an enchantment, it can't be converted back into raw form.  Processed vis cannot be re-used for any other purpose.

= Related Topics

* [[Vis Source]]
* [[Game Balance]]

= References

* [[ArM5]] p. '''80''', 82 (spellcasting), 94 (lab), 165 (lab), 190 (vis sources), 192 (in creatures).
* [[RoPI]] p. 18 ([[Infernal]] vis).
* [[RoPM]] p. 7 (fluid vis), p. 119.
* Exceptional Vis, [[RoPM]] pages 119-123
* Vis trade and loans are discussed in [[HoHTL]] 84-87.
* The Price of Vis, [[Covenants book | Covenants]] page 69
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1270380971</unix>
						<iso>2010-04-04 13:36:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>other realms</comment>
					<text><![CDATA[
'''Vis''' (Latin for "force, power, strength"; pronounced ''wees'') is the the name [[magus|magi]] give to the essence of magical power. They speak of three kinds of vis: fluid, raw, and processed or "cooked" vis.

{{ toc }}

= Raw Vis =

When the word "vis" is used without an adjective, it almost always refers to '''raw vis''': magical power given physical shape.  Raw vis is the manifestation, or some would say the residue, of pure magic. 

As the stuff of magic, '''Raw Vis''' can be used in powerful [[ritual spell | ritual spells]] and allows [[magus | magi]] to do magical feats that would otherwise be impossible. Magi treasure and trade raw vis much like [[Mundane|mundanes]] do gold.

== Raw Vis and the Arts ==

Raw vis is always associated with one of the 15 [[Arts]], and to achieve or support a magical effect, spontaneously as well as while performing lab work, it usually takes vis of the kind, that is [[Art]], the magical effect is based on.

== Uses for Raw Vis ==

* Raw vis is required to create an [[enchanted item]] or [[talisman]]
* Raw vis is required to cast any [[ritual spell]]
* Vis can increase a magus's [[Casting Total]] for spells, which helps with [[Penetration]]
* Vis can improve a magus's performance in [[certamen]]
* Magi need raw vis to create a [[Longevity Ritual]]
* A magus can study vis in the laboratory to gain [[experience points]] in the Art with which the vis is associated
* In [[Fourth Edition]] and earlier, magi could use vis to [[vis boost | boost]] the [[Range]], [[Duration]], or [[Target]] of a spell 

== Raw Vis as a Commodity ==

In game terms, vis comes in distinctive measurement units. The smallest useful quantity of vis is called a [[pawn]].  Larger quantities are measured in [[rook|rooks]], and [[queen|queens]], with 10 yielding 1 rook, and 10 rooks making a queen.

The value of a pawn of vis varies but is at least equivalent to several pounds of silver: enough to buy an entire farm or to pay the wages of a master craftsman for a year.  Certain members of [[House Mercere]] make their living by brokering vis trades among magi: see page 87 of [[HoHTL]].

== Exceptional Raw Vis ==

[[Realms of Power: Magic]] introduces some exceptional forms of raw vis.

* [[Lesser Enchantment Vis]] acts like a naturally-occurring [[lesser enchanted device]]
* [[Spell-like Vis]] can be expended to create a magical effect similar to a [[formulaic spell | formulaic]] or [[ritual spell]]
* [[Dedicated Vis]] is especially useful for one type of activity, either casting spells, studying in the laboratory, or enchanting items

Raw vis from other [[Realms of Power]] also has exceptional properties. 
* Holy vis, associated with the Divine Realm, is more unstable and can draw the attention of angels and cause miraculous, unintended, effects. It is unclear whether raw vis drawn from Divine creatures constitutes holy vis, or ordinary raw vis.
* Infernal vis is unstable and dangerous to use, but can be very potent, especially in the hands of someone associated with the Infernal Realm.

= Fluid Vis =

Fluid vis is pure magical energy without physical form (in contrast to raw vis, which manifests in physical objects).  Magi manipulate fluid vis to power their spells. Although fluid vis is important in the fictional [[magic theory]] of the game, it is rarely referred to in the rules and is used mostly for flavor.  For example, an unusually high concentration of fluid vis causes a magical [[aura]].

= Processed Vis =

Processed vis is the magical energy that has been woven into magical items.  Once the vis has been used processed into an enchantment, it can't be converted back into raw form.  Processed vis cannot be re-used for any other purpose.

= Related Topics

* [[Vis Source]]
* [[Game Balance]]

= References

* [[ArM5]] p. '''80''', 82 (spellcasting), 94 (lab), 165 (lab), 190 (vis sources), 192 (in creatures).
* [[RoPI]] p. 18 ([[Infernal]] vis).
* [[RoPM]] p. 7 (fluid vis), p. 119.
* Exceptional Vis, [[RoPM]] pages 119-123
* Vis trade and loans are discussed in [[HoHTL]] 84-87.
* The Price of Vis, [[Covenants book | Covenants]] page 69
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1270381166</unix>
						<iso>2010-04-04 13:39:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>RoPD reference</comment>
					<text><![CDATA[
'''Vis''' (Latin for "force, power, strength"; pronounced ''wees'') is the the name [[magus|magi]] give to the essence of magical power. They speak of three kinds of vis: fluid, raw, and processed or "cooked" vis.

{{ toc }}

= Raw Vis =

When the word "vis" is used without an adjective, it almost always refers to '''raw vis''': magical power given physical shape.  Raw vis is the manifestation, or some would say the residue, of pure magic. 

As the stuff of magic, '''Raw Vis''' can be used in powerful [[ritual spell | ritual spells]] and allows [[magus | magi]] to do magical feats that would otherwise be impossible. Magi treasure and trade raw vis much like [[Mundane|mundanes]] do gold.

== Raw Vis and the Arts ==

Raw vis is always associated with one of the 15 [[Arts]], and to achieve or support a magical effect, spontaneously as well as while performing lab work, it usually takes vis of the kind, that is [[Art]], the magical effect is based on.

== Uses for Raw Vis ==

* Raw vis is required to create an [[enchanted item]] or [[talisman]]
* Raw vis is required to cast any [[ritual spell]]
* Vis can increase a magus's [[Casting Total]] for spells, which helps with [[Penetration]]
* Vis can improve a magus's performance in [[certamen]]
* Magi need raw vis to create a [[Longevity Ritual]]
* A magus can study vis in the laboratory to gain [[experience points]] in the Art with which the vis is associated
* In [[Fourth Edition]] and earlier, magi could use vis to [[vis boost | boost]] the [[Range]], [[Duration]], or [[Target]] of a spell 

== Raw Vis as a Commodity ==

In game terms, vis comes in distinctive measurement units. The smallest useful quantity of vis is called a [[pawn]].  Larger quantities are measured in [[rook|rooks]], and [[queen|queens]], with 10 yielding 1 rook, and 10 rooks making a queen.

The value of a pawn of vis varies but is at least equivalent to several pounds of silver: enough to buy an entire farm or to pay the wages of a master craftsman for a year.  Certain members of [[House Mercere]] make their living by brokering vis trades among magi: see page 87 of [[HoHTL]].

== Exceptional Raw Vis ==

[[Realms of Power: Magic]] introduces some exceptional forms of raw vis.

* [[Lesser Enchantment Vis]] acts like a naturally-occurring [[lesser enchanted device]]
* [[Spell-like Vis]] can be expended to create a magical effect similar to a [[formulaic spell | formulaic]] or [[ritual spell]]
* [[Dedicated Vis]] is especially useful for one type of activity, either casting spells, studying in the laboratory, or enchanting items

Raw vis from other [[Realms of Power]] also has exceptional properties. 
* Holy vis, associated with the Divine Realm, is more unstable and can draw the attention of angels and cause miraculous, unintended, effects. It is unclear whether raw vis drawn from Divine creatures constitutes holy vis, or ordinary raw vis.
* Infernal vis is unstable and dangerous to use, but can be very potent, especially in the hands of someone associated with the Infernal Realm.

= Fluid Vis =

Fluid vis is pure magical energy without physical form (in contrast to raw vis, which manifests in physical objects).  Magi manipulate fluid vis to power their spells. Although fluid vis is important in the fictional [[magic theory]] of the game, it is rarely referred to in the rules and is used mostly for flavor.  For example, an unusually high concentration of fluid vis causes a magical [[aura]].

= Processed Vis =

Processed vis is the magical energy that has been woven into magical items.  Once the vis has been used processed into an enchantment, it can't be converted back into raw form.  Processed vis cannot be re-used for any other purpose.

= Related Topics

* [[Vis Source]]
* [[Game Balance]]

= References

* [[ArM5]] p. '''80''', 82 (spellcasting), 94 (lab), 165 (lab), 190 (vis sources), 192 (in creatures).
* [[RoPI]] p. 18 ([[Infernal]] vis).
* [[RoPD]] p. 69 (Holy vis)
* [[RoPM]] p. 7 (fluid vis), p. 119.
* Exceptional Vis, [[RoPM]] pages 119-123
* Vis trade and loans are discussed in [[HoHTL]] 84-87.
* The Price of Vis, [[Covenants book | Covenants]] page 69
]]></text>
				</version>
			</history>
		</page>
		<page node="287">
			<name>pawn</name>
			<title>Pawn</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206744915</unix>
						<iso>2008-03-28 23:55:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Measurement unit for [[Vis|vis]] in [[Hermetic]] context.
]]></text>
				</version>
			</history>
		</page>
		<page node="288">
			<name>size</name>
			<title>Size</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207382665</unix>
						<iso>2008-04-05 10:04:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Size''' is a statistic in Ars Magica indicating the oveall weight and bulk of the character or creature. A normal person has Size 0, but people can be as large as Size +2.

Size is described as related to volume ([[ArM5]] 192), with +3 Size implying x10 Volume. It is also described as related to weight and mass ([[HoHMC]] 39), but modified for physical volume (''Ibid.'', birds).

===References

* The core size table and guideliens are at [[ArM5]] 192 (further discussion on [[ArM5]] 18).
* An extended (and slightly modified) table is on [[HoHMC]] 39.
]]></text>
				</version>
			</history>
		</page>
		<page node="289">
			<name>harmonists_and_wilderists</name>
			<title>Wilderists and Harmonists</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206512462</unix>
						<iso>2008-03-26 07:21:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Two factions with radically differing views on how to deal with [[Mundane Encroachment|mundane encroachment]] and the invasion of the [[Dominion]]. '''Wilderists''' ("Feritarii") hold that it should be handled by force, while '''Harmonists''' ("Concordiarii") that it should be handled diplomatically. The camps are associated with [[House Bjornaer]].

===References

* The first description of the camps was in [[GotF]] [[??]].
* The positions and debate are described in [[HoHMC]] 11, with the history of the two camps given on [[HoHMC]] 9-10.
]]></text>
				</version>
			</history>
		</page>
		<page node="29">
			<name>semitae</name>
			<title>Semitae</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200102331</unix>
						<iso>2008-01-12 02:45:31</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM4]], Semitae is a wandering covenant that travels throughout the [[Stonehenge Tribunal]].

= References

* [[Heirs to Merlin]], pp. 128-130
]]></text>
				</version>
			</history>
		</page>
		<page node="290">
			<name>mastered_spell_special_ability</name>
			<title>Mastered Spell Special Ability</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206792215</unix>
						<iso>2008-03-29 13:03:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM5]], [[Spell Mastery]] is a special family of Abilities.  There is one Ability for each formulaic or ritual [[Spell]].

For each rank in [[Spell Mastery]], the magus may choose one '''special ability''' that improves the way he can cast that spell.  Each special ability offers a different benefit, usually a variation on the standard [[Spell | spellcasting]] rules.

=Mastered Spell Special Abilities in ArM5

The following special abilities are available to any caster:

* Fast Casting, [[ArM5]] 87
* Imperturbable Casting, [[HoHS]] 33
* Magic Resistance, [[ArM5]] 87
* [[Multiple Casting]], [[ArM5]] 87
* Obfuscated Casting, [[HoHS]] 34
* Penetration, [[ArM5]] 87
* Precise Casting, [[HoHS]] 33
* Quick Casting, [[HoHS]] 34
* Quiet Casting, [[ArM5]] 87
* Still Casting, [[ArM5]] 87

==Cult of Mercury Abilities

The [[Cult of Mercury]] teaches certain exclusive spell mastery abilities to its members:

* Adaptive Casting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* [[Ceremonial Casting]], [[HoHTL]] 99, reprinted [[TMRE]] 38 and [[HoHS]] 34
* Disguised Casting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* Lab Mastery, [[HoHTL]] 100, reprinted [[HoHS]] 34
* Learn From Mistakes, [[HoHTL]] 100, reprinted [[HoHS]] 34
* Stalwart Casting, [[HoHTL]] 100, reprinted [[HoHS]] 34

==Mutantes Abilities

The [[Mutantes]] can learn additional spell mastery special abilities that simulate the Virtues of their lineage:

* [[Boosted Casting]], [[HoHTL]] 99
* [[Harnessed Casting]], [[HoHTL]] 99
* [[Tethered Casting]], [[HoHTL]] 100

=Previous Editions

Mastered spell special abilities were introduced in ArM5.  In previous editions, spell mastery existed, but the rules didn't confer any special variations on the effects of the spell.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1211615367</unix>
						<iso>2008-05-24 09:49:27</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
In [[ArM5]], [[Spell Mastery]] is a special family of Abilities.  There is one Ability for each formulaic or ritual [[Spell]].

For each rank in [[Spell Mastery]], the magus may choose one '''special ability''' that improves the way he can cast that spell.  Each special ability offers a different benefit, usually a variation on the standard [[Spell | spellcasting]] rules.

=Mastered Spell Special Abilities in ArM5

The following special abilities are available to any caster:

* Fast Casting, [[ArM5]] 87
* Imperturbable Casting, [[HoHS]] 33
* Magic Resistance, [[ArM5]] 87
* [[Multiple Casting]], [[ArM5]] 87
* Obfuscated Casting, [[HoHS]] 34
* Penetration, [[ArM5]] 87
* Precise Casting, [[HoHS]] 33
* Quick Casting, [[HoHS]] 34
* Quiet Casting, [[ArM5]] 87
* Still Casting, [[ArM5]] 87
* Unraveling, [[HoHS]] 129, used within the [[Line of Pralix]]
* Rebuttal, [[HoHS]] 129, used within the [[Line of Pralix]]

==Cult of Mercury Abilities

The [[Cult of Mercury]] teaches certain exclusive spell mastery abilities to its members:

* Adaptive Casting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* [[Ceremonial Casting]], [[HoHTL]] 99, reprinted [[TMRE]] 38 and [[HoHS]] 34; note that this ability has escaped the Cult's clutches, and is "spreading quickly through [[House Jerbiton]]" ([[HoHS]] 60).
* asting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* [[Ceremonial Casting]], [[HoHTL]] 99, reprinted [[TMRE]] 38 and [[HoHS]] 34; note that this ability has escaped the Cult's clutches, and is "spreading quickly through [[House Jerbiton]]" ([[HoHS]] 60).
* Disguised Casting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* Lab Mastery, [[HoHTL]] 100, reprinted [[HoHS]] 34
* Learn From Mistakes, [[HoHTL]] 100, reprinted [[HoHS]] 34
* Stalwart Casting, [[HoHTL]] 100, reprinted [[HoHS]] 34

==Mutantes Abilities

The [[Mutantes]] can learn additional spell mastery special abilities that simulate the Virtues of their lineage:

* [[Boosted Casting]], [[HoHTL]] 99
* [[Harnessed Casting]], [[HoH
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1216573105</unix>
						<iso>2008-07-20 18:58:25</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
In [[ArM5]], [[Spell Mastery]] is a special family of Abilities.  There is one Ability for each formulaic or ritual [[Spell]].

For each rank in [[Spell Mastery]], the magus may choose one '''special ability''' that improves the way he can cast that spell.  Each special ability offers a different benefit, usually a variation on the standard [[Spell | spellcasting]] rules.

=Mastered Spell Special Abilities in ArM5

The following special abilities are available to any caster:

* Fast Casting, [[ArM5]] 87
* Imperturbable Casting, [[HoHS]] 33
* Magic Resistance, [[ArM5]] 87
* [[Multiple Casting]], [[ArM5]] 87
* Obfuscated Casting, [[HoHS]] 34
* Penetration, [[ArM5]] 87
* Precise Casting, [[HoHS]] 33
* Quick Casting, [[HoHS]] 34
* Quiet Casting, [[ArM5]] 87
* Still Casting, [[ArM5]] 87
* Apotropaic Mastery, [[RoPI]] 122
* Apotropaic Mastery, [[RoPI]] 122
* Unraveling, [[HoHS]] 129, used within the [[Line of Pralix]]
* Rebuttal, [[HoHS]] 129, used within the [[Line of Pralix]]

==Cult of Mercury Abilities

The [[Cult of Mercury]] teaches certain exclusive spell mastery abilities to its members:

* Adaptive Casting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* [[Ceremonial Casting]], [[HoHTL]] 99, reprinted [[TMRE]] 38 and [[HoHS]] 34; note that this ability has escaped the Cult's clutches, and is "spreading quickly through [[House Jerbiton]]" ([[HoHS]] 60).
* Disguised Casting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* Lab Mastery, [[HoHTL]] 100, reprinted [[HoHS]] 34
* Learn From Mistakes, [[HoHTL]] 100, reprinted [[HoHS]] 34
* Stalwart Casting, [[HoHTL]] 100, reprinted [[HoHS]] 34

==Mutantes Abilities

The [[Mutantes]] can learn additional spell mastery special abilities that simulate the Virtues of their lineage:

* [[Boosted Casting]], [[HoHTL]] 99
* [[Harnessed Casting]], [[HoHTL]] 99
* [[T=Quaesitorial

Quaesitorial training allows access to a new spell mastery special ability,
* [[Acute Sense]], [[HoHTL]] 71

=ethered Casting]], [[HoHTL]] 100

==Quaesitorial

Quaesitorial training allows access to a new spell mastery special ability,
* [[Acute Sense]], [[HoHTL]] 71

=Previous Editions

Mastered spell special
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1216573175</unix>
						<iso>2008-07-20 18:59:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added Acute Sense &amp; Apotropaic Mastery</comment>
					<text><![CDATA[
In [[ArM5]], [[Spell Mastery]] is a special family of Abilities.  There is one Ability for each formulaic or ritual [[Spell]].

For each rank in [[Spell Mastery]], the magus may choose one '''special ability''' that improves the way he can cast that spell.  Each special ability offers a different benefit, usually a variation on the standard [[Spell | spellcasting]] rules.

=Mastered Spell Special Abilities in ArM5

The following special abilities are available to any caster:

* Fast Casting, [[ArM5]] 87
* Imperturbable Casting, [[HoHS]] 33
* Magic Resistance, [[ArM5]] 87
* [[Multiple Casting]], [[ArM5]] 87
* Obfuscated Casting, [[HoHS]] 34
* Penetration, [[ArM5]] 87
* Precise Casting, [[HoHS]] 33
* Quick Casting, [[HoHS]] 34
* Quiet Casting, [[ArM5]] 87
* Still Casting, [[ArM5]] 87
* Apotropaic Mastery, [[RoPI]] 122
* Unraveling, [[HoHS]] 129, used within the [[Line of Pralix]]
* Rebuttal, [[HoHS]] 129, used within the [[Line of Pralix]]

==Cult of Mercury Abilities

The [[Cult of Mercury]] teaches certain exclusive spell mastery abilities to its members:

* Adaptive Casting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* [[Ceremonial Casting]], [[HoHTL]] 99, reprinted [[TMRE]] 38 and [[HoHS]] 34; note that this ability has escaped the Cult's clutches, and is "spreading quickly through [[House Jerbiton]]" ([[HoHS]] 60).
* Disguised Casting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* Lab Mastery, [[HoHTL]] 100, reprinted [[HoHS]] 34
* Learn From Mistakes, [[HoHTL]] 100, reprinted [[HoHS]] 34
* Stalwart Casting, [[HoHTL]] 100, reprinted [[HoHS]] 34

==Mutantes Abilities

The [[Mutantes]] can learn additional spell mastery special abilities that simulate the Virtues of their lineage:

* [[Boosted Casting]], [[HoHTL]] 99
* [[Harnessed Casting]], [[HoHTL]] 99
* [[Tethered Casting]], [[HoHTL]] 100

==Quaesitorial

Quaesitorial training allows access to a new spell mastery special ability,


* [[Acute Sense]], [[HoHTL]] 71

=Previous Editions

Mastered spell special abilities were introduced in ArM5.  In previous editions, spell mastery existed, but the rules didn't confer any special variations on the effects of the spell
]]></text>
				</version>
			</history>
		</page>
		<page node="291">
			<name>house_jerbiton</name>
			<title>House Jerbiton</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206793037</unix>
						<iso>2008-03-29 13:17:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''House Jerbiton''' is one of the twelve [[Houses of Hermes]].  It is a [[Societas]] whose members are concerned with the mundane world: typically the arts, but also scholarship and politics (though the latter interest goes somewhat against the spirit of the [[Code of Hermes]]).

In [[ArM5]] [[Canon | canon]], House Jerbiton tries to recruit [[Apprentice | apprentices]] from the noble classes.  The House's members often have the [[The Gift | Gentle Gift]] so they can more easily socialize with [[Mundane | mundanes]].  Note that these are tendencies or trends, not universal characteristics of the House.  In some players' [[Saga | sagas]], [[The Gift]] is rare enough that apprentices are always hard to find -- under those circumstances, Jerbiton magi can't afford to turn away an apprentice due to common birth or lack of the Gentle Gift.

=References

* [[ArM5]] 12
* [[HoHS]] 39-70 describes House Jerbiton in detail 

=See Also

* [[Jerbiton the Founder]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209746241</unix>
						<iso>2008-05-02 18:37:21</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''House Jerbiton''' is one of the twelve [[Houses of Hermes]].  It is a [[Societas]] whose members are concerned with the mundane world: typically the arts, but also scholarship and politics (though the latter interest goes somewhat against the spirit of the [[Code of Hermes]]). Its [[Domus Magna|domus magna]] is [[Valnastium]], in the [[Greater Alps Tribunal]]. Its [[Domus Magna|domus magna]] is [[Valnastium]], in the [[Greater Alps Tribunal]].

In [[ArM5]] [[Canon | canon]], House Jerbiton tries to recruit [[Apprentice | apprentices]] from the noble classes.  The House's members often have the [[The Gift | Gentle Gift]] so they can more easily socialize with [[Mundane | mundanes]].  Note that these are tendencies or trends, not universal characteristics of the House.  In some players' [[Saga | sagas]], [[The Gift]] is rare enough that apprentices are always hard to find -- under those circumstances, Jerbiton magi can't afford to turn away an a.
* [[HoHS]] 39-70, written by [[Timothy Ferguson]], describes House Jerbiton in detail.

t.

=References

* [[ArM5]] 12.
* [[H.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1253208993</unix>
						<iso>2009-09-17 19:36:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Quae pulchra, placent."" (Beauty is all that pleases)|
|Symbol:|Banner on rooftop of tower|
|[[Primus]]:|[[Andru]] [[filius]] [[Astrolabe]]|
|[[Domus Magna]]:|[[Valnastium]]|

'''House Jerbiton''' is one of the twelve [[Houses of Hermes]].  It is a [[Societas]] whose members are concerned with the mundane world: typically the arts, but also scholarship and politics (though the latter interest goes somewhat against the spirit of the [[Code of Hermes]]). Its [[Domus Magna|domus magna]] is [[Valnastium]], in the [[Greater Alps Tribunal]].

In [[ArM5]] [[Canon | canon]], House Jerbiton tries to recruit [[Apprentice | apprentices]] from the noble classes.  The House's members often have the [[The Gift | Gentle Gift]] so they can more easily socialize with [[Mundane | mundanes]].  Note that these are tendencies or trends, not universal characteristics of the House.  In some players' [[Saga | sagas]], [[The Gift]] is rare enough that apprentices are always hard to find -- under those circumstances, Jerbiton magi can't afford to turn away an apprentice due to common birth or lack of the Gentle Gift.

=References

* [[ArM5]] 12.
* [[HoHS]] 39-70, written by [[Timothy Ferguson]], describes House Jerbiton in detail.

=See Also

* [[Jerbiton the Founder]].
]]></text>
				</version>
			</history>
		</page>
		<page node="292">
			<name>naming_conventions</name>
			<title>Naming Conventions in the Order of Hermes</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206819978</unix>
						<iso>2008-03-29 20:46:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
There is little information in [[Canon|canon]] regarding the naming conventions of [[Magus|magi]]. It appears that in general magi adopt Hermetic names upon finishing their [[Gauntlet]]. These are often names in Latin that relate to the magus' nature, heritage, purpose, or so on. The name needs to be claimed by the magus, but is subject to approval. [[??]] add note on Hermes in HoHTL Mercere.

[[HoHMC]] does mention notes on the naming conventions of [[Bjornaer]] magi ([[HoHMC]] 11).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209813063</unix>
						<iso>2008-05-03 13:11:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Tytalus names</comment>
					<text><![CDATA[
There is little information in [[Canon|canon]] regarding the naming conventions of [[Magus|magi]]. It appears that in general magi adopt Hermetic names upon finishing their [[Gauntlet]]. These are often names in Latin that relate to the magus' nature, heritage, purpose, or so on. The name needs to be claimed by the magus, but is subject to approval. [[Canon]] hints that the assembled magi approving the Gauntlet may determine the magus' Hermetic name (see the case of "Mutant" or "Triceres" in [[HoHTL]] 96). The [[Primus]] of [[House Tytalus]] also has the right to confer a magus' name, though it has deteriorated to mere approval (see [[HoHS]] 80).roving the Gauntlet may determine the magus' Hermetic name (see the case of "Mutant" or "Tri, and [[HoHS]] provides naming conventions for [[Tytalus]] magic
]]></text>
				</version>
			</history>
		</page>
		<page node="293">
			<name>bjornaer_clans</name>
			<title>Bjornaer Clans</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206820987</unix>
						<iso>2008-03-29 21:03:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Canon|canonic]] [[House Bjornaer]] is comprised of six '''Clans''', each serving a traditional role in the House and descended directly from [[Bjornaer the Founder|Bjornaer]] herself. Each clan teaches its own [[Inner Mystery|Inner Mysteries]] and its own viewpoints, within the framework of the House.

The six clans are clan Arelie, Ilfetu, Maruhs, Midusulf, Sirnas, and Wilkis.

===References

* [[HoHMC]] 11-14.
* See also [[Sept]]
]]></text>
				</version>
			</history>
		</page>
		<page node="294">
			<name>policy</name>
			<title>Policy</title>
			<language>en</language>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207186982</unix>
						<iso>2008-04-03 03:43:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
We ask [[Contributing|contributors]] to comply with a few simple policy rules.

=Don't Post Copyighted Material

Do not post [[http://www.copyright.gov/circs/circ1.html|copyrighted]] material to this site unless you happen to be the copyright holder, or can show explicit, written permission.  That includes maps, images, and the text of Ars Magica books.  Note that even though [[ArM4]] is available for free online, [[Atlas Games]] still owns the copyright.

Also, please don't bother the people at [[Atlas Games]] requesting permission to post this or that.  They already have an open invitation to [[Contributing|contribute]] any of their own copyrighted material they want to.

==Don't Hurt Ars Magica's Sales

We have a strict policy that '''content posted here must not duplicate or substitute for any Ars Magica product, past or present.''' Simply put, anything that could undercut sales of Ars Magica threatens the future of the product line. [[Atlas Games]] is a business and they need to sell enough books to earn a modest living. They have supported the fan community for years by steadily releasing new products; we feel they deserve our cooperation in return.

=Civility

It is all right to express opinions on this site. We're not trying to be completely objective (that's an unattainable ideal). Be careful to: 

# state opinions as opinions, not as facts; 
# remain respectful toward authors, other people's play styles, and opposing opinions. 

Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

==Controversial Topics

Second, the nature of [[Mythic Europe]] leads [[Ars Magica]] to deal with potentially controversial topics such as the Crusades, witch-burning, anti-Semitism, slavery, medieval attitudes toward gender, and so on.

Please do feel free to write about these topics, but write carefully.  Be sure to use the past tense: atrocities committed 800 years ago have little direct bearing on modern events.  Remember  that a lot of players enjoy [[Ars Magica]]   for the magic and fantasy, so don't get too hung up on [[Real History]].

Perhaps the best angle is to present the controversial topic in a matter-of-fact way, then go on to explain at length all the fun [[Story]] ideas it inspires.

==Content Guidelines

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page instead of referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books. Add examples, or suggestions on how to use something in play. Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* For long out-of-print material (ArM3 and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.
* Avoid writing detailed timelines of fictional events. Timelines of Hermetic history are included in several ArM5 books.

=Policy Enforcement

We don't expect there will be many problems, but if there are, our remedy (it can't really be called "justice") will be swift and, probably, unfair.  It's no fun to have to deal with policy violations, so don't expect a lot of patience or goodwill.

If you make what looks like an honest mistake, we'll send you e-mail saying where we think you went astray.  For blatant policy violations we can and will terminate accounts without bothering to give a warning, explanation, or second chance.  One day someone will be acting like a jerk, the next day he'll be banned for life.  It's that simple.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207218916</unix>
						<iso>2008-04-03 12:35:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to products</comment>
					<text><![CDATA[
We ask [[Contributing|contributors]] to comply with a few simple policy rules.

=Don't Post Copyighted Material

Do not post [[http://www.copyright.gov/circs/circ1.html|copyrighted]] material to this site unless you happen to be the copyright holder, or can show explicit, written permission.  That includes maps, images, and the text of Ars Magica books.  Note that even though [[ArM4]] is available for free online, [[Atlas Games]] still owns the copyright.

Also, please don't bother the people at [[Atlas Games]] requesting permission to post this or that.  They already have an open invitation to [[Contributing|contribute]] any of their own copyrighted material they want to.

==Don't Hurt Ars Magica's Sales

We have a strict policy that '''content posted here must not duplicate or substitute for any Ars Magica product, past or present.''' Simply put, anything that could undercut sales of Ars Magica threatens the future of the product line. [[Atlas Games]] is a business and they need to sell enough books to earn a modest living. They have supported the fan community for years by steadily releasing new [[Products|products]]ts|products]]; we feel they deserve our cooperation in return.

=Civility

It is all right to express opinions on this site. We're not trying to be completely objective (that's an unattainable ideal). Be careful to: 

# state opinions as opinions, not as facts; 
# remain respectful toward authors, other people's play styles, and opposing opinions. 

Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

==Controversial Topics

Second, the nature of [[Mythic Europe]] leads [[Ars Magica]] to deal with potentially controversial topics such as the Crusades, witch-burning, anti-Semitism, slavery, medieval attitudes toward gender, and so on.

Please do feel free to write about these topics, but write carefully.  Be sure to use the past tense: atrocities committed 800 years ago have little direct bearing on modern events.  Remember  that a lot of players enjoy [[Ars Magica]]   for the magic and fantasy, so don't get too hung up on [[Real History]].

Perhaps the best angle is to present the controversial topic in a matter-of-fact way, then go on to explain at length all the fun [[Story]] ideas it inspires.

==Content Guidelines

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page instead of referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books. Add examples, or suggestions on how to use something in play. Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* For long out-of-print material (ArM3 and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.
* Avoid writing detailed timelines of fictional events. Timelines of Hermetic history are included in several ArM5 books.

=Policy Enforcement

We don't expect there will be many problems, but if there are, our remedy (it can't really be called "justice") will be swift and, probably, unfair.  It's no fun to have to deal with policy violations, so don't expect a lot of patience or goodwill.

If you make what looks like an honest mistake, we'll send you e-mail saying where we think you went astray.  For blatant policy violations we can and will terminate accounts without bothering to give a warning, explanation, or second chance.  One day someone will be acting like a jerk, the next day he'll be banned for life.  It's
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230403523</unix>
						<iso>2008-12-27 19:45:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-wrote as a more length discussion of copyright</comment>
					<text><![CDATA[
Ars Magica is published by [[Atlas Games]].  Atlas holds all the copyrights to published Ars Magica material, and most of the trademarks.

Atlas Games encourages players to create Web sites and participate in the [Fan Community]], and have been very generous in their support of that community.  They do ask us (the community) to respect their copyrights.

=What is Copyright?

Copyright is a legal concept that makes the publishing industry possible.  Simply put, under copyright, a person or company (the copyright holder) has the exclusive right to make copies of a written work (such as a book, article, or Web site).  No one else can make copies of that work without the copyright holder's permission.

From the point of view of copyright law, electronic distribution -- posting to a Web site or even sending via e-mail -- is a form of publishing.  Posting copyrighted material to the Web or sending it by e-mail is a copyright violation.

Copyright laws vary from one country to another.  In case it matters, Ars Magica is published in the United States and is subject to U.S. copyright.

==Copyright References

The following references explain copyright in considerable detail:

* U.S. Copyright Office Basics: [[http://www.copyright.gov/circs/circ1.html]]
* Article on Copyright at Wikipedia: [[http://en.wikipedia.org/wiki/Copyright]]

==Trademarks

Trademarks are not the same as copyrights.  People often confuse the two.  Trademarks are a bit too complicated to explain here, but an excellent summary may be found at the U.S. Patent and Trademark Office: [[http://www.uspto.gov/web/offices/tac/doc/basic/]]

=Why Worry About Copyrights?

There are two reasons we worry about copyrights.

# We, the maintainers of this site, could get into trouble if copyright violations occur.  As a practical matter, any kind of legal trouble would probably cause this site to go off-line, permanently.  That would be a big loss to the community.
# Atlas Games is run by nice people, and they've asked us to be careful.  They are concerned that customers won't buy Ars Magica books if people can get the same information for free online.  It's in the best interest of Ars Magica fans if the game continues to be a profitable business for Atlas.

=How To Avoid Copyright Violations and Protect Atlas' Business

Do not post copyrighted material to this site unless you happen to be the copyright holder, or can show explicit, written permission.  That includes maps, images, and the text of Ars Magica books.  Note that even though [[ArM4]] is available for free online, [[Atlas Games]] still owns the copyright.

We can still make this site a useful resource by writing articles that act as a companion to the books.  We can write brief summaries explaining how a rule works or what a game concept is.  Don't quote whole paragraphs from the books.  Don't paraphrase in detail, either.  (Paraphrasing is not a clear copyright violation, but it could still potentially hurt Atlas' sales, so we don't do it.)  Keep articles about rules or [[Canon]] brief, and give references to the Ars Magica books instead of quoting from them.

Also, please don't bother the people at [[Atlas Games]] requesting permission to post this or that.  They already have an open invitation to [[Contributing|contribute]] any of their own copyrighted material they want to.  If it's not here, we can assume they don't want it here.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230403585</unix>
						<iso>2008-12-27 19:46:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Writers Guidelines</comment>
					<text><![CDATA[
Ars Magica is published by [[Atlas Games]].  Atlas holds all the copyrights to published Ars Magica material, and most of the trademarks.

Atlas Games encourages players to create Web sites and participate in the [Fan Community]], and have been very generous in their support of that community.  They do ask us (the community) to respect their copyrights.

=What is Copyright?

Copyright is a legal concept that makes the publishing industry possible.  Simply put, under copyright, a person or company (the copyright holder) has the exclusive right to make copies of a written work (such as a book, article, or Web site).  No one else can make copies of that work without the copyright holder's permission.

From the point of view of copyright law, electronic distribution -- posting to a Web site or even sending via e-mail -- is a form of publishing.  Posting copyrighted material to the Web or sending it by e-mail is a copyright violation.

Copyright laws vary from one country to another.  In case it matters, Ars Magica is published in the United States and is subject to U.S. copyright.

==Copyright References

The following references explain copyright in considerable detail:

* U.S. Copyright Office Basics: [[http://www.copyright.gov/circs/circ1.html]]
* Article on Copyright at Wikipedia: [[http://en.wikipedia.org/wiki/Copyright]]

==Trademarks

Trademarks are not the same as copyrights.  People often confuse the two.  Trademarks are a bit too complicated to explain here, but an excellent summary may be found at the U.S. Patent and Trademark Office: [[http://www.uspto.gov/web/offices/tac/doc/basic/]]

=Why Worry About Copyrights?

There are two reasons we worry about copyrights.

# We, the maintainers of this site, could get into trouble if copyright violations occur.  As a practical matter, any kind of legal trouble would probably cause this site to go off-line, permanently.  That would be a big loss to the community.
# Atlas Games is run by nice people, and they've asked us to be careful.  They are concerned that customers won't buy Ars Magica books if people can get the same information for free online.  It's in the best interest of Ars Magica fans if the game continues to be a profitable business for Atlas.

=How To Avoid Copyright Violations and Protect Atlas' Business

Do not post copyrighted material to this site unless you happen to be the copyright holder, or can show explicit, written permission.  That includes maps, images, and the text of Ars Magica books.  Note that even though [[ArM4]] is available for free online, [[Atlas Games]] still owns the copyright.

We can still make this site a useful resource by writing articles that act as a companion to the books.  We can write brief summaries explaining how a rule works or what a game concept is.  Don't quote whole paragraphs from the books.  Don't paraphrase in detail, either.  (Paraphrasing is not a clear copyright violation, but it could still potentially hurt Atlas' sales, so we don't do it.)  Keep articles about rules or [[Canon]] brief, and give references to the Ars Magica books instead of quoting from them.

Also, please don't bother the people at [[Atlas Games]] requesting permission to post this or that.  They already have an open invitation to [[Contributing|contribute]] any of their own copyrighted material they want to.  If it's not here, we can assume they don't want it here.

=Related Sites

* [[Writers Guidelines]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1234344028</unix>
						<iso>2009-02-11 10:20:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added an actual policy</comment>
					<text><![CDATA[
Ars Magica is published by [[Atlas Games]].  Atlas holds all the copyrights to published Ars Magica material, and most of the trademarks.

Atlas Games encourages players to create Web sites and participate in the [[Fan Community]], and have been very generous in their support of that community.  They do ask us (the community) to respect their copyrights.

=Our Policy: The Rights You Grant Us

By editing the pages of this site, adding files to it, or so on you agree to let this site publish these contributions. In the case this site or its URL are abandoned for any reason, you further allow any future sites of similar purposes, serving the Ars Magica fan community, to publish your contributions. In so doing you do not claim any right over Atlas Games' intellectual property, and commit that any use of such property is in good faith and should only be published subject to Atlas Games' permission. Note that Atlas Games has generously given this site the permission to make limited use of Ars Magica related intellectual property, as noted below.

===Our Policy: The Rights You Grant Us

By editing the pages of this site, adding files to it, or so on you agree to let this site publish these contributions. In the case this site or its URL are abandoned for any reason, you further allow any future sites of similar purposes, serving the Ars Magica fan community, to publish your contributions. In so doing you do not claim any right over Atlas Games' intellectual property, and commit that any use of such property is in good faith and should only be published subject to Atlas Games' permission. Note that Atlas Games has generously given this site the permission to make limited use of Ars Magica related intellectual property, as noted below.

==What is Copyright?

Copyright is a leg=Copyright References

The following references explain copyright in considerable detail:

* U.S. Copyright Office Basics: [[http://www.copyright.gov/circs/circ1.html]]
* Article on Copyright at Wikipedia: [[http://en.wikipedia.org/wiki/Copyright]]

===Trademarks

Trademarks are not the same as copyrights.  People often confuse the two.  Trademarks are a bit too complicated to explain here, but an excellent summary may be found at the U.S. Patent and Trademark Office: [[http://www.uspto.gov/web/offices/tac/doc/basic/]]

==Why Worry About Copyrights?

There are two reasons we worry about copyrights.

# We, the maintainers of this site, could get into trouble if copyright violations occur.  As a practical matter, any kind of legal trouble would probably cause this site to go off-line, permanently.  That would be a big loss to the community.
# Atlas Games is run by nice people, and they've asked us to be careful.  They are concerned that customers won't buy Ars Magica books if people can get the same information for free online.  It's in the best interest of Ars Magica fans if the game continues to be a profitable business for Atlas.

=Our Policy: Contribution Guidelines

c/doc/basic/]]

==Why Worry About Copyrights?

There are two reasons we worry about copyrights.

# We, the maintainers of this site, could get into trouble if copyright violations occur.  As a practical matter, any kind of legal trouble would probably cause this site to go off-line, permanently.  That would be a big loss to the community.
# Atlas Games is run by nice people, and they've asked us to be careful.  They are concerned that customers won't buy Ars Magica books if people can get the same information for free online.  It's in the best interest of Ars Magica fans if the game continues to be a profitable business for Atlas.

=Our Policy: Contribution Guidelines

Do not post copyrightedtext summarizing ru site unless you happen to be the copyright holder, or can show explicit, written permission.  That includes maps, images, and the text of Ars Magica books.  Note that even though [[ArM4]] is available for free online, [[Atlas Games]] still owns the copyright.

We can still make this site a useful resource by writing articles that act as a companion to the books.  We can write brief summaries explaining how a rule w
* [[Contributing]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1234959037</unix>
						<iso>2009-02-18 13:10:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>granting permission to modify</comment>
					<text><![CDATA[
Ars Magica is published by [[Atlas Games]].  Atlas holds all the copyrights to published Ars Magica material, and most of the trademarks.

Atlas Games encourages players to create Web sites and participate in the [[Fan Community]], and have been very generous in their support of that community.  They do ask us (the community) to respect their copyrights.

=Our Policy: The Rights You Grant Us

By editing the pages of this site, adding files to it, or so on you agree to let this site publish and modify these contributions. In the case this site or its URL are abandoned for any reason, you further allow similar rights to any future sites of similar purposes, serving the Ars Magica fan community. In so doing you do not claim any right over Atlas Games' intellectual property, and commit that any use of such property is in good faith and should only be published subject to Atlas Games' permission. Note that Atlas Games has generously given this site the permission to make limited use of Ars Magica related intellectual property.ght?

Copyright is a legal concept that makes the publishing industry possible.  Simply put, under copyright, a person or company (the copyright holder) has the exclusive right to make copies of a written work (such as a book, article, or Web site).  No one else can make copies of that work without the copyright holder's permission.

From the point of view of copyright law, electronic distribution -- posting to a Web site or even sending via e-mail -- is a form of publishing.  Posting copyrighted material to the Web or sending it by e-mail is a copyright violation.

Copyright laws vary from one country to another.  In case it matters, Ars Magica is published in the United States and is subject to U.S. copyright.

===Copyright References

The following references explain copyright in considerable detail:

* U.S. Copyright Office Basics: [[http://www.copyright.gov/circs/circ1.html]]
* Article on Copyright at Wikipedia: [[http://en.wikipedia.org/wiki/Copyright]]

===Trademarks

Trademarks are not the same as copyrights.  People often confuse the two.  Trademarks are a bit too complicated to explain here, but an excellent summary may be found at the U.S. Patent and Trademark Office: [[http://www.uspto.gov/web/offices/tac/doc/basic/]]

==Why Worry About Copyrights?

There are two reasons we worry about copyrights.

# We, the maintainers of this site, could get into trouble if copyright violations occur.  As a practical matter, any kind of legal trouble would probably cause this site to go off-line, permanently.  That would be a big loss to the community.
# Atlas Games is run by nice people, and they've asked us to be careful.  They are concerned that customers won't buy Ars Magica books if people can get the same information for free online.  It's in the best interest of Ars Magica fans if the game continues to be a profitable business for Atlas.

=Our Policy: Contribution Guidelines

Do not post copyrighted material to this site unless you happen to be the copyright holder, or can show explicit, written permission.  That includes maps, images, and the text of Ars Magica books.  Note that even though [[ArM4]] is available for free online, [[Atlas Games]] still owns the copyright.

We can still make this site a useful resource by writing articles that act as a companion to the books.  We can write brief summaries explaining how a rule works or what a game concept is.  Don't quote whole paragraphs from the books.  Don't paraphrase in detail, either.  (Paraphrasing is not a clear copyright violation, but it could still potentially hurt Atlas' sales, so we don't do it.)  Keep text summarizing rules or [[Canon]] brief, and give references to the Ars Magica books instead of quoting from them.

Also, please don't bother the people at [[Atlas Games]] requesting permission to post this or that.  They already have an open invitation to [[Contributing|contribute]] any of their own copyrighted material they want to.  If it's not here, we can assume they don't want it here.

=Related Sites

* [[Writers Guidelines]]
* [[Contributing]]
]]></text>
				</version>
			</history>
		</page>
		<page node="295">
			<name>gyongy</name>
			<title>Gyongy</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206821993</unix>
						<iso>2008-03-29 21:19:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Gyöngy was an ancient sorceress whose descendants joined the Order, with great power over dreams and an association with magpies. In [[ArM5]], her lineage is within [[House Bjornaer]]. 

===Previous Editions

[[The Mysteries]] describes the line within its chapter on Dream Magic.

===References

* [[HoHMC]] 15.
]]></text>
				</version>
			</history>
		</page>
		<page node="296">
			<name>bjornaer_council</name>
			<title>The Bjornaer Council</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206822375</unix>
						<iso>2008-03-29 21:26:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ruling body of [[House Bjornaer]], sitting in [[Crintera]]. 

===References

* The council was first mentioned in [[Canon]] in [[GotF]] [[??]], where ...
* [[HoHMC]] 15 provides details on the Council's membership, roles, and the manner of its appointment.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279200768</unix>
						<iso>2010-07-15 15:32:48</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The ruling body of [[House Bjornaer]], sitting in [[Crintera]]. 

===References

* The council was first mentioned in [[Canon]] in [[GotF]] [[xxx]], where ...
* [[HoHMC]] 15 provides details on the Council's membership, roles, and the manner of its appointment.
]]></text>
				</version>
			</history>
		</page>
		<page node="297">
			<name>gathering_of_twelve_years</name>
			<title>The Gathering of Twelve Years</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206822826</unix>
						<iso>2008-03-29 21:33:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The regular meeting of [[House Bjornaer]] in [[Crintera]]. It is where the [[Ritual of Twelve Years]] is performed, as well as other rites and customs that maintain the mystical and social coherence of the House.

===References

* The gathering is described in some detail on [[HoHMC]] 15-16.
]]></text>
				</version>
			</history>
		</page>
		<page node="298">
			<name>ritual_of_twelve_years</name>
			<title>The Ritual of Twelve Years</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206824007</unix>
						<iso>2008-03-29 21:53:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This is the secretive ritual through which one is [[Initiation|initiated] into the [[Outer Mystery]] of the [[Heartbeast]]. 

===References

* [[HoHMC]] 25-26, as well as 18.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206824027</unix>
						<iso>2008-03-29 21:53:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
This is the secretive ritual through which one is [[Initiation|initiated]]] into the [[Outer Mystery]] of the [[Heartbeast]]. 

===References

* [[HoHMC]] 25-26, as well as 18
]]></text>
				</version>
			</history>
		</page>
		<page node="299">
			<name>heartbeast</name>
			<title>Heartbeast</title>
			<language>en</language>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206824874</unix>
						<iso>2008-03-29 22:07:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Heartbeast''' is the name of the form all [[Bjornaer]] magi can take, each magus taking his own heartbeast. Most heartbeasts are those of noble animals, but some magi are rumored to have mythical, magical heartbeasts, or - even more rarely  plants.

===References

* [[ArM5]] [[??]]
* [[HoHMC]] 18-24 greatly expands the details of the Heartbeast, providing advice on choosing the heartbeast, and the statistics of the heartbeast form. (See also [[HoHMC]] 38-43 and the [[Book of Mundane Beasts]] [[??]] for animal statistics.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206947794</unix>
						<iso>2008-03-31 09:16:34</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The '''Heartbeast''' is the name of the form all [[Bjornaer]] magi can take, each magus taking his own heartbeast. Most heartbeasts are those of noble animals, but some magi are rumored to have mythical, magical heartbeasts, or - even more rarely  plants.

===References

* [[ArM5]] [[??]]
* [[HoHMC]] 18-24 greatly expands the details of the Heartbeast, providing advice on choosing the heartbeast, and the statistics of the heartbeast form. (See also [[HoHMC]] 38-43 and the [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beastsf_storage/ArM5Beasts.pdf|
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206998657</unix>
						<iso>2008-03-31 23:24:17</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The '''Heartbeast''' is the name of the form all [[Bjornaer]] magi can take, each magus taking his own heartbeast. Most heartbeasts are those of noble animals, but some magi are rumored to have mythical, magical heartbeasts, or - even more rarely  plants.

===References

* [[ArM5]] 91-92, 43. 43.
* [[HoHMC]] 18-24 greatly expands the details of the Heartbeast, providing advice on choosing the heartbeast, and the statistics of the heartbeast form. (See also [[HoHMC]] 38-43 and the [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beasts]] for animal statist
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1207380399</unix>
						<iso>2008-04-05 09:26:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>also Ability</comment>
					<text><![CDATA[
The '''Heartbeast''' is the name of the form all [[Bjornaer]] magi can take, each magus taking his own heartbeast. It is also the name of the [[Supernatural Ability]] these magi possess. It is also the name of the [[Supernatural Ability]] these magi possess. Most heartbeasts are those of noble animals, but some magi are rumored to have mythical, magical heartbeasts, or - even more rarely  plants.

===References

* [[ArM5]] 91-92, 43.
* [[HoHMC]] 18-24 greatly expands the details of the Heartbeast, providing advice on choosing the heartbeast, and the statistics of the heartbeast form. (See also [[HoHMC]] 38-43 and the [[http://www.atlas-games.com/pd 
* See also [[HoHMC]] 38 for the Ability, with special rules on how to learn it.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1207383357</unix>
						<iso>2008-04-05 10:15:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor edits</comment>
					<text><![CDATA[
The '''Heartbeast''' is the name of the form all [[Bjornaer]] magi can take, each magus taking his own heartbeast. It is also the name of the [[Supernatural Ability]] these magi possess. Most heartbeasts are those of noble [[Animal|animals]], but some magi are rumored to have mythical, magical heartbeasts, or - even more rarely - re rarely - plants.

===References

* [[ArM5]] 91-92, 43.
* [[HoHMC]] 18-24 greatly expands the details of the Heartbeast, providing advice on choosing the heartbeast, and the statistics of the heartbeast form. (See also [[HoHMC]] 38-43 and the [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beasts]] for animal)statistics.)
* See also [[HoHMC]] 38 for the Ability, with special rules on how
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1207383378</unix>
						<iso>2008-04-05 10:16:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
The '''Heartbeast''' is the name of the form all [[Bjornaer]] magi can take, each magus taking his own heartbeast. It is also the name of the [[Supernatural Ability]] these magi possess. Most heartbeasts are those of noble [[Animalss|animals]], but some magi are rumored to have mythical, magical heartbeasts, or - even more rarely - plants.

===References

* [[ArM5]] 91-92, 43.
* [[HoHMC]] 18-24 greatly expands the details of the Heartbeast, providing advice on choosing the heartbeast, and the statistics of the heartbeast form. (See also [[HoHMC]] 38-43 and the [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beasts]] for animal statistics.)
* See also [[HoHMC]] 38 for the Ability, with special rules on how to learn it
]]></text>
				</version>
			</history>
		</page>
		<page node="3">
			<name>editing_pages</name>
			<title>Editing Pages</title>
			<language>en</language>
			<tags>
				<tag>HermesWeb Project</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199584414</unix>
						<iso>2008-01-06 02:53:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This is a brief introduction on how to use the syntax of this [?CMS|Content Management System].

: Links to pages : Enclose the name pages you want to link to in double brackets, like in [@\[\[Lab Total\]\]].
: Links to external resources : Just include the [?URL|Universal Resource Locator] of an internet resource in your text to create a link to it, like [@http://www.atlas-games.com/].
: Alternate text in links : Use the vertical bar ([?AKA|also known as] pipe symbol) to provide alternate text that is displayed instead of the linked page name, like in [@\[\[Order of Hermes|The Order\]\]]. This also works for external resources, like with [@\[\[http://www.atlas-games.com/|Atlas Games\]\]].
: Lines and paragraphs : Unlike with most text processors, a new paragraph is introduced by _two_ line feeds (carriage return key) instead of just one. A single line feed evokes a line break, which is not the same as a new paragraph. Example:

!First paragraph.
!
!Second paragraph.
!
!Third paragraph.
!Something that belongs to this paragraph, but starts in a new line.

: Text blocks : Like paragraphs, everything separated by two line feeds introduces a new text block, an environmental context. There are no double line feeds necessary within a block. In fact, it would break the current context and start a new one, be it a paragraph, a bullet list, or a table.
: Lists and enumerations : Unsorted bullet lists start with an asterisk ([@*]) at the beginning of a line. Ordered lists start with a plus sign at the beginning of a line.

!* Something.
!* Something more.
!
!+ First list item
!+ Second list item

: Descriptions and definitions : Definitions of terms start with a colon at the beginning of a line, followed by the definition term and another colon. After the second colon follows the descriptive text that reaches up to the end of the line.

!: Ignem : Deals with light, flame, fire, and heat.
!: Aquam : Covers waters and liquids.

: Headers : Headers help to structure long text by introducing sections and subsections. Header starts with a number of equal signs equal to the level of the section.

!= Section
!== Subsection
!Some text.
!
!== Subsection #2
!Even more text.

: Formatting : For an extensive descriptions of all formatting options, please refer to [[http://pie.ekkaia.org/page/PieDoc/MarkupCode|this page]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1199584642</unix>
						<iso>2008-01-06 02:57:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Ars-related examples included.</comment>
					<text><![CDATA[
This is a brief introduction on how to use the syntax of this [?CMS|Content Management System].

: Links to pages : Enclose the name pages you want to link to in double brackets, like in [@\[\[Lab Total\]\]].
: Links to external resources : Just include the [?URL|Universal Resource Locator] of an internet resource in your text to create a link to it, like [@http://www.atlas-games.com/].
: Alternate text in links : Use the vertical bar ([?AKA|also known as] pipe symbol) to provide alternate text that is displayed instead of the linked page name, like in [@\[\[Order of Hermes|The Order\]\]]. This also works for external resources, like with [@\[\[http://www.atlas-games.com/|Atlas Games\]\]].
: Lines and paragraphs : Unlike with most text processors, a new paragraph is introduced by _two_ line feeds (carriage return key) instead of just one. A single line feed evokes a line break, which is not the same as a new paragraph. Example:

!First paragraph.
!
!Second paragraph.
!
!Third paragraph.
!Something that belongs to this paragraph, but starts in a new line.

: Text blocks : Like paragraphs, everything separated by two line feeds introduces a new text block, an environmental context. There are no double line feeds necessary within a block. In fact, it would break the current context and start a new one, be it a paragraph, a bullet list, or a table.
: Lists and enumerations : Unsorted bullet lists start with an asterisk ([@*]) at the beginning of a line. Ordered lists start with a plus sign at the beginning of a line.

!* [[Bonisagus]]
!* [[Tremere]]
!
!+ Open the device.
!+ Instill effect.

 Descriptions and definitions : Definitions of terms start with a colon at the beginning of a line, followed by the definition term and another colon. After the second colon follows the descriptive text that reaches up to the end of the line.

!: Ignem : Deals with light, flame, fire, and heat.
!: Aquam : Covers waters and liquids.

: Headers : Headers help to structure long text by introducing sections and subsections. Header starts with a number of equal signs equal to the level of the section.

!= Section
!== Subsection
!Some text.
!
!== Subsection #2
!MMxt.

: Formatting : For an extensive descriptions of all formatting options, please refer to [[http://pie.ekkaia.org/page/PieDoc/MarkupCode|this page]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1199806056</unix>
						<iso>2008-01-08 16:27:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Typo</comment>
					<text><![CDATA[
This is a brief introduction on how to use the syntax of this [?CMS|Content Management System].

: Links to pages : Enclose the name pages you want to link to in double brackets, like in [@\[\[Lab Total\]\]].
: Links to external resources : Just include the [?URL|Universal Resource Locator] of an internet resource in your text to create a link to it, like [@http://www.atlas-games.com/].
: Alternate text in links : Use the vertical bar ([?AKA|also known as] pipe symbol) to provide alternate text that is displayed instead of the linked page name, like in [@\[\[Order of Hermes|The Order\]\]]. This also works for external resources, like with [@\[\[http://www.atlas-games.com/|Atlas Games\]\]].
: Lines and paragraphs : Unlike with most text processors, a new paragraph is introduced by _two_ line feeds (carriage return key) instead of just one. A single line feed evokes a line break, which is not the same as a new paragraph. Example:

!First paragraph.
!
!Second paragraph.
!
!Third paragraph.
!Something that belongs to this paragraph, but starts in a new line.

: Text blocks : Like paragraphs, everything separated by two line feeds introduces a new text block, an environmental context. There are no double line feeds necessary within a block. In fact, it would break the current context and start a new one, be it a paragraph, a bullet list, or a table.
: Lists and enumerations : Unsorted bullet lists start with an asterisk ([@*]) at the beginning of a line. Ordered lists start with a plus sign at the beginning of a line.

!* [[Bonisagus]]
!* [[Tremere]]
!
!+ Open the device.
!+ Instill effect.

: Descriptions and definitions : Definitions of terms start with a colon at the beginning of a line, followed by the definition term and another colon. After the second colon follows the descriptive text that reaches up to the end of the line.

!: Ignem : Deals with light, flame, fire, and heat.
!: Aquam : Covers waters and liquids.

: Headers : Headers help to structure long text by introducing sections and subsections. Header starts with a number of equal signs equal to the level of the section.

!= Section
!== Subsection
!Some text.
!
!== Subsection #2
!More text.

: Formatting : For an extensive descriptionof all formatting options, please refer to [[http://pie.ekkaia.org/page/PieDoc/MarkupCode|this page]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1199918815</unix>
						<iso>2008-01-09 23:46:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Blanks in page names.</comment>
					<text><![CDATA[
This is a brief introduction on how to use the syntax of this [?CMS|Content Management System].

: Links to pages : Enclose the name of the page you want to link to in double brackets, like in [@\[\[Lab Total\]\]]. Blanks in page names that consist of multiple words are automatically converted into underscores ([@_]), but can and should be entered as blanks for the sake of readability and convenience.
: Links to external resources : Just include the [?URL|Universal Resource Locator] of an internet resource in your text to create a link to it, like http://www.atlas-games.com/ .
: convenience.
: Links to external resources : Just include the [?URL|Universal Resource Locator] of an internet resource in your text to create a link to it, like http://www.atlas-games.com/ .
: Alternate text in links : Use the vertical bar ([?AKA|also known as] pipe symbol) to provide alternate text that is displayed instead of the linked page name, like in [@\[\[Order of Hermes|The Order\]\]]. This also works for external resources, like with [@\[\[http://www.atlas-games.com/|Atlas Games\]\]].
: Lines and paragraphs : Unlike with most text processors, a new paragraph is introduced by _two_ line feeds (carriage return key) instead of just one. A single line feed evokes a line break, which is not the same as a new paragraph. Example:

!First paragraph.
!
!Second paragraph.
!
!Third paragraph.
!Something that belongs to this paragraph, but starts in a new line.
this would break the current context and start a new one, be it a paragraph, a bullet list, or a table.
: Lists and enumerations : Unsorted bullet lists start with an asterisk ([@*]) at the beginning of a line. Ordered lists start with a plus sign at the beginning of a line.

!* [[Bonisagus]]
!* [[Tremere]]
!
!+ Open the device.
!+ Instill the magical effect.

: t with an asterisk ([@*]) at the beginning of a line. Ordered lists start with a plus sign at the beginning of a line.

!* [[Bonisagus]]
!* [[Tremere]]
!
!+ Open the device.
!+ Instill the magical effect.

: Descriptions and definitions : Definitions of terms start with a colon at the beginning of a line, followed by the definition term and another colon. After the second colon follows the descriptive text that reaches up to s start of the line.

!: Ignem : Deals with light, flame, fire, and heat.
!: Aquam : Covers waters and liquids.

: Headers : Headers help to structure long text by introducing sections and subsections. Headers start with a number of equal signs equal to the level of the section.

!= Sectio

Note: You can learn about the syntax of the more frequently used formatting options by looking at the source of this page.
]]></text>
				</version>
			</history>
		</page>
		<page node="30">
			<name>ungulus</name>
			<title>Ungulus</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200102397</unix>
						<iso>2008-01-12 02:46:37</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM4]], Ungulus is a Winter covenant in the [[Stonehenge Tribunal]].

= References

* [[Heirs to Merlin]], pp. 130-132
]]></text>
				</version>
			</history>
		</page>
		<page node="300">
			<name>shapeshifting</name>
			<title>Shapeshifting</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206997616</unix>
						<iso>2008-03-31 23:06:56</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
There are several ways to shapeshift in the Ars Magica [[Canon|canon]]. These include Hermetic shapeshifting spells such as the [[Shape of the Woodland Prowler]], the Bjornaer [[Heartbeast]] ability, the curse of [[Lycanthrope|Lycanthropy]], the [[Shapeshifter]] supernatural ability, and the [[Skinchanger]] virtue. These different ways lead to different results in terms of their interactions with [[Hermetic Magic|Hermetic magic]] and [[Magic Resistance]] (see "Ringing the Changes", [[HoHMC]] 22).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206998425</unix>
						<iso>2008-03-31 23:20:25</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
There are several ways to shapeshift in the Ars Magica [[Canon|canon]]. These include Hermetic shapeshifting spells such as the [[Shape of the Woodland Prowler]], the Bjornaer [[Heartbeast]] ability, the curse of [[Lycanthrope|Lycanthropy]], the [[Shapeshifter]] supernatural ability, and the [[Skinchanger]] virtue. These different ways lead to different results in terms of their interactions with [[Hermetic Magic|Hermetic magic]] and [[Magic Resistance]] (see "Ringing the Changes", [[HoHMC]] 22).

See also [[HoHMC]] 23 for a discussion of the character's statistics while shapechanged.
]]></text>
				</version>
			</history>
		</page>
		<page node="301">
			<name>skinchanger</name>
			<title>Skinchanger</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206997778</unix>
						<iso>2008-03-31 23:09:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Supernatural Virtue]] conferring the ability to take the shape of an animal ([[ArM5]] 48). 

See also [[HoHMC]] 22 for further discussion of the interaction with Hermetic magic and Magic Resistance.
]]></text>
				</version>
			</history>
		</page>
		<page node="302">
			<name>shapeshifter</name>
			<title>Shapeshifter</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206997924</unix>
						<iso>2008-03-31 23:12:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Supernatural Virtue]] conferring the [[Supernatural Ability]] [[Shapeahift]] ([[ArM5]] 48). 

Also, any character able to take the shape of an animal or similar creature, by virtue of this Virtue or any other means.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206997943</unix>
						<iso>2008-03-31 23:12:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Supernatural Virtue]] conferring the [[Supernatural Ability]] [[Shapeshift]] ([[ArM5]] 48). 

Also, any character able to take the shape of an animal or similar creature, by virtue of this Virtue or any other means.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206998145</unix>
						<iso>2008-03-31 23:15:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>changed Ability to shapeshiftER</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Supernatural Virtue]] conferring the [[Supernatural Ability]] of this name ([[ArM5]] 48), or the Shapeshifter supernatural ability itself ([[ArM5]] 67). the Shapeshifter supernatural ability itself ([[ArM5]] 67).

Also, any character able to take the shape of an animal or si

See also [[HoHMC]] for a discussion on the ability's interaction with Hermetic magic and Magic Resistance.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1206998341</unix>
						<iso>2008-03-31 23:19:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page number</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Supernatural Virtue]] conferring the [[Supernatural Ability]] of this name ([[ArM5]] 48), or the Shapeshifter supernatural ability itself ([[ArM5]] 67).

Also, any character able to take the shape of an animal or similar creature, by virtue of this Virtue or any other means.

See also [[HoHMC]] 22 22 for a discussion on the ability's interaction with Hermetic magic and Magic Resistan
]]></text>
				</version>
			</history>
		</page>
		<page node="303">
			<name>lycanthrope</name>
			<title>Lycanthrope</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206998302</unix>
						<iso>2008-03-31 23:18:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A character suffering from Lycanthropy, bearing the [[Major Flaw|Major]] [[Supernatural Flaw]] of this name. In Mythic Europe, Lycathropy extends to any curse that makes you change shpae once per month into a non-magical animal.

See also [[HoHMC]] 22 for a discussion of the interactions of the effect with Hermetic magic and Magic Resistance.
]]></text>
				</version>
			</history>
		</page>
		<page node="304">
			<name>great_beast</name>
			<title>Great Beast</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206999302</unix>
						<iso>2008-03-31 23:35:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Bjornaer]] magus who has taken the form of his [[Inner Heartbeast]] upon [[Final Twilight]]. The Great Beasts act as [[Mystagogue|mystagogues]] and guides to their House. See [[HoHMC]] 24,29-30
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206999523</unix>
						<iso>2008-03-31 23:38:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
A [[Bjornaer]] magus who has taken the form of his [[Inner Heartbeast]] upon [[Final Twilight]]. The Great Beasts act as [[Mystagogue|mystagogues]] and guides to their House. See [[HoHMC]] 24,  29-3.
]]></text>
				</version>
			</history>
		</page>
		<page node="305">
			<name>ancestor_site</name>
			<title>Ancestor Site</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206999641</unix>
						<iso>2008-03-31 23:40:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Places of magic especially sacred to [[House Bjornaer]]. Three ancestor sites are mentioned in [[Canon|canon]]: [[Crintera]], the [[Pripet Marshes]], and the [[Kerry Mountains Pool]]. See [[HoHMC]] 25.
]]></text>
				</version>
			</history>
		</page>
		<page node="306">
			<name>pripet_marshes</name>
			<title>Pripet Marshes</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207000780</unix>
						<iso>2008-03-31 23:59:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Mythic site in the [[Novgorod Tribunal]], seat of the Pripet Maior covenant. 

===References

* [[HoHMC]] 25, mentioning it as an [[Ancestor Site]].
* [[tDatB]] 131-137 provides a ([[Fourth Edition]]) description of the covenant of Pripet Maior, and with it a taste of the marshes.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207000805</unix>
						<iso>2008-04-01 00:00:05</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A Mythic site in the [[Novgorod Tribunal]], seat of the [[Pripet Maior]] r]] covenant. 

===References

* [[HoHMC]] 25, mentioning it as an [[Ancestor Site]].
* [[tDatB]] 131-137 provides a ([[Fourth Edition]]) description of the covenant of Pripet Maior, and with it a taste of the mars
]]></text>
				</version>
			</history>
		</page>
		<page node="307">
			<name>pripet_maior</name>
			<title>Pripet Maior</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207000869</unix>
						<iso>2008-04-01 00:01:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Bjornaer]] covenant in the [[Novgorod Tribunal]].

===References

* [[HoHMC]] 25, mentions it.
* [[tDatB]] 131-137 provides a ([[Fourth Edition]]) description of the covenant.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230928499</unix>
						<iso>2009-01-02 21:34:59</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
A [[Bjornaer]] covenant in the [[Novgorod Tribunal]].

===References

* [[HoHMC]] 25, mentions it.
* [[tDatB]] 131-137 provides a ([[Fourth Edition]]) description of the covenant.

One potential fate is that the Covenant is destroyed in a Wizards war of 1235, and plans progress to refound the covenant. Loose conversion notes of what's left below:

= Pripet Maior (c1235)

'''Symbol:''' House on stilts above a reed bed
'''Season:''' Destroyed 1234 Founded: 993 (242 years on)

'''Members (1?)'''
*Lev Deniki (150): Bjornaer, Pleasant, rational, courteous magus, lost to final? Twilights 1234

'''Site'''
Aura +6 ( 3 minor boons)
Vivid environment (minor boon)
Haunted (minor hook)
Island (free)

'''Resources'''
Hidden resources (minor boon)

'''External Relations'''
Prestige (major boon)
Infamous (minor hook)

'''Vis (150bp)'''
Potential 30 pawns income (An3, Aq7, Cr5, He7, Mu5, Te3)

'''Total 150 pts (low)'''
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230928607</unix>
						<iso>2009-01-02 21:36:47</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
A [[Bjornaer]] covenant in the [[Novgorod Tribunal|Novgorod Sagas|Novgorod Sagas]].

===References

* [[HoHMC]] 25, mentions it.
* [[tDatB]] 131-137 provides a ([[Fourth Edition]]) description of the covenant.

One potential fate is that the Covenant is destroyed in a Wizards war of 1235, and plans progress to refound the covenant. Loose conversion notes of what's left below:

= Pripet Maior (c1235)

'''Symbol:''' House on stilts above a reed bed
'''Season:''' Destroyed 1234 Founded: 993 (242 years on)

'''Members (1?)'''
*Lev Deniki (150): Bjornaer, Pleasant, rational, courteous magus, lost to final? Twilights 1234

'''Site'''
Aura +6 ( 3 minor boons)
Vivid environment (minor boon)
Haunted (minor hook)
Island (free)

'''Resources'''
Hidden resources (minor boon)

'''External Relations'''
Prestige (major boon)
Infamous (minor hook)

'''Vis (150bp)'''
Potential 30 pawns income (An3, Aq7, Cr5, He7, Mu5, Te3)

'''Total 1
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230928635</unix>
						<iso>2009-01-02 21:37:15</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
A [[Bjornaer]] covenant in the [[Novgorod Sagas|Novgorod Tribunal]].

===References

* [[HoHMC]] 25, mentions it.
* [[tDatB]] 131-137 provides a ([[Fourth Edition]]) description of the covenant.

One potential fate is that the Covenant is destroyed in a Wizards war of 1235, and plans progress to refound the covenant. Loose conversion notes of what's left below:

= Pripet Maior (c1235)

'''Symbol:''' House on stilts above a reed bed
'''Season:''' Destroyed 1234 Founded: 993 (242 years on)

'''Members (1?)'''
*Lev Deniki (150): Bjornaer, Pleasant, rational, courteous magus, lost to final? Twilights 1234

'''Site'''
Aura +6 ( 3 minor boons)
Vivid environment (minor boon)
Haunted (minor hook)
Island (free)

'''Resources'''
Hidden resources (minor boon)

'''External Relations'''
Prestige (major boon)
Infamous (minor hook)

'''Vis (150bp)'''
Potential 30 pawns income (An3, Aq7, Cr5, He7, Mu5, Te3)

'''Total 150 pts (low)'''
]]></text>
				</version>
			</history>
		</page>
		<page node="308">
			<name>secret_name</name>
			<title>Secret Name</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207025311</unix>
						<iso>2008-04-01 06:48:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[House Mystery]] of [[House Bjornaer]], occasionally initiated to magi of other Houses as a means of protection from [[Sympathetic Connections]] and their like. ([[HoHMC]] 26-27)
]]></text>
				</version>
			</history>
		</page>
		<page node="309">
			<name>theriomorphy</name>
			<title>Theriomorphy</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207025394</unix>
						<iso>2008-04-01 06:49:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An [[Inner Mystery|Inner]], or [[House Mystery]], of [[House Bjornaer]]. ([[HoHMC]] 27)
]]></text>
				</version>
			</history>
		</page>
		<page node="31">
			<name>voluntas</name>
			<title>Voluntas</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200102566</unix>
						<iso>2008-01-12 02:49:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM4]], Voluntas is a vigorous and politically-active covenant in the [[Stonehenge Tribunal]].

= References 

* [[Heirs to Merlin]], pp. 133-134
* Voluntas is the setting for the story of [[Antoninus of Jerbiton]]
]]></text>
				</version>
			</history>
		</page>
		<page node="310">
			<name>sensory_magic</name>
			<title>Sensory Magic</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207025909</unix>
						<iso>2008-04-01 06:58:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An [[Inner Mystery|Inner]] [[House Mystery]] of [[House Bjornaer]], allowing the use of the [[Target Spell Parameter|Targets]] ''Flavor'', ''Texture'', ''Scent'', ''Sound'', and ''Spectacle''. 

===References

* [[HoHMC]] 27-28.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207025929</unix>
						<iso>2008-04-01 06:58:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page correction</comment>
					<text><![CDATA[
An [[Inner Mystery|Inner]] [[House Mystery]] of [[House Bjornaer]], allowing the use of the [[Target Spell Parameter|Targets]] ''Flavor'', ''Texture'', ''Scent'', ''Sound'', and ''Spectacle''. 

===References

* [[HoHMC]] 27-29.
]]></text>
				</version>
			</history>
		</page>
		<page node="311">
			<name>inner_heartbeast</name>
			<title>Inner Heartbeast</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207026169</unix>
						<iso>2008-04-01 07:02:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A concept introduced in [[HoHMC]], allowing Bjornaer magi to enhance (and change!) their [[Heartbeast]] form in several ways. It is implemented by three [[Inner Mystery|Inner]] [[House Mystery|House Mysteries]]: The Mystery of the Epitome, Chimera, or Anima. See [[HoHMC]] 28-33.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183773</unix>
						<iso>2010-07-15 10:49:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>links to mysteries</comment>
					<text><![CDATA[
A concept introduced in [[HoHMC]], allowing Bjornaer magi to enhance (and change!) their [[Heartbeast]] form in several ways. It is implemented by three [[Inner Mystery|Inner]] [[House Mystery|House Mysteries]]: The [[Mystery of the Epitome]], [[Mystery of the Chimera|Chimera]], or [[Mystery of the Anima|Anima]]. See [[HoHMC]] 28-33.
]]></text>
				</version>
			</history>
		</page>
		<page node="312">
			<name>the_huntress_in_the_wood</name>
			<title>The Huntress in the Wood</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207026850</unix>
						<iso>2008-04-01 07:14:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An [[Esoteric Mystery Cult]], largely confined to [[House Bjornaer]] and [[House Merinita]]. The cult follows the pagan teachings of [[Myanar]], and seeks to cultivate a pagan messiah that will usher in a new era.

===References

* [[HoHMC]] 33-35 describes the cult in [[ArM5]].
* The Huntress was first introduced in [[The Mysteries]] (for [[Fourth Edition]]), p. 155-156. While shorter and somewhat outdated, the text does raise a few points that the [[ArM5]] text doesn't - most notably notes on Lake Nemi.
]]></text>
				</version>
			</history>
		</page>
		<page node="313">
			<name>hermetic_flaw</name>
			<title>Hermetic Flaw</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207053098</unix>
						<iso>2008-04-01 14:31:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A type of [[Flaw]] available to [[Magus|magu]]. See [[Virtues and Flaws]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207053109</unix>
						<iso>2008-04-01 14:31:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
A type of [[Flaw]] available to [[Magus|magi]]. See [[Virtues and Flaws]].
]]></text>
				</version>
			</history>
		</page>
		<page node="314">
			<name>heroic_flaw</name>
			<title>Heroic Flaw</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207053352</unix>
						<iso>2008-04-01 14:35:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Heroic Flaws''' are introduced in the [[ArM5]] supplement [[House of Hermes: True Lineages]] (103-105).

Characters who have Heroic Flaws (or [[Heroic Virtue | Virtues]]) are called '''Heroic Characters'''. A character must meet specific requirements to be a heroic character; see [[HoHTL]] 104.

=List of Heroic Flaws

==Major

* ?

==Minor

* ?

=References

* [[HoHTL]] 103-108
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]]
* See also [[Heroic Virtue]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207054975</unix>
						<iso>2008-04-01 15:02:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>examples given</comment>
					<text><![CDATA[
'''Heroic Flaws''' are introduced in the [[ArM5]] supplement [[House of Hermes: True Lineages]] (103-105).

Characters who have Heroic Flaws (or [[Heroic Virtue | Virtues]]) are called '''Heroic Characters'''. A character must meet specific requirements to be a heroic character; see [[HoHTL]] 104.

=List of Heroic Flaws

==Major

* ?

==Minor

* Heroic Personality, [[HoHTL]] 108.
* Tragic Characteristic, [[HoHTL]] 109.

oic Personality, [[HoHTL]] 108.
* Tragic Characteristic, [[HoHTL]] 109.

=References

* [[HoHTL]] 103-108
* [[http://www.atlas-games.com/pdf_storage
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207055002</unix>
						<iso>2008-04-01 15:03:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted Major</comment>
					<text><![CDATA[
'''Heroic Flaws''' are introduced in the [[ArM5]] supplement [[House of Hermes: True Lineages]] (103-105).

Characters who have Heroic Flaws (or [[Heroic Virtue | Virtues]]) are called '''Heroic Characters'''. A character must meet specific requirements to be a heroic character; see [[HoHTL]] 104.

=List of Heroic Flaws

==M Personality, [[HoHTL]] 108.
* Tragic Characteristic, [[HoHTL]] 109.

=References

* [[HoHTL]] 103-108
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]]
* See also [[Heroic Virtue]]
]]></text>
				</version>
			</history>
		</page>
		<page node="315">
			<name>paraphernalia</name>
			<title>Paraphernalia</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207215188</unix>
						<iso>2008-04-03 11:33:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In addition to the commercial products, there are plenty of other things that can improve your Ars Magica gaming experience. This page attempts to locate such items.

=Sheets

The most common of all paraphernalia offered for Ars Magica, these include both sheets intended to be printed out and spreadsheets intended to be tinkered with.
* [[Character Sheets]] deserve their own category. 
* Then there are sheets intended to facilitate play. These include the [[http://www.atlas-games.com/pdf_storage/arm5formulae.pdf|formulae overview]], and the [[http://www.atlas-games.com/pdf_storage/ArM5_certamen_record.pdf|Certamen worksheet]].
* Sheets intended to assist between-sessions include Shape and Material Bonus indexes [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyBonus.pdf|by bonus]] or [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf|by shape/material]].
* Assisting character generation/advancement is the [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|Virtues & Flaws Index]] and the [[http://www.atlas-games.com/pdf_storage/ArM5VirtuesFlaws.pdf|core V&F Index]], [[http://www.atlas-games.com/pdf_storage/ArMAbilitiesWkst.pdf|Abilities Worksheet]], a (core only) Spell Index [[http://www.atlas-games.com/pdf_storage/SpellIndexbyForm.pdf|by Form]] or [[http://www.atlas-games.com/pdf_storage/SpellIndexbyTechnique.pdf|by Technique]] or [[http://www.atlas-games.com/pdf_storage/ArM5-SpellIndex.pdf|alphabatized]], and a sample [[http://www.atlas-games.com/pdf_storage/ArM5CovenantOath.pdf|Covenant Oath]].
* Maps include a [[http://www.atlas-games.com/pdf_storage/europemap.pdf|map of Mythic Europe]], and a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|map of the Rhine Tribunal]].
* General resources include the [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beasts]], and the [[Fanzines]].
* General Indexes inclue the [[Great Ars Magica Index]], and indexes of [[http://www.atlas-games.com/pdf_storage/ArM5DivineIndex.rtf|The Divine]], and of [[http://www.atlas-games.com/pdf_storage/hohmcindex.rtf|Mystery Cults]].
* Rules are available on [[http://www.atlas-games.com/pdf_storage/AncMagPreview.pdf|Ancient Magic Integration]], and there is the [[http://www.atlas-games.com/pdf_storage/arm5formulae.pdf|formulae overview]]. In addition, there is a rich plethora of [[House Rules]].

=Other 

There are plenty of things online that can improve your Ars Magica game.
* This site. See the [[Overview]] page for an overview of what it offers.
* Other sites. See the [[Internet Site Index]] for an overview of what the net has to offer.
* [[General Roleplaying Links]], for sites not related for Ars Magica but useful to any roleplaying game.
* See [[Real History]] for links to sources on real-world history and myth.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207215679</unix>
						<iso>2008-04-03 11:41:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link to Grand Index added</comment>
					<text><![CDATA[
In addition to the commercial products, there are plenty of other things that can improve your Ars Magica gaming experience. This page attempts to locate such items.

=Sheets

The most common of all paraphernalia offered for Ars Magica, these include both sheets intended to be printed out and spreadsheets intended to be tinkered with.
* [[Character Sheets]] deserve their own category. 
* Then there are sheets intended to facilitate play. These include the [[http://www.atlas-games.com/pdf_storage/arm5formulae.pdf|formulae overview]], and the [[http://www.atlas-games.com/pdf_storage/ArM5_certamen_record.pdf|Certamen worksheet]].
* Sheets intended to assist between-sessions include Shape and Material Bonus indexes [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyBonus.pdf|by bonus]] or [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf|by shape/material]].
* Assisting character generation/advancement is the [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|Virtues & Flaws Index]] and the [[http://www.atlas-games.com/pdf_storage/ArM5VirtuesFlaws.pdf|core V&F Index]], [[http://www.atlas-games.com/pdf_storage/ArMAbilitiesWkst.pdf|Abilities Worksheet]], a (core only) Spell Index [[http://www.atlas-games.com/pdf_storage/SpellIndexbyForm.pdf|by Form]] or [[http://www.atlas-games.com/pdf_storage/SpellIndexbyTechnique.pdf|by Technique]] or [[http://www.atlas-games.com/pdf_storage/ArM5-SpellIndex.pdf|alphabatized]], and a sample [[http://www.atlas-games.com/pdf_storage/ArM5CovenantOath.pdf|Covenant Oath]].
* Maps include a [[http://www.atlas-games.com/pdf_storage/europemap.pdf|map of Mythic Europe]], and a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|map of the Rhine Tribunal]].
* General resources include the [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beasts]], and the [[Fanzines]].
* General Indexes inclue the [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica|Grand Index of Ars Magicai.com/Grand+Index+of+Ars+Magica|Grand Index of Ars Magica]], and indexes of [[http://www.atlas-games.com/pdf_storage/ArM5DivineIndex.rtf|The Divine]], and of [[http://www.atlas-games.com/pdf_storage/hohmcindex.rtf|Mystery Cults]].
* Rules are available on [[http://www.atlas-games.com/pdf_storage/AncMagPreview.pdf|Ancient Magic Integration]], and there is the [[http://www.atlas-games.com/pdf_storage/arm5formulae.pdf|formulae overview]]. In addition, there is a rich plethora of [[House Rules]].

=Other 

There are plenty of things online that can improve your Ars Magica game.
* This site. See the [[Overview]] page for an overview of what it offers.
* Other sites. See the [[Internet Site Index]] for an overview of what the net has to offer.
* [[General Roleplaying Links]], for sites not related for Ars Magica but useful to any roleplaying game.
* See [[Real Histo
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207218328</unix>
						<iso>2008-04-03 12:25:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
In addition to the commercial products, there are plenty of other things that can improve your Ars Magica gaming experience. This page attempts to locate such items.

=Sheets

The most common of all paraphernalia offered for Ars Magica, these include both sheets intended to be printed out and spreadsheets intended to be tinkered with.
* [[Character Sheets]] deserve their own category. 
* Then there are sheets intended to facilitate play. These include the [[http://www.atlas-games.com/pdf_storage/arm5formulae.pdf|formulae overview]], and the [[http://www.atlas-games.com/pdf_storage/ArM5_certamen_record.pdf|Certamen worksheet]].
* Sheets intended to assist between-sessions include Shape and Material Bonus indexes [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyBonus.pdf|by bonus]] or [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf|by shape/material]].
* Assisting character generation/advancement is the [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|Virtues & Flaws Index]] and the [[http://www.atlas-games.com/pdf_storage/ArM5VirtuesFlaws.pdf|core V&F Index]], [[http://www.atlas-games.com/pdf_storage/ArMAbilitiesWkst.pdf|Abilities Worksheet]], a (core only) Spell Index [[http://www.atlas-games.com/pdf_storage/SpellIndexbyForm.pdf|by Form]] or [[http://www.atlas-games.com/pdf_storage/SpellIndexbyTechnique.pdf|by Technique]] or [[http://www.atlas-games.com/pdf_storage/ArM5-SpellIndex.pdf|alphabatized]], and a sample [[http://www.atlas-games.com/pdf_storage/ArM5CovenantOath.pdf|Covenant Oath]].
* Maps include a [[http://www.atlas-games.com/pdf_storage/europemap.pdf|map of Mythic Europe]], and a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|map of the Rhine Tribunal]].
* General resources include the [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beasts]], and the [[Fanzines]].
* General Indexes inclue the [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica|Grand Index of Ars Magica]], and indexes of [[http://www.atlas-games.com/pdf_storage/ArM5DivineIndex.rtf|The Divine]], and of [[http://www.atlas-games.com/pdf_storage/hohmcindex.rtf|Mystery Cults]].
* Rules are available on [[http://www.atlas-games.com/pdf_storage/AncMagPreview.pdf|Ancient Magic Integration]], and there is the [[http://www.atlas-games.com/pdf_storage/arm5formulae.pdf|formulae overview]]. In addition, there is a rich plethora of [[House Rule|House RulesHouse Rules]].

=Other 

There are plenty of things online that can improve your Ars Magica game.
* This site. See the [[Overview]] page for an overview of what it offers.
* Other sites. See the [[Internet Site Index]] for an overview of what the net has to offer.
* [[General Roleplaying Links]], for sites not related for Ars Magica but useful to any roleplaying game.
* See [[Real History]] for links to sources on real-world histor
]]></text>
				</version>
			</history>
		</page>
		<page node="316">
			<name>mythic_blood</name>
			<title>Mythic Blood</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207378267</unix>
						<iso>2008-04-05 08:51:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Hermetic Virtue]], '''Mythic Blood''' represents a legendary ancestor. The core [[ArM5]] book provides only the guidelines on how to represent it through play, but examples were furnished in further supplements.

===References

* [[ArM5]] 47 presents the virtue itself.
* [[HoHMC]] 37 provides examples, including the lineage of Birna, a Wolf [[Animal of Virtue|of Virtue]], and more.
* [[HoHTL]] 143 provides another variant, the [[Mythic Blood Zmey|Zmey]].
]]></text>
				</version>
			</history>
		</page>
		<page node="317">
			<name>clan_ilfetu</name>
			<title>Clan Ilfetu</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207378724</unix>
						<iso>2008-04-05 08:58:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Bjornaer Clans]], preserving the [[House Bjornaer|Houses's]] mystic traditions. 

Also, a [[Minor Virtue|Minor]] [[Hermetic Virtue]] representing a magus of this clan. The virtue also provides a new type of [[Divination and Augury]].

===References

* [[HoHMC]] 12 describes the clan.
* [[HoHMC]] 37 provides the Virtue.
]]></text>
				</version>
			</history>
		</page>
		<page node="318">
			<name>keen_sense_of_smell</name>
			<title>Keen Sense of Smell</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207379176</unix>
						<iso>2008-04-05 09:06:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]] presented in [[[HoHMC]] 37.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207379187</unix>
						<iso>2008-04-05 09:06:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]] presented in [[HoHMC]] 37.
]]></text>
				</version>
			</history>
		</page>
		<page node="319">
			<name>pack_leader</name>
			<title>Pack Leader</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207379292</unix>
						<iso>2008-04-05 09:08:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pack Leader''' or '''Natural Leader''' is a [[Minor Virtue|Minor]] [[General Virtue]] given in [[HoHMC]] 37.
]]></text>
				</version>
			</history>
		</page>
		<page node="32">
			<name>antoninus_of_jerbiton</name>
			<title>Antoninus of Jerbiton</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>Character</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200102738</unix>
						<iso>2008-01-12 02:52:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The main character of the introductory story in the [[ArM4]] rule book (pages 4-12).  The story describes his apprenticeship under the [[Maga | maga]] Julia and some of his early adventures in the [[Stonehenge Tribunal]].
]]></text>
				</version>
			</history>
		</page>
		<page node="320">
			<name>unbound_tongue</name>
			<title>Unbound Tongue</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207379433</unix>
						<iso>2008-04-05 09:10:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Supernatural Virtue]] provided in [[HoHMC]] 38, allowing speech to shapeshifted [[Bjornaer]] magi.
]]></text>
				</version>
			</history>
		</page>
		<page node="321">
			<name>feral_scent</name>
			<title>Feral Scent</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207379521</unix>
						<iso>2008-04-05 09:12:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[General Flaw]] described in [[HoHMC]] 38.
]]></text>
				</version>
			</history>
		</page>
		<page node="322">
			<name>pack_mentality</name>
			<title>Pack Mentality</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207379583</unix>
						<iso>2008-04-05 09:13:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Pack Mentality''' or '''Follower''' is a [[Minor Flaw|Minor]] [[Personality Flaw]] as per [[HoHMC]] 38.
]]></text>
				</version>
			</history>
		</page>
		<page node="323">
			<name>secretive</name>
			<title>Secretive</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207379649</unix>
						<iso>2008-04-05 09:14:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Secretive is a [[Minor Flaw|Minor]] [[Personality Flaw]] as per [[HoHMC]] 38.
]]></text>
				</version>
			</history>
		</page>
		<page node="324">
			<name>slothful</name>
			<title>Slothful</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207379710</unix>
						<iso>2008-04-05 09:15:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Slothful''' is a [[Minor Flaw|Minor]] [[Personality Flaw]], as per [[HoHMC]] 38.
]]></text>
				</version>
			</history>
		</page>
		<page node="325">
			<name>gothic</name>
			<title>Gothic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207380221</unix>
						<iso>2008-04-05 09:23:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gothic''' is a variety of the [[Dead Language]] [[Academic Ability]]. It sees some use within [[House Bjornaer]].

===References

* [[HoHMC]] 38.
]]></text>
				</version>
			</history>
		</page>
		<page node="326">
			<name>cult_lore</name>
			<title>Cult Lore</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207380662</unix>
						<iso>2008-04-05 09:31:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A variant of the [[Organization Lore]] Ability, the lore of Cults also provides the mystical information required for [[Initiation]]; as such, it becomes and [[Arcane Ability]]. It is referred to as (Cult) Lore, (House) Lore, and so on.

===References

* [[TMRE]] [[??]], [[HoHMC]] 4. 
* See also [[HoHMC]] 38 for [[House Bjornaer]] Lore.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1221424402</unix>
						<iso>2008-09-14 22:33:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page number added</comment>
					<text><![CDATA[
A variant of the [[Organization Lore]] Ability, the lore of Cults also provides the mystical information required for [[Initiation]]; as such, it becomes and [[Arcane Ability]]. It is referred to as (Cult) Lore, (House) Lore, and so on.

===References

* [[TMRE]] 11HoHMC]] 4. 
* See also [[HoHMC]] 38 for [[House Bjornaer]] Lore.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268046084</unix>
						<iso>2010-03-08 12:01:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling correction (and -&gt; an)</comment>
					<text><![CDATA[
A variant of the [[Organization Lore]] Ability, the lore of Cults also provides the mystical information required for [[Initiation]]; as such, it becomes an [[Arcane Ability]]. It is referred to as (Cult) Lore, (House) Lore, and so on.

===References

* [[TMRE]] 11, [[HoHMC]] 4. 
* See also [[HoHMC]] 38 for [[House Bjornaer]] Lore.
]]></text>
				</version>
			</history>
		</page>
		<page node="327">
			<name>animals</name>
			<title>Animals</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207381949</unix>
						<iso>2008-04-05 09:52:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Animals in [[Mythic Europe]] are often not completely mundane, their nature associated with various Mythic qualitis in the style of medieval bestiaries. For example, a weasel's touch may heal poison and a crow might see beyond mere appearances. Not all animals need exhibit such qualities in your Mythic Europe, not even all the animals of this kind - but such Mythic charectaristics serve well to differentiate Mythic Europe from real Europe, and can add a lot of color to the setting.

Still, mundane animals are rarely powerful enough to see much use as antagonists. Animals in Ars Magica usually see use as [[Bjornaer]] [[Heartbeast|heartbeasts]], [[Familiar|familiars]], or serve as the mechanical basis on which the [[Storyguide]] depicts a creature of [[Might]], aligned with one of the [[Realms of Power]].

There is no comprehensive bestiary of the animals of Mythic Europe. The best [[ArM5]] treatment is given in [[HoHMC]] 38-43, which provides guidelines on how to create the statistics of any sort of animal, and the bestiary-like description of 20 animals (page 41).

The core book provides no statics on mundane creatures. However, [[Atlas Games]] provided the statistics of several creatures through the [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beasts]].

===See Also

* [[The Medieval Bestiary]] (for [[Fourth Edition]]) provided a large assortment of animals, including much Mythic information about them. While some mechanical aspects might be better treated under the [[HoHMC]] guidelines, the book contains many descriptions and examples that can serve as inspiration as well as suggestions on the other uses of animals in the saga.
]]></text>
				</version>
			</history>
		</page>
		<page node="328">
			<name>animal_handling</name>
			<title>Animal Handling</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207382107</unix>
						<iso>2008-04-05 09:55:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Animal Handling''' is a [[General Ability]] described in [[ArM5]] 62. Its use to [[Teach]] animals is treated in [[HoHMC]] 40.
]]></text>
				</version>
			</history>
		</page>
		<page node="329">
			<name>ferocity</name>
			<title>Ferocity</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207382823</unix>
						<iso>2008-04-05 10:07:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue]] avaialable to beasts via [[HoHMC]] 40, enabling them to exhibit greater-than-normal capability in certain circumstances.
]]></text>
				</version>
			</history>
		</page>
		<page node="33">
			<name>heirs_to_merlin</name>
			<title>Heirs to Merlin</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200103057</unix>
						<iso>2008-01-12 02:57:37</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A supplement for [[Fourth Edition]], describing the [[Stonehenge Tribunal]]. It is unusual in that, while it was written for Fourth Edition, it contains no game statistics or mechanics; instead, characters are described in general terms.  Therefore it should be easy to adapt to a [[Fifth edition]] saga.

= Product Information

* The [[Atlas Games]] product page: http://www.atlas-games.com/product_tables/AG0262.php
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1200140518</unix>
						<iso>2008-01-12 13:21:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
A supplement for [[Fourth Edition]], describing the [[Stonehenge Tribunal]]. It is unusual in that, while it was written for Fourth Edition, it contains no game statistics or mechanics; instead, characters are described in general terms.  Therefore it should be easy to adapt to a [[Fifth edition]] saga.

= Product Information

* The [[Atlas Games]] product page: http://www.atlas-games.com/product_tables/AG0262.php

= Chapters

To give a clearer idea of the contents of the book, here are the chapter titles:

# Introduction
# History
# The Peasants
# The Town
# Travel, Trade, & Industry
# The Church
# The Nobility
# Law and Governance
# Wales
# The Order of Hermes
# Politics
# Myths and Legends
* Glossary
* Bibliography
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245202922</unix>
						<iso>2009-06-17 03:42:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added player reviews</comment>
					<text><![CDATA[
A supplement for [[Fourth Edition]], describing the [[Stonehenge Tribunal]]. It is unusual in that, while it was written for Fourth Edition, it contains no game statistics or mechanics; instead, characters are described in general terms.  Therefore it should be easy to adapt to a [[Fifth edition]] saga.  However, it is still considered a Fourth Edition book and therefore is not officially part of [[Fifth Edition]] [[Canon | canon]].  However, it is still considered a Fourth Edition book and therefore is not officially part of [[Fifth Edition]] [[Canon | canon]].

= Product Information

* The [[Atlas Games]] product page: http://www.atlas-games.com/product_tables/AG0262.php

= Chapters

To give a clearer idea of the contents of the book, here are the chapter titles:

# Introduction
# History
# The Peasants
# The Town
# Travel, Trade, & Industry
# T

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (14 reviews; 0 *, 3 \*\*, 7 \*\*\*, 4 \*\*\*\*)

* An excellent resource for anyone running a Saga in Stonehenge. My only complaint with it is that it is a bit short on mythic detail, but other than that it is quite possibly the perfect Ars Magica supplement.
* Not bad, good flavour, details are good with lots of hooks.
* Raised the standard for Tribunal books.
* Excellent sourcebook, though it has been legitimately criticized for ducking the "power level" issue by failing to provide NPC stats.
* A solid look at England and Wales. Concentrates overly on the mundane and ecclesiastical aspects and suffers in the Mythic department. No stats or kewl new powerz.
* Nice, maybe not mythic enough.
* Sorry, but I thought the lack of stats was a cop out. I've never set a saga in England, so I didn't find it very useful.
* A very good tribunal book, although the number of magi described leaves less room than I would have liked for the SG to manoeuvre. I was particularly pleased by the absence of stats.
* Well detailed, integrates the Order into the local setting. Dodges the power issue almost completely, probably the only viable solution to the power level issue.
]]></text>
				</version>
			</history>
		</page>
		<page node="330">
			<name>aging</name>
			<title>Aging</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Character</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207383005</unix>
						<iso>2008-04-05 10:10:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>a brief note</comment>
					<text><![CDATA[
For aging as it relates to animals, see [[HoHMC]] 42.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1215514168</unix>
						<iso>2008-07-08 12:49:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Extended description</comment>
					<text><![CDATA[
= Meaning

Strictly speaking, the effect of *Aging*, that is, the process of getting older, affects mortal beings as soon as they are born. However, in [[RAW]], the negative side effects of Aging do not become noticeable before the age of 35. This is when the bodies and minds of mortals slowly but steadily start deteriorating, a process that is expressed through Aging Points, and, eventually, via [[Decrepitude]].

= References

* [[ArM5]], p. 168.
* For aging as it relates to animals, see [[HoHMC]] 42.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1255730012</unix>
						<iso>2009-10-16 23:53:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Links added.</comment>
					<text><![CDATA[
= Synopsis

Strictly speaking, the effect of '''Aging''', that is, the process of getting older, affects mortal beings as soon as they are born. However, in [[RAW]], the negative side effects of Aging do not become noticeable before the age of 35. This is when the bodies and minds of mortals slowly but steadily start deteriorating, a process that is expressed through [[Aging Point]]s, and, eventually, via [[Decrepitude]].

= References

* [[ArM5]], p. 168.
* For aging as it relates to animals, see [[HoHMC]] 42.

= See also

* [[Aging Point]]s
* [[Decrepitude]]
]]></text>
				</version>
			</history>
		</page>
		<page node="331">
			<name>bjornaer</name>
			<title>Bjornaer</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207383176</unix>
						<iso>2008-04-05 10:12:56</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term *Bjornaer* refers to one of the following unambiguous entities:

* [[Bjornaer the Founder]]
* [[House Bjornaer]]
* A single [[Magus|magus]] in his role as a member of [[House Bjornaer]]
]]></text>
				</version>
			</history>
		</page>
		<page node="332">
			<name>house_criamon</name>
			<title>House Criamon</title>
			<language>en</language>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207385242</unix>
						<iso>2008-04-05 10:47:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''House Criamon''' is one of the [[Houses of Hermes]], a [[Mystery Cult]] within the [[Order of Hermes]] following the teaching of the [[Founder]] [[Criamon the Founder|Criamon]]. Its magi are mystics following an obscure philosophy in search of the "[[Engima]]".

The core description of the House (in [[ArM5]]) leaves the Enigma undefined, going as far as to say that "No one outside House Criamon really understands what their mystery is about". This concides with previous editions, which left the Enigma vague. The [[HoHMC]] description, however, provided detaild explanation of the Engima, anchoring it to the philosophy of [[Empedocles]] and cyclical time. This has met with mixed reviews in the Ars Magica community. The chpater was criticized for removing the mystery and incoherence of the Enigma, and limiting Criamon character concepts. On the other hand, it was also extalled for providing a vision of the Enigma that allows a great degree of latitude in its application, philsophical and historical depth, and at the same time being a totally crazy position. The chapter also provides several colorful [[Criamon Paths|paths]] while leaving room for others, so allows for a graeter bredth of Criamon archetypes than may be apparant.

===References

* [[ArM5]] 11 provides the core description of the House.
* The full [[Canon|canonic]] treatment of the House is provided in [[HoHMC]] 44-73.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207386485</unix>
						<iso>2008-04-05 11:08:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added domus magna</comment>
					<text><![CDATA[
'''House Criamon''' is one of the [[Houses of Hermes]], a [[Mystery Cult]] within the [[Order of Hermes]] following the teaching of the [[Founder]] [[Criamon the Founder|Criamon]]. Its magi are mystics following an obscure philosophy in search of the "[[Engima]]". The House's [[Domus Magna|domus magna]] is the [[Cave of Twisting Shadows]], in the [[Greater Alps Tribunal]]. The House's [[Domus Magna|domus magna]] is the [[Cave of Twisting Shadows]], in the [[Greater Alps Tribunal]].

The core description of the House (in [[ArM5]]) leaves the Enigma undefined, going as far as to say that "No one outside House Criamon really understands what their mystery is about". This concides with previous editions, which left the Enigma vague. The [[HoHMC]] description, however, provided detaild explanation of the Engima, anchoring it to the philosophy of [[Empedocles]] and cyclical time. This has met with mixed reviews in the Ars Magica community. The chpater was criticized for removing the mystery and incoherence of the Enigma, and limiting Criamon character concepts. On the other hand, it was also extalled for providing a vision of the Enigma that allows a great degree of latitude in its application, philsophical and historical depth, and at the same time being a totally crazy position. The chapter also provides several colorful [[Criamon Paths|paths]] while leaving room for others, so allows for a graeter bredth of Criamon archetypes than may be apparant.

===References

* [[ArM5]] 11 provides the cor
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207604186</unix>
						<iso>2008-04-07 23:36:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''House Criamon''' is one of the [[Houses of Hermes]], a [[Mystery Cult]] within the [[Order of Hermes]] following the teaching of the [[Founder]] [[Criamon the Founder|Criamon]]. Its magi are mystics following an obscure philosophy in search of the "[[Enigma]]". The House's [[Domus Magna|domus magna]] is the [[Cave of Twisting Shadows]], in the [[Greater Alps Tribunal]].

The core description of the House (in [[ArM5]]) leaves the Enigma undefined, going as far as to say that "No one outside House Criamon really understands what their mystery is about". This coincides with previous editions, which left the Enigma vague. The [[HoHMC]] description, however, provided detaild explanation of the Enigma, anchoring it to the philosophy of [[Empedocles]] and cyclical time. This has met with mixed reviews in the Ars Magica community. The chapter was criticized for removing the mystery and incoherence of the Enigma, and limiting Criamon character concepts. On the other hand, it was also exalted for providing a vision of the Enigma that allows a great degree of latitude in its application, philosophical and historical depth, and at the same time being a totally crazy position. The chapter also provides several colorful [[Criamon Paths|paths]] while leaving room for others, so allows for a greater breadth of Criamon archetypes than may be apparent.t.

===References

* [[ArM5]] 11 provides the core description of the House.
* The full [[Canon|canonic]] treatment of the House is provided in [[HoHMC]] 44-7
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1207605177</unix>
						<iso>2008-04-07 23:52:57</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''House Criamon''' is one of the [[Houses of Hermes]], a [[Mystery Cult]] within the [[Order of Hermes]] following the teaching of the [[Founder]] [[Criamon the Founder|Criamon]]. Its magi are mystics following an obscure philosophy in search of the "[[Enigma]]". The House's [[Domus Magna|domus magna]] is the [[Cave of Twisting Shadows]], in the [[Greater Alps Tribunal]].

The core description of the House (in [[ArM5]]) leaves the Enigma undefined, going as far as to say that "No one outside House Criamon really understands what their mystery is about". This coincides with previous editions, which left the Enigma vague. The [[HoHMC]] description, however, provided detaild explanation of the Enigma, anchoring it to the philosophy of [[Empedocles]] and cyclical time. This has met with mixed reviews in the Ars Magica community. The chapter was criticized for removing the mystery and incoherence of the Enigma, and limiting Criamon character concepts. On the other hand, it was also exalted for providing a vision of the Enigma that allows a great degree of latitude in its application, philosophical and historical depth, and at the same time being a totally crazy position. The chapter also provides several colorful [[Criamon Paths|paths]] while leaving room for others, so allows for a greater breadth of Criamon archetypes than may be apparent.

The canonic description of the House refers to the use of [[Inscription Upon the Soul]] (from [[TMRE]]) as being practiced in the House. While not mentioned specifically, [[Divination and Augury]] is likewise fitting, especially the [[Hermetic Dream Interpreter]] variant; it is unclear to what degree does Enigmatic Wisdom contribute to these efforts - the most direst interpretation, building on the description of the Ability, would probably allow adding it as a bonus to the Divination ability.

The canonic description of the House refers to the use of [[Inscription Upon the Soul]] (from [[TMRE]]) as being practiced in the House. While not mentioned
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1207605271</unix>
						<iso>2008-04-07 23:54:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>author acknowledgment</comment>
					<text><![CDATA[
'''House Criamon''' is one of the [[Houses of Hermes]], a [[Mystery Cult]] within the [[Order of Hermes]] following the teaching of the [[Founder]] [[Criamon the Founder|Criamon]]. Its magi are mystics following an obscure philosophy in search of the "[[Enigma]]". The House's [[Domus Magna|domus magna]] is the [[Cave of Twisting Shadows]], in the [[Greater Alps Tribunal]].

The core description of the House (in [[ArM5]]) leaves the Enigma undefined, going as far as to say that "No one outside House Criamon really understands what their mystery is about". This coincides with previous editions, which left the Enigma vague. The [[HoHMC]] description, however, provided detaild explanation of the Enigma, anchoring it to the philosophy of [[Empedocles]] and cyclical time. This has met with mixed reviews in the Ars Magica community. The chapter was criticized for removing the mystery and incoherence of the Enigma, and limiting Criamon character concepts. On the other hand, it was also exalted for providing a vision of the Enigma that allows a great degree of latitude in its application, philosophical and historical depth, and at the same time being a totally crazy position. The chapter also provides several colorful [[Criamon Paths|paths]] while leaving room for others, so allows for a greater breadth of Criamon archetypes than may be apparent.

The canonic description of the House refers to the use of [[Inscription Upon the Soul]] (from [[TMRE]]) as being practiced in the House. While not mentioned specifically, [[Divination and Augury]] is likewise fitting, especially the [[Hermetic Dream Interpreter]] variant; it is unclear to what degree does Enigmatic Wisdom contribute to these efforts - the most direst interpretation, building on the description of the Ability, would probably allow adding it as a bonus to the Divination ability.

===References

* [[ArM5]] 11 provides the core description of the House.
* The full [[Canon|canonic]] treatment of the House, by [[Timothy Ferguson]],  is  [[Timothy Ferguson]],  is p
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1253207674</unix>
						<iso>2009-09-17 19:14:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""The World Within is the World Without.""|
|Symbol:|Infinity sign in circle|
|[[Prima]]:|[[Muscaria]] [[filia]] [[Demetrius]]|
|[[Domus Magna]]:|[[The Cave of the Twisting Shadows]]|

'''House Criamon''' is one of the [[Houses of Hermes]], a [[Mystery Cult]] within the [[Order of Hermes]] following the teaching of the [[Founder]] [[Criamon the Founder|Criamon]]. Its magi are mystics following an obscure philosophy in search of the "[[Enigma]]". The House's [[Domus Magna|domus magna]] is the [[Cave of Twisting Shadows]], in the [[Greater Alps Tribunal]].

The core description of the House (in [[ArM5]]) leaves the Enigma undefined, going as far as to say that "No one outside House Criamon really understands what their mystery is about". This coincides with previous editions, which left the Enigma vague. The [[HoHMC]] description, however, provided detaild explanation of the Enigma, anchoring it to the philosophy of [[Empedocles]] and cyclical time. This has met with mixed reviews in the Ars Magica community. The chapter was criticized for removing the mystery and incoherence of the Enigma, and limiting Criamon character concepts. On the other hand, it was also exalted for providing a vision of the Enigma that allows a great degree of latitude in its application, philosophical and historical depth, and at the same time being a totally crazy position. The chapter also provides several colorful [[Criamon Paths|paths]] while leaving room for others, so allows for a greater breadth of Criamon archetypes than may be apparent.

The canonic description of the House refers to the use of [[Inscription Upon the Soul]] (from [[TMRE]]) as being practiced in the House. While not mentioned specifically, [[Divination and Augury]] is likewise fitting, especially the [[Hermetic Dream Interpreter]] variant; it is unclear to what degree does Enigmatic Wisdom contribute to these efforts - the most direst interpretation, building on the description of the Ability, would probably allow adding it as a bonus to the Divination ability.

= References

* [[ArM5]] 11 provides the core description of the House.
* The full [[Canon|canonic]] treatment of the House, by [[Timothy Ferguson]],  is provided in [[HoHMC]] 44-73.
]]></text>
				</version>
			</history>
		</page>
		<page node="333">
			<name>criamon_the_founder</name>
			<title>Criamon the Founder</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Character</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207385608</unix>
						<iso>2008-04-05 10:53:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Criamon''' is one of the [[Founder|Founders]] of the [[Order of Hermess]], whose mystic teaching are preserved through [[House Criamon]]. Very little is known of him (see [[HoHMC]] 45).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207387678</unix>
						<iso>2008-04-05 11:27:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>reference correction</comment>
					<text><![CDATA[
'''Criamon''' is one of the [[Founder|Founders]] of the [[Order of Hermess]], whose mystic teaching are preserved through [[House Criamon]]. Very little is known of him (see [[HoHMC]] 45, 46 and througout the chapter,
]]></text>
				</version>
			</history>
		</page>
		<page node="334">
			<name>clutch</name>
			<title>Clutch</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207386439</unix>
						<iso>2008-04-05 11:07:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A "'''clutch'''" is the [[House Criamon]] name for all the Criamon magi in the [[Regional Tribunal|Tribunal]]. The clutch organization facilitates the House's mystic teachings, functioning somewhat like a study group. 

The '''Central Clutch''' is composed of the magi of the [[Cave of Living Shadows]].

===References

* [[HoHMC]] 44,55 describes the concept. See also p. 55 on the Central Clutch.
]]></text>
				</version>
			</history>
		</page>
		<page node="335">
			<name>empedocles</name>
			<title>Empedocles</title>
			<language>en</language>
			<tags>
				<tag>Real History</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207387110</unix>
						<iso>2008-04-05 11:18:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Empedocles is an ancient Greek philosopher and mystic. His philosophy and mystic ideas were used in the [[Canon|canonic]] description of [[House Criamon]].

===References

* See [[HoHMC]] 45 for a Mythic description of Empedocles. References to him are scattered throughout the chapter.
* See also [[http://en.wikipedia.org/wiki/Empedocles|Wikipedia]], the [[http://www.iep.utm.edu/e/empedocl.htm|Internet Encyclopedie of Philosophy]], and the [[http://plato.stanford.edu/entries/empedocles/|Standford Encyclopedia of Philosophy]] for good treatments of the real historical figure.
]]></text>
				</version>
			</history>
		</page>
		<page node="336">
			<name>spharios</name>
			<title>Spharios</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207387345</unix>
						<iso>2008-04-05 11:22:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The hypthoesized state believed, by [[Criamon]], to be a state of perfect harmony at the beginning of time. See [[HoHMC]] 45-46.
]]></text>
				</version>
			</history>
		</page>
		<page node="337">
			<name>criamon</name>
			<title>Criamon</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207387626</unix>
						<iso>2008-04-05 11:27:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term *Criamon* refers to one of the following unambiguous entities:

* [[Criamon the Founder]]
* [[House Criamon]]
* A single [[Magus|magus]] in his role as a member of [[House Criamon]]
]]></text>
				</version>
			</history>
		</page>
		<page node="338">
			<name>immortal</name>
			<title>Immortal</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207387794</unix>
						<iso>2008-04-05 11:29:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>brief note</comment>
					<text><![CDATA[
In [[Criamon]] philosophy, the '''Immortals''' are primordial spiritual beings.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207387965</unix>
						<iso>2008-04-05 11:32:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added reference</comment>
					<text><![CDATA[
In [[Criamon]] philosophy, the '''Immortals''' are primordial spiritual beings. See [[HoHMC]] 46.
]]></text>
				</version>
			</history>
		</page>
		<page node="339">
			<name>hypostasis</name>
			<title>Hypostasis</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207387899</unix>
						<iso>2008-04-05 11:31:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Hypostasis''' is where, according to [[Criamon]], magi dwell in [[Final Twilight]]. The magi living there are known as the [[Tangential Magi]]. 

===References

* [[HoHMC]] 46.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207388019</unix>
						<iso>2008-04-05 11:33:39</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The '''Hypostasis''' (also the '''Alam of Repose''' or simply '''Twilight''') is wheree '''Alam of Repose''' or simply '''Twilight''') is where, according to [[Criamon]], magi dwell in [[Final Twilight]]. The magi living there are known as
]]></text>
				</version>
			</history>
		</page>
		<page node="34">
			<name>fourth_edition</name>
			<title>Fourth edition</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM4</tag>
				<tag>Products</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200142003</unix>
						<iso>2008-01-12 13:46:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Fourth edition (short: [[ArM4]]) refers to the fourth edition of [[Ars Magica]] in general, and the core rulebook of that edition in particular.  [[http://www.atlas-games.com|Atlas Games]] published Fourth edition and has a detailed [[http://www.atlas-games.com/arsmagica/index.php|Web site]] for it.

When [[Fifth edition]] was announced (but before it was published), Atlas Games made the Fourth Edition rule book available as a [[http://e23.sjgames.com/item.html?id=AG0204|free download]].

= Features of Fourth edition

Fourth edition introduced [[Spell guidelines]] to make designing Hermetic spells and effects more systematic.

The combat rules were revised for Fourth edition but was widely considered to have drawbacks; see the [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|Fifth edition design notes on combat]] for a summary of the problems.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205592611</unix>
						<iso>2008-03-15 15:50:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
Fourth edition (short: [[ArM4]]) refers to the fourth edition of [[Ars Magica]] in general, and the core rulebook of that edition in particular.  [[http://www.atlas-games.com|Atlas Games]] published Fourth edition and has a detailed [[http://www.atlas-games.com/arsmagica/index.php|Web site]] for it.

When [[Fifth edition]] was announced (but before it was published), Atlas Games made the Fourth Edition rule book available as a [[http://e23.sjgames.com/item.html?id=AG0204|free download]].

= Features of Fourth edition

Fourth edition introduced [[Spell guidelines]] to make designing Hermetic spells and effects more systematic.

The combat rules were revised for Fourth edition but weree widely considered to have drawbacks; see the [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|Fifth edition design notes on combat]] for a summary of the problems
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245190546</unix>
						<iso>2009-06-17 00:15:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added reviews from Project Redcap</comment>
					<text><![CDATA[
Fourth edition (short: [[ArM4]]) refers to the fourth edition of [[Ars Magica]] in general, and the core rulebook of that edition in particular.  [[http://www.atlas-games.com|Atlas Games]] published Fourth edition and has a detailed [[http://www.atlas-games.com/arsmagica/index.php|Web site]] for it.

When [[Fifth edition]] was announced (but before it was published), Atlas Games made the Fourth Edition rule book available as a [[http://e23.sjgames.com/item.html?id=AG0204|free download]].

= Features of Fourth edition

Fourth edition introduced [[Spell guidelines]] to make designing Hermetic spells and effects more systematic.

The combat rules were revised for Fourth edition but were widely considered to have drawbacks; see the [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|Fifth edition design notes on combat]] for a summary of the problems.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community.  The online review submission form is no longer available, but please feel free to edit this page to add your own comments.  A synopsis of the survey results for this book is:

FAQ Rating: **** (14 reviews; 0 *, 1 **, 7 ***, 6 ****)

* A revision of the most amazingly detailed magic system for any RPG, ArM4 would be the perfect medieval fantasy RPG if not for the combat system and the dearth of information the Houses. Apart from that, everything you need to play is included here.
* Introduces many insufficiently playtested features, some of which fall flat. Has unfortunately dropped much of the flavour text from previous editions often leaving raw game mechanics to bear the load of creating colour and context, a task which is often beyond them. Nonetheless a significant improvement over earlier excellent editions of an excellent game.
* Less background and more rules than 3rd edition.
* Much better than 3rd. Ed. I own two copies. 'nuff said.
* Necessary, of course, but neither beautiful or particularly functional.
* Well done and the core book. Combat "updates" are bad, and the art is inappropriate for a medieval rpg.
* Better update of the rules; too many issues to cover in a short review.
* Good overall, lacks flavour of 3rd Edition, but rules are easier to follow in parts.
* Very good overall. Possible improvements: combat system (it's way too complex for such a poor result) and characteristics (there are too many).
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1245362737</unix>
						<iso>2009-06-19 00:05:37</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed 4-star rating from player reviews</comment>
					<text><![CDATA[
Fourth edition (short: [[ArM4]]) refers to the fourth edition of [[Ars Magica]] in general, and the core rulebook of that edition in particular.  [[http://www.atlas-games.com|Atlas Games]] published Fourth edition and has a detailed [[http://www.atlas-games.com/arsmagica/index.php|Web site]] for it.

When [[Fifth edition]] was announced (but before it was published), Atlas Games made the Fourth Edition rule book available as a [[http://e23.sjgames.com/item.html?id=AG0204|free download]].

= Features of Fourth edition

Fourth edition introduced [[Spell guidelines]] to make designing Hermetic spells and effects more systematic.

The combat rules were revised for Fourth edition but were widely considered to have drawbacks; see the [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|Fifth edition design notes on combat]] for a summary of the problems.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community.  The online review submission form is no longer available, but please feel free to edit this page to add your own comments.  A synopsis of the survey results for this book is:

FAQ Rating: \*\*\*\* (14 reviews; 0 *, 1 \*\*, 7 \*\*\*, 6 \*\*\*\**, 6 \*\*\*\*)

* A revision of the most amazingly detailed magic system for any RPG, ArM4 would be the perfect medieval fantasy RPG if not for the combat system and the dearth of information the Houses. Apart from that, everything you need to play is included here.
* Introduces many insufficiently playtested features, some of which fall flat. Has unfortunately dropped much of the flavour text from previous editions often leaving raw game mechanics to bear the load of creating colour and context, a task which is often beyond them. Nonetheless a significant improvement over earlier excellent editions of an excellent game.
* Less background and more rules than 3rd edition.
* Much better than 3rd. Ed. I own two copies. 'nuff said.
* Necessary, of course, but neither beautiful or particularly functional.
* Well done and the core book. Combat "updates" are bad, and the art is inappropriate for a medieval rpg.
* Better update of the rules; too many issues to cover in a short review.
* Good overall, lacks flavour of 3rd Edition, but rules are easier to follow in parts.
* Very good overall. Possible improvements: combat system (it's way too complex for such a poor result) and characteristics (there a
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1267326052</unix>
						<iso>2010-02-28 04:00:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link to Atlas Games</comment>
					<text><![CDATA[
Fourth edition (short: [[ArM4]]) refers to the fourth edition of [[Ars Magica]] in general, and the core rulebook of that edition in particular.  [[Atlas Games]] published Fourth edition and has a detailed [[http://www.atlas-games.com/arsmagica/index.php|Web site]] for it.

When [[Fifth edition]] was announced (but before it was published), Atlas Games made the Fourth Edition rule book available as a [[http://e23.sjgames.com/item.html?id=AG0204|free download]].

= Features of Fourth edition

Fourth edition introduced [[Spell guidelines]] to make designing Hermetic spells and effects more systematic.

The combat rules were revised for Fourth edition but were widely considered to have drawbacks; see the [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|Fifth edition design notes on combat]] for a summary of the problems.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community.  The online review submission form is no longer available, but please feel free to edit this page to add your own comments.  A synopsis of the survey results for this book is:

FAQ Rating: \*\*\*\* (14 reviews; 0 *, 1 \*\*, 7 \*\*\*, 6 \*\*\*\*)

* A revision of the most amazingly detailed magic system for any RPG, ArM4 would be the perfect medieval fantasy RPG if not for the combat system and the dearth of information the Houses. Apart from that, everything you need to play is included here.
* Introduces many insufficiently playtested features, some of which fall flat. Has unfortunately dropped much of the flavour text from previous editions often leaving raw game mechanics to bear the load of creating colour and context, a task which is often beyond them. Nonetheless a significant improvement over earlier excellent editions of an excellent game.
* Less background and more rules than 3rd edition.
* Much better than 3rd. Ed. I own two copies. 'nuff said.
* Necessary, of course, but neither beautiful or particularly functional.
* Well done and the core book. Combat "updates" are bad, and the art is inappropriate for a medieval rpg.
* Better update of the rules; too many issues to cover in a short review.
* Good overall, lacks flavour of 3rd Edition, but rules are easier to follow in parts.
* Very good overall. Possible improvements: combat system (it's way too complex for such a poor result) and characteristics (there are too many).
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1269715501</unix>
						<iso>2010-03-27 19:45:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added errata</comment>
					<text><![CDATA[
Fourth edition (short: [[ArM4]]) refers to the fourth edition of [[Ars Magica]] in general, and the core rulebook of that edition in particular.  [[Atlas Games]] published Fourth edition and has a detailed [[http://www.atlas-games.com/arsmagica/index.php|Web site]] for it.

When [[Fifth edition]] was announced (but before it was published), Atlas Games made the Fourth Edition rule book available as a [[http://e23.sjgames.com/item.html?id=AG0204|free download]].

= Errata

Errata for the Fourth Edition rules can be found at the [[http://www.atlas-games.com/arsmagica/armerrata.php | Atlas Games Web site]].

= Features of Fourth edition

Fourth edition introduced [[Spell guidelines]] to make designing Hermetic spells and effects more systematic.

The combat rules were revised for Fourth edition but were widely considered to have drawbacks; see the [[http://www.atlas-games.com/pdf_storage/Dsgn1Combat.pdf|Fifth edition design notes on combat]] for a summary of the problems.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community.  The online review submission form is no longer available, but please feel free to edit this page to add your own comments.  A synopsis of the survey results for this book is:

FAQ Rating: \*\*\*\* (14 reviews; 0 *, 1 \*\*, 7 \*\*\*, 6 \*\*\*\*)

* A revision of the most amazingly detailed magic system for any RPG, ArM4 would be the perfect medieval fantasy RPG if not for the combat system and the dearth of information the Houses. Apart from that, everything you need to play is included here.
* Introduces many insufficiently playtested features, some of which fall flat. Has unfortunately dropped much of the flavour text from previous editions often leaving raw game mechanics to bear the load of creating colour and context, a task which is often beyond them. Nonetheless a significant improvement over earlier excellent editions of an excellent game.
* Less background and more rules than 3rd edition.
* Much better than 3rd. Ed. I own two copies. 'nuff said.
* Necessary, of course, but neither beautiful or particularly functional.
* Well done and the core book. Combat "updates" are bad, and the art is inappropriate for a medieval rpg.
* Better update of the rules; too many issues to cover in a short review.
* Good overall, lacks flavour of 3rd Edition, but rules are easier to follow in parts.
* Very good overall. Possible improvements: combat system (it's way too complex for such a poor result) and characteristics (there are too many).
]]></text>
				</version>
			</history>
		</page>
		<page node="340">
			<name>tangential_magi</name>
			<title>Tangential Magi</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207387941</unix>
						<iso>2008-04-05 11:32:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Magi residing in the [[Hypostasis]], according to [[Criamon]] belief. See [[HoHMC]] 46.
]]></text>
				</version>
			</history>
		</page>
		<page node="341">
			<name>roman_sagas</name>
			<title>Roman Sagas</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Fan-Created Content</tag>
			</tags>
			<history size="8">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207467940</unix>
						<iso>2008-04-06 09:45:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Roman Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[https://netfiles.uiuc.edu/rwb/www/gaming/pearls/index.html|Circaeum Promontorium]]: A thirteenth-century Winter covenant set in Monte Circeo--the mountain that legends says was home to the enchantress Circe.

:[[http://www.arsmagica.it/briarea/First.htm|Crocus Briarea]]: Many years ago, in 1130 AD, a small group of brilliant minds founded a Magical Alliance, settling down in an ancient ruin once been an important university. With the passing of time our heroes would find war, love, death and honor. Live their adventures. Struggle for Supremacy. Be proud of being part of the mighty Order Of Hermes.

:[[http://www.arsmagica.it/demetra/englishversion.htm|Demetra Hyblaea]]: An Ars Magica III edition Saga set in Sicily. Demetra Hyblaea was founded in 1234, and at date is struggling to survive in the chaotic Roman tribunal. Italian version available.

:[[http://www.geocities.com/TimesSquare/Portal/9963/index.html|Lachrymae Vitae]]: An ArM 4 Saga set amidst the upheaval of the 13th century Mediterranian world. The player characters' Covenant is located on Malta, the southernmost outpost of the Sicilian Kingdom. The Saga opens in Constantinople during the Fourth Crusade, charts the rise and fall of Emperor Frederick II Hohenstaufen, and looks ahead to the last days of the Crusades.

:[[http://www.jugenstil.com/derry/arsmagica/|Malatesta]]:

:[[http://www.geocities.com/decallom/ArsPage.html|Nave Ignis]]: An enchanted ship full of Magi sailing around the Mediterranean. The ship was sunk during the aftermath of the 4th Crusade, but the Magi fled and now form the covenant of Horadrim in Iberia.

:[[http://home.comcast.net/~agronosky/ars_magica/palatini/index.html|Palatini]]: Fifth Edition Saga of mystery and intrigue, set in Venice (no longer active).

:[[http://www.unc.edu/~murphy/sabratha/|Sabratha]]: Sabratha was, along with its sister cities of Leptis Magna and Oea (Tripoli), a Phonecian settlement and later a Roman colony along the shoreline of what is now Libya. A Spring Covenant is situated within the ruins of the city, and young magi seek to make a name for themselves and establish another tenuous foothold for the Order within Africa. This site seeks to be a useful reference for Ars Magica enthusiasts, taking over where the Rabenstein Saga left off.

:[[http://www.erzo.org/~shannon/ars-magica/rome/|Vardian's Tomb]]: A coven of wizards living beneath the streets of Rome, the basis for the White Wolf supplement, [[Tribunals of Hermes: Rome]]. Logs of the first 70 adventures. Set in the same universe as the earlier St. Nerius campaign.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230486898</unix>
						<iso>2008-12-28 18:54:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated Palatini URL</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Roman Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[https://netfiles.uiuc.edu/rwb/www/gaming/pearls/index.html|Circaeum Promontorium]]: A thirteenth-century Winter covenant set in Monte Circeo--the mountain that legends says was home to the enchantress Circe.

:[[http://www.arsmagica.it/briarea/First.htm|Crocus Briarea]]: Many years ago, in 1130 AD, a small group of brilliant minds founded a Magical Alliance, settling down in an ancient ruin once been an important university. With the passing of time our heroes would find war, love, death and honor. Live their adventures. Struggle for Supremacy. Be proud of being part of the mighty Order Of Hermes.

:[[http://www.arsmagica.it/demetra/englishversion.htm|Demetra Hyblaea]]: An Ars Magica III edition Saga set in Sicily. Demetra Hyblaea was founded in 1234, and at date is struggling to survive in the chaotic Roman tribunal. Italian version available.

:[[http://www.geocities.com/TimesSquare/Portal/9963/index.html|Lachrymae Vitae]]: An ArM 4 Saga set amidst the upheaval of the 13th century Mediterranian world. The player characters' Covenant is located on Malta, the southernmost outpost of the Sicilian Kingdom. The Saga opens in Constantinople during the Fourth Crusade, charts the rise and fall of Emperor Frederick II Hohenstaufen, and looks ahead to the last days of the Crusades.

:[[http://www.jugenstil.com/derry/arsmagica/|Malatesta]]:

:[[http://www.geocities.com/decallom/ArsPage.html|Nave Ignis]]: An enchanted ship full of Magi sailing around the Mediterranean. The ship was sunk during the aftermath of the 4th Crusade, but the Magi fled and now form the covenant of Horadrim in Iberia.

:[[http://arsmagica.andrewgronosky.orgindex.html|Palatini]]: Fifth Edition Saga of mystery and intrigue, set in Venice (no longer active).

:[[http://www.unc.edu/~murphy/sabratha/|Sabratha]]: Sabratha was, along with its sister cities of Leptis Magna and Oea (Tripoli), a Phonecian settlement and later a Roman colony along the shoreline of what is now Libya. A Spring Covenant is situated within the ruins of the city, and young magi seek to make a name for themselves and establish another tenuous foothold for the Order within Africa. This site seeks to be a useful reference for Ars Magica enthusiasts, taking over where the Rabenstein Saga left off.

:[[http://www.erzo.org/~shannon/ars-magica/rome/|Vardian's Tomb]]: A coven of wizards living beneath the streets of Rome, the basis for the White Wolf supplement, [[Tribunals of Hermes: Rome]]. Logs of the first 70 adventures. Set in the same universe as the earlier St. Nerius campaign.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230487018</unix>
						<iso>2008-12-28 18:56:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Noted broken link</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Roman Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[https://netfiles.uiuc.edu/rwb/www/gaming/pearls/index.html|Circaeum Promontorium]]: A thirteenth-century Winter covenant set in Monte Circeo--the mountain that legends says was home to the enchantress Circe.

:[[http://www.arsmagica.it/briarea/First.htm|Crocus Briarea]]: Many years ago, in 1130 AD, a small group of brilliant minds founded a Magical Alliance, settling down in an ancient ruin once been an important university. With the passing of time our heroes would find war, love, death and honor. Live their adventures. Struggle for Supremacy. Be proud of being part of the mighty Order Of Hermes.

:[[http://www.arsmagica.it/demetra/englishversion.htm|Demetra Hyblaea]]: An Ars Magica III edition Saga set in Sicily. Demetra Hyblaea was founded in 1234, and at date is struggling to survive in the chaotic Roman tribunal. Italian version available.

:[[http://www.geocities.com/TimesSquare/Portal/9963/index.html|Lachrymae Vitae]]: An ArM 4 Saga set amidst the upheaval of the 13th century Mediterranian world. The player characters' Covenant is located on Malta, the southernmost outpost of the Sicilian Kingdom. The Saga opens in Constantinople during the Fourth Crusade, charts the rise and fall of Emperor Frederick II Hohenstaufen, and looks ahead to the last days of the Crusades.

:[[http://www.jugenstil.com/derry/arsmagica/|Malatesta]]:

:[[http://www.geocities.com/decallom/ArsPage.html|Nave Ignis]]: An enchanted ship full of Magi sailing around the Mediterranean. The ship was sunk during the aftermath of the 4th Crusade, but the Magi fled and now form the covenant of Horadrim in Iberia.  '''Link not working, 28 Dec. 2008'''  '''Link not working, 28 Dec. 2008'''

:[[http://arsmagica.andrewgronosky.org/palatini/index.html|Palatini]]: Fifth Edition Saga of mystery and intrigue, set in Venice (no longer active).

:[[http://www.unc.edu/~murphy/sabratha/|Sabratha]]: Sabratha was, along with its sister cities of Leptis Magna and Oea (Tripoli), a Phonecian settlement and later a Roman colony along the shoreline of what is now Libya. A Spring Covenant is situated within the ruins of the city, and young magi seek to make a name for themselves and establish another tenuous foothold for the Order within Africa. This site seeks to be a useful reference for Ars Magica enthusiasts, taking over where the Rabenstein Saga left off.

:[[http://www.erzo.org/~shannon/ars-magica/rome/|Vardian's Tomb]]: A coven of wizards living beneath the streets of Rome, the basis for the White Wolf supplement, [[Tribunals of Hermes: Rome]]. Logs of the first 70 adventures. Set in the same univer
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230488618</unix>
						<iso>2008-12-28 19:23:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added copyright notice</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Roman Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[https://netfiles.uiuc.edu/rwb/www/gaming/pearls/index.html|Circaeum Promontorium]]: A thirteenth-century Winter covenant set in Monte Circeo--the mountain that legends says was home to the enchantress Circe.

:[[http://www.arsmagica.it/briarea/First.htm|Crocus Briarea]]: Many years ago, in 1130 AD, a small group of brilliant minds founded a Magical Alliance, settling down in an ancient ruin once been an important university. With the passing of time our heroes would find war, love, death and honor. Live their adventures. Struggle for Supremacy. Be proud of being part of the mighty Order Of Hermes.

:[[http://www.arsmagica.it/demetra/englishversion.htm|Demetra Hyblaea]]: An Ars Magica III edition Saga set in Sicily. Demetra Hyblaea was founded in 1234, and at date is struggling to survive in the chaotic Roman tribunal. Italian version available.

:[[http://www.geocities.com/TimesSquare/Portal/9963/index.html|Lachrymae Vitae]]: An ArM 4 Saga set amidst the upheaval of the 13th century Mediterranian world. The player characters' Covenant is located on Malta, the southernmost outpost of the Sicilian Kingdom. The Saga opens in Constantinople during the Fourth Crusade, charts the rise and fall of Emperor Frederick II Hohenstaufen, and looks ahead to the last days of the Crusades.

:[[http://www.jugenstil.com/derry/arsmagica/|Malatesta]]:

:[[http://www.geocities.com/decallom/ArsPage.html|Nave Ignis]]: An enchanted ship full of Magi sailing around the Mediterranean. The ship was sunk during the aftermath of the 4th Crusade, but the Magi fled and now form the covenant of Horadrim in Iberia.  '''Link not working, 28 Dec. 2008'''

:[[http://arsmagica.andrewgronosky.org/palatini/index.html|Palatini]]: Fifth Edition Saga of mystery and intrigue, set in Venice (no longer active).

:[[http://www.unc.edu/~murphy/sabratha/|Sabratha]]: Sabratha was, along with its sister cities of Leptis Magna and Oea (Tripoli), a Phonecian settlement and later a Roman colony along the shoreline of what is now Libya. A Spring Covenant is situated within the ruins of the city, and young magi seek to make a name for themselves and establish another tenuous foothold for the Order within Africa. This site seeks to be a useful reference for Ars Magica enthusiasts, taking over where the Rabenstein Saga left off.

:[[http://www.erzo.org/~shannon/ars-magica/rome/|Vardian's Tomb]]: A coven of wizards living beneath the streets of Rome, the basis for the White Wolf supplement, [[Tribunals of Hermes: Rome]]. Logs of the first 70 adventures. Set in the same universe as the earlier St. Nerius campaign.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1236584322</unix>
						<iso>2009-03-09 08:38:42</iso>
					</timestamp>
					<author>guest</author>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Roman Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[https://netfiles.uiuc.edu/rwb/www/gaming/pearls/index.html|Circaeum Promontorium]]: A thirteenth-century Winter covenant set in Monte Circeo--the mountain that legends says was home to the enchantress Circe.

:[[http://www.arsmagica.it/briarea/First.htm|Crocus Briarea]]: Many years ago, in 1130 AD, a small group of brilliant minds founded a Magical Alliance, settling down in an ancient ruin once been an important university. With the passing of time our heroes would find war, love, death and honor. Live their adventures. Struggle for Supremacy. Be proud of being part of the mighty Order Of Hermes.

:[[http://www.arsmagica.it/demetra/englishversion.htm|Demetra Hyblaea]]: An Ars Magica III edition Saga set in Sicily. Demetra Hyblaea was founded in 1234, and at date is struggling to survive in the chaotic Roman tribunal. Italian version available.

:[[http://www.geocities.com/TimesSquare/Portal/9963/index.html|Lachrymae Vitae]]: An ArM 4 Saga set amidst the upheaval of the 13th century Mediterranian world. The player characters' Covenant is located on Malta, the southernmost outpost of the Sicilian Kingdom. The Saga opens in Constantinople during the Fourth Crusade, charts the rise and fall of Emperor Frederick II Hohenstaufen, and looks ahead to the last days of the Crusades.

:[[http://www.jugenstil.com/derry/arsmagica/|Malatesta]]:

:[[http://www.geocities.com/decallom/ArsPage.html|Nave Ignis]]: An enchanted ship full of Magi sailing around the Mediterranean. The ship was sunk during the aftermath of the 4th Crusade, but the Magi fled and now form the covenant of Horadrim in Iberia.  '''Link not working, 28 Dec. 2008'''

:[[http://arsmagica.andrewgronosky.org/palatini/index.html|Palatini]]: Fifth Edition Saga of mystery and intrigue, set in Venice (no longer active).

:[[http://www.unc.edu/~murphy/sabratha/|Sabratha]]: Sabratha was, along with its sister cities of Leptis Magna and Oea (Tripoli), a Phonecian settlement and later a Roman colony along the shoreline of what is now Libya. A Spring Covenant is situated within the ruins of the city, and young magi seek to make a name for themselves and establish another tenuous foothold for the Order within Africa. This site seeks to be a useful reference for Ars Magica enthusiasts, taking over where the Rabenstein Saga left off.

:[[http://arsmagica.wikia.com/wiki/Dulcis_Fons/|The Lost Covenant of Venice]]: The Lost Covenant of Venice is a Saga set in the Roman Tribunal. The Saga begins in the year 1221 when two young mages are sent to Venice, to find the Covenant of Dulcis Fons, which has been out of contact with the Tribunal for 40 years. 

:[[http://www.erica.wikia.com/wiki/Dulcis_Fons/|The Lost Covenant of Venice]]: The Lost Covenant of Venice is a Saga set in the Roman Tribunal. The Saga begins in the year 1221 when two young mages are sent to Venice, to find the Covenant of Dulcis Fons, which has been out of contact with the Tribunal for 40 years. 

:[[http://www.erzo.org/~shannon/ars-magica/rome
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1237271345</unix>
						<iso>2009-03-17 07:29:05</iso>
					</timestamp>
					<author>MerFab</author>
					<comment>Fixed link</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Roman Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[https://netfiles.uiuc.edu/rwb/www/gaming/pearls/index.html|Circaeum Promontorium]]: A thirteenth-century Winter covenant set in Monte Circeo--the mountain that legends says was home to the enchantress Circe.

:[[http://www.arsmagica.it/briarea/First.htm|Crocus Briarea]]: Many years ago, in 1130 AD, a small group of brilliant minds founded a Magical Alliance, settling down in an ancient ruin once been an important university. With the passing of time our heroes would find war, love, death and honor. Live their adventures. Struggle for Supremacy. Be proud of being part of the mighty Order Of Hermes.

:[[http://www.arsmagica.it/demetra/englishversion.htm|Demetra Hyblaea]]: An Ars Magica III edition Saga set in Sicily. Demetra Hyblaea was founded in 1234, and at date is struggling to survive in the chaotic Roman tribunal. Italian version available.

:[[http://www.geocities.com/TimesSquare/Portal/9963/index.html|Lachrymae Vitae]]: An ArM 4 Saga set amidst the upheaval of the 13th century Mediterranian world. The player characters' Covenant is located on Malta, the southernmost outpost of the Sicilian Kingdom. The Saga opens in Constantinople during the Fourth Crusade, charts the rise and fall of Emperor Frederick II Hohenstaufen, and looks ahead to the last days of the Crusades.

:[[http://www.jugenstil.com/derry/arsmagica/|Malatesta]]:

:[[http://www.geocities.com/decallom/ArsPage.html|Nave Ignis]]: An enchanted ship full of Magi sailing around the Mediterranean. The ship was sunk during the aftermath of the 4th Crusade, but the Magi fled and now form the covenant of Horadrim in Iberia.  '''Link not working, 28 Dec. 2008'''

:[[http://arsmagica.andrewgronosky.org/palatini/index.html|Palatini]]: Fifth Edition Saga of mystery and intrigue, set in Venice (no longer active).

:[[http://www.unc.edu/~murphy/sabratha/|Sabratha]]: Sabratha was, along with its sister cities of Leptis Magna and Oea (Tripoli), a Phonecian settlement and later a Roman colony along the shoreline of what is now Libya. A Spring Covenant is situated within the ruins of the city, and young magi seek to make a name for themselves and establish another tenuous foothold for the Order within Africa. This site seeks to be a useful reference for Ars Magica enthusiasts, taking over where the Rabenstein Saga left off.

:[[http://arsmagica.wikia.com/wiki/Sagas:Dulcis_Fons|The Lost Covenant of Venice]]: The Saga ice, to find the Covenant of Dulcis Fons, which has been out of contact with the Tribunal for 40 years. 

:[[http://www.erzo.org/~shannon/ars-magica/rome/|Vardian's Tomb]]: A coven of wizards living beneath the streets of Rome, the basis for the White Wolf supplement, [[Tribunals of Hermes: Rome]]. Logs of the first 70 adventures. Set in the same universe as the earlier St. Nerius campaign.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1237271417</unix>
						<iso>2009-03-17 07:30:17</iso>
					</timestamp>
					<author>MerFab</author>
					<comment>Removed due to stupid linking</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Roman Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[https://netfiles.uiuc.edu/rwb/www/gaming/pearls/index.html|Circaeum Promontorium]]: A thirteenth-century Winter covenant set in Monte Circeo--the mountain that legends says was home to the enchantress Circe.

:[[http://www.arsmagica.it/briarea/First.htm|Crocus Briarea]]: Many years ago, in 1130 AD, a small group of brilliant minds founded a Magical Alliance, settling down in an ancient ruin once been an important university. With the passing of time our heroes would find war, love, death and honor. Live their adventures. Struggle for Supremacy. Be proud of being part of the mighty Order Of Hermes.

:[[http://www.arsmagica.it/demetra/englishversion.htm|Demetra Hyblaea]]: An Ars Magica III edition Saga set in Sicily. Demetra Hyblaea was founded in 1234, and at date is struggling to survive in the chaotic Roman tribunal. Italian version available.

:[[http://www.geocities.com/TimesSquare/Portal/9963/index.html|Lachrymae Vitae]]: An ArM 4 Saga set amidst the upheaval of the 13th century Mediterranian world. The player characters' Covenant is located on Malta, the southernmost outpost of the Sicilian Kingdom. The Saga opens in Constantinople during the Fourth Crusade, charts the rise and fall of Emperor Frederick II Hohenstaufen, and looks ahead to the last days of the Crusades.

:[[http://www.jugenstil.com/derry/arsmagica/|Malatesta]]:

:[[http://www.geocities.com/decallom/ArsPage.html|Nave Ignis]]: An enchanted ship full of Magi sailing around the Mediterranean. The ship was sunk during the aftermath of the 4th Crusade, but the Magi fled and now form the covenant of Horadrim in Iberia.  '''Link not working, 28 Dec. 2008'''

:[[http://arsmagica.andrewgronosky.org/palatini/index.html|Palatini]]: Fifth Edition Saga of mystery and intrigue, set in Venice (no longer active).

:[[http://www.unc.edu/~murphy/sabratha/|Sabratha]]: Sabratha was, along with its sister cities of Leptis Magna and Oea (Tripoli), a Phonecian settlement and later a Roman colony along the shoreline of what is now Libya. A Spring Covenant is situated within the ruins of the city, and young magi seek to make a name for themselves and establish another tenuous foothold for the Order within Africa. This site seeks to be a useful reference for Ars Magica enthusiasts, taking over where the Rabenstein Saga left off.

:[[http://www.erzo.org/~shannon/ars-magica/rome/|Vardian's Tomb]]: A coven of wizards living beneath the streets of Rome, the basis for the White Wolf supplement, [[Tribunals of Hermes: Rome]]. Logs of the first 70 adventures. Set in the same universe as the earlier St. Nerius campaign.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1269302074</unix>
						<iso>2010-03-23 00:54:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead Geocities links</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Roman Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[https://netfiles.uiuc.edu/rwb/www/gaming/pearls/index.html|Circaeum Promontorium]]: A thirteenth-century Winter covenant set in Monte Circeo--the mountain that legends says was home to the enchantress Circe.

:[[http://www.arsmagica.it/briarea/First.htm|Crocus Briarea]]: Many years ago, in 1130 AD, a small group of brilliant minds founded a Magical Alliance, settling down in an ancient ruin once been an important university. With the passing of time our heroes would find war, love, death and honor. Live their adventures. Struggle for Supremacy. Be proud of being part of the mighty Order Of Hermes.

:[[http://www.arsmagica.it/demetra/englishversion.htm|Demetra Hyblaea]]: An Ars Magica III edition Saga set in Sicily. Demetra Hyblaea was founded in 1234, and at date is struggling to survive in the chaotic Roman tribunal. Italian version available.

:[[http://www.jugenstil.com/derry/arsmagica/|Malatesta]]:

:[[http://arsmagica.andrewgronosky.org/palatini/index.html|Palatini]]: Fifth Edition Saga of mystery and intrigue, set in Venice (no longer active).

:[[http://www.unc.edu/~murphy/sabratha/|Sabratha]]: Sabratha was, along with its sister cities of Leptis Magna and Oea (Tripoli), a Phonecian settlement and later a Roman colony along the shoreline of what is now Libya. A Spring Covenant is situated within the ruins of the city, and young magi seek to make a name for themselves and establish another tenuous foothold for the Order within Africa. This site seeks to be a useful reference for Ars Magica enthusiasts, taking over where the Rabenstein Saga left off.

:[[http://www.erzo.org/~shannon/ars-magica/rome/|Vardian's Tomb]]: A coven of wizards living beneath the streets of Rome, the basis for the White Wolf supplement, [[Tribunals of Hermes: Rome]]. Logs of the first 70 adventures. Set in the same universe as the earlier St. Nerius campaign.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="342">
			<name>thebes_sagas</name>
			<title>Thebes Sagas</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207468182</unix>
						<iso>2008-04-06 09:49:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Theban Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/TimesSquare/Portal/9963/index.html|Lachrymae Vitae]]: An ArM 4 Saga set amidst the upheaval of the 13th century Mediterranian world. The player characters' Covenant is located on Malta, the southernmost outpost of the Sicilian Kingdom. The Saga opens in Constantinople during the Fourth Crusade, charts the rise and fall of Emperor Frederick II Hohenstaufen, and looks ahead to the last days of the Crusades.

:[[http://www.nocturne.org/games/saga/amos/|A Measure of Sand]]:

:[[http://groups.yahoo.com/group/online-saga/|Purification Through Fire]]:

:[[http://www.geocities.com/leucretia/ypsoma.html|Y'psoma tes Pnoes tou Pneumatos]]: Y'psoma tes Pnoes tou Pneumatos, means the Aerie of the Spirit's Breath, and is a spring covenant in the Pontic Alps in Eastern Anatolia (modern day Turkey). The starting date for the Saga was 1170 AD (1319 Age of Aries). These pages contain much of the general background information on the Covenant, the [[Theban Tribunal]], and the Byzantine Empire. The overall themes of the Saga are mystery and discovery, and the role of tradition and history within and without the Order. We use primarily 4th Edition Rules with some holdovers from 3rd edition (and earlier). Most of which are listed in the House Rules Section, of the Storyguide primer.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230488711</unix>
						<iso>2008-12-28 19:25:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added copyright notice</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Theban Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/TimesSquare/Portal/9963/index.html|Lachrymae Vitae]]: An ArM 4 Saga set amidst the upheaval of the 13th century Mediterranian world. The player characters' Covenant is located on Malta, the southernmost outpost of the Sicilian Kingdom. The Saga opens in Constantinople during the Fourth Crusade, charts the rise and fall of Emperor Frederick II Hohenstaufen, and looks ahead to the last days of the Crusades.

:[[http://www.nocturne.org/games/saga/amos/|A Measure of Sand]]:

:[[http://groups.yahoo.com/group/online-saga/|Purification Through Fire]]:

:[[http://www.geocities.com/leucretia/ypsoma.html|Y'psoma tes Pnoes tou Pneumatos]]: Y'psoma tes Pnoes tou Pneumatos, means the Aerie of the Spirit's Breath, and is a spring covenant in the Pontic Alps in Eastern Anatolia (modern day Turkey). The starting date for the Saga was 1170 AD (1319 Age of Aries). These pages contain much of the general background information on the Covenant, the [[Theban Tribunal]], and the Byzantine Empire. The overall themes of the Saga are mystery and discovery, and the role of tradition and history within and without the Order. We use primarily 4th Edition Rules with some holdovers from 3rd edition (and earlier). Most of which are listed in the House Rules Section, of the Storyguide primer.

---
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230488720</unix>
						<iso>2008-12-28 19:25:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added copyright notice</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Theban Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/TimesSquare/Portal/9963/index.html|Lachrymae Vitae]]: An ArM 4 Saga set amidst the upheaval of the 13th century Mediterranian world. The player characters' Covenant is located on Malta, the southernmost outpost of the Sicilian Kingdom. The Saga opens in Constantinople during the Fourth Crusade, charts the rise and fall of Emperor Frederick II Hohenstaufen, and looks ahead to the last days of the Crusades.

:[[http://www.nocturne.org/games/saga/amos/|A Measure of Sand]]:

:[[http://groups.yahoo.com/group/online-saga/|Purification Through Fire]]:

:[[http://www.geocities.com/leucretia/ypsoma.html|Y'psoma tes Pnoes tou Pneumatos]]: Y'psoma tes Pnoes tou Pneumatos, means the Aerie of the Spirit's Breath, and is a spring covenant in the Pontic Alps in Eastern Anatolia (modern day Turkey). The starting date for the Saga was 1170 AD (1319 Age of Aries). These pages contain much of the general background information on the Covenant, the [[Theban Tribunal]], and the Byzantine Empire. The overall themes of the Saga are mystery and discovery, and the role of tradition and history within and without the Order. We use primarily 4th Edition Rules with some holdovers from 3rd edition (and earlier). Most of which are listed in the House Rules Section, of the Storyguide primer.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1269303283</unix>
						<iso>2010-03-23 01:14:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead Geocities links</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Thebes Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.nocturne.org/games/saga/amos/|A Measure of Sand]]:

:[[http://groups.yahoo.com/group/online-saga/|Purification Through Fire]]:

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="343">
			<name>transylvanian_sagas</name>
			<title>Transylvanian Sagas</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207468267</unix>
						<iso>2008-04-06 09:51:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Transylvanian Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.amurgsval.org/|Amurgsval]]: The covenant of Amurgsval is a fabled place, home of practitioners of the Great Art, the Ars Magica, lost in the mists of time and surrounded by legends of mighty magicks and mystic beer.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230488765</unix>
						<iso>2008-12-28 19:26:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added copyright notice</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Transylvanian Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.amurgsval.org/|Amurgsval]]: The covenant of Amurgsval is a fabled place, home of practitioners of the Great Art, the Ars Magica, lost in the mists of time and surrounded by legends of mighty magicks and mystic beer.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="344">
			<name>alternate_settings_sagas</name>
			<title>Alternate Settings Sagas</title>
			<language>en</language>
			<tags>
				<tag>Fan-Created Content</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207468460</unix>
						<iso>2008-04-06 09:54:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, in settings outside of [[Mythic Europe]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.panix.com/~nexus/rochehaut/|The Cisalpin Tribunal]]: Mythic Europe, with an alternate Tribunal division

:[[http://www.psi-13.com/eminton/giants/index.html|Giants in the Earth]]:

:[[http://www.bifrost.demon.co.uk/games/arsmagica/greyhawk/|Greyhawk]]: These pages describe crossover rules for Ars Magica and the World of Greyhawk. The World of Greyhawk is trademarked, copyrighted and what not else by TSR.

:[[http://knownworld.theennead.com/|The Known World]]:

:[[http://www.crashbox.com/rivenrock/|Rivenrock]]: A saga set in the world of Hârn.

:[[http://darmont.free.fr/arm/?page=arm-snaefell&lang=eng|Snaefellsjökull]]:

:[[http://www.pvv.ntnu.no/~leirbakk/rpg/arsmagica/arsmagica_index_e.html|Taneb's Tooth]]:
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230815593</unix>
						<iso>2009-01-01 14:13:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>I disocovered Shattered Realm; looks neat</comment>
					<text><![CDATA[
The following [[Saga|saga]] websites are set in, or otherwise related to, in settings outside of [[Mythic Europe]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.panix.com/~nexus/rochehaut/|The Cisalpin Tribunal]]: Mythic Europe, with an alternate Tribunal division

:[[http://www.psi-13.com/eminton/giants/index.html|Giants in the Earth]]:

:[[http://www.bifrost.demon.co.uk/games/arsmagica/greyhawk/|Greyhawk]]: These pages describe crossover rules for Ars Magica and the World of Greyhawk. The World of Greyhawk is trademarked, copyrighted and what not else by TSR.

:[[http://knownworld.theennead.com/|The Known World]]:

:[[http://www.crashbox.com/rivenrock/|Rivenrock]]: A saga set in the world of Hârn.

: [[http://shatteredrealm.wikidot.com/|The Shattered Realm]]: A dark world where "[t]here is magic, yes, but also wars, plague, dark gods, crude knights, mad emperors and lots of commoners, who know nothing of the magical laws, and who, in fact, care only for the safety of their families and the crops that will sustain them through the cold winter."

:[[http://darmont.free.fr/arm/dot.com/|The Shattered Realm]]: A dark world where "[t]here is magic, yes, but also wars, plague, dark gods, crude knights, mad emperors a
]]></text>
				</version>
			</history>
		</page>
		<page node="345">
			<name>mailing_lists</name>
			<title>Mailing Lists</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207470394</unix>
						<iso>2008-04-06 10:26:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following are public mailing lists related to Ars Magica.

===The Berkeley List (BerkList)

The Ars Magica Mailing List hosted at Berkeley, also known as the BerkList, is currently the main Ars Magica mailing list. Its primary language is English. Traffic varies from about 10 messages a day to 50 (or more!). A substantial number of Ars Magica authors are on the BerkList and post frequently. John Nephew, the president of Atlas Games, is occasionally there and has answered questions in the past. David Chart, the Ars Magica Line Developer, is also an active participant, both officially and unofficially. Many of the playtesters and design contributors of Ars Magica 5th Edition are also on the list.

The mailing list is for the discussion of Ars Magica and related subjects. It is not a suitable forum for commercial advertising (unless you publish Ars Magica material), or for unending flame wars. Otherwise, almost anything related to the game is on topic: rules, background, medieval history, alternate rules, alternate background (although if you have alternate rules and alternate background, people might wonder whether you are still playing Ars Magica), upcoming supplements, the quality of the binding of supplements, etc. The best advice is to lurk (read the list without posting anything) for a while, to see what sort of thing is discussed. The BerkList is quite active, so a couple of weeks should give you a good idea of what goes on here.

Please do not post attachments (binary files especially): text files can be included in the body of the email. Also, if your email program is attaching things automatically (rich text, HTML, whatever), please find out how to turn it off, and do so. Note that if other people on the list tell you that you are posting attachments, you probably are: your program will be able to handle its own attachments, so they may not be visible to you.

More information is available on [[http://redcap.org/FAQ/FAQ4a1.html|general mailing list issues]]] such as netiquette, [[http://redcap.org/FAQ/FAQ4a2.html|common abbreviations and jargon]] used on the mailing list, and the geeky block of [[http://redcap.org/FAQ/FAQ4a3.html|ArM Code]] used by many of its members.

===Subscribing to the Berk List

To subscribe to the Berk List, visit its Web site at [[http://mead.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica]]. The same page may be used to search and browse the (extensive) list archives and to perform administrative functions like unsubscribing and changing / resetting your password.

==Specific Lists

The following lists are smaller, and generally enjoy far less activity (if at all) in comparison with the main list.

[[http://www.ii.uib.no/~georg/alt/rpg/ars/InterSaga/|Inter-Saga Relations]] is a list aiming to set up communication between people's Sagas. The details are on the web page. (Project appears to have died circa 1998, but contains much useful content for Tribunal sessions.)

:[[http://groups.yahoo.com/group/hermeticpenpals/|Hermetic Penpals]]: Hermetic Penpals is a list where members can reply to letters from other covenants as magi. The aim is to take some of the load off storyguides, and to give people away from a troupe the opportunity to play magi. (Project appears to have died circa 2005.)

:[[http://groups.yahoo.com/group/lexHermeticum/|Lex Hermeticum]]: Lex Hermeticum is a semi-moderated list dedicated to the discussion of Hermetic Law, Politics and Society. (Such discussion is also welcome on the general list, above.) (Project seems to have died circa 2007.)
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207470443</unix>
						<iso>2008-04-06 10:27:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>formatting</comment>
					<text><![CDATA[
The following are public mailing lists related to Ars Magica.

===The Berkeley List (BerkList)

The Ars Magica Mailing List hosted at Berkeley, also known as the BerkList, is currently the main Ars Magica mailing list. Its primary language is English. Traffic varies from about 10 messages a day to 50 (or more!). A substantial number of Ars Magica authors are on the BerkList and post frequently. John Nephew, the president of Atlas Games, is occasionally there and has answered questions in the past. David Chart, the Ars Magica Line Developer, is also an active participant, both officially and unofficially. Many of the playtesters and design contributors of Ars Magica 5th Edition are also on the list.

The mailing list is for the discussion of Ars Magica and related subjects. It is not a suitable forum for commercial advertising (unless you publish Ars Magica material), or for unending flame wars. Otherwise, almost anything related to the game is on topic: rules, background, medieval history, alternate rules, alternate background (although if you have alternate rules and alternate background, people might wonder whether you are still playing Ars Magica), upcoming supplements, the quality of the binding of supplements, etc. The best advice is to lurk (read the list without posting anything) for a while, to see what sort of thing is discussed. The BerkList is quite active, so a couple of weeks should give you a good idea of what goes on here.

Please do not post attachments (binary files especially): text files can be included in the body of the email. Also, if your email program is attaching things automatically (rich text, HTML, whatever), please find out how to turn it off, and do so. Note that if other people on the list tell you that you are posting attachments, you probably are: your program will be able to handle its own attachments, so they may not be visible to you.

More information is available on [[http://redcap.org/FAQ/FAQ4a1.html|general mailing list issues]]] such as netiquette, [[http://redcap.org/FAQ/FAQ4a2.html|common abbreviations and jargon]] used on the mailing list, and the geeky block of [[http://redcap.org/FAQ/FAQ4a3.html|ArM Code]] used by many of its members.

===Subscribing to the Berk List

To subscribe to the Berk List, visit its Web site at [[http://mead.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica]]. The same page may be used to search and browse the (extensive) list archives and to perform administrative functions like unsubscribing and changing / resetting your password.

==Specific Lists

The following lists are smaller, and generally enjoy far less activity (if at all) in comparison with the main list.

:[[http://www.ii.uib.no/~georg/alt/rpg/ars/InterSaga/|Inter-Saga Relations]]: is a list aiaiming to set up communication between people's Sagas. The details are on the web page. (Project appears to have died circa 1998, but contains much useful content for Tribunal sessions.)

:[[http://groups.yahoo.com/group/hermeticpenpals/|Hermetic Penpals]]: Hermetic Penpals is a list where members can reply to letters from other covenants as magi. The aim is to take some of the load off storyguides, and to give people away from a troupe the opportunity to play magi. (Project appears to have died circa 2005.)

:[[http://groups.yahoo.com/group/lexHermeticum/|Lex Hermeticum]]: Lex Hermeticum is a semi-moderated list dedicated to the discussion of Hermetic Law, Politics and Society. (Such discussion is also welcome on the general list, above.) (Project seems to have died circa 2007
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1240092249</unix>
						<iso>2009-04-19 00:04:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link to subscribe.</comment>
					<text><![CDATA[
The following are public mailing lists related to Ars Magica.

===The Berkeley List (BerkList)

The Ars Magica Mailing List hosted at Berkeley, also known as the BerkList, is currently the main Ars Magica mailing list. Its primary language is English. Traffic varies from about 10 messages a day to 50 (or more!). A substantial number of Ars Magica authors are on the BerkList and post frequently. John Nephew, the president of Atlas Games, is occasionally there and has answered questions in the past. David Chart, the Ars Magica Line Developer, is also an active participant, both officially and unofficially. Many of the playtesters and design contributors of Ars Magica 5th Edition are also on the list.

The mailing list is for the discussion of Ars Magica and related subjects. It is not a suitable forum for commercial advertising (unless you publish Ars Magica material), or for unending flame wars. Otherwise, almost anything related to the game is on topic: rules, background, medieval history, alternate rules, alternate background (although if you have alternate rules and alternate background, people might wonder whether you are still playing Ars Magica), upcoming supplements, the quality of the binding of supplements, etc. The best advice is to lurk (read the list without posting anything) for a while, to see what sort of thing is discussed. The BerkList is quite active, so a couple of weeks should give you a good idea of what goes on here.

Please do not post attachments (binary files especially): text files can be included in the body of the email. Also, if your email program is attaching things automatically (rich text, HTML, whatever), please find out how to turn it off, and do so. Note that if other people on the list tell you that you are posting attachments, you probably are: your program will be able to handle its own attachments, so they may not be visible to you.

See also the articles on the mail list's [[jargon | Jargon]] (much of which has been adopted by the broader online [[Fan Community]]), and the geeky block of [[ArM Code]] used by many of its members.

===Subscribing to the Berk List

To subscribe to the Berk List, visit its Web site at 
[! http://mead.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica ]. The same page may be used to search and browse the (epassword.

==Specific Lists

The following lists are smaller, and generally enjoy far less activity (if at all) in comparison with the main list.

:[[http://www.ii.uib.no/~georg/alt/rpg/ars/InterSaga/|Inter-Saga Relations]]: is a list aiming to set up communication between people's Sagas. The details are on the web page. (Project appears to have died circa 1998, but contains much useful content for Tribunal sessions.)

:[[http://groups.yahoo.com/group/hermeticpenpals/|Hermetic Penpals]]: Hermetic Penpals is a list where members can reply to letters from other covenants as magi. The aim is to take some of the load off storyguides, and to give people away from a troupe the opportunity to play magi. (Project appears to have died circa 2005.)

:[[http://groups.yahoo.com/group/lexHermeticum/|Lex Hermeticum]]: Lex Hermeticum is a semi-moderated list dedicated to the discussion of Hermetic Law, Politics and Society. (Such discussion is also welcome on the general list, above.) (Project seems to have died circa 2007.)
]]></text>
				</version>
			</history>
		</page>
		<page node="346">
			<name>interactive_links</name>
			<title>Interactive Links</title>
			<language>en</language>
			<tags>
				<tag>Fan-Created Content</tag>
				<tag>Fan Community</tag>
				<tag>Spells</tag>
			</tags>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207471562</unix>
						<iso>2008-04-06 10:46:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
:[[http://arsmagica.pbwiki.com/|The Net Wizard's Grimoire]]: A Wiki of fan-created spells (and other goodies).

:[[http://www.geocities.com/sanctumhr/|Sanctum Hermeticum Revisited]]: (Email-based contributions) Sanctum Hermeticum Revisited presents a selection of resources for the Ars Magica roleplaying game, including the [[http://www.geocities.com/sanctumhr/Amicorum/amicorum.html|Liber Amicorum]]. New articles, stories and artwork for the site are welcomed.

:[[http://arsmagicafinder.atspace.com/index.html|Ars Magica Player Finder]]: (Email-based updating) Note that you may also try to find fellow ArM players through our own [[Ars Magica Player Finder]] page, the [[http://arsmagicafinder.atspace.com/index.html|Official Forums]], the [[http://www.geocities.com/sanctumhr/Amicorum/amicorum.html|Liber Amicorum]], and the [[http://sagalocator.myfreeforum.org/index.php|Sagalocator]].

===No Longer Interactive

:[[http://www.durenmar.de/|Durenmar]]: (Defunct; last update 2005) This is a resources site, which contains contributed articles in the form of new rulesets, background material, essays, adventures, utilities, characters and stories. You can submit your own articles for inclusion. The Book of Beasts is to be found here.

:[[http://www.ars-magica.net/index.php?id=30|Projekt: Ars-Magica.Net]]: (Appears to be defunct since 2005) A resource site containing contributed and own articles intended to support the Ars Magica community. This includes among other things a complete product history with review modules, forums, story ideas, articles on history and Mythic Europe, house rules, downloads and lots more. Projekt: Ars- Magica.Net holds regular contests and prize drawings for contributing authors. The site is bilingual, German and English.

:[[http://forums.rpghost.com/forumdisplay.php?forumid=65|Web RPG Ars Magica Forum]]: (Last post in 2006)
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1255728084</unix>
						<iso>2009-10-16 23:21:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>updated SHR link</comment>
					<text><![CDATA[
:[[http://arsmagica.pbwiki.com/|The Net Wizard's Grimoire]]: A Wiki of fan-created spells (and other goodies).

:[[http://shrenewed.wetpaint.com/|Sanctum Hermeticum Revisited]]: (Email-based contributions) Sanctum Hermeticum Revisited presents a selection of resources for the Ars Magica roleplaying game, including the [[http://www.geocities.com/sanctumhr/Amicorum/amicorum.html|Liber Amicorum]]. New articles, stories and artwork for the site are welcomed.

:[[http://arsmagicafinder.atspace.com/index.html|Ars Magica Player Finder]]: (Email-based updating) Note that you may also try to find fellow ArM players through our own [[Ars Magica Player Finder]] page, the [[http://arsmagicafinder.atspace.com/index.html|Official Forums]], the [[http://www.geocities.com/sanctumhr/Amicorum/amicorum.html|Liber Amicorum]], and the [[http://sagalocator.myfreeforum.org/index.php|Sagalocator]].

===No Longer Interactive

:[[http://www.durenmar.de/|Durenmar]]: (Defunct; last update 2005) This is a resources site, which contains contributed articles in the form of new rulesets, background material, essays, adventures, utilities, characters and stories. You can submit your own articles for inclusion. The Book of Beasts is to be found here.

:[[http://www.ars-magica.net/index.php?id=30|Projekt: Ars-Magica.Net]]: (Appears to be defunct since 2005) A resource site containing contributed and own articles intended to support the Ars Magica community. This includes among other things a complete product history with review modules, forums, story ideas, articles on history and Mythic Europe, house rules, downloads and lots more. Projekt: Ars- Magica.Net holds regular contests and prize drawings for contributing authors. The site is bilingual, German and English.

:[[http://forums.rpghost.com/forumdisplay.php?forumid=65|Web RPG Ars Magica Forum]]: (Last post in 2006)
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268394646</unix>
						<iso>2010-03-12 12:50:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Mythic Europe wiki</comment>
					<text><![CDATA[
:[[http://arsmagica.pbwiki.com/|The Net Wizard's Grimoire]]: A Wiki of fan-created spells (and other goodies).

:[[http://shrenewed.wetpaint.com/|Sanctum Hermeticum Revisited]]: (Email-based contributions) Sanctum Hermeticum Revisited presents a selection of resources for the Ars Magica roleplaying game, including the [[http://www.geocities.com/sanctumhr/Amicorum/amicorum.html|Liber Amicorum]]. New articles, stories and artwork for the site are welcomed.

:[[http://arsmagicafinder.atspace.com/index.html|Ars Magica Player Finder]]: (Email-based updating) Note that you may also try to find fellow ArM players through our own [[Ars Magica Player Finder]] page, the [[http://arsmagicafinder.atspace.com/index.html|Official Forums]], the [[http://www.geocities.com/sanctumhr/Amicorum/amicorum.html|Liber Amicorum]], and the [[http://sagalocator.myfreeforum.org/index.php|Sagalocator]].

:[[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki| Mythic Europe]]: A fan-created Ars Magica Wiki

===No Longer Interactive

:[[http://www.durenmar.de/|Durenmar]]: (Defunct; last update 2005) This is a resources site, which contains contributed articles in the form of new rulesets, background material, essays, adventures, utilities, characters and stories. You can submit your own articles for inclusion. The Book of Beasts is to be found here.

:[[http://www.ars-magica.net/index.php?id=30|Projekt: Ars-Magica.Net]]: (Appears to be defunct since 2005) A resource site containing contributed and own articles intended to support the Ars Magica community. This includes among other things a complete product history with review modules, forums, story ideas, articles on history and Mythic Europe, house rules, downloads and lots more. Projekt: Ars- Magica.Net holds regular contests and prize drawings for contributing authors. The site is bilingual, German and English.

:[[http://forums.rpghost.com/forumdisplay.php?forumid=65|Web RPG Ars Magica Forum]]: (Last post in 2006)
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268394720</unix>
						<iso>2010-03-12 12:52:00</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated location of spells wiki</comment>
					<text><![CDATA[
:[[http://spellswiki.wikidot.com/|The Net Wizard's Grimoire]]: A Wiki of fan-created spells (and other goodies).

:[[http://shrenewed.wetpaint.com/|Sanctum Hermeticum Revisited]]: (Email-based contributions) Sanctum Hermeticum Revisited presents a selection of resources for the Ars Magica roleplaying game, including the [[http://www.geocities.com/sanctumhr/Amicorum/amicorum.html|Liber Amicorum]]. New articles, stories and artwork for the site are welcomed.

:[[http://arsmagicafinder.atspace.com/index.html|Ars Magica Player Finder]]: (Email-based updating) Note that you may also try to find fellow ArM players through our own [[Ars Magica Player Finder]] page, the [[http://arsmagicafinder.atspace.com/index.html|Official Forums]], the [[http://www.geocities.com/sanctumhr/Amicorum/amicorum.html|Liber Amicorum]], and the [[http://sagalocator.myfreeforum.org/index.php|Sagalocator]].

:[[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki| Mythic Europe]]: A fan-created Ars Magica Wiki

===No Longer Interactive

:[[http://www.durenmar.de/|Durenmar]]: (Defunct; last update 2005) This is a resources site, which contains contributed articles in the form of new rulesets, background material, essays, adventures, utilities, characters and stories. You can submit your own articles for inclusion. The Book of Beasts is to be found here.

:[[http://www.ars-magica.net/index.php?id=30|Projekt: Ars-Magica.Net]]: (Appears to be defunct since 2005) A resource site containing contributed and own articles intended to support the Ars Magica community. This includes among other things a complete product history with review modules, forums, story ideas, articles on history and Mythic Europe, house rules, downloads and lots more. Projekt: Ars- Magica.Net holds regular contests and prize drawings for contributing authors. The site is bilingual, German and English.

:[[http://forums.rpghost.com/forumdisplay.php?forumid=65|Web RPG Ars Magica Forum]]: (Last post in 2006)
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1269304510</unix>
						<iso>2010-03-23 01:35:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated Liber Amicorum link, moved player finder to inactive</comment>
					<text><![CDATA[
:[[http://spellswiki.wikidot.com/|The Net Wizard's Grimoire]]: A Wiki of fan-created spells (and other goodies).

:[[http://shrenewed.wetpaint.com/|Sanctum Hermeticum Revisited]]: (Email-based contributions) Sanctum Hermeticum Revisited presents a selection of resources for the Ars Magica roleplaying game, including the [[http://shrenewed.wetpaint.com/page/Liber+Amicorum|Liber Amicorum]]. New articles, stories and artwork for the site are welcomed.

:[[http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki| Mythic Europe]]: A fan-created Ars Magica Wiki

===No Longer Interactive

:[[http://www.durenmar.de/|Durenmar]]: (Defunct; last update 2005) This is a resources site, which contains contributed articles in the form of new rulesets, background material, essays, adventures, utilities, characters and stories. You can submit your own articles for inclusion. The Book of Beasts is to be found here.

:[[http://www.ars-magica.net/index.php?id=30|Projekt: Ars-Magica.Net]]: (Appears to be defunct since 2005) A resource site containing contributed and own articles intended to support the Ars Magica community. This includes among other things a complete product history with review modules, forums, story ideas, articles on history and Mythic Europe, house rules, downloads and lots more. Projekt: Ars- Magica.Net holds regular contests and prize drawings for contributing authors. The site is bilingual, German and English.

:[[http://arsmagicafinder.atspace.com/index.html|Ars Magica Player Finder]]: (Last update 2005) Note that you may also try to find fellow ArM players through our own [[Ars Magica Player Finder]] page, the [[http://arsmagicafinder.atspace.com/index.html|Official Forums]], the [[http://sagalocator.myfreeforum.org/index.php|Sagalocator]], and [[http://shrenewed.wetpaint.com/page/Liber+Amicorum|Liber Amicorum]].
]]></text>
				</version>
			</history>
		</page>
		<page node="347">
			<name>miscellaneous_links</name>
			<title>Miscellaneous Links</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207473990</unix>
						<iso>2008-04-06 11:26:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
:ICQ ActiveList: There are two ICQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use; get it from icq.com.

:Tempora Heroica: A MUD using Ars Magica magic and concepts. There is a web site at http://www.ibiblio.org/TH/, and the MUD itself can be reached at telnet://titan.ibiblio.org:2895.

:[[http://www.wraith.com/seidl/ars-magica/|The Official Ars Magica Archive]]: This is a mirror site of the Berkeley archive, mostly related to 3rd Edition and earlier material.

:[[http://www.erzo.org/shannon/ars-magica/|Shannon Appel's Ars Magica Pages]]: Logs for four campaigns, rules reference sheets, and character sheets.

:[[http://www.dragoncat.net/gaming/am2k/am_now.html|Ars Magica 2000]]: 

:[[http://www.ii.uib.no/~georg/alt/rpg/ars/|Ars Magica Bergensis]]:

:[[http://rpg.ekkaia.org/ampcc/|Ars Magica Point Cost Calculator]]: The Ars Magica Point Costs Calculator is supposed to help you to calculate point costs while creating your Ars Magica 5th Edition character. With your computer being responsible for the number crunching, character creation is simplified a lot!

:[[http://www.alteregosoftware.com/|Ars Magica Character Generator]]: This is commercial software [[Metacreator]], available from [[Alter Ego Software]]. User feedback has been generally very positive.

:[[http://personales.ya.com/anyone/|ArsPitxu]]: Character creation and PDF character sheet creation software.

:[[http://www.radix.net/~erewhon/arsma/|Castle Anthrax]]: Includes the Travels of Fedoso.

:[[http://www.davidchart.com/ArM/index.html|David Chart's Ars Magica Pages]]: Latin translations, rules expansions, and a complete Saga.

:[[http://xavier.edd.bertou.online.fr/Ars-Mag/|Coeris]]:

:[[http://wiki.erik.jordan.name/index.php?title=Ars_Magica_for_d20|D20 Ars Magica]]:

:[[http://www.tht.net/~ericpomm/rules/|Eric Pommer's House Rules]]: This site contains alternate Combat and Study systems, Ablative Parma mechanics, essays on Mythic Europe, and more.

:[[http://www.fantasylibrary.com/lounge/ars.htm|Fantasy Library Ars Magica Site]]:

:[[http://www.geocities.com/TimesSquare/Ring/2754/|Fight Simulator]]: Battle Simulator and InstaGrog

:[[http://home.comcast.net/~agronosky/ars_magica/index.html|Andrew Gronosky's Ars Magica Site]]: Andrew Gronosky's Fifth Edtion Ars Magica pages. Includes notes on two Sagas, useful links, house rules, and sundry apocrypha.

:[[http://guernicus.com/arm/main.html|Helen Steele's Ars Magica Page]]:

:[[http://www.dyasdesigns.com/roleplay/ArsMagica/|Lance Dyas's Ars Magica Site]]:

:[[http://members.tripod.com/~ArchMachiavel/index.html|Machiavelli Games]]: A site for freeform games based on the ArM system.

:[[http://www.mad-irishman.net/pub_ars.html|Mad Irishman's Ars Magica Page]]: Home to many roleplaying aids in PDF format, this particular page features character sheets, maps, and stories useful to many Ars Magica players.

:[[http://www.mist77.demon.co.uk/ArsMagica/|Mark Steedman's Ars Magica pages]]:

:[[http://www.geocities.com/seahawk2199/NG/Ars-NG.html|Ars Magica Net Grimoire]]: Version 2 of the Ars Magica Net Grimoire, updated to include a total of 880 spells.

:[[http://www.editors-wastebasket.org/nexx/|Nexx's Ars Magica Page]]:

:[[http://www.cs.helsinki.fi/~okoskimi/ArM/ArM.html|Oskari Koskimies' Archive]]: Giant Pricelist, Earthsea and Ars Magica, and Ars Magica music. Story archive is in Finnish.

:[[http://rhophigamma.webhop.org/|Rho Phi Gamma]]: Contains several useful files, a small collection of links, but its main claim to infamy are rules for converting AD&D settings for use with Ars Magica.

:[[http://users.tpg.com.au/tfergus/ars_magica.htm|Timothy Ferguson's Ars Magica Page]]:

:[[http://home.houston.rr.com/rwestmoreland/rpg/ars/arstop.html|Robbie Westmoreland's Ars Magica Pages]]:

:[[http://www.waynesbooks.com/ArsMagica.html|Wayne's Books Ars Magica Page]]:

:[[http://uk.geocities.com/uncle_wilf/ars/|Uncle Wilf's Ars Magica Site]]:

:[[http://en.wikipedia.org/wiki/Ars_Magica|Wikipedia's Ars Magica entry]]:

:[[http://webpages.charter.net/woodelph/Gaming/writing.html#ars|woodelf's Archive]]:

:[[http://webpages.charter.net/woodelph/Gaming/AD&DXARSM/ars_fantasia.pdf|woodelf's Ars Fantasia (PDF)]]:

:[[http://www.imasy.or.jp/%7Emiyamoto/rpg/AM/Tools.html#XML_Charsheet|XML ArM5 Character Sheet]]:
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1269341536</unix>
						<iso>2010-03-23 11:52:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead Geocities links</comment>
					<text><![CDATA[
:ICQ ActiveList: There are two ICQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use; get it from icq.com.

:Tempora Heroica: A MUD using Ars Magica magic and concepts. There is a web site at http://www.ibiblio.org/TH/, and the MUD itself can be reached at telnet://titan.ibiblio.org:2895.

:[[http://www.wraith.com/seidl/ars-magica/|The Official Ars Magica Archive]]: This is a mirror site of the Berkeley archive, mostly related to 3rd Edition and earlier material.

:[[http://www.erzo.org/shannon/ars-magica/|Shannon Appel's Ars Magica Pages]]: Logs for four campaigns, rules reference sheets, and character sheets.

:[[http://www.dragoncat.net/gaming/am2k/am_now.html|Ars Magica 2000]]: 

:[[http://www.ii.uib.no/~georg/alt/rpg/ars/|Ars Magica Bergensis]]:

:[[http://rpg.ekkaia.org/ampcc/|Ars Magica Point Cost Calculator]]: The Ars Magica Point Costs Calculator is supposed to help you to calculate point costs while creating your Ars Magica 5th Edition character. With your computer being responsible for the number crunching, character creation is simplified a lot!

:[[http://www.alteregosoftware.com/|Ars Magica Character Generator]]: This is commercial software [[Metacreator]], available from [[Alter Ego Software]]. User feedback has been generally very positive.

:[[http://personales.ya.com/anyone/|ArsPitxu]]: Character creation and PDF character sheet creation software.

:[[http://www.radix.net/~erewhon/arsma/|Castle Anthrax]]: Includes the Travels of Fedoso.

:[[http://www.davidchart.com/ArM/index.html|David Chart's Ars Magica Pages]]: Latin translations, rules expansions, and a complete Saga.

:[[http://xavier.edd.bertou.online.fr/Ars-Mag/|Coeris]]:

:[[http://wiki.erik.jordan.name/index.php?title=Ars_Magica_for_d20|D20 Ars Magica]]:

:[[http://www.tht.net/~ericpomm/rules/|Eric Pommer's House Rules]]: This site contains alternate Combat and Study systems, Ablative Parma mechanics, essays on Mythic Europe, and more.

:[[http://www.fantasylibrary.com/lounge/ars.htm|Fantasy Library Ars Magica Site]]:

:[[http://arsmagica.andrewgronosky.org|Andrew Gronosky's Ars Magica Site]]: Andrew Gronosky's Fifth Edtion Ars Magica pages. Includes notes on three Sagas, useful links, house rules, and sundry apocrypha.

:[[http://guernicus.com/arm/main.html|Helen Steele's Ars Magica Page]]:

:[[http://www.dyasdesigns.com/roleplay/ArsMagica/|Lance Dyas's Ars Magica Site]]:

:[[http://members.tripod.com/~ArchMachiavel/index.html|Machiavelli Games]]: A site for freeform games based on the ArM system.

:[[http://www.mad-irishman.net/pub_ars.html|Mad Irishman's Ars Magica Page]]: Home to many roleplaying aids in PDF format, this particular page features character sheets, maps, and stories useful to many Ars Magica players.

:[[http://www.mist77.demon.co.uk/ArsMagica/|Mark Steedman's Ars Magica pages]]:

:[[http://www.editors-wastebasket.org/nexx/|Nexx's Ars Magica Page]]:

:[[http://www.cs.helsinki.fi/~okoskimi/ArM/ArM.html|Oskari Koskimies' Archive]]: Giant Pricelist, Earthsea and Ars Magica, and Ars Magica music. Story archive is in Finnish.

:[[http://rhophigamma.webhop.org/|Rho Phi Gamma]]: Contains several useful files, a small collection of links, but its main claim to infamy are rules for converting AD&D settings for use with Ars Magica.

:[[http://users.tpg.com.au/tfergus/ars_magica.htm|Timothy Ferguson's Ars Magica Page]]:

:[[http://home.houston.rr.com/rwestmoreland/rpg/ars/arstop.html|Robbie Westmoreland's Ars Magica Pages]]:

:[[http://www.waynesbooks.com/ArsMagica.html|Wayne's Books Ars Magica Page]]:

:[[http://en.wikipedia.org/wiki/Ars_Magica|Wikipedia's Ars Magica entry]]:

:[[http://webpages.charter.net/woodelph/Gaming/writing.html#ars|woodelf's Archive]]:

:[[http://webpages.charter.net/woodelph/Gaming/AD&DXARSM/ars_fantasia.pdf|woodelf's Ars Fantasia (PDF)]]:

:[[http://www.imasy.or.jp/%7Emiyamoto/rpg/AM/Tools.html#XML_Charsheet|XML ArM5 Character Sheet]]:
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1269341605</unix>
						<iso>2010-03-23 11:53:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated link to my page</comment>
					<text><![CDATA[
:ICQ ActiveList: There are two ICQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use; get it from icq.com.

:Tempora Heroica: A MUD using Ars Magica magic and concepts. There is a web site at http://www.ibiblio.org/TH/, and the MUD itself can be reached at telnet://titan.ibiblio.org:2895.

:[[http://www.wraith.com/seidl/ars-magica/|The Official Ars Magica Archive]]: This is a mirror site of the Berkeley archive, mostly related to 3rd Edition and earlier material.

:[[http://www.erzo.org/shannon/ars-magica/|Shannon Appel's Ars Magica Pages]]: Logs for four campaigns, rules reference sheets, and character sheets.

:[[http://www.dragoncat.net/gaming/am2k/am_now.html|Ars Magica 2000]]: 

:[[http://www.ii.uib.no/~georg/alt/rpg/ars/|Ars Magica Bergensis]]:

:[[http://rpg.ekkaia.org/ampcc/|Ars Magica Point Cost Calculator]]: The Ars Magica Point Costs Calculator is supposed to help you to calculate point costs while creating your Ars Magica 5th Edition character. With your computer being responsible for the number crunching, character creation is simplified a lot!

:[[http://www.alteregosoftware.com/|Ars Magica Character Generator]]: This is commercial software [[Metacreator]], available from [[Alter Ego Software]]. User feedback has been generally very positive.

:[[http://personales.ya.com/anyone/|ArsPitxu]]: Character creation and PDF character sheet creation software.

:[[http://www.radix.net/~erewhon/arsma/|Castle Anthrax]]: Includes the Travels of Fedoso.

:[[http://www.davidchart.com/ArM/index.html|David Chart's Ars Magica Pages]]: Latin translations, rules expansions, and a complete Saga.

:[[http://xavier.edd.bertou.online.fr/Ars-Mag/|Coeris]]:

:[[http://wiki.erik.jordan.name/index.php?title=Ars_Magica_for_d20|D20 Ars Magica]]:

:[[http://www.tht.net/~ericpomm/rules/|Eric Pommer's House Rules]]: This site contains alternate Combat and Study systems, Ablative Parma mechanics, essays on Mythic Europe, and more.

:[[http://www.fantasylibrary.com/lounge/ars.htm|Fantasy Library Ars Magica Site]]:

:[[http://arsmagica.andrewgronosky.org/ |Andrew Gronosky's Ars Magica Site]]: Andrew Gronosky's Fifth Edtion Ars Magica pages. Includes notes on three Sagas, useful links, house rules, and sundry apocrypha.

:[[http://guernicus.com/arm/main.html|Helen Steele's Ars Magica Page]]:

:[[http://www.dyasdesigns.com/roleplay/ArsMagica/|Lance Dyas's Ars Magica Site]]:

:[[http://members.tripod.com/~ArchMachiavel/index.html|Machiavelli Games]]: A site for freeform games based on the ArM system.

:[[http://www.mad-irishman.net/pub_ars.html|Mad Irishman's Ars Magica Page]]: Home to many roleplaying aids in PDF format, this particular page features character sheets, maps, and stories useful to many Ars Magica players.

:[[http://www.mist77.demon.co.uk/ArsMagica/|Mark Steedman's Ars Magica pages]]:

:[[http://www.editors-wastebasket.org/nexx/|Nexx's Ars Magica Page]]:

:[[http://www.cs.helsinki.fi/~okoskimi/ArM/ArM.html|Oskari Koskimies' Archive]]: Giant Pricelist, Earthsea and Ars Magica, and Ars Magica music. Story archive is in Finnish.

:[[http://rhophigamma.webhop.org/|Rho Phi Gamma]]: Contains several useful files, a small collection of links, but its main claim to infamy are rules for converting AD&D settings for use with Ars Magica.

:[[http://users.tpg.com.au/tfergus/ars_magica.htm|Timothy Ferguson's Ars Magica Page]]:

:[[http://home.houston.rr.com/rwestmoreland/rpg/ars/arstop.html|Robbie Westmoreland's Ars Magica Pages]]:

:[[http://www.waynesbooks.com/ArsMagica.html|Wayne's Books Ars Magica Page]]:

:[[http://en.wikipedia.org/wiki/Ars_Magica|Wikipedia's Ars Magica entry]]:

:[[http://webpages.charter.net/woodelph/Gaming/writing.html#ars|woodelf's Archive]]:

:[[http://webpages.charter.net/woodelph/Gaming/AD&DXARSM/ars_fantasia.pdf|woodelf's Ars Fantasia (PDF)]]:

:[[http://www.imasy.or.jp/%7Emiyamoto/rpg/AM/Tools.html#XML_Charsheet|XML ArM5 Character Sheet]]:
]]></text>
				</version>
			</history>
		</page>
		<page node="348">
			<name>fanzines</name>
			<title>Fanzines</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207475816</unix>
						<iso>2008-04-06 11:56:56</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Ars Magica]] has an extremely active fan base, and over the years has spawned several subscription-based magazines dedicated to the game. They usually contain articles of general interest to players and storyguides, new rules for use with Ars Magica, adventures, and even fiction set in [[Mythic Europe]]. Currently, there are two active fanzines: [[Sub Rosa]], which is published in English, and [[Ars Mag]], which is published in French. 

:[[http://www.subrosamagazine.org/|Sub Rosa]]: The current Fanzine in the English language, published by [[Alex White]]. It is a quarterly pdf file release, currently at its second issue. The contents include fan material, comments from the line editor, material from ArM writers that didn't make it to the books, and more. 

:[[Ars Mag]]: Ars Mag is a French 'zine published quarterly, with 23 issues to date. It is edited by [[Eric Kouris]].
  As he says on his [[http://perso.wanadoo.fr/styren/ars/zin-eng.htm|web site]], "Unlike most french role-playing zines, Ars Mag is above all a zine made by its readers. Properly speaking, there is no editorial staff. I juggle with the layout, the printing and the selling, but there is no staff to help me in these works or to write the articles. The content is first constituted of readers contributions. So, if you have written a scenario, house rules or anything else for Ars Magica, and if you like to see it published, don't hesitate to send it to me. I'm also looking for original illustrations (the drawings are returned after publication). Contributors receive the issue containing their article(s) or illustration(s) for free."

: : A summary of issues and their contents (in French) is available [[http://darmont.free.fr/arsmag/|here]].

=Defunct Fanzines

Over the years there have been several other faniznes, which are now no longer active.

:Hermes’ Portal: [[http://pagesperso-orange.fr/styren/hermesportal/hermes1.htm|Hermes' Portal]] was published by [[Erik Kouris]] from 2001 to 2005 as pdf files. On average, each issue is about 50 pages long, and 15 issues (plus one joke calendar) were distributed in all. Although originally for purchase, the entire line is can now be downloaded for free from the portal's [[http://pagesperso-orange.fr/styren/hermesportal/Down.html|website]].

:Mythic Perspectives: Mythic Perspectives was edited by [[Damelon Kimbrough]], and was published from 1997 to 2001. There were eleven issues, most with 48 pages, though the early ones were smaller. More information can be found on [[http://www.geocities.com/seahawk2199/MythicPer/mythicper.html|Seahawk's Complete Ars Magica Product History]], which includes cover scans and lists of articles.

: : Some of the issues are still available for purchase through Atlas Games' [[http://www.atlas-games.com/product_tables/mp.php|web site]], as the editor of the magazine went on to become the line developer for the game for a time. Rumor has it that earlier issues may also be made available on CDs at some point.

:Redcap News from the Order of Hermes: ''Redcap: News from the Order of Hermes'' was edited by [[Peter Hentges]], and was published from 1992 to 1993. There were seven issues, the first a stapled 16-page packet and the rest magazines with 30-40 pages. More information can [[??]] be found on [[http://www.geocities.com/seahawk2199/redcap/redcap.html|Seahawk's Complete Ars Magica Product History]], which includes cover scans and links to online versions of some of the articles.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207476028</unix>
						<iso>2008-04-06 12:00:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
[[Ars Magica]] has an extremely active fan base, and over the years has spawned several subscription-based magazines dedicated to the game. They usually contain articles of general interest to players and storyguides, new rules for use with Ars Magica, adventures, and even fiction set in [[Mythic Europe]]. Currently, there are two active fanzines: [[Sub Rosa]], which is published in English, and [[Ars Mag]], which is published in French. 

:[[http://www.subrosamagazine.org/|Sub Rosa]]: The current Fanzine in the English language, published by [[Alex White]]. It is a quarterly pdf file release, currently at its second issue. The contents include fan material, comments from the line editor, material from ArM writers that didn't make it to the books, and more. 

:[[Ars Mag]]: Ars Mag is a French 'zine published quarterly, with 23 issues to date. It is edited by [[Eric Kouris]].
  As he says on his [[http://perso.wanadoo.fr/styren/ars/zin-eng.htm|web site]], "Unlike most french role-playing zines, Ars Mag is above all a zine made by its readers. Properly speaking, there is no editorial staff. I juggle with the layout, the printing and the selling, but there is no staff to help me in these works or to write the articles. The content is first constituted of readers contributions. So, if you have written a scenario, house rules or anything else for Ars Magica, and if you like to see it published, don't hesitate to send it to me. I'm also looking for original illustrations (the drawings are returned after publication). Contributors receive the issue containing their article(s) or illustration(s) for free."

: : A summary of issues and their contents (in French) is available [[http://darmont.free.fr/arsmag/|here]].

=Defunct Fanzines

Over the years there have been several other faniznes, which are now no longer active.

:Hermes’ Portal: [[http://pagesperso-orange.fr/styren/hermesportal/hermes1.htm|Hermes' Portal]] was published by [[Eric Kouris]] from 2001 to 2005 as pdf files. On average, each issue is about 50 pages long, and 15 issues (plus one joke calendar) were distributed in all. Although originally for purchase, the entire line is can now be downloaded for free from the portal's [[http://pagesperso-orange.fr/styren/hermesportal/Down.html|website]].

:Mythic Perspectives: Mythic Perspectives was edited by [[Damelon Kimbrough]], and was published from 1997 to 2001. There were eleven issues, most with 48 pages, though the early ones were smaller. More information can be found on [[http://www.geocities.com/seahawk2199/MythicPer/mythicper.html|Seahawk's Complete Ars Magica Product History]], which includes cover scans and lists of articles.

: : Some of the issues are still available for purchase through Atlas Games' [[http://www.atlas-games.com/product_tables/mp.php|web site]], as the editor of the magazine went on to become the line developer for the game for a time. Rumor has it that earlier issues may also be made available on CDs at some point.

:Redcap News from the Order of Hermes: ''Redcap: News from the Order of Hermes'' was edited by [[Peter Hentges]], and was published from 1992 to 1993. There were seven issues, the first a stapled 16-page packet and the rest magazines with 30-40 pages. More information can [[??]] be found on [[http://www.geocities.com/seahawk2199/redcap/redcap.html|Seahawk's Complete Ars Magica Product History]], which includes cover scans and links to online versions of some of the articles.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1231661251</unix>
						<iso>2009-01-11 09:07:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Sub Rosa #4</comment>
					<text><![CDATA[
[[Ars Magica]] has an extremely active fan base, and over the years has spawned several subscription-based magazines dedicated to the game. They usually contain articles of general interest to players and storyguides, new rules for use with Ars Magica, adventures, and even fiction set in [[Mythic Europe]]. Currently, there are two active fanzines: [[Sub Rosa]], which is published in English, and [[Ars Mag]], which is published in French. 

:[[http://www.subrosamagazine.org/|Sub Rosa]]: The current Fanzine in the English language, published by [[Alex White]]. It is a quarterly pdf file release, currently at its fourth issue. The contents include fan material, comments from the line editor, material from ArM writers that didn't make it to the books, and more. 

:[[Ars Mag]]: Ars Mag is a French 'zine published quarterly, with 23 issues to date. It is edited by [[Eric Kouris]].
  As he says on his [[http://perso.wanadoo.fr/styren/ars/zin-eng.htm|web site]], "Unlike most french role-playing zines, Ars Mag is above all a zine made by its readers. Properly speaking, there is no editorial staff. I juggle with the layout, the printing and the selling, but there is no staff to help me in these works or to write the articles. The content is first constituted of readers contributions. So, if you have written a scenario, house rules or anything else for Ars Magica, and if you like to see it published, don't hesitate to send it to me. I'm also looking for original illustrations (the drawings are returned after publication). Contributors receive the issue containing their article(s) or illustration(s) for free."

: : A summary of issues and their contents (in French) is available [[http://darmont.free.fr/arsmag/|here]].

=Defunct Fanzines

Over the years there have been several other faniznes, which are now no longer active.

:Hermes’ Portal: [[http://pagesperso-orange.fr/styren/hermesportal/hermes1.htm|Hermes' Portal]] was published by [[Eric Kouris]] from 2001 to 2005 as pdf files. On average, each issue is about 50 pages long, and 15 issues (plus one joke calendar) were distributed in all. Although originally for purchase, the entire line is can now be downloaded for free from the portal's [[http://pagesperso-orange.fr/styren/hermesportal/Down.html|website]].

:Mythic Perspectives: Mythic Perspectives was edited by [[Damelon Kimbrough]], and was published from 1997 to 2001. There were eleven issues, most with 48 pages, though the early ones were smaller. More information can be found on [[http://www.geocities.com/seahawk2199/MythicPer/mythicper.html|Seahawk's Complete Ars Magica Product History]], which includes cover scans and lists of articles.

: : Some of the issues are still available for purchase through Atlas Games' [[http://www.atlas-games.com/product_tables/mp.php|web site]], as the editor of the magazine went on to become the line developer for the game for a time. Rumor has it that earlier issues may also be made available on CDs at some point.

:Redcap News from the Order of Hermes: ''Redcap: News from the Order of Hermes'' was edited by [[Peter Hentges]], and was published from 1992 to 1993. There were seven issues, the first a stapled 16-page packet and the rest magazines with 30-40 pages. More information can [[??]] be found on [[http://www.geocities.com/seahawk2199/redcap/redcap.html|Seahawk's Complete Ars Magica Product History]], which includes cover scans and links to online versions of some of the articles.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1269342358</unix>
						<iso>2010-03-23 12:05:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead Geocities link</comment>
					<text><![CDATA[
[[Ars Magica]] has an extremely active fan base, and over the years has spawned several subscription-based magazines dedicated to the game. They usually contain articles of general interest to players and storyguides, new rules for use with Ars Magica, adventures, and even fiction set in [[Mythic Europe]]. Currently, there are two active fanzines: [[Sub Rosa]], which is published in English, and [[Ars Mag]], which is published in French. 

:[[http://www.subrosamagazine.org/|Sub Rosa]]: The current Fanzine in the English language, published by [[Alex White]]. It is a quarterly pdf file release, currently at its fourth issue. The contents include fan material, comments from the line editor, material from ArM writers that didn't make it to the books, and more. 

:[[Ars Mag]]: Ars Mag is a French 'zine published quarterly, with 23 issues to date. It is edited by [[Eric Kouris]].
  As he says on his [[http://perso.wanadoo.fr/styren/ars/zin-eng.htm|web site]], "Unlike most French role-playing zines, Ars Mag is above all a zine made by its readers. Properly speaking, there is no editorial staff. I juggle with the layout, the printing and the selling, but there is no staff to help me in these works or to write the articles. The content is first constituted of readers contributions. So, if you have written a scenario, house rules or anything else for Ars Magica, and if you like to see it published, don't hesitate to send it to me. I'm also looking for original illustrations (the drawings are returned after publication). Contributors receive the issue containing their article(s) or illustration(s) for free."

: : A summary of issues and their contents (in French) is available [[http://darmont.free.fr/arsmag/|here]].

=Defunct Fanzines

Over the years there have been several other faniznes, which are now no longer active.

:Hermes’ Portal: [[http://pagesperso-orange.fr/styren/hermesportal/hermes1.htm|Hermes' Portal]] was published by [[Eric Kouris]] from 2001 to 2005 as pdf files. On average, each issue is about 50 pages long, and 15 issues (plus one joke calendar) were distributed in all. Although originally for purchase, the entire line is can now be downloaded for free from the portal's [[http://pagesperso-orange.fr/styren/hermesportal/Down.html|website]].

:Mythic Perspectives: Mythic Perspectives was edited by [[Damelon Kimbrough]], and was published from 1997 to 2001. There were eleven issues, most with 48 pages, though the early ones were smaller.

: : Some of the issues are still available for purchase through Atlas Games' [[http://www.atlas-games.com/product_tables/mp.php|web site]], as the editor of the magazine went on to become the line developer for the game for a time. Rumor has it that earlier issues may also be made available on CDs at some point.

:Redcap News from the Order of Hermes: ''Redcap: News from the Order of Hermes'' was edited by [[Peter Hentges]], and was published from 1992 to 1993. There were seven issues, the first a stapled 16-page packet and the rest magazines with 30-40 pages. More information can [[??]] be found on [[http://www.geocities.com/seahawk2199/redcap/redcap.html|Seahawk's Complete Ars Magica Product History]], which includes cover scans and links to online versions of some of the articles.
]]></text>
				</version>
			</history>
		</page>
		<page node="349">
			<name>house_rules_links</name>
			<title>House Rules Links</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207476660</unix>
						<iso>2008-04-06 12:11:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The number of [[House Rule|House Rules]] webpages probably exceeds the number of Ars Magica saga pages on the internet. Nevertheless, we offer a glimpse into the many possibilities by including links to at least some House Rules on this page. 

;Any categorization or something like that could be highly useful... but how?!

=For Fifth Edition

:[[http://home.comcast.net/~agronosky/ars_magica/apocryphae.html|Andrew Gronosky's House Rules]]: Includes variant rules for bows and crossbows

:[[http://arsmagica.2-72.co.uk/house_rules.html|House Rules for the Faroe Saga]]: Containing an extensive reworking of how [[Might]] works.

:[[http://lonedm.googlepages.com/houserules|Virtusaga/The Wendish Campaign House Rules]]: Containing the infamous "Arts as Abilities" rule, and other rules that lower the power level of magi.

=For Third Edition

:[[http://www.tht.net/~ericpomm/rules/|Eric Pommer's House Rules]]: This site contains alternate Combat and Study systems, Ablative Parma mechanics, essays on Mythic Europe, and more.

:[[http://www.portalogy.com/arsmagica/london/rules.asp|House Rules at The London Chapter]]: House rules for Third Edition Ars Magica, plus downloadable Whimsy Cards.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230474803</unix>
						<iso>2008-12-28 15:33:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Marked dead links</comment>
					<text><![CDATA[
The number of [[House Rule|House Rules]] webpages probably exceeds the number of Ars Magica saga pages on the internet. Nevertheless, we offer a glimpse into the many possibilities by including links to at least some House Rules on this page. 

;Any categorization or something like that could be highly useful... but how?!

=For Fifth Edition

:[[http://home.comcast.net/~agronosky/ars_magica/apocryphae.html|Andrew Gronosky's House Rules]]: Includes variant rules for bows and crossbows

:[[http://arsmagica.2-72.co.uk/house_rules.html|House Rules for the Faroe Saga]]: Containing an extensive reworking of how [[Might]] works.

:[[http://lonedm.googlepages.com/houserules|Virtusaga/The Wendish Campaign House Rules]]: Containing the infamous "Arts as Abilities" rule, and other rules that lower the power level of magi.

=For Third Edition

:[[http://www.tht.net/~ericpomm/rules/|Eric Pommer's House Rules]]: This site contains alternate Combat and Study systems, Ablative Parma mechanics, essays on Mythic Europe, and more.  '''Tested and found dead, 28 Dec. 2008'''  '''Tested and found dead, 28 Dec. 2008'''

:[[http://www.portalogy.com/arsmagica/london/rules.asp|House Rules at The London Chapter]]: House rules for Third Edition  '''Tested and Found Dead, 28 Dec. 2008'''
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241356122</unix>
						<iso>2009-05-03 15:08:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Eric Pommer's Rules back online; Virtuasaga dead and removed</comment>
					<text><![CDATA[
The number of [[House Rule|House Rules]] webpages probably exceeds the number of Ars Magica saga pages on the internet. Nevertheless, we offer a glimpse into the many possibilities by including links to at least some House Rules on this page. 

;Any categorization or something like that could be highly useful... but how?!

=For Fifth Edition

:[[http://home.comcast.net/~agronosky/ars_magica/apocryphae.html|Andrew Gronosky's House Rules]]: Includes variant rules for bows and crossbows

:[[http://arsmagica.2-72.co.uk/house_rules.html|House Rules for the Faroe Saga]]: Containing an extensive reworking of how [[Might]] works.

:[[http://lonedm.googlepages.com/houserules|Virtusaga/The Wendish Campaign House Rules]]: Containing the infamous "Arts as Abilities" rule, and other rules that lower the power level of magi.

=For Third Edition

:[[http://www.tht.net/~ericpomm/rules/|Eric Pommer's House Rules]]: This site contains alternate Combat and Study systems, Ablative Parma mechanics, essays on Mythic Europe, and more.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1241360574</unix>
						<iso>2009-05-03 16:22:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Timothy's crossbow rules</comment>
					<text><![CDATA[
The number of [[House Rule|House Rules]] webpages probably exceeds the number of Ars Magica saga pages on the internet. Nevertheless, we offer a glimpse into the many possibilities by including links to at least some House Rules on this page. 

;Any categorization or something like that could be highly useful... but how?!

=For Fifth Edition

:[[http://home.comcast.net/~agronosky/ars_magica/apocryphae.html|Andrew Gronosky's House Rules]]: Includes variant rules for bows and crossbows

:[[http://arsmagica.2-72.co.uk/house_rules.html|House Rules for the Faroe Saga]]: Containing an extensive reworking of how [[Might]] works.

:[[http://lonedm.googlepages.com/houserules|Virtusaga/The Wendish Campaign House Rules]]: Containing the infamous "Arts as Abilities" rule, and other rules that lower the power level of magi.

:[[Timothy Ferguson]]'s house rules for [[Crossbow#HouseRule | Crossbows]]: Variant crossbow statistics from the author of the official [[ArM5]] [[Crossbow]] rules.

:[[Timothy Ferguson]]'s house rules for [[Crossbow#HouseRule | Crossbows]]: Variant crossbow statistics from the author of the official [[ArM5]] [[Crossbow]] rules.

=For Third Edition

:[[http://www.tht
]]></text>
				</version>
			</history>
		</page>
		<page node="35">
			<name>covenant</name>
			<title>Covenant</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200142892</unix>
						<iso>2008-01-12 14:01:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A covenant is a group of allied [[magi]].  The word "covenant" refers to the oath of cooperation and/or brotherhood they take together, but also (more commonly) to the group itself.  In most covenants, the magi live together and share a magical library.  Most covenants also have guards (called [[Grog|grogs]]) and servants ([[Convenfolk|covenfolk]]).

The covenant plays an important role in most [[Saga|sagas]], providing not only a setting for story events but also a common interest for all the magi.  It can become a kind of central character in itself: one that outlives any individual [[Player character|player character]].

= References ([[Fifth edition]])

* [[ArM5]], 13
* [[ArM5]], Chapter 6: 68-74
* The Fifth edition supplement, [[Covenants_book|Covenants]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205672744</unix>
						<iso>2008-03-16 14:05:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-named Covenants page</comment>
					<text><![CDATA[
A covenant is a group of allied [[magi]].  The word "covenant" refers to the oath of cooperation and/or brotherhood they take together, but also (more commonly) to the group itself.  In most covenants, the magi live together and share a magical library.  Most covenants also have guards (called [[Grog|grogs]]) and servants ([[Convenfolk|covenfolk]]).

The covenant plays an important role in most [[Saga|sagas]], providing not only a setting for story events but also a common interest for all the magi.  It can become a kind of central character in itself: one that outlives any individual [[Player character|player character]].

= References ([[Fifth edition]])

* [[ArM5]], 13
* [[ArM5]], Chapter 6: 68-74
* The Fifth edition supplement, [[Covenants
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205673381</unix>
						<iso>2008-03-16 14:16:21</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added season</comment>
					<text><![CDATA[
A covenant is a group of allied [[magi]].  The word "covenant" refers to the oath of cooperation and/or brotherhood they take together, but also (more commonly) to the group itself.  In most covenants, the magi live together and share a magical library.  Most covenants also have guards (called [[Grog|grogs]]) and servants ([[Convenfolk|covenfolk]]).

The covenant plays an important role in most [[Saga|sagas]], providing not only a setting for story events but also a common interest for all the magi.  It can become a kind of central character in itself: one that outlives any individual [[Player character|player character]].

Like characters, covenants can progress (or deteriorate) over the course of a [[Saga]].  Ars Magica uses the metaphor of [[Season | seasons]] to describe a covenant's development.

Like characters, covenants can progress (or deteriorate) over the course of a [[Saga]].  Ars Magica uses the metaphor of [[
]]></text>
				</version>
			</history>
		</page>
		<page node="350">
			<name>parens</name>
			<title>Parens</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207482892</unix>
						<iso>2008-04-06 13:54:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version (copied from Vulgar by Andrew)</comment>
					<text><![CDATA[
'''Parens''' (plural, '''parentes''') is the Latin word for "parent." After a [[ Magus | magus]] completes [[Apprentice | apprenticeship]], he or she refers to his or her former master as "parens."

Parens is a gender-neutral term. Magi usually prefer the terms '''pater''' ("father") or '''mater''' ("mother"), as appropriate, to refer to a specific magus.

A magus generally thinks of his or her parens in much the same way [[Mundane | mundanes]] think of their parents.

=Vulgar Parents

Magi often have little or no relationship with their natural parents (whom they call '''vulgar parents''' once apprenticeship begins.

Members of [[House Jerbiton]] and some [[Tradition | traditions]] of [[House Ex Miscellanea]] are more likely than other magi to maintain relationships with their vulgar parents.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279089826</unix>
						<iso>2010-07-14 08:43:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>) missing</comment>
					<text><![CDATA[
'''Parens''' (plural, '''parentes''') is the Latin word for "parent." After a [[ Magus | magus]] completes [[Apprentice | apprenticeship]], he or she refers to his or her former master as "parens."

Parens is a gender-neutral term. Magi usually prefer the terms '''pater''' ("father") or '''mater''' ("mother"), as appropriate, to refer to a specific magus.

A magus generally thinks of his or her parens in much the same way [[Mundane | mundanes]] think of their parents.

=Vulgar Parents

Magi often have little or no relationship with their natural parents (whom they call '''vulgar parents''') once apprenticeship begins.

Members of [[House Jerbiton]] and some [[Tradition | traditions]] of [[House Ex Miscellanea]] are more likely than other magi to maintain relationships with their vulgar parents.
]]></text>
				</version>
			</history>
		</page>
		<page node="351">
			<name>house_ex_miscellanea</name>
			<title>House Ex Miscellanea</title>
			<language>en</language>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207506730</unix>
						<iso>2008-04-06 20:32:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''House Ex Miscellanea''' is one of the [[Houses of Hermes|Houses]] of the [[Order of Hermes]].  In [[Ars Magica Fifth Edition]], House Ex Miscellanea is considered a [[Societas]].

''Ex Miscellanea'' is a Latin phrase meaning "out of hash."  House Ex Miscellanea is a loose collection of magi from many different magical traditions.

=Non-Hermetic Magic

Members of House Ex Miscellanea are (usually) full [[Hermetic]] [[Magus|magi]].  However, they possess additional powers that fall outside traditional [[Magic Theory]].  These powers and abilities are remnants of magical practices from before the [[Order of Hermes]] was founded.  In game terms, such magic is usually represented by [[Supernatural Virtues and Flaws]] rather than [[Arts]] and [[Spells]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1210538144</unix>
						<iso>2008-05-11 22:35:44</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''House Ex Miscellanea''' is one of the [[Houses of Hermes|Houses]] of the [[Order of Hermes]]. Its [[Domus Magna|domus magna]] is [[Cad Gadu]], in the [[Stonehendge Tribunal]]. In [[Domus Magna|domus magna]] is [[Cad Gadu]], in the [[Stonehendge Tribunal]]. In [[Ars Magica Fifth Edition]], House Ex Miscellanea is considered a [[Societas]].

''Ex Miscellanea'' is a Latin phrase meaning "out of hash."  House Ex Miscellanea is a loose collection of magi from many different magical traditions.

=Non-Hermetic Magic

Members of House Ex Miscellanea are (usually) full [[Hermetic]] [[Magus|magi]].  However, they possess additional powers that fall outside traditional [[Magic Theory]].  These powers and abilities are remnants of magical practices from before the [[Order of Hermes]] was founded.  In game terms, such magic is usually repre

There is no exhaustive list of the traditions within the House, and likely there never would be. Practically any hedge tradition can find a comfortable place within this variety. 

===References 

* [[HoHS]] 101-139 provides the extended [[Canon|canonic]] description of the House, including several traditions and guidelines on making new ones. It was written by several authors: [[Erik Dahl]] (Columbae, Rusticiani), [[John Post]] (Donatores, Pharmacoepians, Seirenes), [[Mark Shirley]] (general Ex Misc, Pralicians, Sahirs), and [[Nick Simmonds]] (Cult of Orpheus).
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1210542568</unix>
						<iso>2008-05-11 23:49:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added specific traditions</comment>
					<text><![CDATA[
'''House Ex Miscellanea''' is one of the [[Houses of Hermes|Houses]] of the [[Order of Hermes]]. Its [[Domus Magna|domus magna]] is [[Cad Gadu]], in the [[Stonehendge Tribunal]]. In [[Ars Magica Fifth Edition]], House Ex Miscellanea is considered a [[Societas]].

''Ex Miscellanea'' is a Latin phrase meaning "out of hash."  House Ex Miscellanea is a loose collection of magi from many different magical traditions.

=Non-Hermetic Magic

Members of House Ex Miscellanea are (usually) full [[Hermetic]] [[Magus|magi]].  However, they possess additional powers that fall outside traditional [[Magic Theory]].  These powers and abilities are remnants of magical practices from before the [[Order of Hermes]] was founded.  In game terms, such magic is usually represented by [[Supernatural Virtues and Flaws]] rather than [[Arts]] and [[Spells]].

There is no exhaustive list of the traditions within the House, and likely there never would be. Practically any hedge tradition can find a comfortable place within this variety. [[HoHS]] does, however, provide eight of the larger traditions, as well as right less-detailed (and presumably smaller) traditions. It further provides examples of converting the machanics to serve other traditions. The mentioned major traditions are:
* The [[Columbae]], masters of [[Wards|warding]] from Wales.
* The [[Donatores Requietis Aeternae]], a young tradition of magi with religous background and connections, mainly in the [[Normandy Tribunal]].
* The [[Cult of Orpheus]], a [[Mystery Cult]] within House Ex Miscellanea that draws on the ancient mysteries of [[Orpheus]] (although more on his deep connection to his beloved Eurydice than on his music).
* [[Pharmacopoeians]] are master herbalists and healers, employing [[Mythic Herbalism]].
* The [[Line of Pralix|Lineage of Pralix]], a tradition focused on the integration of exotic magi into the [[Order of Hermes]]. Note that it seems unlikely that this is truly one of the largest traditions within the House.
* [[Rustic Magi]] are folk-magicians that usually reside in rural communities. Note that there are "...few Rusticiani in the Order.. ", yet they are counted amongst the largest traditions of the House. 
* [[Hermetic Sahirs]] are Islamic wizards of Iberia.
* The [[Seirenes]] are magae that continue a form of lyrical magic that dates back to the sirens of legend.

In addition, the following (probably minor) traditions are mentioned:
* [[Beast Masters]], feral magicians that summon and control wild beasts. 
* [[Damhadh-Duidsan]], a lineage related to [Damhan-Allaidh]], the Gaelic archnemesis of the [[Order of Hermes|Order]], and detailed more in [[Realms of Power: The Infernal]].
* [[Hermetic Haruspexes]], diviners and seers (relying on [[Divination and Augury]] from [[The Mysteries Revised Editon]].
* [[Karaites]], a heretical Jewish sect whose magi utilize several [[Virtues and Flaws]] from [[Realms of Power: The Divine]].
* [[Malocchi]], an Italian tradition utilizing [[Entrancement]].
* [[Scinfolk]], [[Gifted Companion|Gifted Companions]] acting as herb-wives and faerie-doctors through the use of the [[Fertility]] virtue. Although common in [[Mythic Europe]], such hedge wizards may be rare in the Order.
* [[Tempestaria]], a tradition of Germanic weather-witches.
* [[Witches of Thessaly]], the former tradition of [[Trianoma]], it is related to the Infernally-tainted [[Daughters of Erichto]] as described in [[Realms of Power: The Infernal]].
* [[Koldun]], shamanic Slavic sorceres who have abandoned their role as ''volkhvy'' (pagan priests); these were extensively described in [[The Dragon and the Bear]] (the [[Fourth Edition]] sourcebook).
* [[Trollsynir]], Giant-descended wizards of Scandinavia and Iceland.
* The [[Corrguineach]], Irish wizards with great powers over elemental spirits.
* Breton bards with great powers of enchanting music.
* Roman necromancers that terrorize the locals.
* [[Taltos]], a Magyar tradition of skinchangers and herbalists.

HoHS]] does, however, provide eight of the larger traditions, as well as right less-detailed (and presumably smaller) traditions. It further provides examples of converting the machanics to serve other traditions. The mentioned major traditions are:
* The [[Columbae]], masters of [[Wards|warding]] from Wales.
* The [[Donatores Requietis Aeternae]], a young tradition of magi with relig
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1253209588</unix>
						<iso>2009-09-17 19:46:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Totus multitudinem componet."" (The whole consists of many parts)|
|Symbol:|Crooked staff|
|[[Primus]]:|[[Ebroin]]|
|[[Domus Magna]]:|[[Cad Gadu]]|

'''House Ex Miscellanea''' is one of the [[Houses of Hermes|Houses]] of the [[Order of Hermes]]. Its [[Domus Magna|domus magna]] is [[Cad Gadu]], in the [[Stonehendge Tribunal]]. In [[Ars Magica Fifth Edition]], House Ex Miscellanea is considered a [[Societas]].

''Ex Miscellanea'' is a Latin phrase meaning "out of hash."  House Ex Miscellanea is a loose collection of magi from many different magical traditions.

=Non-Hermetic Magic

Members of House Ex Miscellanea are (usually) full [[Hermetic]] [[Magus|magi]].  However, they possess additional powers that fall outside traditional [[Magic Theory]].  These powers and abilities are remnants of magical practices from before the [[Order of Hermes]] was founded.  In game terms, such magic is usually represented by [[Supernatural Virtues and Flaws]] rather than [[Arts]] and [[Spells]].

There is no exhaustive list of the traditions within the House, and likely there never would be. Practically any hedge tradition can find a comfortable place within this variety. [[HoHS]] does, however, provide eight of the larger traditions, as well as right less-detailed (and presumably smaller) traditions. It further provides examples of converting the machanics to serve other traditions. The mentioned major traditions are:

* The [[Columbae]], masters of [[Wards|warding]] from Wales.
* The [[Donatores Requietis Aeternae]], a young tradition of magi with religous background and connections, mainly in the [[Normandy Tribunal]].
* The [[Cult of Orpheus]], a [[Mystery Cult]] within House Ex Miscellanea that draws on the ancient mysteries of [[Orpheus]] (although more on his deep connection to his beloved Eurydice than on his music).
* [[Pharmacopoeians]] are master herbalists and healers, employing [[Mythic Herbalism]].
* The [[Line of Pralix|Lineage of Pralix]], a tradition focused on the integration of exotic magi into the [[Order of Hermes]]. Note that it seems unlikely that this is truly one of the largest traditions within the House.
* [[Rustic Magi]] are folk-magicians that usually reside in rural communities. Note that there are "...few Rusticiani in the Order.. ", yet they are counted amongst the largest traditions of the House. 
* [[Hermetic Sahirs]] are Islamic wizards of Iberia.
* The [[Seirenes]] are magae that continue a form of lyrical magic that dates back to the sirens of legend.

In addition, the following (probably minor) traditions are mentioned:

* [[Beast Masters]], feral magicians that summon and control wild beasts. 
* [[Damhadh-Duidsan]], a lineage related to [Damhan-Allaidh]], the Gaelic archnemesis of the [[Order of Hermes|Order]], and detailed more in [[Realms of Power: The Infernal]].
* [[Hermetic Haruspexes]], diviners and seers (relying on [[Divination and Augury]] from [[The Mysteries Revised Editon]].
* [[Karaites]], a heretical Jewish sect whose magi utilize several [[Virtues and Flaws]] from [[Realms of Power: The Divine]].
* [[Malocchi]], an Italian tradition utilizing [[Entrancement]].
* [[Scinfolk]], [[Gifted Companion|Gifted Companions]] acting as herb-wives and faerie-doctors through the use of the [[Fertility]] virtue. Although common in [[Mythic Europe]], such hedge wizards may be rare in the Order.
* [[Tempestaria]], a tradition of Germanic weather-witches.
* [[Witches of Thessaly]], the former tradition of [[Trianoma]], it is related to the Infernally-tainted [[Daughters of Erichto]] as described in [[Realms of Power: The Infernal]].
* [[Koldun]], shamanic Slavic sorceres who have abandoned their role as ''volkhvy'' (pagan priests); these were extensively described in [[The Dragon and the Bear]] (the [[Fourth Edition]] sourcebook).
* [[Trollsynir]], Giant-descended wizards of Scandinavia and Iceland.
* The [[Corrguineach]], Irish wizards with great powers over elemental spirits.
* Breton bards with great powers of enchanting music.
* Roman necromancers that terrorize the locals.
* [[Taltos]], a Magyar tradition of skinchangers and herbalists.

=References 

* [[HoHS]] 101-139 provides the extended [[Canon|canonic]] description of the House, including several traditions and guidelines on making new ones. It was written by several authors: [[Erik Dahl]] (Columbae, Rusticiani), [[John Post]] (Donatores, Pharmacoepians, Seirenes), [[Mark Shirley]] (general Ex Misc, Pralicians, Sahirs), and [[Nick Simmonds]] (Cult of Orpheus).
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1267361422</unix>
						<iso>2010-02-28 13:50:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to &quot;tradition&quot;</comment>
					<text><![CDATA[
|Motto:|""Totus multitudinem componet."" (The whole consists of many parts)|
|Symbol:|Crooked staff|
|[[Primus]]:|[[Ebroin]]|
|[[Domus Magna]]:|[[Cad Gadu]]|

'''House Ex Miscellanea''' is one of the [[Houses of Hermes|Houses]] of the [[Order of Hermes]]. Its [[Domus Magna|domus magna]] is [[Cad Gadu]], in the [[Stonehendge Tribunal]]. In [[Ars Magica Fifth Edition]], House Ex Miscellanea is considered a [[Societas]].

''Ex Miscellanea'' is a Latin phrase meaning "out of hash."  House Ex Miscellanea is a loose collection of magi from many different magical traditions.

=Non-Hermetic Magic

Members of House Ex Miscellanea are (usually) full [[Hermetic]] [[Magus|magi]].  However, they possess additional powers that fall outside traditional [[Magic Theory]].  These powers and abilities are remnants of magical practices from before the [[Order of Hermes]] was founded.  In game terms, such magic is usually represented by [[Supernatural Virtues and Flaws]] rather than [[Arts]] and [[Spells]].

There is no exhaustive list of the [[tradition|traditions]] within the House, and likely there never would be. Practically any hedge tradition can find a comfortable place within this variety. [[HoHS]] does, however, provide eight of the larger traditions, as well as right less-detailed (and presumably smaller) traditions. It further provides examples of converting the machanics to serve other traditions. The mentioned major traditions are:

* The [[Columbae]], masters of [[Wards|warding]] from Wales.
* The [[Donatores Requietis Aeternae]], a young tradition of magi with religous background and connections, mainly in the [[Normandy Tribunal]].
* The [[Cult of Orpheus]], a [[Mystery Cult]] within House Ex Miscellanea that draws on the ancient mysteries of [[Orpheus]] (although more on his deep connection to his beloved Eurydice than on his music).
* [[Pharmacopoeians]] are master herbalists and healers, employing [[Mythic Herbalism]].
* The [[Line of Pralix|Lineage of Pralix]], a tradition focused on the integration of exotic magi into the [[Order of Hermes]]. Note that it seems unlikely that this is truly one of the largest traditions within the House.
* [[Rustic Magi]] are folk-magicians that usually reside in rural communities. Note that there are "...few Rusticiani in the Order.. ", yet they are counted amongst the largest traditions of the House. 
* [[Hermetic Sahirs]] are Islamic wizards of Iberia.
* The [[Seirenes]] are magae that continue a form of lyrical magic that dates back to the sirens of legend.

In addition, the following (probably minor) traditions are mentioned:

* [[Beast Masters]], feral magicians that summon and control wild beasts. 
* [[Damhadh-Duidsan]], a lineage related to [Damhan-Allaidh]], the Gaelic archnemesis of the [[Order of Hermes|Order]], and detailed more in [[Realms of Power: The Infernal]].
* [[Hermetic Haruspexes]], diviners and seers (relying on [[Divination and Augury]] from [[The Mysteries Revised Editon]].
* [[Karaites]], a heretical Jewish sect whose magi utilize several [[Virtues and Flaws]] from [[Realms of Power: The Divine]].
* [[Malocchi]], an Italian tradition utilizing [[Entrancement]].
* [[Scinfolk]], [[Gifted Companion|Gifted Companions]] acting as herb-wives and faerie-doctors through the use of the [[Fertility]] virtue. Although common in [[Mythic Europe]], such hedge wizards may be rare in the Order.
* [[Tempestaria]], a tradition of Germanic weather-witches.
* [[Witches of Thessaly]], the former tradition of [[Trianoma]], it is related to the Infernally-tainted [[Daughters of Erichto]] as described in [[Realms of Power: The Infernal]].
* [[Koldun]], shamanic Slavic sorceres who have abandoned their role as ''volkhvy'' (pagan priests); these were extensively described in [[The Dragon and the Bear]] (the [[Fourth Edition]] sourcebook).
* [[Trollsynir]], Giant-descended wizards of Scandinavia and Iceland.
* The [[Corrguineach]], Irish wizards with great powers over elemental spirits.
* Breton bards with great powers of enchanting music.
* Roman necromancers that terrorize the locals.
* [[Taltos]], a Magyar tradition of skinchangers and herbalists.

=References 

* [[HoHS]] 101-139 provides the extended [[Canon|canonic]] description of the House, including several traditions and guidelines on making new ones. It was written by several authors: [[Erik Dahl]] (Columbae, Rusticiani), [[John Post]] (Donatores, Pharmacoepians, Seirenes), [[Mark Shirley]] (general Ex Misc, Pralicians, Sahirs), and [[Nick Simmonds]] (Cult of Orpheus).
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1268417172</unix>
						<iso>2010-03-12 19:06:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed broken links</comment>
					<text><![CDATA[
|Motto:|""Totus multitudinem componet."" (The whole consists of many parts)|
|Symbol:|Crooked staff|
|[[Primus]]:|[[Ebroin]]|
|[[Domus Magna]]:|[[Cad Gadu]]|

'''House Ex Miscellanea''' is one of the [[Houses of Hermes|Houses]] of the [[Order of Hermes]]. Its [[Domus Magna|domus magna]] is [[Cad Gadu]], in the [[Stonehenge Tribunal]]. 

''Ex Miscellanea'' is a Latin phrase meaning "out of hash."  House Ex Miscellanea is a loose collection of magi from many different magical traditions. In [[Ars Magica Fifth Edition]], it is considered a [[Societas]].

=Non-Hermetic Magic

Members of House Ex Miscellanea are (usually) full [[Hermetic]] [[Magus|magi]].  However, they possess additional powers that fall outside traditional [[Magic Theory]].  These powers and abilities are remnants of magical practices from before the [[Order of Hermes]] was founded.  In game terms, such magic is usually represented by [[Supernatural Virtue | Supernatural Virtues]] and [[Supernatural Flaw | Flaws]] rather than [[Arts]] and [[Spell | Spells]].

There is no exhaustive list of the [[tradition|traditions]] within the House, and likely there never would be. Practically any hedge tradition can find a comfortable place within this variety. [[HoHS]] does, however, provide eight of the larger traditions, as well as right less-detailed (and presumably smaller) traditions. It further provides examples of converting the machanics to serve other traditions. The mentioned major traditions are:

* The [[Columbae]], masters of [[Wards|warding]] from Wales.
* The [[Donatores Requietis Aeternae]], a young tradition of magi with religous background and connections, mainly in the [[Normandy Tribunal]].
* The [[Cult of Orpheus]], a [[Mystery Cult]] within House Ex Miscellanea that draws on the ancient mysteries of [[Orpheus]] (although more on his deep connection to his beloved Eurydice than on his music).
* [[Pharmacopoeians]] are master herbalists and healers, employing [[Mythic Herbalism]].
* The [[Line of Pralix|Lineage of Pralix]], a tradition focused on the integration of exotic magi into the [[Order of Hermes]]. Note that it seems unlikely that this is truly one of the largest traditions within the House.
* [[Rustic Magi]] are folk-magicians that usually reside in rural communities. Note that there are "...few Rusticiani in the Order.. ", yet they are counted amongst the largest traditions of the House. 
* [[Hermetic Sahirs]] are Islamic wizards of Iberia.
* The [[Seirenes]] are magae that continue a form of lyrical magic that dates back to the sirens of legend.

In addition, the following (probably minor) traditions are mentioned:

* [[Beast Masters]], feral magicians that summon and control wild beasts. 
* [[Damhadh-Duidsan]], a lineage related to [[Damhan-Allaidh]], the Gaelic archnemesis of the [[Order of Hermes|Order]], and detailed more in [[Realms of Power: The Infernal]].
* [[Hermetic Haruspexes]], diviners and seers (relying on [[Divination and Augury]] from [[The Mysteries Revised Editon]].
* [[Karaites]], a heretical Jewish sect whose magi utilize several [[Virtues and Flaws]] from [[Realms of Power: The Divine]].
* [[Malocchi]], an Italian tradition utilizing [[Entrancement]].
* [[Scinfolk]], [[Gifted Companion|Gifted Companions]] acting as herb-wives and faerie-doctors through the use of the [[Fertility]] virtue. Although common in [[Mythic Europe]], such hedge wizards may be rare in the Order.
* [[Tempestaria]], a tradition of Germanic weather-witches.
* [[Witches of Thessaly]], the former tradition of [[Trianoma]], it is related to the Infernally-tainted [[Daughters of Erichto]] as described in [[Realms of Power: The Infernal]].
* [[Koldun]], shamanic Slavic sorceres who have abandoned their role as ''volkhvy'' (pagan priests); these were extensively described in [[The Dragon and the Bear]] (the [[Fourth Edition]] sourcebook).
* [[Trollsynir]], Giant-descended wizards of Scandinavia and Iceland.
* The [[Corrguineach]], Irish wizards with great powers over elemental spirits.
* Breton bards with great powers of enchanting music.
* Roman necromancers that terrorize the locals.
* [[Taltos]], a Magyar tradition of skinchangers and herbalists.

=References 

* [[HoHS]] 101-139 provides the extended [[Canon|canonic]] description of the House, including several traditions and guidelines on making new ones. It was written by several authors: [[Erik Dahl]] (Columbae, Rusticiani), [[John Post]] (Donatores, Pharmacoepians, Seirenes), [[Mark Shirley]] (general Ex Misc, Pralicians, Sahirs), and [[Nick Simmonds]] (Cult of Orpheus).
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1279194945</unix>
						<iso>2010-07-15 13:55:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
|Motto:|""Totus multitudinem componet."" (The whole consists of many parts)|
|Symbol:|Crooked staff|
|[[Primus]]:|[[Ebroin]]|
|[[Domus Magna]]:|[[Cad Gadu]]|

'''House Ex Miscellanea''' is one of the [[Houses of Hermes|Houses]] of the [[Order of Hermes]]. Its [[Domus Magna|domus magna]] is [[Cad Gadu]], in the [[Stonehenge Tribunal]]. 

''Ex Miscellanea'' is a Latin phrase meaning "out of hash."  House Ex Miscellanea is a loose collection of magi from many different magical traditions. In [[Ars Magica Fifth Edition]], it is considered a [[Societas]].

=Non-Hermetic Magic

Members of House Ex Miscellanea are (usually) full [[Hermetic]] [[Magus|magi]].  However, they possess additional powers that fall outside traditional [[Magic Theory]].  These powers and abilities are remnants of magical practices from before the [[Order of Hermes]] was founded.  In game terms, such magic is usually represented by [[Supernatural Virtue | Supernatural Virtues]] and [[Supernatural Flaw | Flaws]] rather than [[Arts]] and [[Spell | Spells]].

There is no exhaustive list of the [[tradition|traditions]] within the House, and likely there never would be. Practically any hedge tradition can find a comfortable place within this variety. [[HoHS]] does, however, provide eight of the larger traditions, as well as eight less-detailed (and presumably smaller) traditions. It further provides examples of utilizing the same mechanics to represent other traditions. The mentioned major traditions are:

* The [[Columbae]], masters of [[Wards|warding]] from Wales.
* The [[Donatores Requietis Aeternae]], a young tradition of magi with religious background and connections, to be found mainly in the [[Normandy Tribunal]].
* The [[Cult of Orpheus]], a [[Mystery Cult]] within House Ex Miscellanea that draws on the ancient mysteries of [[Orpheus]] (although more on his deep connection to his beloved Eurydice than on his music).
* [[Pharmacopoeians]] are master herbalists and healers, employing [[Mythic Herbalism]].
* The [[Line of Pralix|Lineage of Pralix]], a tradition focused on the integration of exotic magi into the [[Order of Hermes]]. Note that it seems unlikely that this is truly one of the largest traditions within the House.
* [[Rustic Magi]] are folk-magicians that usually reside in rural communities. Note that there are "...few Rusticiani in the Order.. ", yet they are counted amongst the largest traditions of the House. 
* [[Hermetic Sahirs]] are Islamic wizards of Iberia.
* The [[Seirenes]] are magae that continue a form of lyrical magic that dates back to the sirens of legend.

In addition, the following (probably minor) traditions are mentioned:

* [[Beast Masters]], feral magicians that summon and control wild beasts. 
* [[Damhadh-Duidsan]], a lineage related to [[Damhan-Allaidh]], the Gaelic arch-nemesis of the [[Order of Hermes|Order]], and detailed more in [[Realms of Power: The Infernal]].
* [[Hermetic Haruspexes]], diviners and seers (relying on [[Divination and Augury]] from [[The Mysteries Revised Edition]]).
* [[Karaites]], a heretical [[Judaism|Jewish]] sect whose magi utilize several [[Virtues and Flaws]] from [[Realms of Power: The Divine]].
* [[Malocchi]], an Italian tradition utilizing [[Entrancement]].
* [[Scinfolk]], [[Gifted Companion|Gifted Companions]] acting as herb-wives and faerie-doctors through the use of the [[Fertility]] virtue. Although common in [[Mythic Europe]], such hedge wizards may be rare in the Order.
* [[Tempestaria]], a tradition of Germanic weather-witches.
* [[Witches of Thessaly]], the former tradition of [[Trianoma]], it is related to the Infernally-tainted [[Daughters of Erichto]] as described in [[Realms of Power: The Infernal]].
* [[Koldun]], shamanic Slavic sorcerers who have abandoned their role as ''volkhvy'' (pagan priests); these were extensively described in [[The Dragon and the Bear]] (the [[Fourth Edition]] sourcebook).
* [[Trollsynir]], Giant-descended wizards of Scandinavia and Iceland.
* The [[Corrguineach]], Irish wizards with great powers over elemental spirits.
* Breton bards with great powers of enchanting music.
* Roman necromancers that terrorize the locals.
* [[Taltos]], a Magyar tradition of skinchangers and herbalists.

=References 

* [[HoHS]] 101-139 provides the extended [[Canon|canonic]] description of the House, including several traditions and guidelines on making new ones. It was written by several authors: [[Erik Dahl]] (Columbae, Rusticiani), [[John Post]] (Donatores, Pharmacoepians, Seirenes), [[Mark Shirley]] (general Ex Misc, Pralicians, Sahirs), and [[Nick Simmonds]] (Cult of Orpheus).
]]></text>
				</version>
			</history>
		</page>
		<page node="352">
			<name>general_virtue</name>
			<title>General Virtue or Flaw</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207507261</unix>
						<iso>2008-04-06 20:41:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''General Virtue or Flaw''' is a [[Virtues and Flaws|Virtue or Flaw]] that doesn't fall into any of the other categories (such as [[Supernatural Virtues and Flaws]] or [[Story Flaws]]).  They are usually, but not always, related to [[Mundane]] traits and abilities.  Examples include Wealthy ([[ArM5]] 50) or Poor (Characteristic) [[ArM5]] 58).

=References

* Definition, [[ArM5]] 40
* List, [[ArM5]] 38-39
* See also [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|Virtues anf Flaws Index]]
]]></text>
				</version>
			</history>
		</page>
		<page node="353">
			<name>stigmata</name>
			<title>Stigmata</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207515179</unix>
						<iso>2008-04-06 22:52:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM5]], '''Stigmata''' may refer to the symbols that appear on the body of [[Criamon]] magi due to their understanding of the [[Enigma]] (see [[HoHMC]] 50). 

Note that the religous stigmata start to appear in Europe slightly after the official starting date.
]]></text>
				</version>
			</history>
		</page>
		<page node="354">
			<name>gorgiastic</name>
			<title>Gorgiastic</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207516417</unix>
						<iso>2008-04-06 23:13:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Former members of [[House Criamon]] who have rejected its central teachings are known as '''Gorgiastics''. Most are [[Magi Orbi]], probably within [[House Ex Miscellanea]], although a few would retire to other Houses or even remain within [[House Criamon]] for a time.

===Referencews

* [[HoHMC]] 52.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207516436</unix>
						<iso>2008-04-06 23:13:56</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor edit</comment>
					<text><![CDATA[
Former members of [[House Criamon]] who have rejected its central teachings are known as '''Gorgiastics''''. Most are [[Magi Orbi]], probably within [[House Ex Miscellanea]], although a few would retire to other Houses or even remain within [[House Criamon]] for a time.

===Referencews

* [[HoHMC]] 52
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207603520</unix>
						<iso>2008-04-07 23:25:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Added Virtue information</comment>
					<text><![CDATA[
Former members of [[House Criamon]] who have rejected its central teachings are known as '''Gorgiastics'''. Most are [[Magi Orbi]], probably within [[House Ex Miscellanea]], although a few would retire to other Houses or even remain within [[House Criamon]] for a time.

Also, the [[Minor Virtue|Minor]] [[General Virtue]] of that name, signifying this status. Note that a Gorgiast magus may only have a relatively low score in [[Enigmatic Wisdom]].

Also, the [[Minor Virtue|Minor, 73]
]]></text>
				</version>
			</history>
		</page>
		<page node="355">
			<name>significanto</name>
			<title>Significanto</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207516654</unix>
						<iso>2008-04-06 23:17:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
There is only one way in [[Canon|canon]] to create significanto: the Perfect Transmission of a [[Criamon]] magus as he enters repose (see [[HoHMC]] 52).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268222015</unix>
						<iso>2010-03-10 12:53:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>expanded entry</comment>
					<text><![CDATA[
A significanto is some supernatural phenomena that can be studied for insight, much like [[raw vis]]. The concept was introduced in [[Covenants]], p. 101. 

There is only one way in [[Canon|canon]] to create significanto: the Perfect Transmission of a [[Criamon]] magus as he enters repose (see [[HoHMC]] 52). Presumably, most significantos occur (super-)naturally, or as a result of a laboratory accident, spell botch, or similar out-of-control Magical events.
]]></text>
				</version>
			</history>
		</page>
		<page node="356">
			<name>adulteration</name>
			<title>Adulteration</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>ArM5</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207546900</unix>
						<iso>2008-04-07 07:41:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Adulterations''' are creatures or places that, according to [[Criamon]] belief, are shed onto the world during [[Wizard's Twilight]]. See [[HoHMC]] 53-54.
]]></text>
				</version>
			</history>
		</page>
		<page node="357">
			<name>cave_of_twisting_shadows</name>
			<title>The Cave of Twisting Shadows</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Magic Realm</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Covenants</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207547795</unix>
						<iso>2008-04-07 07:56:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Domus Magna|domus magna]] of [[House Criamon]], the '''Cave of Twisiting Shadows''' is a [[Covenant|covenant]] in the [[Greater Alps Tribunal]]. It houses the [[Clutch|Central Clutch]] of the House, and serves as the political, spiritual and educational center of the House.

===References

* The Cave of Twisting Shadows is descirbed somewhat on [[HoHMC]] 55, 44.
* [[Sanctuary of Ice]] prvoides a lengthier ([[Fourth Edition]] description of the covenant, which is largely (though not completely) compatible with the [[Fifth Edition]] canon. See [[SoI]] 28-41.
]]></text>
				</version>
			</history>
		</page>
		<page node="358">
			<name>the_travels_of_fedoso</name>
			<title>The Travels of Fedoso</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207548443</unix>
						<iso>2008-04-07 08:07:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A mystic poem composed by [[Verderis]], the third [[Primus]] of [[House Criamon]], often used to teach Latin to apprentices. See [[HoHMC]] 55.

===References

* [[HoHMC]] 55, 56 provides the [[Fifth Edition]] mention and presents some new ideas on how to use the work.
* [[Houses of Hermes]] 32 (for [[Fourth Edition]]) provides a synopsis of the tale with some advice on using it from the symbolic-interpretation viewpoint.
* The [[http://www.radix.net/~erewhon/arsma/|Castle Anthrax]] fan site provides a non-official version of the work.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207562343</unix>
						<iso>2008-04-07 11:59:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>linked Latin</comment>
					<text><![CDATA[
A mystic poem composed by [[Verderis]], the third [[Primus]] of [[House Criamon]], often used to teach [[Latin]]in]] to apprentices. See [[HoHMC]] 55.

===References

* [[HoHMC]] 55, 56 provides the [[Fifth Edition]] mention and presents some new ideas on how to use the work.
* [[Houses of Hermes]] 32 (for [[Fourth Edition]]) provides a synopsis of the tale with some advice on using it from the symbolic-interpretation viewpoint.
* The [[http://www.radix.net/~erewhon/arsma/|Castle Anthrax]] fan site provides a non-official version of the w
]]></text>
				</version>
			</history>
		</page>
		<page node="359">
			<name>books</name>
			<title>Books</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Rules</tag>
				<tag>Tome</tag>
			</tags>
			<history size="12">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207559905</unix>
						<iso>2008-04-07 11:18:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are several kinds of elements available through the [[Canon|canon]]:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]).

Most books probably contain only one element. However, it is possible for a book to contain many. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Such a book might, for example, be read for a single [[Season]] to improve the reader's Hunt score, and alater for two more seasons to learn some Magic Lore. Each element is treated seperately, as if it was an independent book.

In core [[ArM5]], a book is charactarized simply by the Qualities and Levels of its elements. The supplement [[Covenants]] introduced several new (optional) rules regarding books. In the post-''Covenants'' setting, a book is characterized in many ways. The level of artisanship is noted, as is the use of [[Resonant Materials|Resonance]] or a [[Palimpsest|palimpsest]]. If valuable, it is probably [[Gloss|glossed]]. It may belong to a special category of books, being a [[Commentary]], [[Folio]], [[Congregational]], or [[Florigelium]]. The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, and Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

In addition, some kinds of books benefit from putting several works together. These include the 
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
* [[Florigelium]], a carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Commentaries''': Tractatus who refer to Summas.
* '''Congregationals''': Massive books for communal reading.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207559973</unix>
						<iso>2008-04-07 11:19:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are several kinds of elements available through the [[Canon|canon]]:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]).

Most books probably contain only one element. However, it is possible for a book to contain many. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Such a book might, for example, be read for a single [[Season]] to improve the reader's Hunt score, and ater for two more seasons to learn some Magic Lore. Each element is treated seperately, as if it was an independent book.

In core [[ArM5]], a book is charactarized simply by the Qualities and Levels of its elements. The supplement [[Covenants]] introduced several new (optional) rules regarding books. In the post-''Covenants'' setting, a book is characterized in many ways. The level of artisanship is noted, as is the use of [[Resonant Materials|Resonance]] or a [[Palimpsest|palimpsest]]. If valuable, it is probably [[Gloss|glossed]]. It may belong to a special category of books, being a [[Commentary]], [[Folio]], [[Congregational]], or [[Florigelium]]. The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, and Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

In addition, some kinds of books benefit from putting several works together. These include the 
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
* [[Florigelium]], a carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Commentaries''': Tractatus who refer to Summas.
* '''Congregationals''': Massive books for communal reading.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207560787</unix>
						<iso>2008-04-07 11:33:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>more sections, minor edits</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are several kinds of elements available through the [[Canon|canon]]:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]).

Most books probably contain only one element. However, it is possible for a book to contain many. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Such a book might, for example, be read for a single [[Season]] to improve the reader's Hunt score, and later for two more seasons to learn some Magic Lore. Each element is treated seperately, as if it was an independent book.

While such complicated, many-element books are in [[Canon|canon]], for simplicty many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

While such complicated, many-element books are in [[Canon|canon]], for simplicty many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

In core [[ArM5]], a book is charactarized simply by the Qualities and Levels of its elements. The supplement [[Covenants]] introduced several new (optional) rules regarding books. In the post-''Covenants'' setting, a book is characterized in many ways. The level of artisanship is noted, as is the use of [[Resonant Materials|Resonance]] or a [[Palimpsest|palimpsest]]. If valuable, it is probably [[Gloss|glossed]]. It may belong to a special category of books, being a [[Commentary]], [[Folio]], [[Congregational]], or [[Florigelium]]. The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, and Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

In addition, some kinds of books benefit from putting several works together. These include the 
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
* [[Florigelium]], a carorize books, and new books types.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia'''

=Things Which Work Like Books

Many things may function effectively like a book. These include enchanted mirrors, the [[Final Transmision]] of a [[Criamon]] magus, and more. 

=Referneces

* The core treatment of book is in [[ArM5]] [[??]].
* ''Covenants'' provides the expanded rules in [[Covenants]] [[??]].

=See Also

* Books can also be used for [[Research]]. A related concept is [[Realia]].
* There are a number of books detailed in the [[Canon|canon]]. See [[??]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1207561795</unix>
						<iso>2008-04-07 11:49:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>inserted specific books</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are several kinds of elements available through the [[Canon|canon]]:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]).

Most books probably contain only one element. However, it is possible for a book to contain many. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Such a book might, for example, be read for a single [[Season]] to improve the reader's Hunt score, and later for two more seasons to learn some Magic Lore. Each element is treated seperately, as if it was an independent book.

While such complicated, many-element books are in [[Canon|canon]], for simplicty many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

In core [[ArM5]], a book is charactarized simply by the Qualities and Levels of its elements. The supplement [[Covenants]] introduced several new (optional) rules regarding books. In the post-''Covenants'' setting, a book is characterized in many ways. The level of artisanship is noted, as is the use of [[Resonant Materials|Resonance]] or a [[Palimpsest|palimpsest]]. If valuable, it is probably [[Gloss|glossed]]. It may belong to a special category of books, being a [[Commentary]], [[Folio]], [[Congregational]], or [[Florigelium]]. The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, and Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

In addition, some kinds of books benefit from putting several works together. These include the 
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
* [[Florigelium]], a carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.

=Things Which Work Like Books

Many things may function effectively like a book. These include enchanted mirrors, the [[Final Transmision]] of a [[Criamon]] magus, and more. 

=Referneces

* The core treatment of book is in [[ArM5]] [[??]].
* ''Covenants'' provides the expanded rules in [[Covenants]] [[??]].

=See Also

* For related spells see [[Covenants]] 96-97, 99-100. For a discussion of magically copying books, see [[http://lonedm.googlepages.com/bookcraft|here]].
* For related spells see [[Covenants]] 96-97, 99-100. For a discussion of magiFor enchanting books, see [[TMRE]] 92.
* There are a n books, see [[http://lonedm.googlepages.com/bookThese include
** t|The Travels of Fedoso|Travels of Fedosore, [[HoHMC]] 55]
** The works of [[Elaine of Flambeau]] (including works on [[Ignem]], [[Penetration]], [[Magic Theory]], and [[Philosophiae]]) on [[HoHS]] 9
** The [[Analects of Tytalus]] (covering [[House Tytalus Lore]] and [[Order of Hermes Lore]], as well as [[Philosophiae]]) on [[HoHS]] 74
** The legendary "Herbal of Crateuas" is mentioned on [[HoHS]] 124, a work on [[Medicine]], [[Apothecary]], and [[Mythic Herbalism]].
** Principia Magica, the authority on [[Magic Theory]], on [[GotF]] 57.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1207562198</unix>
						<iso>2008-04-07 11:56:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>corrected book title</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are several kinds of elements available through the [[Canon|canon]]:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]).

Most books probably contain only one element. However, it is possible for a book to contain many. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Such a book might, for example, be read for a single [[Season]] to improve the reader's Hunt score, and later for two more seasons to learn some Magic Lore. Each element is treated seperately, as if it was an independent book.

While such complicated, many-element books are in [[Canon|canon]], for simplicty many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

In core [[ArM5]], a book is charactarized simply by the Qualities and Levels of its elements. The supplement [[Covenants]] introduced several new (optional) rules regarding books. In the post-''Covenants'' setting, a book is characterized in many ways. The level of artisanship is noted, as is the use of [[Resonant Materials|Resonance]] or a [[Palimpsest|palimpsest]]. If valuable, it is probably [[Gloss|glossed]]. It may belong to a special category of books, being a [[Commentary]], [[Folio]], [[Congregational]], or [[Florigelium]]. The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, and Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

In addition, some kinds of books benefit from putting several works together. These include the 
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
* [[Florigelium]], a carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.

=Things Which Work Like Books

Many things may function effectively like a book. These include enchanted mirrors, the [[Final Transmision]] of a [[Criamon]] magus, and more. 

=Referneces

* The core treatment of book is in [[ArM5]] [[??]].
* ''Covenants'' provides the expanded rules in [[Covenants]] [[??]].

=See Also

* For related spells see [[Covenants]] 96-97, 99-100. For a discussion of magically copying books, see [[http://lonedm.googlepages.com/bookcraft|here]].
* Books can also be used for [[Research]]. A related concept is [[Realia]].
* For enchanting books, see [[TMRE]] 92.
* There are a number of books detailed in the [[Canon|canon]]. These include
** [[The Travels of Fedoso** The works of [[Elaine of Flambeau]] (including works on [[Ignem]], [[Penetration]], [[Magic Theory]], and [[Philosophiae]]) on [[HoHS]] 9
** The [[Analects of Tytalus]] (covering [[House Tytalus Lore]] and [[Order of Hermes Lore]], as well as [[Philosophiae]]) on [[HoHS]] 74
** The legendary "Herbal of Crateuas" is mentioned on [[HoHS]] 124, a work on [[Medicine]], [[Apothecary]], and [[Mythic Herbalism]].
** Principia Magica, the authority on [[Magic Theory]], on [[GotF]] 57.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1207562307</unix>
						<iso>2008-04-07 11:58:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Removed &quot;Things that work like books&quot;; added it to See Also</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are several kinds of elements available through the [[Canon|canon]]:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]).

Most books probably contain only one element. However, it is possible for a book to contain many. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Such a book might, for example, be read for a single [[Season]] to improve the reader's Hunt score, and later for two more seasons to learn some Magic Lore. Each element is treated seperately, as if it was an independent book.

While such complicated, many-element books are in [[Canon|canon]], for simplicty many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

In core [[ArM5]], a book is charactarized simply by the Qualities and Levels of its elements. The supplement [[Covenants]] introduced several new (optional) rules regarding books. In the post-''Covenants'' setting, a book is characterized in many ways. The level of artisanship is noted, as is the use of [[Resonant Materials|Resonance]] or a [[Palimpsest|palimpsest]]. If valuable, it is probably [[Gloss|glossed]]. It may belong to a special category of books, being a [[Commentary]], [[Folio]], [[Congregational]], or [[Florigelium]]. The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, and Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

In addition, some kinds of books benefit from putting several works together. These include the 
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
* [[Florigelium]], a carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.

=Referneces

* The core treatment of book is in [[ArM5]] [[??]].
* ''Covenants'' provides the expanded rules in [[Covenants]] [[??]].

=See Also

* For related spells see [[Covenants]] 96-97, 99-100. For a discussion of magically copying books, see [[http://lonedm.googlepages.com/bookcraft|here]].
* Books can also be used for [[Research]]. A related concept is [[Realia]].
* For enchanting books, see [[TMRE]] 92.
* Any number of things can function effectively like a book. These include supernaturally-flavored libraries like ghosts or reflacting mirrors, and the [[Final Transmission]] of a [[Criamon]] magus.
* There are a number of books detailed in the [[Canon|canon]]. These include
** [[The Travels of Fedoso]], [[Travels of Fedoso]], [[HoHMC]] 55.
** The works of [[Elaine of Flambeau]] (including works on [[Ignem]], [[Penetration]], [[Magic Theory]], and [[Philosophiae]]) on [[HoHS]] 9
** The [[Analects of Tytalus]] (covering [[House Tytalus Lore]] and [[Order of Hermes Lore]], as well as [[Philosophiae]]) on [[HoHS]] 74
** The legendary "Herbal of Crateuas" is mentioned on [[HoHS]] 124, a work on [[Medicine]], [[Apothecary]], and [[Mythic Herbalism]].
** Principia Magica, the authority on [[Magic Th
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1209111971</unix>
						<iso>2008-04-25 10:26:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added Elaine's titles</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are several kinds of elements available through the [[Canon|canon]]:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]).

Most books probably contain only one element. However, it is possible for a book to contain many. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Such a book might, for example, be read for a single [[Season]] to improve the reader's Hunt score, and later for two more seasons to learn some Magic Lore. Each element is treated seperately, as if it was an independent book.

While such complicated, many-element books are in [[Canon|canon]], for simplicty many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

In core [[ArM5]], a book is charactarized simply by the Qualities and Levels of its elements. The supplement [[Covenants]] introduced several new (optional) rules regarding books. In the post-''Covenants'' setting, a book is characterized in many ways. The level of artisanship is noted, as is the use of [[Resonant Materials|Resonance]] or a [[Palimpsest|palimpsest]]. If valuable, it is probably [[Gloss|glossed]]. It may belong to a special category of books, being a [[Commentary]], [[Folio]], [[Congregational]], or [[Florigelium]]. The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, and Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

In addition, some kinds of books benefit from putting several works together. These include the 
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
* [[Florigelium]], a carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.

=Referneces

* The core treatment of book is in [[ArM5]] [[??]].
* ''Covenants'' provides the expanded rules in [[Covenants]] [[??]].

=See Also

* For related spells see [[Covenants]] 96-97, 99-100. For a discussion of magically copying books, see [[http://lonedm.googlepages.com/bookcraft|here]].
* Books can also be used for [[Research]]. A related concept is [[Realia]].
* For enchanting books, see [[TMRE]] 92.
* Any number of things can function effectively like a book. These include supernaturally-flavored libraries like ghosts or reflecting mirrors, and the [[Final Transmission]] of a [[Criamon]] magus.
* There are a number of books detailed in the [[Canon|canon]]. These include
** [[The Travels of Fedoso]], [[HoHMC]] 55.
** The works of [[Elaine of Flambeau]] (including works on [[Ignem]], [[Penetration]], [[Magic Theory]], and [[Philosophiae]]) on [[HoHS]] 9. These include the titles Ars Flambonis, Ultor, liber de Lumine, De Magica Sympathetica, and De Potestae et Obligatione.
** The [[Analects of Tytalus]] (covering [[House Tytalus Lore]] and [[Order of Hermes Lore]], as well as [[Philosophiae]]) on [[HoHS]] 74
** The legendary "Herbal of Crateuas" is mentioned on [[HoHS]] 124, a work on [[Medicine]], [[Apothecary]], and [[Mythic Herbalism]].
** Principia Magica, the authority on [[Magic Theory]], on [[GotF]] 57.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1268043340</unix>
						<iso>2010-03-08 11:15:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor changes</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. Books are usually written in Latin, and a basic competency with the alphabet (via [[Artes Liberales]]) and language (a score of 4 or 5) is expected to read or write a book.

A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are three basic kinds books in [[ArM5]], described in the core rulebook:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.

Most books probably contain only one element. However, it is possible for a book to contain many. Each element is then treated seperately, as if it was an independent book. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Using this book, a reader might peruse the Hunt tractatus within this book for one [[Season]], and later spend another season reading the Animal Handling summa.Note that it is impossible for another reader to read the book while the character is using it, even if he is using another element of it.

While such complicated, many-element books are in [[Canon|canon]], for simplicity many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

=Expanded Book Rules

The supplement [[Covenants]] provides expanded book rules, introducing new book types and more options. The new types of works include,
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]), that function effectively as a tractatus.
:[[Commentary]]: A tractatus written on the basis of an earlier work, usually an [[Authority|authority]]. Many tractatus would be written as commentaries, as this increases their Quality.

In addition, several new options are presented for writing:
:[[Congregational]]: A bombastically large book, often written for communal or public reading.
:[[Craftmanship]]: Low levels of craftmanship can lower the effective quality of a work. Supposedly, well-established covenants use skilled craftesmen to fashion their books, while young Spring covenants use poorer-quality books.
:[[Palimpsest]]: It is possible to write the book on a poor-quality, reused, parchment.
:[[Resonant Materials]]: Incorporating exotic materials through magic can increase the Quality of the text. Supposedly, many valuable Hermetic works use resonant materials.
:[[Gloss]]: It is possible to gloss a summa to increase its quality. Supposedly, most valuable summas have been glossed.
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
:[[Florigelium]]: A carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

In the post-''Covenants'' setting, then, a book is characterized in many ways.  The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, the summas are Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa (+1).) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundane) of Mythic Europe.''

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.

The affect of all these expanded rules is that maximum, and therefore effective, Quality tends to increase slightly, as does the book-keeping complexity. However, this is balanced by a lower Quality for starting covenants and a richer, more flavorful, treatment of books.

Many in the [[Fan Community]] saw the expanded book rules as somewhat excessive, and introduce them only partially or with modifications to their sagas. The craftmanship rules insert extra book-keeping for very little return, as do the mutually-excluding gloss/commentary/florigelium options. The use of resonant materials seems extravagant and exceedingly expensive to some, and too easy for others. Only the poorest covenants would have cause to produce or purchase books using the lower-quality options such as using a palimpsest, so that this detail too seems redundant. Despite this, the expanded book rules provide a rich mix of options and ideas for those who want to use them.

=Canonic Books

There are a number of books detailed in the [[Canon|canon]]. These include
* [[The Travels of Fedoso]], [[HoHMC]] 55.
* The works of [[Elaine of Flambeau]] (including works on [[Ignem]], [[Penetration]], [[Magic Theory]], and [[Philosophiae]]) on [[HoHS]] 9. These include the titles Ars Flambonis, Ultor, liber de Lumine, De Magica Sympathetica, and De Potestae et Obligatione.
* The [[Analects of Tytalus]] (covering [[House Tytalus Lore]] and [[Order of Hermes Lore]], as well as [[Philosophiae]]) on [[HoHS]] 74
* The legendary "Herbal of Crateuas" is mentioned on [[HoHS]] 124, a work on [[Medicine]], [[Apothecary]], and [[Mythic Herbalism]].
* Principia Magica, the authority on [[Magic Theory]], on [[GotF]] 57.
* A number of Christian books are described in [[Realms of Power: The Divine]] page 86. These include works on Theology, Church Lore, Dominion Lore, and Philosophiae. Titles include The Bible, Sentences (by Peter the Lombard), The City of God (by St. Augustine of Hippo), Consolations of Philosophy (by Boethius) and The Celestial Hierarchy (by Dionysius the Areopagite).

=References

* The core treatment of book is in [[ArM5]] [[??]].
* ''Covenants'' provides the expanded rules in [[Covenants]] [[??]].

=See Also

* For related spells see [[Covenants]] 96-97, 99-100. For a discussion of magically copying books, see [[http://lonedm.googlepages.com/bookcraft|here]].
* Books can also be used for [[Research]]. A related concept is [[Realia]].
* For enchanting books, see [[TMRE]] 92.
* Any number of things can function effectively like a book. These include supernaturally-flavored libraries like ghosts or reflecting mirrors, and the [[Final Transmission]] of a [[Criamon]] magus.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1268232807</unix>
						<iso>2010-03-10 15:53:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added Vulgar Alchemy</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. Books are usually written in Latin, and a basic competency with the alphabet (via [[Artes Liberales]]) and language (a score of 4 or 5) is expected to read or write a book.

A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are three basic kinds books in [[ArM5]], described in the core rulebook:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.

Most books probably contain only one element. However, it is possible for a book to contain many. Each element is then treated seperately, as if it was an independent book. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Using this book, a reader might peruse the Hunt tractatus within this book for one [[Season]], and later spend another season reading the Animal Handling summa.Note that it is impossible for another reader to read the book while the character is using it, even if he is using another element of it.

While such complicated, many-element books are in [[Canon|canon]], for simplicity many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

=Expanded Book Rules

The supplement [[Covenants]] provides expanded book rules, introducing new book types and more options. The new types of works include,
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]), that function effectively as a tractatus.
:[[Commentary]]: A tractatus written on the basis of an earlier work, usually an [[Authority|authority]]. Many tractatus would be written as commentaries, as this increases their Quality.

In addition, several new options are presented for writing:
:[[Congregational]]: A bombastically large book, often written for communal or public reading.
:[[Craftmanship]]: Low levels of craftmanship can lower the effective quality of a work. Supposedly, well-established covenants use skilled craftesmen to fashion their books, while young Spring covenants use poorer-quality books.
:[[Palimpsest]]: It is possible to write the book on a poor-quality, reused, parchment.
:[[Resonant Materials]]: Incorporating exotic materials through magic can increase the Quality of the text. Supposedly, many valuable Hermetic works use resonant materials.
:[[Gloss]]: It is possible to gloss a summa to increase its quality. Supposedly, most valuable summas have been glossed.
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
:[[Florigelium]]: A carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

In the post-''Covenants'' setting, then, a book is characterized in many ways.  The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, the summas are Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa (+1).) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundane) of Mythic Europe.''

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.

The affect of all these expanded rules is that maximum, and therefore effective, Quality tends to increase slightly, as does the book-keeping complexity. However, this is balanced by a lower Quality for starting covenants and a richer, more flavorful, treatment of books.

Many in the [[Fan Community]] saw the expanded book rules as somewhat excessive, and introduce them only partially or with modifications to their sagas. The craftmanship rules insert extra book-keeping for very little return, as do the mutually-excluding gloss/commentary/florigelium options. The use of resonant materials seems extravagant and exceedingly expensive to some, and too easy for others. Only the poorest covenants would have cause to produce or purchase books using the lower-quality options such as using a palimpsest, so that this detail too seems redundant. Despite this, the expanded book rules provide a rich mix of options and ideas for those who want to use them.

=Other Books and Options

Certain other rules expand on books, adding more options to writing them and new categories of books.

* [[Vulgar Alchemy]] allows magi to discover new [[Shape and Material Bonus|Shape and Material bonuses]]. When writing a tractatus on [[Magic Theory]], practitioners of this [[mystery]] may write about the new bonus, which allows other magi to read the tractatus and use it.

=Canonic Books

There are a number of books detailed in the [[Canon|canon]]. These include
* [[The Travels of Fedoso]], [[HoHMC]] 55.
* The works of [[Elaine of Flambeau]] (including works on [[Ignem]], [[Penetration]], [[Magic Theory]], and [[Philosophiae]]) on [[HoHS]] 9. These include the titles Ars Flambonis, Ultor, liber de Lumine, De Magica Sympathetica, and De Potestae et Obligatione.
* The [[Analects of Tytalus]] (covering [[House Tytalus Lore]] and [[Order of Hermes Lore]], as well as [[Philosophiae]]) on [[HoHS]] 74
* The legendary "Herbal of Crateuas" is mentioned on [[HoHS]] 124, a work on [[Medicine]], [[Apothecary]], and [[Mythic Herbalism]].
* Principia Magica, the authority on [[Magic Theory]], on [[GotF]] 57.
* A number of Christian books are described in [[Realms of Power: The Divine]] page 86. These include works on Theology, Church Lore, Dominion Lore, and Philosophiae. Titles include The Bible, Sentences (by Peter the Lombard), The City of God (by St. Augustine of Hippo), Consolations of Philosophy (by Boethius) and The Celestial Hierarchy (by Dionysius the Areopagite).

=References

* The core treatment of book is in [[ArM5]] [[??]].
* ''Covenants'' provides the expanded rules in [[Covenants]] [[??]].

=See Also

* For related spells see [[Covenants]] 96-97, 99-100. For a discussion of magically copying books, see [[http://lonedm.googlepages.com/bookcraft|here]].
* Books can also be used for [[Research]]. A related concept is [[Realia]].
* For enchanting books, see [[TMRE]] 92.
* Any number of things can function effectively like a book. These include supernaturally-flavored libraries like ghosts or reflecting mirrors, and the [[Final Transmission]] of a [[Criamon]] magus.
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1268234956</unix>
						<iso>2010-03-10 16:29:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added breakthrough-dissemination</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. Books are usually written in Latin, and a basic competency with the alphabet (via [[Artes Liberales]]) and language (a score of 4 or 5) is expected to read or write a book.

A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are three basic kinds books in [[ArM5]], described in the core rulebook:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.

Most books probably contain only one element. However, it is possible for a book to contain many. Each element is then treated seperately, as if it was an independent book. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Using this book, a reader might peruse the Hunt tractatus within this book for one [[Season]], and later spend another season reading the Animal Handling summa.Note that it is impossible for another reader to read the book while the character is using it, even if he is using another element of it.

While such complicated, many-element books are in [[Canon|canon]], for simplicity many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

=Expanded Book Rules

The supplement [[Covenants]] provides expanded book rules, introducing new book types and more options. The new types of works include,
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]), that function effectively as a tractatus.
:[[Commentary]]: A tractatus written on the basis of an earlier work, usually an [[Authority|authority]]. Many tractatus would be written as commentaries, as this increases their Quality.

In addition, several new options are presented for writing:
:[[Congregational]]: A bombastically large book, often written for communal or public reading.
:[[Craftmanship]]: Low levels of craftmanship can lower the effective quality of a work. Supposedly, well-established covenants use skilled craftesmen to fashion their books, while young Spring covenants use poorer-quality books.
:[[Palimpsest]]: It is possible to write the book on a poor-quality, reused, parchment.
:[[Resonant Materials]]: Incorporating exotic materials through magic can increase the Quality of the text. Supposedly, many valuable Hermetic works use resonant materials.
:[[Gloss]]: It is possible to gloss a summa to increase its quality. Supposedly, most valuable summas have been glossed.
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
:[[Florigelium]]: A carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

In the post-''Covenants'' setting, then, a book is characterized in many ways.  The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, the summas are Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa (+1).) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundane) of Mythic Europe.''

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.

The affect of all these expanded rules is that maximum, and therefore effective, Quality tends to increase slightly, as does the book-keeping complexity. However, this is balanced by a lower Quality for starting covenants and a richer, more flavorful, treatment of books.

Many in the [[Fan Community]] saw the expanded book rules as somewhat excessive, and introduce them only partially or with modifications to their sagas. The craftmanship rules insert extra book-keeping for very little return, as do the mutually-excluding gloss/commentary/florigelium options. The use of resonant materials seems extravagant and exceedingly expensive to some, and too easy for others. Only the poorest covenants would have cause to produce or purchase books using the lower-quality options such as using a palimpsest, so that this detail too seems redundant. Despite this, the expanded book rules provide a rich mix of options and ideas for those who want to use them.

=Other Books and Options

Certain other rules expand on books, adding more options to writing them and new categories of books.

* [[Vulgar Alchemy]] allows magi to discover new [[Shape and Material Bonus|Shape and Material bonuses]]. When writing a tractatus on [[Magic Theory]], practitioners of this [[mystery]] may write about the new bonus, which allows other magi to read the tractatus and use it.
* Books can be used to disseminate the integration of [[Original Research]], [[Ancient Magic]], or [[Hedge Magic]] into Hermetic magic. Lab texts incorporating new ranges and durations which are [[Minor Breakthrough|minor breakthroughs]], or fully integrated great breakthroughs, disseminate these discoveries to their readers. A new Ability due to a Major Breakthrough may be taught by a book on it. 

=Canonic Books

There are a number of books detailed in the [[Canon|canon]]. These include
* [[The Travels of Fedoso]], [[HoHMC]] 55.
* The works of [[Elaine of Flambeau]] (including works on [[Ignem]], [[Penetration]], [[Magic Theory]], and [[Philosophiae]]) on [[HoHS]] 9. These include the titles Ars Flambonis, Ultor, liber de Lumine, De Magica Sympathetica, and De Potestae et Obligatione.
* The [[Analects of Tytalus]] (covering [[House Tytalus Lore]] and [[Order of Hermes Lore]], as well as [[Philosophiae]]) on [[HoHS]] 74
* The legendary "Herbal of Crateuas" is mentioned on [[HoHS]] 124, a work on [[Medicine]], [[Apothecary]], and [[Mythic Herbalism]].
* Principia Magica, the authority on [[Magic Theory]], on [[GotF]] 57.
* A number of Christian books are described in [[Realms of Power: The Divine]] page 86. These include works on Theology, Church Lore, Dominion Lore, and Philosophiae. Titles include The Bible, Sentences (by Peter the Lombard), The City of God (by St. Augustine of Hippo), Consolations of Philosophy (by Boethius) and The Celestial Hierarchy (by Dionysius the Areopagite).

=References

* The core treatment of book is in [[ArM5]] [[??]].
* ''Covenants'' provides the expanded rules in [[Covenants]] [[??]].

=See Also

* For related spells see [[Covenants]] 96-97, 99-100. For a discussion of magically copying books, see [[http://lonedm.googlepages.com/bookcraft|here]].
* Books can also be used for [[Research]]. A related concept is [[Realia]].
* For enchanting books, see [[TMRE]] 92.
* Any number of things can function effectively like a book. These include supernaturally-flavored libraries like ghosts or reflecting mirrors, and the [[Final Transmission]] of a [[Criamon]] magus.
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1268235384</unix>
						<iso>2010-03-10 16:36:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added HoHTL folio</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. Books are usually written in Latin, and a basic competency with the alphabet (via [[Artes Liberales]]) and language (a score of 4 or 5) is expected to read or write a book.

A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are three basic kinds books in [[ArM5]], described in the core rulebook:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.

Most books probably contain only one element. However, it is possible for a book to contain many. Each element is then treated seperately, as if it was an independent book. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Using this book, a reader might peruse the Hunt tractatus within this book for one [[Season]], and later spend another season reading the Animal Handling summa.Note that it is impossible for another reader to read the book while the character is using it, even if he is using another element of it.

While such complicated, many-element books are in [[Canon|canon]], for simplicity many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

=Expanded Book Rules

The supplement [[Covenants]] provides expanded book rules, introducing new book types and more options. The new types of works include,
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]), that function effectively as a tractatus.
:[[Commentary]]: A tractatus written on the basis of an earlier work, usually an [[Authority|authority]]. Many tractatus would be written as commentaries, as this increases their Quality.

In addition, several new options are presented for writing:
:[[Congregational]]: A bombastically large book, often written for communal or public reading.
:[[Craftmanship]]: Low levels of craftmanship can lower the effective quality of a work. Supposedly, well-established covenants use skilled craftesmen to fashion their books, while young Spring covenants use poorer-quality books.
:[[Palimpsest]]: It is possible to write the book on a poor-quality, reused, parchment.
:[[Resonant Materials]]: Incorporating exotic materials through magic can increase the Quality of the text. Supposedly, many valuable Hermetic works use resonant materials.
:[[Gloss]]: It is possible to gloss a summa to increase its quality. Supposedly, most valuable summas have been glossed.
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
:[[Florigelium]]: A carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

In the post-''Covenants'' setting, then, a book is characterized in many ways.  The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, the summas are Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa (+1).) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundane) of Mythic Europe.''

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.

The affect of all these expanded rules is that maximum, and therefore effective, Quality tends to increase slightly, as does the book-keeping complexity. However, this is balanced by a lower Quality for starting covenants and a richer, more flavorful, treatment of books.

Many in the [[Fan Community]] saw the expanded book rules as somewhat excessive, and introduce them only partially or with modifications to their sagas. The craftmanship rules insert extra book-keeping for very little return, as do the mutually-excluding gloss/commentary/florigelium options. The use of resonant materials seems extravagant and exceedingly expensive to some, and too easy for others. Only the poorest covenants would have cause to produce or purchase books using the lower-quality options such as using a palimpsest, so that this detail too seems redundant. Despite this, the expanded book rules provide a rich mix of options and ideas for those who want to use them.

=Other Books and Options

Certain other rules expand on books, adding more options to writing them and new categories of books.

* [[Vulgar Alchemy]] allows magi to discover new [[Shape and Material Bonus|Shape and Material bonuses]]. When writing a tractatus on [[Magic Theory]], practitioners of this [[mystery]] may write about the new bonus, which allows other magi to read the tractatus and use it.
* Books can be used to disseminate the integration of [[Original Research]], [[Ancient Magic]], or [[Hedge Magic]] into Hermetic magic. Lab texts incorporating new ranges and durations which are [[Minor Breakthrough|minor breakthroughs]], or fully integrated great breakthroughs, disseminate these discoveries to their readers. A new Ability due to a Major Breakthrough may be taught by a book on it. 
* [[Houses of Hermes: True Lineages]] offers a new type of book, the [[Folio]]. This is a collection of Lab Texts and Tractatus, along with biographical notes and comments. Reading an element in the collection provides experience in [[Order of Hermes Lore]] as well the usual benefit.

=Canonic Books

There are a number of books detailed in the [[Canon|canon]]. These include
* [[The Travels of Fedoso]], [[HoHMC]] 55.
* The works of [[Elaine of Flambeau]] (including works on [[Ignem]], [[Penetration]], [[Magic Theory]], and [[Philosophiae]]) on [[HoHS]] 9. These include the titles Ars Flambonis, Ultor, liber de Lumine, De Magica Sympathetica, and De Potestae et Obligatione.
* The [[Analects of Tytalus]] (covering [[House Tytalus Lore]] and [[Order of Hermes Lore]], as well as [[Philosophiae]]) on [[HoHS]] 74
* The legendary "Herbal of Crateuas" is mentioned on [[HoHS]] 124, a work on [[Medicine]], [[Apothecary]], and [[Mythic Herbalism]].
* Principia Magica, the authority on [[Magic Theory]], on [[GotF]] 57.
* A number of Christian books are described in [[Realms of Power: The Divine]] page 86. These include works on Theology, Church Lore, Dominion Lore, and Philosophiae. Titles include The Bible, Sentences (by Peter the Lombard), The City of God (by St. Augustine of Hippo), Consolations of Philosophy (by Boethius) and The Celestial Hierarchy (by Dionysius the Areopagite).

=References

* The core treatment of book is in [[ArM5]] [[??]].
* ''Covenants'' provides the expanded rules in [[Covenants]] [[??]].

=See Also

* For related spells see [[Covenants]] 96-97, 99-100. For a discussion of magically copying books, see [[http://lonedm.googlepages.com/bookcraft|here]].
* Books can also be used for [[Research]]. A related concept is [[Realia]].
* For enchanting books, see [[TMRE]] 92.
* Any number of things can function effectively like a book. These include supernaturally-flavored libraries like ghosts or reflecting mirrors, and the [[Final Transmission]] of a [[Criamon]] magus.
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1268293121</unix>
						<iso>2010-03-11 08:38:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>clarification on compound books</comment>
					<text><![CDATA[
In Ars Magica, texts see heavy use in the communication and study between magi. Books are usually written in Latin, and a basic competency with the alphabet (via [[Artes Liberales]]) and language (a score of 4 or 5) is expected to read or write a book.

A given book may be represented mechanically by any number of elements, each providing a benefit from reading it - typically experience points in a given topic. There are three basic kinds books in [[ArM5]], described in the core rulebook:
:[[Tractatus]]: Allow the reader to gain their ''Quality'' as experience points in an Ability or Art.
:[[Summa]]: Likewise, but only if the reader's level is lower than the Summa's ''Level''.
:[[Laboratory Text]]: Aids in recreating the magical effect it describes.

Most books probably contain only one element. However, it is possible for a book to contain many. Each element is then treated separately, as if it was an independent book. For example, a [[Troupe|troupe]] might include the following in the [[Covenant|covenant's]] library:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 9; Summa on [[Animal Handling]] Level 4, Quality 9; Summa on [[Magic Lore]] Level 2, Quality 9.) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundae) of Mythic Europe.''

Using this book, a reader might peruse the Hunt tractatus within this book for one [[Season]], and later spend another season reading the Animal Handling summa. Note that it is impossible for another reader to read the book while the character is using it, even if he is using another element of it. In-game, the book is usually a continuous whole, and the division into elements is only on the game-mechanics level, so that you can't rip-apart different sections of the book to serve as separate elements and stand-alone books.

While such complicated, many-element books are in [[Canon|canon]], for simplicity many [[Saga|sagas]] may opt to maintain a one-book-one-element policy.

=Expanded Book Rules

The supplement [[Covenants]] provides expanded book rules, introducing new book types and more options. The new types of works include,
:[[Casting Tablet]]: Allows the reader to cast a spell from the text (see [[Covenants]] [[??]]).
:Correspondence: Letters between magi (see [[Covenants]] [[??]]), that function effectively as a tractatus.
:[[Commentary]]: A tractatus written on the basis of an earlier work, usually an [[Authority|authority]]. Many tractatus would be written as commentaries, as this increases their Quality.

In addition, several new options are presented for writing:
:[[Congregational]]: A bombastically large book, often written for communal or public reading.
:[[Craftmanship]]: Low levels of craftmanship can lower the effective quality of a work. Supposedly, well-established covenants use skilled craftesmen to fashion their books, while young Spring covenants use poorer-quality books.
:[[Palimpsest]]: It is possible to write the book on a poor-quality, reused, parchment.
:[[Resonant Materials]]: Incorporating exotic materials through magic can increase the Quality of the text. Supposedly, many valuable Hermetic works use resonant materials.
:[[Gloss]]: It is possible to gloss a summa to increase its quality. Supposedly, most valuable summas have been glossed.
* [[Folio]], collecting Laboratory Texts (see [[HoHTL]] 22, [[Covenants]] [[??]]).
:[[Florigelium]]: A carefully-chosen collection of Tractatus (see [[Covenants]] [[??]]).

In the post-''Covenants'' setting, then, a book is characterized in many ways.  The above book, for example, might be written down as follows:
: : '''De arte venandi cum avibus''' (Tractatus on [[Hunt]], Quality 10; Summa on [[Animal Handling]] Level 4, Quality 10; Summa on [[Magic Lore]] Level 2, Quality 10. This book is wonderfully crafted and illustated (+3). Written with (Com +3), in Latin, the summas are Glossed (to Com +4). The Hunt tractatus serves as a [[Commentary]] on the Animal Handling summa (+1).) ''Written by Frederic II von Hohenstaufen, this is a masterful treatise on falconry and the art of the hunt, and contains a rich illustrated encyclopedia of the beasts (magical and mundane) of Mythic Europe.''

''Covenants'' also introduced new ways to categorize books, and new books types.
* '''Branch''': A masterful high-level Summa.
* '''Root''': A masterful low-level Summa.
* '''Vain''': A book written to below accepted levels of Quality.
* '''Fine''': A book written to accepted levels of Qualtiy.
* '''Exemplar''': A book written to be copied from.
* '''Juvenelia''': A poor copy, typically by young magi.

The affect of all these expanded rules is that maximum, and therefore effective, Quality tends to increase slightly, as does the book-keeping complexity. However, this is balanced by a lower Quality for starting covenants and a richer, more flavorful, treatment of books.

Many in the [[Fan Community]] saw the expanded book rules as somewhat excessive, and introduce them only partially or with modifications to their sagas. The craftmanship rules insert extra book-keeping for very little return, as do the mutually-excluding gloss/commentary/florigelium options. The use of resonant materials seems extravagant and exceedingly expensive to some, and too easy for others. Only the poorest covenants would have cause to produce or purchase books using the lower-quality options such as using a palimpsest, so that this detail too seems redundant. Despite this, the expanded book rules provide a rich mix of options and ideas for those who want to use them.

=Other Books and Options

Certain other rules expand on books, adding more options to writing them and new categories of books.

* [[Vulgar Alchemy]] allows magi to discover new [[Shape and Material Bonus|Shape and Material bonuses]]. When writing a tractatus on [[Magic Theory]], practitioners of this [[mystery]] may write about the new bonus, which allows other magi to read the tractatus and use it.
* Books can be used to disseminate the integration of [[Original Research]], [[Ancient Magic]], or [[Hedge Magic]] into Hermetic magic. Lab texts incorporating new ranges and durations which are [[Minor Breakthrough|minor breakthroughs]], or fully integrated great breakthroughs, disseminate these discoveries to their readers. A new Ability due to a Major Breakthrough may be taught by a book on it. 
* [[Houses of Hermes: True Lineages]] offers a new type of book, the [[Folio]]. This is a collection of Lab Texts and Tractatus, along with biographical notes and comments. Reading an element in the collection provides experience in [[Order of Hermes Lore]] as well the usual benefit.

=Canonic Books

There are a number of books detailed in the [[Canon|canon]]. These include
* [[The Travels of Fedoso]], [[HoHMC]] 55.
* The works of [[Elaine of Flambeau]] (including works on [[Ignem]], [[Penetration]], [[Magic Theory]], and [[Philosophiae]]) on [[HoHS]] 9. These include the titles Ars Flambonis, Ultor, liber de Lumine, De Magica Sympathetica, and De Potestae et Obligatione.
* The [[Analects of Tytalus]] (covering [[House Tytalus Lore]] and [[Order of Hermes Lore]], as well as [[Philosophiae]]) on [[HoHS]] 74
* The legendary "Herbal of Crateuas" is mentioned on [[HoHS]] 124, a work on [[Medicine]], [[Apothecary]], and [[Mythic Herbalism]].
* Principia Magica, the authority on [[Magic Theory]], on [[GotF]] 57.
* A number of Christian books are described in [[Realms of Power: The Divine]] page 86. These include works on Theology, Church Lore, Dominion Lore, and Philosophiae. Titles include The Bible, Sentences (by Peter the Lombard), The City of God (by St. Augustine of Hippo), Consolations of Philosophy (by Boethius) and The Celestial Hierarchy (by Dionysius the Areopagite).

=References

* The core treatment of book is in [[ArM5]] [[??]].
* ''Covenants'' provides the expanded rules in [[Covenants]] [[??]].

=See Also

* For related spells see [[Covenants]] 96-97, 99-100. For a discussion of magically copying books, see [[http://lonedm.googlepages.com/bookcraft|here]].
* Books can also be used for [[Research]]. A related concept is [[Realia]].
* For enchanting books, see [[TMRE]] 92.
* Any number of things can function effectively like a book. These include supernaturally-flavored libraries like ghosts or reflecting mirrors, and the [[Final Transmission]] of a [[Criamon]] magus.
]]></text>
				</version>
			</history>
		</page>
		<page node="36">
			<name>grog</name>
			<title>Grog</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200143336</unix>
						<iso>2008-01-12 14:08:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *grog* can be any supporting character in an Ars Magica [[Saga|saga]].  In [[Third edition]] and earlier, the term referred specifically to a warrior or bodyguard who works for a [[magus]] or [[Covenant|covenant]].

Grogs are one of the three basic character types in Ars Magica: the other two are [[Companion|companions]] and [[Magus|magi]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1203378557</unix>
						<iso>2008-02-19 00:49:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
A *grog* can be any supporting character in an Ars Magica [[Saga|saga]].  In [[Third edition]] and earlier, the term referred specifically to a warrior or bodyguard who works for a [[magus]] or [[Covenant|covenant]].

Grogs are one of the three basic [[Character Types]] s]] in Ars Magica: the other two are [[Companion|companions]] and [[Magus|mag
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205586162</unix>
						<iso>2008-03-15 14:02:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added distinction from other characters, list of concepts</comment>
					<text><![CDATA[
A *grog* can be any supporting character in an Ars Magica [[Saga|saga]].  In [[Third edition]] and earlier, the term referred specifically to a warrior or bodyguard who works for a [[magus]] or [[Covenant|covenant]].

Grogs are one of the three basic [[Character Types]] in Ars Magica: the other two are [[Companion|companions]] and [[Magus|magi]].

=Difference from Other Character Types

In [[ArM5]], grogs are distinguished from [[Companions]] by both story rule and game mechanics (character-creation rules).

==Story Role

Grogs in [[ArM5]] are minor characters (p. 17).  They most often are warriors who live at the [[Covenant]] and accompany the [[Magi]] on missions, but this is not a requirement.  Any other, minor characters, such as the kitchen servants, a knight's retainers, or a youth's tutor, can be designed as grogs.

In [[Troupe Style]] play, grogs are not usually "owned" by any one player.  Instead, they are kept in a common pool and chosen by players whenever their roles come into play.

==Game Mechanics

In [[ArM5]], grogs are restricted to Minor [[Virtues and Flaws]] (see [[ArM5]], p.29) and may have up to three of each.  They may not have the Gift, and neither may they have [[Story Flaw | Story Flaws]] ([[ArM5]], p. 28).

=Design Tips

Note that, in [[ArM5]], warrior grogs need some kind of Virtue or Flaw that allows them to learn Martial Abilities (i.e., weapon skills).  Possibilities include Berserk (ArM5, p. 40), Custos (ArM5, p. 41), Knight (p. 44), Privileged Upbringing (p. 47), Warrior (p. 50), and Branded Criminal (p. 54).

==Grog Concepts

ArM5 lists several grog templates (ready-to-play or ready-to-customize characters) on pages 21-22:

* The Berserker
* The Grizzled Veteran
* The Hunter
* The Specialist (the example given is specialized with a weapon)
* The Standard Soldier
* The Tough Guy
* See also the grogs from [[Semita Errabunda]]

Borrowing a little from past editions, we can add some more concepts:

* Archer ([[ArM4]], p. 29; [[ArM3]], p. 35)
* Beggar ([[ArM4]], p. 29; [[ArM3]], p. 34)
* Cook ([[ArM4]], p. 30; [[ArM3]], p. 33)
* Point Guard ([[ArM4]], p. 30; [[ArM3]], p. 34)
* Sentry ([[ArM4]], p. 30; [[ArM3]], p. 36)
* Scout ([[ArM4]], p. 30; [[ArM3]], p. 32)
* Manservant/Handmaiden ([[ArM4]], p. 30; [[ArM3]], p. 35)
* Shield Grog (bodyguard) ([[ArM4]], p. 30; [[ArM3]], p. 31)
* Stablehand ([[ArM4]], p. 30; [[ArM3]], p. 32)
* [[Turb]] Sergeant ([[ArM4]], p. 30; [[ArM3]], p. 33)

[[ArM2]] and [[ArM1]] didn't list specific grog templates.

==Fan-Created Grog Concepts

Please [[Contributing | add]] your own ideas.

* The Bumbling Sidekick
* The Green Recruit
* The Urban Spy
* The Master of Hounds

=Grogs in Past Editions

The role and rules for grogs have evolved somewhat over the lifetime of [[Ars Magica]].

Before [[ArM3]], grogs were strictly warriors (and could learn combat Abilities without needing a special Virtue or Flaw).  

In [[ArM1]], grogs could not have [[Virtues and Flaws]] at all.  In [[ArM2]], they were allowed a single 1-point Virtue and Flaw.  The 3-point limit was introduced in [[ArM3]].

=The Term "Grog"

There is no etymology given for the term "grog" that we can find.  [[ArM2]] mentions on page 13 that "[m]ercanaries hired by magi go by many names, the most popular of which is 'grog,' a slang term first used in the covenant of [[Doissetep]]."

One interpretation is that "grog" is a corruption of the French word ''grognard'', or "grumbler." [[http://www.alanemrich.com/Writing_Archive_pages/grognard.htm | "Grognard"]] seems like a fitting nickname for warrior grogs -- or , for that matter, for players who enjoy playing grogs in combat.

Andrew Gronosky seems to remember that some long-ago book -- perhaps even [[ArM1]] -- mentioned that grogs were named after their favorite [[http://en.wikipedia.org/wiki/Grog | beverage]].  However, he's been unable to find the reference (he lost his second-printing copy of ArM1; it doesn't seem to be in the first printing) so maybe it's apocryphal.  In any case, the English word "grog" dates from the eighteenth century.  A little anachronism can be fun.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205862912</unix>
						<iso>2008-03-18 18:55:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>singular</comment>
					<text><![CDATA[
A *grog* can be any supporting character in an Ars Magica [[Saga|saga]].  In [[Third Edition]] and earlier, the term referred specifically to a warrior or bodyguard who works for a [[Magus|Magus]] or [[Covenant|covenant]].

Grogs are one of the three basic [[Character Types]] in Ars Magica: the other two are [[Companion|companions]] and [[Magus|magi]].

=Difference from Other Character Types

In [[ArM5]], grogs are distinguished from [[Companion|Companions]] by both story rule and game mechanics (character-creation rules).

==Story Role

Grogs in [[ArM5]] are minor characters (p. 17).  They most often are warriors who live at the [[Covenant]] and accompany the [[Magus|Magi]] on missions, but this is not a re, but this is not a requirement.  Any other, minor characters, such as the kitchen servants, a knight's retainers, or a youth's tutor, can be designed as grogs.

In [[Troupe Style]] play, grogs are not usually "owned" by any one player.  Instead, they are kept in a common pool and chosen by players whenever their roles come into play.

==Game Mechanics

In [[ArM5]], grogs are restricted to Minor [[Virtues and Flaws]] (see [[ArM5]], p.29) and may have up to three of each.  They may not have the Gift, and neither may they have [[Story Flaw | Story Flaws]] ([[ArM5]], p. 28).

=Design Tips

Note that, in [[ArM5]], warrior grogs need some kind of Virtue or Flaw that allows them to learn Martial Abilities (i.e., weapon skills).  Possibilities include Berserk (ArM5, p. 40), Custos (ArM5, p. 41), Knight (p. 44), Privileged Upbringing (p. 47), Warrior (p. 50), and Branded Criminal (p. 54).

==Grog Concepts

ArM5 lists several grog templates (ready-to-play or ready-to-customize characters) on pages 21-22:

* The Berserker
* The Grizzled Veteran
* The Hunter
* The Specialist (the example given is specialized with a weapon)
* The Standard Soldier
* The Tough Guy
* See also the grogs from [[Semita Errabunda]]

Borrowing a little from past editions, we can add some more concepts:

* Archer ([[ArM4]], p. 29; [[ArM3]], p. 35)
* Beggar ([[ArM4]], p. 29; [[ArM3]], p. 34)
* Cook ([[ArM4]], p. 30; [[ArM3]], p. 33)
* Point Guard ([[ArM4]], p. 30; [[ArM3]], p. 34)
* Sentry ([[ArM4]], p. 30; [[ArM3]], p. 36)
* Scout ([[ArM4]], p. 30; [[ArM3]], p. 32)
* Manservant/Handmaiden ([[ArM4]], p. 30; [[ArM3]], p. 35)
* Shield Grog (bodyguard) ([[ArM4]], p. 30; [[ArM3]], p. 31)
* Stablehand ([[ArM4]], p. 30; [[ArM3]], p. 32)
* [[Turb]] Sergeant ([[ArM4]], p. 30; [[ArM3]], p. 33)

[[ArM2]] and [[ArM1]] didn't list specific grog templates.

==Fan-Created Grog Concepts

Please [[Contributing | add]] your own ideas.

* The Bumbling Sidekick
* The Green Recruit
* The Urban Spy
* The Master of Hounds

=Grogs in Past Editions

The role and rules for grogs have evolved somewhat over the lifetime of [[Ars Magica]].

Before [[ArM3]], grogs were strictly warriors (and could learn combat Abilities without needing a special Virtue or Flaw).  

In [[ArM1]], grogs could not have [[Virtues and Flaws]] at all.  In [[ArM2]], they were allowed a single 1-point Virtue and Flaw.  The 3-point limit was introduced in [[ArM3]].

=The Term "Grog"

There is no etymology given for the term "grog" that we can find.  [[ArM2]] mentions on page 13 that "[m]ercanaries hired by magi go by many names, the most popular of which is 'grog,' a slang term first used in the covenant of [[Doissetep]]."

One interpretation is that "grog" is a corruption of the French word ''grognard'', or "grumbler." [[http://www.alanemrich.com/Writing_Archive_pages/grognard.htm | "Grognard"]] seems like a fitting nickname for warrior grogs -- or , for that matter, for players who enjoy playing grogs in combat.

Andrew Gronosky seems to remember that some long-ago book -- perhaps even [[ArM1]] -- mentioned that grogs were named after their favorite [[http://en.wikipedia.org/wiki/Grog | beverage]].  However, he's been unable to find the reference (he lost his second-printing copy of ArM1; it doesn't seem to be in the first printing) so maybe it's apocryphal.  In any case, the English word "grog" dates from the eighteenth century.  A little a
]]></text>
				</version>
			</history>
		</page>
		<page node="360">
			<name>axis_magica</name>
			<title>Axis Magica</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Magic Realm</tag>
				<tag>ArM5</tag>
				<tag>Covenants</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207600545</unix>
						<iso>2008-04-07 22:35:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Axis Magica''' is, according to [[Criamon]] belief, the center of the world's magic, and is located in the [[Cave of Twisting Shadows]]. See [[HoHMC]] 57, 46.
]]></text>
				</version>
			</history>
		</page>
		<page node="361">
			<name>enigmatic_wisdom</name>
			<title>Enigmatic Wisdom</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Virtues</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207602665</unix>
						<iso>2008-04-07 23:11:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Enigmatic Wisdom is an [[Arcane Ability]] related to the [[Outer Mystery]] of [[Enigma|The Enigma]] and [[House Criamon]]. It can only be obtained by initation into the House. The exception are [[Gorgiastic]] magi, who may reside in other Houses and still posess a low Enigmatic Wisdom score ([[HoHMC]] 73).

Enigmatic Wisdom affects Wizard's Twilight. Beyond that, there are little mechanical guidelines for its application in core [[ArM5]]. [[HoHMC]] 60 adds rules for reading [[Stigmata]] and [[Warping]], and for conducting "Labyranth Meditations" to focus their mind. Furthermore, Enigmatic Wisdom often proves useful in pursuing the [[Criamon Paths]] to enlightenment.

===References

* [[ArM5]] 92 describes the ability, and refers to page 88 for the rules on [[Wizard's Twilight]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207602704</unix>
						<iso>2008-04-07 23:11:44</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Enigmatic Wisdom is an [[Arcane Ability]] related to the [[Outer Mystery]] of [[Enigma|The Enigma]] and [[House Criamon]]. It can only be obtained by initation into the House. The exception are [[Gorgiastic]] magi, who may reside in other Houses and still posess a low Enigmatic Wisdom score ([[HoHMC]] 73).

Enigmatic Wisdom affects Wizard's Twilight. Beyond that, there are little mechanical guidelines for its application in core [[ArM5]]. [[HoHMC]] 60 adds rules for reading [[Stigmata]] and [[Warping]], and for conducting "Labyranth Meditations" to focus their mind. Furthermore, Enigmatic Wisdom often proves useful in pursuing the [[Criamon Paths]] to enlightenment.

===References

* [[ArM5]] 92 describes the ability, and refers to page 88 for the rules on [[Wizard's Twilight]].
* See also [[HoHMC]] 60 for further rules and elaboration on its uses.
]]></text>
				</version>
			</history>
		</page>
		<page node="362">
			<name>criamon_paths</name>
			<title>Criamon Paths</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Virtues</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207603250</unix>
						<iso>2008-04-07 23:20:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[House Criamon]] provides a number of paths of initiation. The [[HoHMC]] description provides some paths, while hinting at others. The detailed paths include the Winding Path, the Path of the Body, the Path of Seeming, the Path of Strife, the Path of Walking Backwards; the chapter also mentions the Path of the Mirror, the Path of Beacons. Another two Paths supposedly are extant among the living Criamon magi, and yet another four are known to the House.

===References

* [[HoHMC]] 58-60, 61-73.
]]></text>
				</version>
			</history>
		</page>
		<page node="363">
			<name>dance_that_heals</name>
			<title>Dance That Heals</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207603329</unix>
						<iso>2008-04-07 23:22:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Supernatural Virtue]] related to Sufi traditions. See [[HoHMC]] 73.
]]></text>
				</version>
			</history>
		</page>
		<page node="364">
			<name>guest_of_the_house</name>
			<title>Guest of the House</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207603412</unix>
						<iso>2008-04-07 23:23:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]] representing politcal asylom within [[House Criamon]]. See [[HoHMC]] 73.
]]></text>
				</version>
			</history>
		</page>
		<page node="365">
			<name>speech_with_the_silent</name>
			<title>Speech with the Silent</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207603603</unix>
						<iso>2008-04-07 23:26:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Supernatural Virtue]], mimicking some aspects of the [[Criamon Paths|Path of Strife]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207603625</unix>
						<iso>2008-04-07 23:27:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page refernce</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Supernatural Virtue]], mimicking some aspects of the [[Criamon Paths|Path of Strife]]. See [[HoHMC]] 73.
]]></text>
				</version>
			</history>
		</page>
		<page node="366">
			<name>inscribed_shadow</name>
			<title>Inscribed Shadow</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207603808</unix>
						<iso>2008-04-07 23:30:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Supernatural Flaw]] related to the character's [[Stigmata]], available to [[Criamon]] magi. See [[HoHMC]] 73.
]]></text>
				</version>
			</history>
		</page>
		<page node="367">
			<name>stigmatic_catalyst</name>
			<title>Stigmatic Catalyst</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207603904</unix>
						<iso>2008-04-07 23:31:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Supernatural Flaw]] affecting nearby characters, available to [[Criamon]] magi. See [[HoHMC]] 73.
]]></text>
				</version>
			</history>
		</page>
		<page node="368">
			<name>malignant_magus</name>
			<title>Malignant Magus</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207603991</unix>
						<iso>2008-04-07 23:33:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Supernatural Flaw|Supernatural]] and [[Story Flaw]], representing an [[Adulteration]]. See [[HoHMC]] 73.
]]></text>
				</version>
			</history>
		</page>
		<page node="369">
			<name>predictive_stigmata</name>
			<title>Predictive Stigmata</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207604072</unix>
						<iso>2008-04-07 23:34:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Supernatural Flaw|Supernatural]] and [[Story Flaw]], related to the character's [[Stigmata]] and available to [[Criamon]] magi. See [[HoHMC]] 73.
]]></text>
				</version>
			</history>
		</page>
		<page node="37">
			<name>saga</name>
			<title>Saga</title>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200144632</unix>
						<iso>2008-01-12 14:30:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *saga* is a series of related stories played by a group of [[Ars Magica]] players over several (or many) game sessions.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1200144665</unix>
						<iso>2008-01-12 14:31:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Made &quot;stories&quot; a link</comment>
					<text><![CDATA[
A *saga* is a series of related [[Story|stories] played by a group of [[Ars Magica]] players over several (or many) game sessions.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1200144682</unix>
						<iso>2008-01-12 14:31:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
A *saga* is a series of related [[Story|stories]]] played by a group of [[Ars Magica]] players over several (or many) game sessions
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230480692</unix>
						<iso>2008-12-28 17:11:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added links to Saga Web sites</comment>
					<text><![CDATA[
A *saga* is a series of related [[Story|stories]] played by a group of [[Ars Magica]] players over several (or many) game sessions.

Many game groups have Web sites where they document their Sagas.  Collecting those links is a major part of the [[Project Redcap]] mission.

=Saga Links by Tribunal

* [[Greater Alps Sagas]]
* [[Hibernia Sagas]]
* [[Iberia Sagas]]
* [[Levant Sagas]]
* [[Loch Leglean Sagas]]
* [[Normandy Sagas]]
* [[Novgorod Sagas]]
* [[Provençal Sagas]]
* [[Rhine Sagas]]
* [[Rome Sagas]]
* [[Stonehenge Sagas]]
* [[Thebes Sagas]]
* [[Transylvania Sagas]]

=Alternative Settings

* [[Alternative Sagas]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230488965</unix>
						<iso>2008-12-28 19:29:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected names of Tribunal-Saga pages</comment>
					<text><![CDATA[
A *saga* is a series of related [[Story|stories]] played by a group of [[Ars Magica]] players over several (or many) game sessions.

Many game groups have Web sites where they document their Sagas.  Collecting those links is a major part of the [[Project Redcap]] mission.

=Saga Links by Tribunal

* [[Greater Alps Sagas]]
* [[Hibernian Sagas]]
* [[Iberian Sagas]]
* [[[[Levant Sagas]]
* [[Loch Leglean Sagas]]
* [[Normandy Sagas]]
* [[Novgorod Sagas]]
* [[Provençal Sagas]]
* [[Rhine Sagas]]
* [[Ranman Sagas]]
* [[Stonehenge Sagas]]
* [[Thebes Sagas]]
* [[Transylvannian Sagas]]

=Alternative Settings

* [[Alternative Sag
]]></text>
				</version>
			</history>
		</page>
		<page node="370">
			<name>enigma</name>
			<title>The Enigma</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1207604537</unix>
						<iso>2008-04-07 23:42:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The Enigma is the mystical focus and [[Outer Mystery]] of [[House Criamon]], as described in [[ArM5]] 92.It provides access to the [[Enigmatic Wisdom]] [[Ability]], and forms the foundation of the House's mystical teachings.

The Enigma is left intentionally vague in the core book. It is, however, thoroughly explained in [[HoHMC]]. See [[House Criamon]].

Also the [[Virtue]] of this name, signifying initiation into the [[Outer Mystery]] of the Enigma.

===References

* [[ArM5]] 92, 41.
* [[HoHMC]] 44-46.
]]></text>
				</version>
			</history>
		</page>
		<page node="371">
			<name>myanar</name>
			<title>Myanar</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208107330</unix>
						<iso>2008-04-13 19:22:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Third [[Primus]] of [[House Merinita]], whyo carried on in Merinita's ways but whose position was usurped by [[Quendalon]]. His line persisted, at least for some time, in [[House Bjornaer]].

===References

* [[HoHMC]] 77-78, 9. See also the [[The Huntress in the Wood]].
]]></text>
				</version>
			</history>
		</page>
		<page node="372">
			<name>quendalon</name>
			<title>Quendalon</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208107488</unix>
						<iso>2008-04-13 19:24:48</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The second and fourth [[Primus]] of [[House Merinita]], who brought the House to focus on all things fey. 

===References

* [[HoHMC]] 77.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208108940</unix>
						<iso>2008-04-13 19:49:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>note on Founders</comment>
					<text><![CDATA[
The second and fourth [[Primus]] of [[House Merinita]], who brought the House to focus on all things fey. He is sometimes (erronously) counted amoung the [[Founder|Founders]].He is sometimes (erronously) cou
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1208119292</unix>
						<iso>2008-04-13 22:41:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added line of Q note</comment>
					<text><![CDATA[
The second and fourth [[Primus]] of [[House Merinita]], who brought the House to focus on all things fey. He is sometimes (erronously) counted amoung the [[Founder|Founders]].

See also the "Line of Quendalon", [[HoHMC]] 96.

See also the "Line of Quendalo
]]></text>
				</version>
			</history>
		</page>
		<page node="373">
			<name>line_of_muj</name>
			<title>The Line of Muj</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208108713</unix>
						<iso>2008-04-13 19:45:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Line of Muj''' is a group of magi vulgarly descended from Muj, an ancestor that made a pact with great mountain spirits in Transylvania. They are a part of [[House Tremere]].

Although it is appropriate, the Line of Muj is not a [[Mythic Blood|Mythic Bloodline]] by the [[RAW]].

===References

* [[HoHMC]] 77 provides their [[ArM5]] account.
* [[The Mysteries]] 117-118 provides their [[Fourth Edition]] description. Note that the mechanics and description have shifted.
]]></text>
				</version>
			</history>
		</page>
		<page node="374">
			<name>arcadia</name>
			<title>Arcadia</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208109760</unix>
						<iso>2008-04-13 20:02:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica, '''Arcadia''' is the name of the Faerie Realm, one of the four [[Realms of Power]]. There is currently no [[Canon|canonic]] depiction of Arcadia, although several theories are expounded on [[HoHMC]] 79-80.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1236861468</unix>
						<iso>2009-03-12 13:37:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Adapted to ArM5/RoPF</comment>
					<text><![CDATA[
One of the three [[Faerie Realm|worlds]] of the [[Faerie Realm]], *Arcadia* is the world of adventure and entertainment. Here, characters experience exciting, thrilling, or amusing stories.

= Reference

* [[RoPF]], p. 20.
* [[HoHMC]], p. 79-80.
]]></text>
				</version>
			</history>
		</page>
		<page node="375">
			<name>the_wayfarers</name>
			<title>The Wayfarers</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208111204</unix>
						<iso>2008-04-13 20:26:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A group within [[House Merinita]], interested in Faerie places and travel to or from them. See [[HoHMC]] 80.
]]></text>
				</version>
			</history>
		</page>
		<page node="376">
			<name>keepers_of_the_thousand_tales</name>
			<title>Keepers of the Thousand Tales</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208113493</unix>
						<iso>2008-04-13 21:04:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A group within [[House Merinita]] interested in the magic of tales. See [[HoHMC 81-82.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208113504</unix>
						<iso>2008-04-13 21:05:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
A group within [[House Merinita]] interested in the magic of tales. See [[HoHMC]] 81-82.
]]></text>
				</version>
			</history>
		</page>
		<page node="377">
			<name>the_shadow-masters</name>
			<title>The Shadow-Masters</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208114047</unix>
						<iso>2008-04-13 21:14:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A group within [[House Merinita]], interested in enacting great tales through grand illusions. See [[HoHMC]] 83.

The group regularly fields the [[Great Play]], a tournament that may be an important part of [[Hermetic Society]] in your saga.
]]></text>
				</version>
			</history>
		</page>
		<page node="378">
			<name>cult_of_vesta</name>
			<title>The Cult of Vesta</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208114785</unix>
						<iso>2008-04-13 21:26:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The Cult of Vesta, in [[ArM5]], is a society of [[Merinita]] magi centered around the faerie spirits of the hearth and home. Although they share some of the interests of the [[Cult of Mercury]], these are very different societies. See [[HoHMC]] 85.
]]></text>
				</version>
			</history>
		</page>
		<page node="379">
			<name>alluring_to_(beings)</name>
			<title>Alluring to (Beings)</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115044</unix>
						<iso>2008-04-13 21:30:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]] described in [[HoHMC]] 86.
]]></text>
				</version>
			</history>
		</page>
		<page node="38">
			<name>story</name>
			<title>Story</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200145802</unix>
						<iso>2008-01-12 14:50:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *story* in [[Ars Magica]] refers to a series of events the players roleplay, over the course of one or more game sessions.  It is equivalent to what other roleplaying games call an "adventure" or "scenario."
]]></text>
				</version>
			</history>
		</page>
		<page node="380">
			<name>enchanting_(ability)</name>
			<title>Enchanting (Ability)</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115185</unix>
						<iso>2008-04-13 21:33:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Supernatural Virtue]] described in [[HoHMC]] 86, a variant of [[Enchanting Music]].
]]></text>
				</version>
			</history>
		</page>
		<page node="381">
			<name>faerie-raised_magic</name>
			<title>Faerie-Raised Magic</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115299</unix>
						<iso>2008-04-13 21:34:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Hermetic Virtue]] described in [[HoHMC]] 86.
]]></text>
				</version>
			</history>
		</page>
		<page node="382">
			<name>independent_study</name>
			<title>Independent Study</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115350</unix>
						<iso>2008-04-13 21:35:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]] described in [[HoHMC]] 86.
]]></text>
				</version>
			</history>
		</page>
		<page node="383">
			<name>inoffensive_to_(beings)</name>
			<title>Inoffensive to (Beings)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115479</unix>
						<iso>2008-04-13 21:37:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[General Virtue]] described in [[HoHMC]] 86, related to the [[Gentle Gift]].
]]></text>
				</version>
			</history>
		</page>
		<page node="384">
			<name>spell_improvisation</name>
			<title>Spell Improvisation</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115548</unix>
						<iso>2008-04-13 21:39:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] described in [[HoHMC]] 87.
]]></text>
				</version>
			</history>
		</page>
		<page node="385">
			<name>harmless_magic</name>
			<title>Harmless Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115606</unix>
						<iso>2008-04-13 21:40:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Hermetic Flaw]] described in [[HoHMC]] 87.
]]></text>
				</version>
			</history>
		</page>
		<page node="386">
			<name>inconstant_magic</name>
			<title>Inconstant Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115671</unix>
						<iso>2008-04-13 21:41:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Hermetic Flaw]] described in [[HoHMC]] 87.
]]></text>
				</version>
			</history>
		</page>
		<page node="387">
			<name>offensive_to_(beings)</name>
			<title>Offensive to (Beings)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115757</unix>
						<iso>2008-04-13 21:42:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[General Flaw]] described in [[HoHMC]] 87, related to the [[Gentle Gift]].
]]></text>
				</version>
			</history>
		</page>
		<page node="388">
			<name>unbearable_to_(beings)</name>
			<title>Unbearable to (Beings)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115863</unix>
						<iso>2008-04-13 21:44:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[General Flaw]] described in [[HoHMC]] 87, related to the [[Blatant Gift]].
]]></text>
				</version>
			</history>
		</page>
		<page node="389">
			<name>unnatural_magic</name>
			<title>Unnatural Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115931</unix>
						<iso>2008-04-13 21:45:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Flaw|Major]] [[Hermetic Flaw]] described in [[HoHMC]] 87.
]]></text>
				</version>
			</history>
		</page>
		<page node="39">
			<name>mythic_europe</name>
			<title>Mythic Europe</title>
			<language>en</language>
			<tags>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="8">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1200161051</unix>
						<iso>2008-01-12 19:04:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

Mythic Europe is where the adventures in [[Ars Magica]] take place. Outwardly, it appears similar to the Europe of the late 12['th] and early 13['th] century we know from history books. It occupies the same geographical region, and is mostly equivalent to the Europe of that time regarding its size and arrangement. Its inhabitants tend to cling to the same medieval beliefs and values as it is known to be the case in that period of time. Daily life of the mundane world follows the same, yet regionally differing, behavior patterns described by historians. The level of technology and knowledge, at least as far as mundanes are concerned, is that of the respective corresponding year of our own history. Yet, there are differences, and that is why it is called Mythic Europe.

= Differences

Mythic Europe is the scenario and setting of a [[http://en.wikipedia.org/wiki/Role-playing_game|fantasy role-playing game]], and as such offers much more than is revealed to the eye at first glance. It is filled with strange magic and creatures, and is the place where the laws of nature are not the same as we know them from our own world and experience, but rather manifest in a way of medieval belief and understanding come true.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205839513</unix>
						<iso>2008-03-18 12:25:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>changed</comment>
					<text><![CDATA[
Mythic Europe is the [[Canon|canonic]] setting where [[Ars Magica]] [[sagas]] take place. While closely based on early 13['th] century Europe, Mythic Europe deviates from history by incorporating myth, legend, and wild unbashful fantasy into the historic background.

In some respects, Mythic Europe is very similar to historical Europe. It occupies the same geographical region, its inhabitants cling to the same medieval beliefs and values, it has the same social institutions such as the Catholic Church and even specific persons such as the Holy Roman Emperor [[Frederic II]] and [[Pope Gregory IX]].

However, Mythic Europe is awash with magic and the supernatural. The power of God is manifest, faeries bargain with mortals, demons hunger for souls, and wizards live in great towers. Ars Magica focuses on the tales of wizards, which by the nature of things tends to accentuate the Mythic elements of the setting.

Above all, Mythic Europe is not fixed. While [[Canon|canon]] presents a certain vision of Mythic Europe, with a certain level of historical varacity and a certain level of myth, [[Storyguide|storyguides ]] and [[Troupe|troupes]] are encouraged to vary from canon and historical precedents when running their own [[Saga|sagas]].

=The Order of Hermes and the Realms of Power

The [[Order of Hermes]] is an organization encompassing nearly every wizard of power in Mythic Europe. Its members, the [[Magus|magi]], take an [[Hermetic Oath|Oath]] that binds them to the Order and its laws. The Order is divided into thirteen [[Regional Tribunal|regional Tribunals]], roughly along geopolitical lines. Within each Tribunal the magi live in [[Covenant|covenants]], and participate in a diverse [[Hermetic Society]]. 

There are four [[Realms of Power]] influencing Mythic Europe: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Affiliated with the Magic Realm, magi usually live in magical places and spend much of their time improving their magical [[Hermetic Art|Arts]] and power. They treasure and collect [[Raw Vis]], items of power such as dew collected from the mountaintop of a magical mountain or the tooth of a magical wolf.

There are many [[Faerie|faeries]] in Mythic Europe, and their machinations often entail wizards as well as [[Mundane|mundanes]]. Some magi seek out these engimatic beings, while others abhor their or try to render them into raw vis. Regardless, it is a rare magus who does not find himself at a faerie forest sooner or later.

Most magi do their best to avoid the [[Infernal Realm|Infernal]]. [[Demon|Demons]] in Ars Magica are dangerous, deceptive, and corrupting. The Order was shaken by the [[Tytalus Corruption|Corruption of an entire House]], and the [[Code of Hermes]] forbids any dealings with demons. Yet the Order is not at war with the Infernal and does not wish to be; magi are often advised to take a wide bredth away from Infernal machinations, rather than bring the attention of the demons on them and their [[Sodales|peers]].

Perhaps the most powerful of the Realms is the [[Divine Realm|Divine]]. Much of Mythic Europe is under the [[Dominion]], under the influence of this supernatural power. In Mythic Europe God does not limit his grace to a single faith, and Islam, Judaism, and Christianity all enjoy the blessings of the Dominion - as do many heresies and other religions. [[Angle|Angels]] constantly battle demons for the souls of humanity, and holy men wield [[Holy Power|great powers]] in the name of God. The Dominion makes the practice of [[Hermetic Magic]] difficult and dangerous, and magi often avoid the Dominion and the [[Catholic Church]], or at least strive to keep it at bay. Although most magi worship God, they seperate Divine worship from the places of Magic that God has chosen to place on this Earth. Some even oppose the rise of the Dominion, or cling to pagan deities.

Magi are not allowed to bow in fealty to the nobles of Mythic Europe, which makes integration with the feudal medieval society difficult. Shuning both fealty and the Church, many covenants periodically find themselves pressed by [[Mudane Encroachment|mundane encroachment]], making shady deals with mundanes, or dodging the Church's efforts at proseletyzing. 

Yet magi are not removed from [[Mundane|mundane]] society. They rely on mundane artisanship and toil to provide them with food and products, they often take an interest in mundane scholarship and art, and many are religous or hold other ties to the mundanes. Ars Magica allows to put great emphasis on [[Mundane Society]], with supplements such as [[City and Guild]] and [[Art and Academe]] interwining the two worlds.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205860299</unix>
						<iso>2008-03-18 18:11:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
Mythic Europe is the [[Canon|canonic]] setting where [[Ars Magica]] [[Saga|Saga|sagas]] take place. While closely based on early 13['th] century Europe, Mythic Europe deviates from history by incorporating myth, legend, and wild unbashful fantasy into the historic background.

In some respects, Mythic Europe is very similar to historical Europe. It occupies the same geographical region, its inhabitants cling to the same medieval beliefs and values, it has the same social institutions such as the Catholic Church and even specific persons such as the Holy Roman Emperor [[Frederic II]] and [[Pope Gregory IX]].

However, Mythic Europe is awash with magic and the supernatural. The power of God is manifest, faeries bargain with mortals, demons hunger for souls, and wizards live in great towers. Ars Magica focuses on the tales of wizards, which by the nature of things tends to accentuate the Mythic elements of the setting.

Above all, Mythic Europe is not fixed. While [[Canon|canon]] presents a certain vision of Mythic Europe, with a certain level of historical varacity and a certain level of myth, [[Storyguide|storyguides ]] and [[Troupe|troupes]] are encouraged to vary from canon and historical precedents when running their own [[Saga|sagas]].

=The Order of Hermes and the Realms of Power

The [[Order of Hermes]] is an organization encompassing nearly every wizard of power in Mythic Europe. Its members, the [[Magus|magi]], take an [[Hermetic Oath|Oath]] that binds them to the Order and its laws. The Order is divided into thirteen [[Regional Tribunal|regional Tribunals]], roughly along geopolitical lines. Within each Tribunal the magi live in [[Covenant|covenants]], and participate in a diverse [[Hermetic Society]]. 

There are four [[Realms of Power]] influencing Mythic Europe: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Affiliated with the Magic Realm, magi usually live in magical places and spend much of their time improving their magical [[Hermetic Art|Arts]] and power. They treasure and collect [[Raw Vis]], items of power such as dew collected from the mountaintop of a magical mountain or the tooth of a magical wolf.

There are many [[Faerie|faeries]] in Mythic Europe, and their machinations often entail wizards as well as [[Mundane|mundanes]]. Some magi seek out these engimatic beings, while others abhor their or try to render them into raw vis. Regardless, it is a rare magus who does not find himself at a faerie forest sooner or later.

Most magi do their best to avoid the [[Infernal Realm|Infernal]]. [[Demon|Demons]] in Ars Magica are dangerous, deceptive, and corrupting. The Order was shaken by the [[Tytalus Corruption|Corruption of an entire House]], and the [[Code of Hermes]] forbids any dealings with demons. Yet the Order is not at war with the Infernal and does not wish to be; magi are often advised to take a wide bredth away from Infernal machinations, rather than bring the attention of the demons on them and their [[Sodales|peers]].

Perhaps the most powerful of the Realms is the [[Divine Realm|Divine]]. Much of Mythic Europe is under the [[Dominion]], under the influence of this supernatural power. In Mythic Europe God does not limit his grace to a single faith, and Islam, Judaism, and Christianity all enjoy the blessings of the Dominion - as do many heresies and other religions. [[Angle|Angels]] constantly battle demons for the souls of humanity, and holy men wield [[Holy Power|great powers]] in the name of God. The Dominion makes the practice of [[Hermetic Magic]] difficult and dangerous, and magi often avoid the Dominion and the [[Catholic Church]], or at least strive to keep it at bay. Although most magi worship God, they seperate Divine worship from the places of Magic that God has chosen to place on this Earth. Some even oppose the rise of the Dominion, or cling to pagan deities.

Magi are not allowed to bow in fealty to the nobles of Mythic Europe, which makes integration with the feudal medieval society difficult. Shuning both fealty and the Church, many covenants periodically find themselves pressed by [[Mudane Encroachment|mundane encroachment]], making shady deals with mundanes, or dodging the Church's efforts at proseletyzing. 

Yet magi are not removed from [[Mundane|mundane]] society. They rely on mundane artisanship and toil to provide them with food and products, they often take an interest in mundane scholarship and art, and many are religous or hold other ties to the mundanes. Ars Magica allows to put great emphasis on [[Mundane Society]], with supplements such as [[City and Guild]] and [[Art and Academe]] interwining the two wo
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205860967</unix>
						<iso>2008-03-18 18:22:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
Mythic Europe is the [[Canon|canonic]] setting where [[Ars Magica]] [[Saga|sagas]] take place. While closely based on early 13['th] century Europe, Mythic Europe deviates from history by incorporating myth, legend, and wild unbashful fantasy into the historic background.

In some respects, Mythic Europe is very similar to historical Europe. It occupies the same geographical region, its inhabitants cling to the same medieval beliefs and values, it has the same social institutions such as the Catholic Church and even specific persons such as the Holy Roman Emperor [[Frederic II]] and [[Pope Gregory IX]].

However, Mythic Europe is awash with magic and the supernatural. The power of God is manifest, faeries bargain with mortals, demons hunger for souls, and wizards live in great towers. Ars Magica focuses on the tales of wizards, which by the nature of things tends to accentuate the Mythic elements of the setting.

Above all, Mythic Europe is not fixed. While [[Canon|canon]] presents a certain vision of Mythic Europe, with a certain level of historical varacity and a certain level of myth, [[Storyguide|storyguides ]] and [[Troupe|troupes]] are encouraged to vary from canon and historical precedents when running their own [[Saga|sagas]].

=The Order of Hermes and the Realms of Power

The [[Order of Hermes]] is an organization encompassing nearly every wizard of power in Mythic Europe. Its members, the [[Magus|magi]], take an [[Hermetic Oath|Oath]] that binds them to the Order and its laws. The Order is divided into thirteen [[Regional Tribunal|regional Tribunals]], roughly along geopolitical lines. Within each Tribunal the magi live in [[Covenant|covenants]], and participate in a diverse [[Hermetic Society]]. 

There are four [[Realms of Power]] influencing Mythic Europe: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Affiliated with the Magic Realm, magi usually live in magical places and spend much of their time improving their magical [[Hermetic Art|Arts]] and power. They treasure and collect [[Raw Vis]], items of power such as dew collected from the mountaintop of a magical mountain or the tooth of a magical wolf.

There are many [[Faerie|faeries]] in Mythic Europe, and their machinations often entail wizards as well as [[Mundane|mundanes]]. Some magi seek out these engimatic beings, while others abhor their or try to render them into raw vis. Regardless, it is a rare magus who does not find himself at a faerie forest sooner or later.

Most magi do their best to avoid the [[Infernal Realm|Infernal]]. [[Demon|Demons]] in Ars Magica are dangerous, deceptive, and corrupting. The Order was shaken by the [[Tytalus Corruption|Corruption of an entire House]], and the [[Code of Hermes]] forbids any dealings with demons. Yet the Order is not at war with the Infernal and does not wish to be; magi are often advised to take a wide bredth away from Infernal machinations, rather than bring the attention of the demons on them and their [[Sodales|peers]].

Perhaps the most powerful of the Realms is the [[Divine Realm|Divine]]. Much of Mythic Europe is under the [[Dominion]], under the influence of this supernatural power. In Mythic Europe God does not limit his grace to a single faith, and Islam, Judaism, and Christianity all enjoy the blessings of the Dominion - as do many heresies and other religions. [[Angel|Angels]] constantly battle demons for the souls of humanity, and holy men wield [[Holy Power|great powers]] in the name of God. The Dominion makes the practice of [[Hermetic Magic]] difficult and dangerous, and magi often avoid the Dominion and the [[Catholic Church]], or at least strive to keep it at bay. Although most magi worship God, they seperate Divine worship from the places of Magic that God has chosen to place on this Earth. Some even oppose the rise of the Dominion, or cling to pagan deities.

Magi are not allowed to bow in fealty to the nobles of Mythic Europe, which makes integration with the feudal medieval society difficult. Shuning both fealty and the Church, many covenants periodically find themselves pressed by [[Mudane Encroachment|mundane encroachment]], making shady deals with mundanes, or dodging the Church's efforts at proseletyzing. 

Yet magi are not removed from [[Mundane|mundane]] society. They rely on mundane artisanship and toil to provide them with food and products, they often take an interest in mundane scholarship and art, and many are religous or hold other ties to the mundanes. Ars Magica allows to put great emphasis on [[Mundane Society]], with supplements such as [[City and Guild]] and [[Art and Academe]] interwining the two worlds.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1241744193</unix>
						<iso>2009-05-08 02:56:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added preamble</comment>
					<text><![CDATA[
[begin:.preamble]
Mythic Europe is much like the Europe of 1220, the middle ages, but with dragons, demons, angels, and faeries all unquestionably real, and no aspect of society is untouched by myth.

["-Ars Magica Fifth Edition, p. 4]
[end:.preamble]

Mythic Europe is the [[Canon|canonical]] setting where [[Ars Magica]] [[iddle ages, but with dragons, demons, angels, and faeries all unquestionably real, and no aspect of society is untouched by myth.

["-Ars Magica Fifth Edition, p. 4]
[end:.preamble]

Mythic Europe is the [[Canon|canonical]] setting where [[Ars Magica]] [[Saga|sagas]] take place. While closely based on early 13['th] century Europe, Mythic Europe deviates from history by incorporating myth, legend, and wild unbashful fantasy into the historic background.

In some respects, Mythic Europe is very similar to historical Europe. It occupies the same geographical region, its inhabitants cling to the same medieval beliefs and values, it has the same social institutions such as the Catholic Church and even specific persons such as the Holy Roman Emperor [[Frederic II]] and [[Pope Gregory IX]].

However, Mythic Europe is awash with magic and the supernatural. The power of God is manifest, faeries bargain with mortals, demons hunger for souls, and wizards live in great towers. Ars Magica focuses on the tales of wizards, which by the nature of things tends to accentuate the Mythic elements of the setting.

Above all, Mythic Europe is not fixed. While [[Canon|canon]] presents a certain vision of Mythic Europe, with a certain level of historical varacity and a certain level of myth, [[Storyguide|storyguides ]] and [[Troupe|troupes]] are encouraged to vary from canon and historical precedents when running their own [[Saga|sagas]].

=The Order of Hermes and the Realms of Power

The [[Order of Hermes]] is an organization encompassing nearly every wizard of power in Mythic Europe. Its members, the [[Magus|magi]], take an [[Hermetic Oath|Oath]] that binds them to the Order and its laws. The Order is divided into thirteen [[Regional Tribunal|regional Tribunals]], roughly along geopolitical lines. Within each Tribunal the magi live in [[Covenant|covenants]], and participate in a diverse [[Hermetic Society]]. 

There are four [[Realms of Power]] influencing Mythic Europe: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Affiliated with the Magic Realm, magi usually live in magical places and spend much of their time improving their magical [[Hermetic Art|Arts]] and power. They treasure and collect [[Raw Vis]], items of power such as dew collected from the mountaintop of a magical mountain or the tooth of a magical wolf.

There are many [[Faerie|faeries]] in Mythic Europe, and their machinations often entail wizards as well as [[Mundane|mundanes]]. Some magi seek out these engimatic beings, while others abhor their or try to render them into raw vis. Regardless, it is a rare magus who does not find himself at a faerie forest sooner or later.

Most magi do their best to avoid the [[Infernal Realm|Infernal]]. [[Demon|Demons]] in Ars Magica are dangerous, deceptive, and corrupting. The Order was shaken by the [[Tytalus Corruption|Corruption of an entire House]], and the [[Code of Hermes]] forbids any dealings with demons. Yet the Order is not at war with the Infernal and does not wish to be; magi are often advised to take a wide bredth away from Infernal machinations, rather than bring the attention of the demons on them and their [[Sodales|peers]].

Perhaps the most powerful of the Realms is the [[Divine Realm|Divine]]. Much of Mythic Europe is under the [[Dominion]], under the influence of this supernatural power. In Mythic Europe God does not limit his grace to a single faith, and Islam, Judaism, and Christianity all enjoy the blessings of the Dominion - as do many heresies and other religions. [[Angel|Angels]] constantly battle demons for the souls of humanity, and holy men wield [[Holy Power|great powers]] in the name of God. The Dominion makes the practice of [[Hermetic Magic]] difficult and dangerous, and magi often avoid the Dominion and the [[Catholic Church]], or at least strive to keep it at bay. Although most magi worship God, they seperate Divine worship from the places of Magic that God has chosen to place on this Earth. Some even oppose the rise of the Dominion, or cling to pagan deities.

Magi are not allowed to bow in fealty to the nobles of Mythic Europe, which makes integration with the feudal medieval society difficult. Shuning both fealty and the Church, many covenants periodically find themselves pressed by [[Mudane Encroachment|mundane encroachment]], making shady deals with mundanes, or dodging the Church's efforts at proseletyzing. 

Yet magi are not removed from [[Mundane|mundane]] society. They rely on mundane artisanship and toil to provide them with food and products, they often take an int
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1241744438</unix>
						<iso>2009-05-08 03:00:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added cross-references</comment>
					<text><![CDATA[
[begin:.preamble]
Mythic Europe is much like the Europe of 1220, the middle ages, but with dragons, demons, angels, and faeries all unquestionably real, and no aspect of society is untouched by myth.

["-Ars Magica Fifth Edition, p. 4]
[end:.preamble]

Mythic Europe is the [[Canon|canonical]] setting where [[Ars Magica]] [[Saga|sagas]] take place. While closely based on early 13['th] century Europe, Mythic Europe deviates from history by incorporating myth, legend, and wild unbashful fantasy into the historic background.

In some respects, Mythic Europe is very similar to historical Europe. It occupies the same geographical region, its inhabitants cling to the same medieval beliefs and values, it has the same social institutions such as the Catholic Church and even specific persons such as the Holy Roman Emperor [[Frederic II]] and [[Pope Gregory IX]].

However, Mythic Europe is awash with magic and the supernatural. The power of God is manifest, faeries bargain with mortals, demons hunger for souls, and wizards live in great towers. Ars Magica focuses on the tales of wizards, which by the nature of things tends to accentuate the Mythic elements of the setting.

Above all, Mythic Europe is not fixed. While [[Canon|canon]] presents a certain vision of Mythic Europe, with a certain level of historical veracity and a certain level of myth, [[Storyguide|storyguides ]] and [[Troupe|troupes]] are encouraged to vary from canon and historical precedents when running their own [[Saga|sagas]].

=The Order of Hermes and the Realms of Power

The [[Order of Hermes]] is an organization encompassing nearly every wizard of power in Mythic Europe. Its members, the [[Magus|magi]], take an [[Hermetic Oath|Oath]] that binds them to the Order and its laws. The Order is divided into thirteen [[Regional Tribunal|regional Tribunals]], roughly along geopolitical lines. Within each Tribunal the magi live in [[Covenant|covenants]], and participate in a diverse [[Hermetic Society]]. 

There are four [[Realms of Power]] influencing Mythic Europe: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Affiliated with the Magic Realm, magi usually live in magical places and spend much of their time improving their magical [[Hermetic Art|Arts]] and power. They treasure and collect [[Raw Vis]], items of power such as dew collected from the mountaintop of a magical mountain or the tooth of a magical wolf.

There are many [[Faerie|faeries]] in Mythic Europe, and their machinations often entail wizards as well as [[Mundane|mundanes]]. Some magi seek out these engimatic beings, while others abhor their or try to render them into raw vis. Regardless, it is a rare magus who does not find himself at a faerie forest sooner or later.

Most magi do their best to avoid the [[Infernal Realm|Infernal]]. [[Demon|Demons]] in Ars Magica are dangerous, deceptive, and corrupting. The Order was shaken by the [[Tytalus Corruption|Corruption of an entire House]], and the [[Code of Hermes]] forbids any dealings with demons. Yet the Order is not at war with the Infernal and does not wish to be; magi are often advised to take a wide bredth away from Infernal machinations, rather than bring the attention of the demons on them and their [[Sodales|peers]].

Perhaps the most powerful of the Realms is the [[Divine Realm|Divine]]. Much of Mythic Europe is under the [[Dominion]], under the influence of this supernatural power. In Mythic Europe God does not limit his grace to a single faith, and Islam, Judaism, and Christianity all enjoy the blessings of the Dominion - as do many heresies and other religions. [[Angel|Angels]] constantly battle demons for the souls of humanity, and holy men wield [[Holy Power|great powers]] in the name of God. The Dominion makes the practice of [[Hermetic Magic]] difficult and dangerous, and magi often avoid the Dominion and the [[Catholic Church]], or at least strive to keep it at bay. Although most magi worship God, they seperate Divine worship from the places of Magic that God has chosen to place on this Earth. Some even oppose the rise of the Dominion, or cling to pagan deities.

Magi are not allowed to bow in fealty to the nobles of Mythic Europe, which makes integration with the feudal medieval society difficult. Shuning both fealty and the Church, many covenants periodically find themselves pressed by [[Mudane Encroachment|mundane encroachment]], making shady deals with mundanes, or dodging the Church's efforts at proseletyzing. 

Yet magi are not removed from [[Mundane|mundane]] society. They rely on mundane artisanship and toil to provide them with food and products, they often take an interest in mundane scholarship and art, and many are religous or hold other ties to the mundanes. Ars Magica allows to put great emphasis on [[Mundane Society]], with supplements such as [[City and Guild]] and [[Art and Academe]] interwining the two worlds.

=See Also

* [[Mythic Europe Book | Mythic Europe]], the [[Third Edition]] sourcebook
* [[Real History]]
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1245755517</unix>
						<iso>2009-06-23 13:11:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Cleaned up formatting, added link to map</comment>
					<text><![CDATA[
{{quote | Mythic Europe is much like the Europe of 1220, the middle ages, but with dragons, demons, angels, and faeries all unquestionably real, and no aspect of society is untouched by myth.}}

{{cite | -Ars Magica Fifth Edition, p. 4}}

Mythic Europe is the [[canonical]] setting where [[Ars Magica]] [[Saga|sagas]] take place. While closely based on early 13^^th^^ century Europe, Mythic Europe deviates from history by incorporating myth, legend, and wild unbashful fantasy into the historic background.

In some respects, Mythic Europe is very similar to historical Europe. It occupies the same geographical region, its inhabitants cling to the same medieval beliefs and values, it has the same social institutions such as the Catholic Church and even specific persons such as the Holy Roman Emperor [[Frederic II]] and [[Pope Gregory IX]].

However, Mythic Europe is awash with magic and the supernatural. The power of God is manifest, faeries bargain with mortals, demons hunger for souls, and wizards live in great towers. [[Ars Magica]] focuses on the tales of wizards, which by the nature of things tends to accentuate the Mythic elements of the setting.

Above all, Mythic Europe is not fixed. While [[canon]] presents a certain vision of Mythic Europe, with a certain level of historical veracity and a certain level of myth, [[Storyguide|storyguides ]] and [[Troupe|troupes]] are encouraged to vary from canon and historical precedents when running their own [[Saga|sagas]].

=The Order of Hermes and the Realms of Power

The [[Order of Hermes]] is an organization encompassing nearly every wizard of power in Mythic Europe. Its members, the [[Magus|magi]], take an [[Hermetic Oath|Oath]] that binds them to the Order and its laws. The Order is divided into thirteen [[Regional Tribunal|regional Tribunals]], roughly along geopolitical lines. Within each Tribunal the magi live in [[Covenant|covenants]], and participate in a diverse [[Hermetic Society]]. 

There are four [[Realms of Power]] influencing Mythic Europe: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Affiliated with the Magic Realm, magi usually live in magical places and spend much of their time improving their magical [[Hermetic Art|Arts]] and power. They treasure and collect [[Raw Vis]], items of power such as dew collected from the mountaintop of a magical mountain or the tooth of a magical wolf.

There are many [[Faerie|faeries]] in Mythic Europe, and their machinations often entail wizards as well as [[Mundane|mundanes]]. Some magi seek out these engimatic beings, while others abhor their or try to render them into raw vis. Regardless, it is a rare magus who does not find himself at a faerie forest sooner or later.

Most magi do their best to avoid the [[Infernal Realm|Infernal]]. [[Demon|Demons]] in Ars Magica are dangerous, deceptive, and corrupting. The Order was shaken by the [[Tytalus Corruption|Corruption of an entire House]], and the [[Code of Hermes]] forbids any dealings with demons. Yet the Order is not at war with the Infernal and does not wish to be; magi are often advised to take a wide bredth away from Infernal machinations, rather than bring the attention of the demons on them and their [[Sodales|peers]].

Perhaps the most powerful of the Realms is the [[Divine Realm|Divine]]. Much of Mythic Europe is under the [[Dominion]], under the influence of this supernatural power. In Mythic Europe God does not limit his grace to a single faith, and Islam, Judaism, and Christianity all enjoy the blessings of the Dominion - as do many heresies and other religions. [[Angel|Angels]] constantly battle demons for the souls of humanity, and holy men wield [[Holy Power|great powers]] in the name of God. The Dominion makes the practice of [[Hermetic Magic]] difficult and dangerous, and magi often avoid the Dominion and the [[Catholic Church]], or at least strive to keep it at bay. Although most magi worship God, they seperate Divine worship from the places of Magic that God has chosen to place on this Earth. Some even oppose the rise of the Dominion, or cling to pagan deities.

Magi are not allowed to bow in fealty to the nobles of Mythic Europe, which makes integration with the feudal medieval society difficult. Shuning both fealty and the Church, many covenants periodically find themselves pressed by [[Mudane Encroachment|mundane encroachment]], making shady deals with mundanes, or dodging the Church's efforts at proseletyzing. 

Yet magi are not removed from [[Mundane|mundane]] society. They rely on mundane artisanship and toil to provide them with food and products, they often take an interest in mundane scholarship and art, and many are religous or hold other ties to the mundanes. Ars Magica allows to put great emphasis on [[Mundane Society]], with supplements such as [[City and Guild]] and [[Art and Academe]] interwining the two worlds.

=Related Links

* [[Mythic Europe Book | Mythic Europe]], the [[Third Edition]] sourcebook
* [[Real History]]
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf | Map of Mythic Europe]] (176 KB PDF, from the [[Atlas Games]] Web site)
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1268058487</unix>
						<iso>2010-03-08 15:28:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
{{quote | Mythic Europe is much like the Europe of 1220, the middle ages, but with dragons, demons, angels, and faeries all unquestionably real, and no aspect of society is untouched by myth.}}

{{cite | -Ars Magica Fifth Edition, p. 4}}

Mythic Europe is the [[canonic|canonical]] setting where [[Ars Magica]] [[Saga|sagas]] take place. While closely based on early 13^^th^^ century Europe, Mythic Europe deviates from history by incorporating myth, legend, and wild unbashful fantasy into the historic background.

In some respects, Mythic Europe is very similar to historical Europe. It occupies the same geographical region, its inhabitants cling to the same medieval beliefs and values, it has the same social institutions such as the Catholic Church and even specific persons such as the Holy Roman Emperor [[Frederic II]] and [[Pope Gregory IX]].

However, Mythic Europe is awash with magic and the supernatural. The power of God is manifest, faeries bargain with mortals, demons hunger for souls, and wizards live in great towers. [[Ars Magica]] focuses on the tales of wizards, which by the nature of things tends to accentuate the Mythic elements of the setting.

Above all, Mythic Europe is not fixed. While [[canon]] presents a certain vision of Mythic Europe, with a certain level of historical veracity and a certain level of myth, [[Storyguide|storyguides ]] and [[Troupe|troupes]] are encouraged to vary from canon and historical precedents when running their own [[Saga|sagas]].

=The Order of Hermes and the Realms of Power

The [[Order of Hermes]] is an organization encompassing nearly every wizard of power in Mythic Europe. Its members, the [[Magus|magi]], take an [[Hermetic Oath|Oath]] that binds them to the Order and its laws. The Order is divided into thirteen [[Regional Tribunal|regional Tribunals]], roughly along geopolitical lines. Within each Tribunal the magi live in [[Covenant|covenants]], and participate in a diverse [[Hermetic Society]]. 

There are four [[Realms of Power]] influencing Mythic Europe: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Affiliated with the Magic Realm, magi usually live in magical places and spend much of their time improving their magical [[Hermetic Art|Arts]] and power. They treasure and collect [[Raw Vis]], items of power such as dew collected from the mountaintop of a magical mountain or the tooth of a magical wolf.

There are many [[Faerie|faeries]] in Mythic Europe, and their machinations often entail wizards as well as [[Mundane|mundanes]]. Some magi seek out these engimatic beings, while others abhor their or try to render them into raw vis. Regardless, it is a rare magus who does not find himself at a faerie forest sooner or later.

Most magi do their best to avoid the [[Infernal Realm|Infernal]]. [[Demon|Demons]] in Ars Magica are dangerous, deceptive, and corrupting. The Order was shaken by the [[Tytalus Corruption|Corruption of an entire House]], and the [[Code of Hermes]] forbids any dealings with demons. Yet the Order is not at war with the Infernal and does not wish to be; magi are often advised to take a wide bredth away from Infernal machinations, rather than bring the attention of the demons on them and their [[Sodales|peers]].

Perhaps the most powerful of the Realms is the [[Divine Realm|Divine]]. Much of Mythic Europe is under the [[Dominion]], under the influence of this supernatural power. In Mythic Europe God does not limit his grace to a single faith, and Islam, Judaism, and Christianity all enjoy the blessings of the Dominion - as do many heresies and other religions. [[Angel|Angels]] constantly battle demons for the souls of humanity, and holy men wield [[Holy Power|great powers]] in the name of God. The Dominion makes the practice of [[Hermetic Magic]] difficult and dangerous, and magi often avoid the Dominion and the [[Catholic Church]], or at least strive to keep it at bay. Although most magi worship God, they seperate Divine worship from the places of Magic that God has chosen to place on this Earth. Some even oppose the rise of the Dominion, or cling to pagan deities.

Magi are not allowed to bow in fealty to the nobles of Mythic Europe, which makes integration with the feudal medieval society difficult. Shuning both fealty and the Church, many covenants periodically find themselves pressed by [[Mudane Encroachment|mundane encroachment]], making shady deals with mundanes, or dodging the Church's efforts at proseletyzing. 

Yet magi are not removed from [[Mundane|mundane]] society. They rely on mundane artisanship and toil to provide them with food and products, they often take an interest in mundane scholarship and art, and many are religous or hold other ties to the mundanes. Ars Magica allows to put great emphasis on [[Mundane Society]], with supplements such as [[City and Guild]] and [[Art and Academe]] interwining the two worlds.

=Related Links

* [[Mythic Europe Book | Mythic Europe]], the [[Third Edition]] sourcebook
* [[Real History]]
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf | Map of Mythic Europe]] (176 KB PDF, from the [[Atlas Games]] Web site)
]]></text>
				</version>
			</history>
		</page>
		<page node="390">
			<name>vulnerable_magic</name>
			<title>Vulnerable Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208115991</unix>
						<iso>2008-04-13 21:46:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Flaw|Major]] [[Hermetic Flaw]] described in [[HoHMC]] 87.
]]></text>
				</version>
			</history>
		</page>
		<page node="391">
			<name>faerie_magic</name>
			<title>Faerie Magic</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208117091</unix>
						<iso>2008-04-13 22:04:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An [[Outer Mystery]] that defines [[House Merinita]], '''Faerie Magic''' aligns the magus with the Faerie as well as the Magical [[Realms of Power|Realm]]. 

It it's core description, Faerie Magic provides the following benefits:
* Do not gain [[Warping]] from high faerie [[Aura|auras]].
* Gain full benefit of Faerie Aura, their magic counted as a faerie power.
* Access to new Ranges, Durations, and Targets as noted on [[ArM5]] 88-89.
* Do not roll extra botch dice for magic conducted in a Faerie Aura.
In addition, [[HoHMC]] added several further benefits to the [[Canon|Canonic]] Merinita:
* Access to the Faerie Magic ''Arcane Ability'', which can replace or add to [[Magic Theory]] to some extent.
* The ability to make [[Charms]], Merinitae casting aids that act as [[Sympathetic Representation]].
* May bind Faerie [[Familiar|Familiars]], and may employ faerie cords (see [[HoHMC]] 89).

===References

* The core [[Minor Virtue]] is decribed in [[ArM5]] 42, and its effects on page 92.
* Further benefits and details are to be found in [[HoHMC]] 88-89.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208117103</unix>
						<iso>2008-04-13 22:05:03</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
An [[Outer Mystery]] that defines [[House Merinita]], '''Faerie Magic''' aligns the magus with the Faerie as well as the Magical [[Realms of Power|Realm]]. 

It it's core description, Faerie Magic provides the following benefits:
* Do not gain [[Warping]] from high faerie [[Aura|auras]].
* Gain full benefit of Faerie Aura, their magic counted as a faerie power.
* Access to new Ranges, Durations, and Targets as noted on [[ArM5]] 88-89.
* Do not roll extra botch dice for magic conducted in a Faerie Aura.


In addition, [[HoHMC]] added several further benefits to the [[Canon|Canonic]] Merinita:
* Access to the Faerie Magic ''Arcane Ability'', which can replace or add to [[Magic Theory]] to some extent.
* The ability to make [[Charms]], Merinitae casting aids that act as [[Sympathetic Representation]].
* May bind Faerie [[Familiar|Familiars]], and may employ faerie cords (see [[HoHMC]] 89).

===References

* The core [[Minor Virtue]] is decribed in [[ArM5]] 42, and its effects on page 92.
* Further benefits and details are to be found in [[HoHMC]] 88-89
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1208117805</unix>
						<iso>2008-04-13 22:16:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor edit</comment>
					<text><![CDATA[
An [[Outer Mystery]] that defines [[House Merinita]], '''Faerie Magic''' aligns the magus with the Faerie as well as the Magical [[Realms of Power|Realm]].
It it's core description, Faerie Magic provides the following benefits:
* Do not gain [[Warping]] from high faerie [[Aura|auras]].
* Gain full benefit of Faerie Aura, their magic counted as a faerie power.
* Access to new Ranges, Durations, and Targets as noted on [[ArM5]] 88-89.
* Do not roll extra botch dice for magic conducted in a Faerie Aura.

In addition, [[HoHMC]] added several further benefits to the [[Canon|Canonic]] Merinita:
* Access to the Faerie Magic ''''Arcane Ability'''', which can replace or add to [[Magic Theory]] to some extent.
* The ability to make [[Charms]], Merinitae casting aids that act as [[Sympathetic Representation]].
* May bind Faerie [[Familiar|Familiars]], and may employ faerie cords (see [[HoHMC]] 89).

===References

* The core [[Minor Virtue]] is decribed in [[ArM5]] 42, and its effects on page 92.
* Further benefits and details are to be found in [[HoHMC]] 88-89
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230749583</unix>
						<iso>2008-12-31 19:53:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added FAQ answer</comment>
					<text><![CDATA[
An [[Outer Mystery]] that defines [[House Merinita]], '''Faerie Magic''' aligns the magus with the Faerie as well as the Magical [[Realms of Power|Realm]].

It its core description, Faerie Magic is a [[Mystery Virtue]] that provides the following benefits:

des the following benefits:

* Do not gain [[Warping]] from high faerie [[Aura|auras]].
* Gain full benefit of Faerie Aura, their magic counted as a faerie power.
* Access to new Ranges, Durations, and Targets as noted on [[ArM5]] 88-89.
* Do not roll extra botch dice for magic conducted in a Faerie Aura.

In addition, [[HoHMC]] added several further benefits to the [[Canon|Canonic]] Merinita:
[[Arcane Ability]] (see [[#Ability|below]])lity to make [[Charms]], Merinitae casting aids that act as [[Sympathetic Representation]].
* May bind Faerie [[Familiar|Familiars]], and may employ faerie cords (see [[HoHMC]] 89).

==[anchor:Ab[anchor:Ability]Faerie Magic as an Ability

In the core ArM5 rules, Faerie Magic is a [[Virtues and Flaws|Virtue]], not an [[Ability]].  The Faerie Magic Ability appearing on the [[House Merinita]] [[Template]] on page 27 is a mistake and is listed in the [[ArM5#Errata|ArM5 Errata]].  If you are using the core rules only (not the advanced [[House Merinita]] rules from [[HoHMC]]), substitute another Ability of your choice for "Faerie Magic" on that character [[Template]].

In [[HoHMC]], the Faerie Magic [[Mystery Virtue]] grants an [[Arcane Ability]] that is also called Faerie Magic.  This Ability represents the magus's ability to draw on esoteric faerie mysticism (including faerie symbolism) and use it in his or her magic.  The Faerie Magic Ability can substitute for [[Magic Theory]] in some circumstances, and complements it in others.  See [[HoHMC]], page 88, for the exact rules.

ility]Faerie Magic as an Ability

In the core ArM5 rules, Faerie Magic is a [[Virtues and Flaws|Virtue]], not an [[Ability]].  The Faerie Magic Ability appearing o
]]></text>
				</version>
			</history>
		</page>
		<page node="392">
			<name>charms</name>
			<title>Charms</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208117284</unix>
						<iso>2008-04-13 22:08:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Merinita]] magus may create '''charms''', which act as casting aids much like a [[Sympathetic Representation]] (see [[HoHMC]] 88). 

These charma can be further exploited by practitioners of [[Folk Mysteries]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279089445</unix>
						<iso>2010-07-14 08:37:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
A [[Merinita]] magus may create '''charms''', which act as casting aids much like a [[Sympathetic Representation]] (see [[HoHMC]] 88). 

These charms can be further exploited by practitioners of [[Folk Mysteries]].
]]></text>
				</version>
			</history>
		</page>
		<page node="393">
			<name>sympathetic_representation</name>
			<title>Sympathetic Representation</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208117579</unix>
						<iso>2008-04-13 22:12:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''Sympathetic Representation''' or '''Symbolic Representation''' is an illustration or model used as a [[Sympathetic Connection]] to increase [[Penetration]]. See [[ArM5]] 84.

===See Also

* Merinita magi may use [[Charms]] instead of the standard Hermetic symbolic representation.
]]></text>
				</version>
			</history>
		</page>
		<page node="394">
			<name>familiar</name>
			<title>Familiar</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208117651</unix>
						<iso>2008-04-13 22:14:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>brief note</comment>
					<text><![CDATA[
Note that [[Merinita]] magi may bind Faerie Familiars, and use non-standard Faerie cords (see [[HoHMC]] 88-91),
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1269206161</unix>
						<iso>2010-03-21 22:16:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>initial version, effectively.</comment>
					<text><![CDATA[
All magi (with the notable exception of [[Bjornaer]] magi) can bind a familiar.
Familiars constitute a significant ally, that can significantly boost the power of the magus. Since small familiars are easy to enchant for even a beginning specialist, and large and powerful ones offer little advantages over small ones, a magus would be wise to bind a familiar early on in his career. 

A familiar is very effective even if seen as merely a magic item, if the magus wants to invest effects that affect himself (such as protective spells, augmenting and enhancing effects, spells granting him magical senses, and so on). A major advantage of familiar invested powers is that they don't need to penetrate Magic Resistance to affect the magus, and an equally important advantage is that these effects cause no [[Warping]], so can be safely applied on a regular basis (see [[ArM5]] p. 186). Investing these powers is also cheaper (in both [[raw vis]] and time) than investing them into an invested device, since the bond need not be opened with raw vis.

Familiars can, however, also offer several other mechanical benefits. The gold cord, in particular, can be very valuable in reducing the danger of [[botch|botches]]. 

Familiars can serve well as laboratory assistants, and often will for experienced magi. It is wise to bind a familiar with a positive (and, ideally, large) intelligence for this reason, although CrMe rituals can be used to increase the familiar's intelligence (at considerable cost). Notice that there are two, conflicting, notes about the familiar's Abilities - he can learn Abilities like other characters on the one hand, but is also said to come to posess his master's Abilities in time. Troupes that want to ease up on book-keeping may rule that the latter takes precedence as a simplifying heuristic, and simply have the familiar's Magic Theory (and other Abilities) equal to the magus'. Other troupes may wish to disregard the second option as mere flavor text, and simulate the familiar's learning in detail. In this case, the familiar's Magic Theory can reach very respectable levels, plausibly surpassing the magus' score in many cases. Finally, note that adding an apprentice will require a Leadership score of 2 (or, alternatively, 1 with the right specialty); an experienced familiar hence reduces the usefulness of an apprentice, unless the magus has developed his leadership skills.

The familiar can also serve as an ally on adventures, but this is risky. Investing lots of powers into the familiar bond only to have the familiar killed in action is a rather severe setback. Familiars also tend to be forgotten unless they are played by another player. 

== See Also

* [[Merinita]] magi may bind Faerie Familiars, and use non-standard Faerie cords (see [[HoHMC]] 88-91).
* It is possible to bind spirit familiars through the [[Spirit Familiar]] [[mystery]], or even bind a daimonic spirit as a familiar through the [[Theurgic Spirit Familiar]] mystery. These spirit familiars again offer unique advantages (and disadvantages), but are generally only accessible to initiates of specific [[mystery cult|mystery cults]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1269977612</unix>
						<iso>2010-03-30 21:33:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Goetic summoning added</comment>
					<text><![CDATA[
All magi (with the notable exception of [[Bjornaer]] magi) can bind a familiar.
Familiars constitute a significant ally, that can significantly boost the power of the magus. Since small familiars are easy to enchant for even a beginning specialist, and large and powerful ones offer little advantages over small ones, a magus would be wise to bind a familiar early on in his career. 

A familiar is very effective even if seen as merely a magic item, if the magus wants to invest effects that affect himself (such as protective spells, augmenting and enhancing effects, spells granting him magical senses, and so on). A major advantage of familiar invested powers is that they don't need to penetrate Magic Resistance to affect the magus, and an equally important advantage is that these effects cause no [[Warping]], so can be safely applied on a regular basis (see [[ArM5]] p. 186). Investing these powers is also cheaper (in both [[raw vis]] and time) than investing them into an invested device, since the bond need not be opened with raw vis.

Familiars can, however, also offer several other mechanical benefits. The gold cord, in particular, can be very valuable in reducing the danger of [[botch|botches]]. 

Familiars can serve well as laboratory assistants, and often will for experienced magi. It is wise to bind a familiar with a positive (and, ideally, large) intelligence for this reason, although CrMe rituals can be used to increase the familiar's intelligence (at considerable cost). Notice that there are two, conflicting, notes about the familiar's Abilities - he can learn Abilities like other characters on the one hand, but is also said to come to posess his master's Abilities in time. Troupes that want to ease up on book-keeping may rule that the latter takes precedence as a simplifying heuristic, and simply have the familiar's Magic Theory (and other Abilities) equal to the magus'. Other troupes may wish to disregard the second option as mere flavor text, and simulate the familiar's learning in detail. In this case, the familiar's Magic Theory can reach very respectable levels, plausibly surpassing the magus' score in many cases. Finally, note that adding an apprentice will require a Leadership score of 2 (or, alternatively, 1 with the right specialty); an experienced familiar hence reduces the usefulness of an apprentice, unless the magus has developed his leadership skills.

The familiar can also serve as an ally on adventures, but this is risky. Investing lots of powers into the familiar bond only to have the familiar killed in action is a rather severe setback. Familiars also tend to be forgotten unless they are played by another player. 

== See Also

* [[Merinita]] magi may bind Faerie Familiars, and use non-standard Faerie cords (see [[HoHMC]] 88-91).
* It is possible to bind spirit familiars through the [[Spirit Familiar]] [[mystery]], or even bind a daimonic spirit as a familiar through the [[Theurgic Spirit Familiar]] mystery. These spirit familiars again offer unique advantages (and disadvantages), but are generally only accessible to initiates of specific [[mystery cult|mystery cults]].
* A magus that somehow learned the [[Summoning]] [[Goetic Art]] can bing a spirit as a familiar. There is no indication that this spirit-familiar follows the rules for the spirit familiar mystery, and it appears most likely that it follows the usual rules for familiars except that it is, well, a spirit.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1275811264</unix>
						<iso>2010-06-06 10:01:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>removed wrong note on apprentices</comment>
					<text><![CDATA[
All magi (with the notable exception of [[Bjornaer]] magi) can bind a familiar.
Familiars constitute a significant ally, that can significantly boost the power of the magus. Since small familiars are easy to enchant for even a beginning specialist, and large and powerful ones offer little advantages over small ones, a magus would be wise to bind a familiar early on in his career. 

A familiar is very effective even if seen as merely a magic item, if the magus wants to invest effects that affect himself (such as protective spells, augmenting and enhancing effects, spells granting him magical senses, and so on). A major advantage of familiar invested powers is that they don't need to penetrate Magic Resistance to affect the magus, and an equally important advantage is that these effects cause no [[Warping]], so can be safely applied on a regular basis (see [[ArM5]] p. 186). Investing these powers is also cheaper (in both [[raw vis]] and time) than investing them into an invested device, since the bond need not be opened with raw vis.

Familiars can, however, also offer several other mechanical benefits. The gold cord, in particular, can be very valuable in reducing the danger of [[botch|botches]]. 

Familiars can serve well as laboratory assistants, and often will for experienced magi. It is wise to bind a familiar with a positive (and, ideally, large) intelligence for this reason, although CrMe rituals can be used to increase the familiar's intelligence (at considerable cost). Notice that there are two, conflicting, notes about the familiar's Abilities - he can learn Abilities like other characters on the one hand, but is also said to come to posess his master's Abilities in time. Troupes that want to ease up on book-keeping may rule that the latter takes precedence as a simplifying heuristic, and simply have the familiar's Magic Theory (and other Abilities) equal to the magus'. Other troupes may wish to disregard the second option as mere flavor text, and simulate the familiar's learning in detail. In this case, the familiar's Magic Theory can reach very respectable levels, plausibly surpassing the magus' score in many cases. 

The familiar can also serve as an ally on adventures, but this is risky. Investing lots of powers into the familiar bond only to have the familiar killed in action is a rather severe setback. Familiars also tend to be forgotten unless they are played by another player. 

== See Also

* [[Merinita]] magi may bind Faerie Familiars, and use non-standard Faerie cords (see [[HoHMC]] 88-91).
* It is possible to bind spirit familiars through the [[Spirit Familiar]] [[mystery]], or even bind a daimonic spirit as a familiar through the [[Theurgic Spirit Familiar]] mystery. These spirit familiars again offer unique advantages (and disadvantages), but are generally only accessible to initiates of specific [[mystery cult|mystery cults]].
* A magus that somehow learned the [[Summoning]] [[Goetic Art]] can bing a spirit as a familiar. There is no indication that this spirit-familiar follows the rules for the spirit familiar mystery, and it appears most likely that it follows the usual rules for familiars except that it is, well, a spirit.
]]></text>
				</version>
			</history>
		</page>
		<page node="395">
			<name>binding_the_gift</name>
			<title>Binding the Gift</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Virtues</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208117920</unix>
						<iso>2008-04-13 22:18:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Mystery Virtue]] within [[House Merinita]], related to [[Familiar|familiars]]. See [[HoHMC]] 91.
]]></text>
				</version>
			</history>
		</page>
		<page node="396">
			<name>arcadian_mysteries</name>
			<title>Arcadian Mysteries</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
				<tag>Rules</tag>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208118134</unix>
						<iso>2008-04-13 22:22:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A "school" of [[Merinita]] mysteries related to Faeries, supposedly first taught by [[Quendalon]]. See [[Arcadian Travel]], [[Animae Magic]], and [[Becoming]].
]]></text>
				</version>
			</history>
		</page>
		<page node="397">
			<name>arcadian_travel</name>
			<title>Arcadian Travel</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Virtues</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208118240</unix>
						<iso>2008-04-13 22:24:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Mystery Virtue]] within [[House Merinita]], allowing travel between the faerie and mortal world. See [[HoHMC]] 92.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208118306</unix>
						<iso>2008-04-13 22:25:06</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Mystery Virtue]] within [[House Merinita]], allowing travel between the faerie and mortal world. See [[HoHMC]] 92.

Arcadian travel is related to [[Dream Magic]], see [[HoHMC]] 82.
]]></text>
				</version>
			</history>
		</page>
		<page node="398">
			<name>animae_magic</name>
			<title>Animae Magic</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
				<tag>ArM5</tag>
				<tag>Virtues</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208118377</unix>
						<iso>2008-04-13 22:26:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Mystery Virtue]] within [[House Merinita]], described in [[HoHMC]] 92, related to awakening faerie spirits.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208119030</unix>
						<iso>2008-04-13 22:37:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added spell guidelines note</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Mystery Virtue]] within [[House Merinita]], described in [[HoHMC]] 92, related to awakening faerie spirits. See also page 94-95 for Animae [[Spell Guidelines]].
]]></text>
				</version>
			</history>
		</page>
		<page node="399">
			<name>becoming</name>
			<title>Becoming</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
				<tag>Rules</tag>
				<tag>Virtues</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208118884</unix>
						<iso>2008-04-13 22:34:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A complex [[Major Virtue|Major]] [[Mystery Virtue]] within [[House Merinita]], providing a means to attain [[Immortality]]. See [[HoHMC]] 93.

There are three stages in the application of the Mystery, each providing its own benefits and shortcomings. The mystery was criticized in that the maga can remain in the lowest stations, enjoying immortality (in the sense of immunity to aging) while not suffering its ill effects.
]]></text>
				</version>
			</history>
		</page>
		<page node="4">
			<name>ars_magica</name>
			<title></title>
			<language>en</language>
			<tags>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="8">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199718434</unix>
						<iso>2008-01-07 16:07:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis (Kind of-)

Ars Magica is a [[http://en.wikipedia.org/wiki/Role-playing_game|fantasy role-playing game]]. It is mostly about wizards who try to excel in the [[Arts|art of magic]], hence the name. Its setting is [[Mythic Europe]], a fictional equivalent of Europe in the early 13['th] century. Unlike the Europe we know, however, [[Mythic Europe]] is filled with even more peril and adventures than the historic equivalent was, bearing a notable touch of fantasy and myths.

= Development

Originally created by [[Jonathan Tweet]] and [[Mark Rein·Hagen]] back in the late 1980s, Ars Magica is currently available in its [[Fifth edition|fifth edition]].

= Additional Resources

: [[http://www.atlas-games.com/arm5/|Atlas Games]] : The publisher's web site.
: [[http://redcap.org/|Projekt Redcap]] : A collection of links and such.
: [[http://www.durenmar.de/|Durenmar]] : A collection of various resources.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1199760408</unix>
						<iso>2008-01-08 03:46:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
= Synopsis (Kind of-)

Ars Magica is a [[http://en.wikipedia.org/wiki/Role-playing_game|fantasy role-playing game]]. It is mostly about wizards who try to excel in the [[Arts|art of magic]], hence the name. Its setting is [[Mythic Europe]], a fictional equivalent of Europe in the early 13['th] century. Unlike the Europe we know, however, [[Mythic Europe]] is filled with even more peril and adventures than the historic equivalent was, bearing a notable touch of fantasy and myths.

= Major Topics

: [[ Mythic_Europe | Mythic Europe]] : The default fantasy setting for Ars Magica.
: [[ Order_of_Hermes | The Order of Hermes]] : The mystical organization to which wizards in Ars Magica belong, its history, politics, [[ Houses ]], and lore
: [[ Tribunals ]] : The thirteen [[ Tribunals ]], the geographic regions that make up the [[ Order_of_Hermes | Order ]]

= Major Topics

: [[ Mythic_Europe | Mythic Europe]] : The default fantasy setting for Ars Magica.
: [[ Order_of_Hermes | The Order of Hermes]] : The mystical organization to which wizards in Ars Magica belong, its history, politics, [[ Houses ]], and lore
: [[ Tribunals ]] : The thirteen [[ Tribunals ]], the geographic regions that make up the [[ Order_of_Hermes | Order ]]

= Development

Originally created by [[Jonathan Tweet]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1199964943</unix>
						<iso>2008-01-10 12:35:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Deleted Tribunals as a major topic; added FAQ and Products</comment>
					<text><![CDATA[
= Synopsis (Kind of-)

Ars Magica is a [[http://en.wikipedia.org/wiki/Role-playing_game|fantasy role-playing game]]. It is mostly about wizards who try to excel in the [[Arts|art of magic]], hence the name. Its setting is [[Mythic Europe]], a fictional equivalent of Europe in the early 13['th] century. Unlike the Europe we know, however, [[Mythic Europe]] is filled with even more peril and adventures than the historic equivalent was, bearing a notable touch of fantasy and myths.

= Major Topics

: [[ Mythic_Europe | Mythic Europe]] : The default fantasy setting for Ars Magica.
: [[ Order_of_Hermes | The Order of Hermes]] : The mystical organization to which wizards in Ars Magica belong, its history, politics, [[ Houses ]], and lore
: [[ FAQ | Frequently Asked Questions ]] :
: [[ Products ]] : Rule books and game supplements for Ars Magica

nt

Originally created by [[Jonathan Tweet]] and [[Mark Rein·Hagen]] back in the late 1980s, Ars Magica is currently available in its [[Fifth edition|fifth edition]].

= Additional Resources

: [[http://www.atlas-games.com/arm5/|Atlas Games]] : The publisher's web site.
: [[http://redcap.org/|Projekt Redcap]] : A collection of links and such.
: [[http://www.durenmar.de/|Durenmar]] : A collection of various resources.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1199981059</unix>
						<iso>2008-01-10 17:04:19</iso>
					</timestamp>
					<author>pm</author>
					<text><![CDATA[
= Synopsis (Kind of-)

Ars Magica is a [[http://en.wikipedia.org/wiki/Role-playing_game|fantasy role-playing game]]. It is mostly about wizards who try to excel in the [[Arts|art of magic]], hence the name. Its setting is [[Mythic Europe]], a fictional equivalent of Europe in the early 13['th] century. Unlike the Europe we know, however, [[Mythic Europe]] is filled with even more peril and adventures than the historic equivalent was, bearing a notable touch of fantasy and myths.

= Major Topics

: [[ Mythic_Europe | Mythic Europe]] : The default fantasy setting for Ars Magica.
: [[ Order_of_Hermes | The Order of Hermes]] : The mystical organization to which wizards in Ars Magica belong, its history, politics, [[ Houses ]], and lore
: [[ FAQ | Frequently Asked Questions ]] :
: [[ Products ]] : Rule books and game supplements for Ars Magica

= Development

Originally created by [[Jonathan Tweet]] and [[Mark Rein·Hagen]] back in the late 1980s, Ars Magica is currently available in its [[Fifth edition|fifth edition]].

= Additional Resources

Forto additional [[Ars Magica]]-related reso, please refer to the [[External resources|list of external resources]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1199982483</unix>
						<iso>2008-01-10 17:28:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Note/suggestion on moving content inserted.</comment>
					<text><![CDATA[
= Synopsis (Kind of-)

Ars Magica is a [[http://en.wikipedia.org/wiki/Role-playing_game|fantasy role-playing game]]. It is mostly about wizards who try to excel in the [[Arts|art of magic]], hence the name. Its setting is [[Mythic Europe]], a fictional equivalent of Europe in the early 13['th] century. Unlike the Europe we know, however, [[Mythic Europe]] is filled with even more peril and adventures than the historic equivalent was, bearing a notable touch of fantasy and myths.

= Major Topics

: [[ Mythic_Europe | Mythic Europe]] : The default fantasy setting for Ars Magica.
: [[ Order_of_Hermes | The Order of Hermes]] : The mystical organization to which wizards in Ars Magica belong, its history, politics, [[ Houses ]], and lore
: [[ FAQ | Frequently Asked Questions ]] :
: [[ Products ]] : Rule books and game supplements for Ars Magica

'''Note:''' This section could be moved to page [[Overview]].

'''Note:''' This section could be moved to page [[Overview]].

= Development

Originally created by [[Jonathan Tweet]] and [[Mark Rein·Hagen]] back in the late 1980s, Ars Magica is currently available in its [[Fifth edition|fifth edition]].

= Additional Resources

For links to additional [[Ars Magica]]-related resources, please
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205592381</unix>
						<iso>2008-03-15 15:46:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added abbreviation</comment>
					<text><![CDATA[
= Synopsis (Kind of-)

Ars Magica (in short: [[ArM]]) is  short: [[ArM]]) is a [[http://en.wikipedia.org/wiki/Role-playing_game|fantasy role-playing game]]. It is mostly about wizards who try to excel in the [[Arts|art of magic]], hence the name. Its setting is [[Mythic Europe]], a fictional equivalent of Europe in the early 13['th] century. Unlike the Europe we know, however, [[Mythic Europe]] is filled with even more peril and adventures than the historic equivalent was, bearing a notable touch of fantasy and myths.

= Major Topics

: [[ Mythic_Europe | Mythic Europe]] : The default fantasy setting for Ars Magica.
: [[ Order_of_Hermes | The Order of Hermes]] : The mystical organization to which wizards in Ars Magica belong, its history, politics, [[ Houses ]], and lore
: [[ FAQ | Frequently Asked Questions ]] :
: [[ Products ]] : Rule books and game supplements for Ars Magica

'''Note:''' This section could be moved to page [[Overview]].

= Development

Originally created by [[Jonathan Tweet]] and [[Mark Rein·Hagen]] back in the late 1980s, Ars Magica is currently available in its [[Fifth edition|fifth edition]].

= Additional Resources

For links to additional [[Ars Magica]]-related resources, please refer to the [[External resources|list of e
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1230990467</unix>
						<iso>2009-01-03 14:47:47</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>030109</comment>
					<text><![CDATA[
= Communauté

== Liste de diffusion

Le lien privilégié entre les fans français d'[[Ars Magica]] est la liste de diffusion '''ArMfr''' dont l'adresse suit.

http://www.armfr.fr.st/

== Forum

Le SDEN héberge également un forum consacré à [[Ars Magica]].

http://www.sden.org/forums/viewforum.php?f=15

== Fanzine

'''Ars Mag''' est un fanzine en langue française consacré uniquement à [[Ars Magica]]. Il est malheureusement en sommeil depuis plusieurs années.

http://pagesperso-orange.fr/styren/ars/zine.htm
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1268352870</unix>
						<iso>2010-03-12 01:14:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Restored from accidental overwrite</comment>
					<text><![CDATA[
= Synopsis (Kind of-)

Ars Magica (in short: [[ArM]]) is  short: [[ArM]]) is a [[http://en.wikipedia.org/wiki/Role-playing_game|fantasy role-playing game]]. It is mostly about wizards who try to excel in the [[Arts|art of magic]], hence the name. Its setting is [[Mythic Europe]], a fictional equivalent of Europe in the early 13['th] century. Unlike the Europe we know, however, [[Mythic Europe]] is filled with even more peril and adventures than the historic equivalent was, bearing a notable touch of fantasy and myths.

= Major Topics

: [[ Mythic_Europe | Mythic Europe]] : The default fantasy setting for Ars Magica.
: [[ Order_of_Hermes | The Order of Hermes]] : The mystical organization to which wizards in Ars Magica belong, its history, politics, [[ Houses ]], and lore
: [[ FAQ | Frequently Asked Questions ]] :
: [[ Products ]] : Rule books and game supplements for Ars Magica

'''Note:''' This section could be moved to page [[Overview]].

= Development

Originally created by [[Jonathan Tweet]] and [[Mark Rein·Hagen]] back in the late 1980s, Ars Magica is currently available in its [[Fifth edition|fifth edition]].

= Additional Resources

For links to additional [[Ars Magica]]-related resources, please refer to the [[External resources|list of e
]]></text>
				</version>
			</history>
		</page>
		<page node="40">
			<name>character_types</name>
			<title>Character Types</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1203373155</unix>
						<iso>2008-02-18 23:19:15</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Ars Magica is different from most other role-playing games in that not all characters are equally powerful.  [[Magus | Magi]] are, by far, the most powerful characters: wizards of great magical ability.  [[Companion | Companions]] are important, but clearly weaker, characters, who assist the magi with special talents or knowledge. [[Grog | Grogs]] are supporting characters, usually servants.

The three character types have different roles in the story. [[Magus | Magi]] have unrivaled power, and are the main focus of the game.  They are the leaders of the [[Covenant]], so they are usually in charge.  Yet magi can't do everything on their own.  Almost all magi have serious social handicaps because of [[The Gift]], and need to rely on other characters to interact with people.  They are often not very good at anything [i]except[/i] magic, and inexperienced magi in particular need guides and assistants.  Magi are also the most demanding characters to play.

== Companions

[[Companion | Companions]] can mingle either both wizards or among the [[Mundane | mundane]] folk of [[Mythic Europe]]. They offer the most freedom of all the character types.  A companion can be designed to fit any concept, can have any kind of abilities (even limited magical powers), and can experience more facets of [[Mythic Europe]] than other characters.

== Grogs

[[Grog | Grogs]] are minor characters, but they can be a lot of fun to play.  The magi's bodyguards are grogs, so they are a great choice for players who enjoy the thrill of [[Combat]].  Grogs are more straightforward to play than other character types.  They are much less powerful, in absolute terms, than magi or even companions, but in most games, the wizards would be hard pressed to get by without them!

== Complimentary roles

Each of the character types specializes at something the other types don't do as well.  Unlike in other role-playing games, in Ars Magica the roles are complimentary, but not equal.  In a way, this reflects the social stratification of medieval times.

These three different character types feature prominently in [[Troupe Style]] play. Each player has several characters, but only plays one at a time.  One game the player might play his magus, and the next game he might play a lowly grog.  This enables each player to experience Ars Magica from a different character's point of view.

== Inequality and Fairness

Some new players are bothered by the way magi are so powerful, and grogs have to follow orders.  On the surface, it doesn't seem fair.

More power does not mean more fun.  This is a point the Ars Magica designers were trying to get across.  Ars Magica is first and foremost about stories, not slaying monsters and amassing treasure.  Grogs can have stories that are just as enjoyable as the magi's.  They're just a different [i]kind[/i] of story. 

A good [[Storyguide]] will create story elements that engage all the players.  A good [[Troupe]] will encourage players of grogs to participate as much as the magi's players do.  In this respect, Ars Magica is not very different from other role-playing games.  The key is to try to understand each different role and enjoy it on its own terms.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1203378601</unix>
						<iso>2008-02-19 00:50:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
Ars Magica is different from most other role-playing games in that not all characters are equally powerful.  [[Magus | Magi]] are, by far, the most powerful characters: wizards of great magical ability.  [[Companion | Companions]] are important, but clearly weaker, characters, who assist the magi with special talents or knowledge. [[Grog | Grogs]] are supporting characters, usually servants.

The three character types have different roles in the story. [[Magus | Magi]] have unrivaled power, and are the main focus of the game.  They are the leaders of the [[Covenant]], so they are usually in charge.  Yet magi can't do everything on their own.  Almost all magi have serious social handicaps because of [[The Gift]], and need to rely on other characters to interact with people.  They are often not very good at anything [i]except[/i] magic, and inexperienced magi in particular need guides and assistants.  Magi are also the most demanding characters to play.

== Companions

[[Companion | Companions]] can mingle either with wizards or among the [[Mundane | mundane]] folk of [[Mythic Europe]]. They offer the most freedom of all the character types.  A companion can be designed to fit any concept, can have any kind of abilities (even limited magical powers), and can experience more facets of [[Mythic Europe]] than other characters.

== Grogs

[[Grog | Grogs]] are minor characters, but they can be a lot of fun to play.  The magi's bodyguards are grogs, so they are a great choice for players who enjoy the thrill of [[Combat]].  Grogs are more straightforward to play than other character types.  They are much less powerful, in absolute terms, than magi or even companions, but in most games, the wizards would be hard pressed to get by without them!

== Complimentary roles

Each of the character types specializes at something the other types don't do as well.  Unlike in other role-playing games, in Ars Magica the roles are complimentary, but not equal.  In a way, this reflects the social stratification of medieval times.

These three different character types feature prominently in [[Troupe Style]] play. Each player has several characters, but only plays one at a time.  One game the player might play his magus, and the next game he might play a lowly grog.  This enables each player to experience Ars Magica from a different character's point of view.

== Inequality and Fairness

Some new players are bothered by the way magi are so powerful, and grogs have to follow orders.  On the surface, it doesn't seem fair.

More power does not mean more fun.  This is a point the Ars Magica designers were trying to get across.  Ars Magica is first and foremost about stories, not slaying monsters and amassing treasure.  Grogs can have stories that are just as enjoyable as the magi's.  They're just a different [i]kind[/i] of story. 

A good [[Storyguide]] will create story elements that engage all the players.  A good [[Troupe]] will encourage players of grogs to participate as much as the magi's players do.  In this respect, Ars Magica is not very different from other role-playing games.  The key is to try to understand each different role and enjoy it on its own terms.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206015262</unix>
						<iso>2008-03-20 13:14:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Mythic Companion</comment>
					<text><![CDATA[
Ars Magica is different from most other role-playing games in that not all characters are equally powerful.  [[Magus | Magi]] are, by far, the most powerful characters: wizards of great magical ability.  [[Companion | Companions]] are important, but clearly weaker, characters, who assist the magi with special talents or knowledge. [[Grog | Grogs]] are supporting characters, usually servants.

The three character types have different roles in the story. [[Magus | Magi]] have unrivaled power, and are the main focus of the game.  They are the leaders of the [[Covenant]], so they are usually in charge.  Yet magi can't do everything on their own.  Almost all magi have serious social handicaps because of [[The Gift]], and need to rely on other characters to interact with people.  They are often not very good at anything [i]except[/i] magic, and inexperienced magi in particular need guides and assistants.  Magi are also the most demanding characters to play.

== Companions

[[Companion | Companions]] can mingle either with wizards or among the [[Mundane | mundane]] folk of [[Mythic Europe]]. They offer the most freedom of all the character types.  A companion can be designed to fit any concept, can have any kind of abilities (even limited magical powers), and can experience more facets of [[Mythic Europe]] than other characters. Companions of exceptional potency are [[Mythic Companion|Mythic Companions]], who are often played in lieu of the player's main (magus) character. Companions of exceptional potency are [[Mythic Companion|Mythic Companions]], who are often played in lieu of the player's main (magus) character.

== Grogs

[[Grog | Grogs]] are minor characters, but they can be a lot of fun to play.  The magi's bodyguards are grogs, so they are a great choice for players who enjoy the thrill of [[Combat]].  Grogs are more straightforward to play than other character types.  They are much less powerful, in absolute terms, than magi or even companions, but in most games, the wizards would be hard pressed to get by without them!

== Complimentary roles

Each of the character types specializes at something the other types don't do as well.  Unlike in other role-playing games, in Ars Magica the roles are complimentary, but not equal.  In a way, this reflects the social stratification of medieval times.

These three different character types feature prominently in [[Troupe Style]] play. Each player has several characters, but only plays one at a time.  One game the player might play his magus, and the next game he might play a lowly grog.  This enables each player to experience Ars Magica from a different character's point of view.

== Inequality and Fairness

Some new players are bothered by the way magi are so powerful, and grogs have to follow orders.  On the surface, it doesn't seem fair.

More power does not mean more fun.  This is a point the Ars Magica designers were trying to get across.  Ars Magica is first and foremost about stories, not slaying monsters and amassing treasure.  Grogs can have stories that are just as enjoyable as the magi's.  They're just a different [i]kind[/i] of story. 

A good [[Storyguide]] will create story elements that engage all the players.  A good [[Troupe]] will encourage players of grogs to participate as much as the magi's players do.  In this respect,
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1279178917</unix>
						<iso>2010-07-15 09:28:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
Ars Magica is different from most other role-playing games in that not all characters are equally powerful.  [[Magus | Magi]] are, by far, the most powerful characters: wizards of great magical ability.  [[Companion | Companions]] are important, but clearly weaker, characters, who assist the magi with special talents or knowledge. [[Grog | Grogs]] are supporting characters, usually servants.

The three character types have different roles in the story. [[Magus | Magi]] have unrivaled power, and are the main focus of the game.  They are the leaders of the [[Covenant]], so they are usually in charge.  Yet magi can't do everything on their own.  Almost all magi have serious social handicaps because of [[The Gift]], and need to rely on other characters to interact with people.  They are often not very good at anything ''except'' magic, and inexperienced magi in particular need guides and assistants.  Magi are also the most demanding characters to play.

== Companions

[[Companion | Companions]] can mingle either with wizards or among the [[Mundane | mundane]] folk of [[Mythic Europe]]. They offer the most freedom of all the character types.  A companion can be designed to fit any concept, can have any kind of abilities (even limited magical powers), and can experience more facets of [[Mythic Europe]] than other characters. Companions of exceptional potency are [[Mythic Companion|Mythic Companions]], who are often played in lieu of the player's main (magus) character.

== Grogs

[[Grog | Grogs]] are minor characters, but they can be a lot of fun to play.  The magi's bodyguards are grogs, so they are a great choice for players who enjoy the thrill of [[Combat]].  Grogs are more straightforward to play than other character types.  They are much less powerful, in absolute terms, than magi or even companions, but in most games, the wizards would be hard pressed to get by without them!

== Complimentary roles

Each of the character types specializes at something the other types don't do as well.  Unlike in other role-playing games, in Ars Magica the roles are complimentary, but not equal.  In a way, this reflects the social stratification of medieval times.

These three different character types feature prominently in [[Troupe Style]] play. Each player has several characters, but only plays one at a time.  One game the player might play his magus, and the next game he might play a lowly grog.  This enables each player to experience Ars Magica from a different character's point of view.

== Inequality and Fairness

Some new players are bothered by the way magi are so powerful, and grogs have to follow orders.  On the surface, it doesn't seem fair.

More power does not mean more fun.  This is a point the Ars Magica designers were trying to get across.  Ars Magica is first and foremost about stories, not slaying monsters and amassing treasure.  Grogs can have stories that are just as enjoyable as the magi's.  They're just a different ''kind'' of story. 

A good [[Storyguide]] will create story elements that engage all the players.  A good [[Troupe]] will encourage players of grogs to participate as much as the magi's players do.  In this respect, Ars Magica is not very different from other role-playing games.  The key is to try to understand each different role and enjoy it on its own terms.
]]></text>
				</version>
			</history>
		</page>
		<page node="400">
			<name>folk_mysteries</name>
			<title>Folk Mysteries</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208148553</unix>
						<iso>2008-04-14 06:49:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A "school" of [[Mystery|Mysteries]] within [[House Merinita]], related to [[Charms]]. See [[Charm Magic]], [[Stroy Magic]], and [[Symbolic Magic]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208148572</unix>
						<iso>2008-04-14 06:49:32</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A "school" of [[Mystery|Mysteries]] within [[House Merinita]], related to [[Charms]]. See [[Charm Magic]], [[Story Magic]], and [[Symbolic Magic]].
]]></text>
				</version>
			</history>
		</page>
		<page node="401">
			<name>charm_magic</name>
			<title>Charm Magic</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Virtues</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208148729</unix>
						<iso>2008-04-14 06:52:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[Inner Mystery]] of [[House Merinita]], decribed in [[HoHMC]] 96-98, extending the use of [[Charms]].
]]></text>
				</version>
			</history>
		</page>
		<page node="402">
			<name>story_magic</name>
			<title>Story Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208148837</unix>
						<iso>2008-04-14 06:53:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Major [[Inner Mystery]] within [[House Merinita]], described in [[HoHMC]] 98, alowing the player some measure of control over the story.
]]></text>
				</version>
			</history>
		</page>
		<page node="403">
			<name>symbolic_magic</name>
			<title>Symbolic Magic</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208149178</unix>
						<iso>2008-04-14 06:59:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Major [[Inner Mystery]] within [[House Merinita]], described in [[HoHMC]] 98-100. It has been criticized for overly breaking the Limit of Arcane Connections ([[ArM5]] 80).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279089560</unix>
						<iso>2010-07-14 08:39:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
A Major [[Inner Mystery]] within [[House Merinita]], described in [[HoHMC]] 98-100. The mystery introduces new spell parameters, such as being able to affect a target if you have an artistic symbol of it. It has been criticized for overly breaking the Limit of Arcane Connections ([[ArM5]] 80).
]]></text>
				</version>
			</history>
		</page>
		<page node="404">
			<name>merlin</name>
			<title>Merlin</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208149500</unix>
						<iso>2008-04-14 07:05:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>brief note</comment>
					<text><![CDATA[
A line of Merinita magi, known as the "Heirs to Merlin" and associated with [[Folk Mysteries]], is said to descend from him (see [[HoHMC 99-100).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208149517</unix>
						<iso>2008-04-14 07:05:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
A line of Merinita magi, known as the "Heirs to Merlin" and associated with [[Folk Mysteries]], is said to descend from him (see [[HoHMC]]]] 99-100
]]></text>
				</version>
			</history>
		</page>
		<page node="405">
			<name>illusion_mysteries</name>
			<title>Illusion Mysteries</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208149597</unix>
						<iso>2008-04-14 07:06:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A "school" of [[Mystery|Mysteries]] within [[House Merinita]], see [[Spell Timing]], [[Glamour]], and [[Perpetuity]].
]]></text>
				</version>
			</history>
		</page>
		<page node="406">
			<name>spell_timing</name>
			<title>Spell Timing</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208149695</unix>
						<iso>2008-04-14 07:08:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[Inner Mystery]] within [[House Merinita]], described in [[HoHMC]] 100-101, allowing several new [[Duration (Spell Parameter)|Durations]] and the of Recurring Spells.
]]></text>
				</version>
			</history>
		</page>
		<page node="407">
			<name>glamour</name>
			<title>Glamour</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236859132</unix>
						<iso>2009-03-12 12:58:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This is a superordinate page that links to multiple ambiguous terms named *Glamour*:

* See [[Glamour (Mystery)]] for the Major [[Inner Mystery]] within [[House Merinita]],
* and [[Glamour (Faerie)]] for the essence of [[Faerie]] folk.
]]></text>
				</version>
			</history>
		</page>
		<page node="408">
			<name>perpetuity</name>
			<title>Perpetuity</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208149881</unix>
						<iso>2008-04-14 07:11:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Major [[Inner Mystery]] within [[House Merinita]], described in [[HoHMC]] 102, and allowing sevreal new [[Duration (Spell Parameter)|Durations]].
]]></text>
				</version>
			</history>
		</page>
		<page node="409">
			<name>pendule</name>
			<title>Pendule</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208150478</unix>
						<iso>2008-04-14 07:21:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A legendary wizard from the time of the Order's founding, a master of illusion and a great trickster. In [[Fifth Edition]], he founded the '''Followers of Pendule''' Mystery Cult ([[HoHMC]] 102), that maintain his [[Illusion Mysteries]].

===References

* [[HoHMC]] 102 provides the description of the Cult and the magus, while hinting he may have initiated other traditions in other Houses.
* In [[Fourth Edition]], [[The Mysteries]] 156-158 links the cult to Orphic and Pythagorian mysteries, and mechanically to totally different Mysteries.
]]></text>
				</version>
			</history>
		</page>
		<page node="41">
			<name>administration</name>
			<title>Administration</title>
			<language>en</language>
			<tags>
				<tag>HermesWeb Project</tag>
			</tags>
			<history size="56">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205334984</unix>
						<iso>2008-03-12 16:16:24</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

I think we could use a catchier name for the site.  Any ideas?

* HarcoWeb
* HermesWeb
* Great Library
* Redcap II

= Site design

I would like to revise the navigation sidebar (though I am not sure of the final design I want) but I can't find the documentation for how to do that.  Pitt, do I have the permissions to do that?

Can we put in a footer with trademark notice?  I will post the notice I want here, after I have time to think a bit more about what should be included.

= Inviting New Contributors

(Andrew Gronosky): The more I look at this project, the bigger the task of content creation appears.  I am also concerned about an independent Wiki indexing project that has started because fans got impatient waiting for me to get this site ready.  

I want to bring some helpers on board to start adding truly useful content.  I'll start with a small number of people and then expand gradually.

My main concerns are: 1) Contributors not respecting the need to avoid hurting Atlas's sales; 2) Contributors not understanding how to avoid hurting Atlas's sales; 3) vandalism.

* First priority: Write a solid policy page explaining in detail what not to write.
* Next priority: If possible - make all new account applications go through an administrator for approval.  Give administrator permission to lock out accounts.  This is necessary to protect against spam and vandalism (and incompetent contributors).  I (Andrew G.) will be the policeman if someone will give me the proverbial badge and gun.
* Third: Decide on some simple recommendations for naming convention and page organization.  We already have a good start on this.  Should page names use underscores or CamelCase?  It may already be too late to change. :-(
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205544892</unix>
						<iso>2008-03-15 02:34:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added roles and to-do list</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.

= Site design

I think it's advisable to add a trademark notice at the foot of each page.  Here is what I would suggest:

"Ars Magica and Mythic Europe are trademarks of Trident, Inc. d/b/a Atlas Games.  Order of Hermes and Tremere are trademarks of White Wolf, Inc.  Other trademarks are the property of their respective owners."

My rough knowledge of U.S. intellectual property laws suggests this is sufficient; one doesn't need permission to simply refer to a trademarked term for non-commercial purposes (I hope!).

= Administrative Roles and Titles

* Pitt Murmann: Founder, system administrator, Pie architect, all-around Web guru
* Andrew Gronosky: Benevolent(?) dictator

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical
# Create mailing list for administrators
# Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
# Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational
# Recruit 1-3 new contributors
# Further develop policies and guidelines

== Content
# Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use Pie.
# Decide where fan Saga sites will go.  On Tribunal pages, all on one big index page, something else?
# Get some useful content going.  Andrew G. will start by migrating the rules FAQ from Redcap.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205576052</unix>
						<iso>2008-03-15 11:14:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>a few comments</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
  * Yair: how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).

= Site design

I think it's advisable to add a trademark notice at the foot of each page.  Here is what I would suggest:

"Ars Magica and Mythic Europe are trademarks of Trident, Inc. d/b/a Atlas Games.  Order of Hermes and Tremere are trademarks of White Wolf, Inc.  Other trademarks are the property of their respective owners."

My rough knowledge of U.S. intellectual property laws suggests this is sufficient; one doesn't need permission to simply refer to a trademarked term for non-commercial purposes (I hope!).
  * Yair: Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.

 * Yair: I would suggest making the Overview page the front-page, not the About page. People coming into the site would want to see its functionality, not a detailed explanation about what this site is and isn't and how to contribute to it; that comes later.

 * Yair: I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.

= Administrative Roles and Titles

* Pitt Murmann: Founder, system administrator, Pie architect, all-around Web guru
* Andrew Gronosky: Benevolent(?) dictator
  * I nominate myself, Yair, to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores rereally necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.

 * Yair: I would suggest making the Overview page the front-page, not the About page. People coming into the site would want to see its functionality, not a detailed explanation about what this site is and isn't and how to contribute to it; that comes later.

 * Yair: I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.

= Administrative Roles and Titles

* Pitt Murmann: Foun * Yair: I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the "[tribunal X]" page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
der, system administrator, Pie architect, all-around Web guru
* Andrew Gronosky: Benevolent(?
 * Yair: I suggest migrating the Grand Index - partial though it is! - from the wiki as well) Also, I'll write some stuff up when I can...
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205583627</unix>
						<iso>2008-03-15 13:20:27</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
  * Yair: how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).

= Site design

I think it's advisable to add a trademark notice at the foot of each page.  Here is what I would suggest:

"Ars Magica and Mythic Europe are trademarks of Trident, Inc. d/b/a Atlas Games.  Order of Hermes and Tremere are trademarks of White Wolf, Inc.  Other trademarks are the property of their respective owners."

My rough knowledge of U.S. intellectual property laws suggests this is sufficient; one doesn't need permission to simply refer to a trademarked term for non-commercial purposes (I hope!).
  * Yair: Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.

 * Yair: I would suggest making the Overview page the front-page, not the About page. People coming into the site would want to see its functionality, not a detailed explanation about what this site is and isn't and how to contribute to it; that comes later.
** I suggest reorganizing the page too. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Cannon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

 *  suggest reorganizing the page too. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Cannon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

 * Yair: I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.

= Administrative Roles and Titles

* Pitt Murmann: Founder, system administrator, Pie architect, all-around Web guru
* Andrew Gronosky: Benevolent(?) dictator
  * I nominate myself, Yair, to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical
# Create mailing list for administrators
# Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
# Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational
# Recruit 1-3 new contributors
# Further develop policies and guidelines

== Content
# Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use Pie.
# Decide where fan Saga sites will go.  On Tribunal pages, all on one big index page, something else?
 * Yair: I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the "[tribunal X]" page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribu
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205593782</unix>
						<iso>2008-03-15 16:09:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Note to capture popular idea</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
  * Yair: how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).

 * Andrew: HarcoWeb is another idea.

 * Andrew: HarcoWeb is another idea.

= Site design

I think it's advisable to add a trademark notice at the foot of each page.  Here is what I would suggest:

"Ars Magica and Mythic Europe are trademarks of Trident, Inc. d/b/a Atlas Games.  Order of Hermes and Tremere are trademarks of White Wolf, Inc.  Other trademarks are the property of their respective owners."

My rough knowledge of U.S. intellectual property laws suggests this is sufficient; one doesn't need permission to simply refer to a trademarked term for non-commercial purposes (I hope!).
  * Yair: Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.

 * Yair: I would suggest making the Overview page the front-page, not the About page. People coming into the site would want to see its functionality, not a detailed explanation about what this site is and isn't and how to contribute to it; that comes later.
** I suggest reorganizing the page too. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Cannon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

 * Yair: I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.

= Administrative Roles and Titles

* Pitt Murmann: Founder, system administrator, Pie architect, all-around Web guru
* Andrew Gronosky: Benevolent(?) dictator
  * I nominate myself, Yair, to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical
# Create mailing list for administrators
# Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
# Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational
# Recruit 1-3 new contributors
# Further develop policies and guidelines

== Content
# Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use Pie.
# Decide where fan Saga sites will go.  On Tribunal pages, all on one big index page, something else?
 * Yair: I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the "[tribunal X]" page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
# Get some useful content going.  Andrew G. will start by migrating the rules FAQ from Redcap
 * Yair: I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also,
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205594007</unix>
						<iso>2008-03-15 16:13:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Response on Yair's copyright comments</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
  * Yair: how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).

 * Andrew: HarcoWeb is another idea.

= Site design

I think it's advisable to add a trademark notice at the foot of each page.  
  * Yair: Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
  * Andrew: OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

 * Yair: I would suggest making the Overview page the front-page, not the About page. People coming into the site would want to see its functionality, not a detailed explanation about what this site is and isn't and how to contribute to it; that comes later. 

** I suggest reorganizing the page too. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Cannon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

 * Yair: I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
 ** Andrew: We have a poor man's version of that: the mailing list.

Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical
# Create mailing list for administrators
# Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
# Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational
# Recruit 1-3 new contributors
# Further develop policies and guidelines

== Content
# Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use Pie.
# Decide where fan Saga sites will go.  On Tribunal pages, all on one big index page, something else?
 * Yair: I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the "[tribunal X]" page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
# Get some useful content going.  Andrew G. will start by migrating the rules FAQ from Redcap
 * Yair: I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205594055</unix>
						<iso>2008-03-15 16:14:15</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Mailing list is done</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
  * Yair: how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).

 * Andrew: HarcoWeb is another idea.

= Site design

I think it's advisable to add a trademark notice at the foot of each page.  
  * Yair: Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
  * Andrew: OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

 * Yair: I would suggest making the Overview page the front-page, not the About page. People coming into the site would want to see its functionality, not a detailed explanation about what this site is and isn't and how to contribute to it; that comes later. 

** I suggest reorganizing the page too. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Cannon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

 * Yair: I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
 ** Andrew: We have a poor man's version of that: the mailing list.

= Administrative Roles and Titles

* Pitt Murmann: Founder, system administrator, Pie architect, all-around Web guru
* Andrew Gronosky: Benevolent(?) dictator
  * I nominate myself, Yair, to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical
# ts.  (for now we are using security through obscurity)
# Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational
# Recruit 1-3 new contributors
# Further develop policies and guidelines

== Content
# Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use Pie.
# Decide where fan Saga sites will go.  On Tribunal pages, all on one big index page, something else?
 * Yair: I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the "[tribunal X]" page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
# Get some useful content going.  Andrew G. will start by migrating the rules FAQ from Redcap
 * Yair: I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1205610322</unix>
						<iso>2008-03-15 20:45:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Reformatting. Note on name collisions</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

I think it's advisable to add a trademark notice at the foot of each page.  
* '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
* '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I would suggest making the [[Overview]] page the front-page, not the [[About]] page. People coming into the site would want to see its functionality, not a detailed explanation about what this site is and isn't and how to contribute to it; that comes later. 
** I suggest reorganizing the page too. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.
* '''Yair''': I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
** '''Andrew''': We have a poor man's version of that: the mailing list.
** '''Pitt''': I'm afraid, the wiki doesn't support comments on pages as of yet. This might be an option for the future. Meanwhile, let's help ourselves with the mailing list as well as bulleted lists and enumerations.

= Administrative Roles and Titles

* Pitt Murmann: Founder, system administrator, [[http://pie.ekkaia.org/|Pie]] architect, all-around Web guru
* Andrew Gronosky: Benevolent(?) dictator
* I nominate myself, Yair, to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
*** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1205614200</unix>
						<iso>2008-03-15 21:50:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Reformatting. Note on name collisions</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

I think it's advisable to add a trademark notice at the foot of each page.  
* '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
* '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I would suggest making the [[Overview]] page the front-page, not the [[About]] page. People coming into the site would want to see its functionality, not a detailed explanation about what this site is and isn't and how to contribute to it; that comes later. 
** I suggest reorganizing the page too. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.
* '''Yair''': I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
** '''Andrew''': We have a poor man's version of that: the mailing list.
** '''Pitt''': I'm afraid, the wiki doesn't support comments on pages as of yet. This might be an option for the future. Meanwhile, let's help ourselves with the mailing list as well as bulleted lists and enumerations.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Founder, system administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Benevolent(?) dictator.
* I nominate myself, [[Yair]], to the position of ronosky]]: Benevolent(?) dictator.
* I nominate myself, [[Yair]], to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
*** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partia
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1205626507</unix>
						<iso>2008-03-16 01:15:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Responses to content discussion</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

I think it's advisable to add a trademark notice at the foot of each page.  
* '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
* '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I would suggest making the [[Overview]] page the front-page, not the [[About]] page. People coming into the site would want to see its functionality, not a detailed explanation about what this site is and isn't and how to contribute to it; that comes later. 
** I suggest reorganizing the page too. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.
* '''Yair''': I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
** '''Andrew''': We have a poor man's version of that: the mailing list.
** '''Pitt''': I'm afraid, the wiki doesn't support comments on pages as of yet. This might be an option for the future. Meanwhile, let's help ourselves with the mailing list as well as bulleted lists and enumerations.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Founder, system administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Benevolent(?) dictator.
* I nominate myself, [[Yair]], to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
*** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
*** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.

*  '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when 
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1205627084</unix>
						<iso>2008-03-16 01:24:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Changed my role</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

I think it's advisable to add a trademark notice at the foot of each page.  
* '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
* '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I would suggest making the [[Overview]] page the front-page, not the [[About]] page. People coming into the site would want to see its functionality, not a detailed explanation about what this site is and isn't and how to contribute to it; that comes later. 
** I suggest reorganizing the page too. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.
* '''Yair''': I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
** '''Andrew''': We have a poor man's version of that: the mailing list.
** '''Pitt''': I'm afraid, the wiki doesn't support comments on pages as of yet. This might be an option for the future. Meanwhile, let's help ourselves with the mailing list as well as bulleted lists and enumerations.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Founder, system administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitoricensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* I nominate myself, [[Yair]], to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
*** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
*** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical p
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1205654501</unix>
						<iso>2008-03-16 09:01:41</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I suggest reorganizing the Overview page. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

* '''Yair''': I don't suppose it is possible to activate a , let's help ourselves with the mailing list as well as bulleted lists and enumerations.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Founder, system administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* I nominate myself, [[Yair]], to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.

* Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the n
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1205669286</unix>
						<iso>2008-03-16 13:08:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>detail on books?</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I suggest reorganizing the Overview page. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

* '''Yair''': I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
** '''Andrew''': We have a poor man's version of that: the mailing list.
** '''Pitt''': I'm afraid, the wiki doesn't support comments on pages as of yet. This might be an option for the future. Meanwhile, let's help ourselves with the mailing list as well as bulleted lists and enumerations.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Founder, system administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* I nominate myself, [[Yair]], to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* ''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1205672843</unix>
						<iso>2008-03-16 14:07:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Comments on Tribunal pages and page name nomenclature</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I suggest reorganizing the Overview page. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

* '''Yair''': I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
** '''Andrew''': We have a poor man's version of that: the mailing list.
** '''Pitt''': I'm afraid, the wiki doesn't support comments on pages as of yet. This might be an option for the future. Meanwhile, let's help ourselves with the mailing list as well as bulleted lists and enumerations.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* I nominate myself, [[Yair]], to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1205674304</unix>
						<iso>2008-03-16 14:31:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>answering Pitt</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I suggest reorganizing the Overview page. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

* '''Yair''': I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
** '''Andrew''': We have a poor man's version of that: the mailing list.
** '''Pitt''': I'm afraid, the wiki doesn't support comments on pages as of yet. This might be an option for the future. Meanwhile, let's help ourselves with the mailing list as well as bulleted lists and enumerations.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* I nominate myself, [[Yair]], to the position of Head Vagabond, In Charge of Nothing In Particular. ;-) 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )

* *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes
]]></text>
				</version>
				<version number="16">
					<timestamp tz="GMT">
						<unix>1205674383</unix>
						<iso>2008-03-16 14:33:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>assumed my title</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I suggest reorganizing the Overview page. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

* '''Yair''': I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
** '''Andrew''': We have a poor man's version of that: the mailing list.
** '''Pitt''': I'm afraid, the wiki doesn't support comments on pages as of yet. This might be an option for the future. Meanwhile, let's help ourselves with the mailing list as well as bulleted lists and enumerations.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.
]]></text>
				</version>
				<version number="17">
					<timestamp tz="GMT">
						<unix>1205690798</unix>
						<iso>2008-03-16 19:06:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Response on Yair's copyright comment and on level of detail</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I suggest reorganizing the Overview page. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

* '''Yair''': I don't suppose it is possible to activate a Discuss-this-page feature? That would be helpful.
** '''Andrew''': We have a poor man's version of that: the mailing list.
** '''Pitt''': I'm afraid, the wiki doesn't support comments on pages as of yet. This might be an option for the future. Meanwhile, let's help ourselves with the mailing list as well as bulleted lists and enumerations.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.
*** *Andrew*: With regard to copyright: I think it was a mistake for David to ever have asserted copyright on Project: Redcap -- it causes only difficulties and is no real benefit to David.  He did this in 1997 when the World Wide Web was like the Wild West and no one knew what would happen; I think his intent was to stop someone from plagiarizing Redcap and trying to make money from it.  Since we (I) are making a big deal about Atlas's copyrights I feel the need to be consistent.  We ought not to just pretend the copyright doesn't exist.  David gave me (written) permission to "do whatever I want" with the Redcap content.  So when I say "used with permission," what I want to communicate is 1) the copyright does still exist and 2) we don't need to worry about it.
** *Pitt*: *: With regard to copyright: I think it was a mistake for David to ever have asserted copyright on Project: Redcap -- it causes only difficulties and is no real benefit to David.  He did this in 1997 when the World Wide Web was like the Wild West and no one knew what would happen; I think his intent was to stop someone from plagiarizing Redcap and trying to make money from it.  Since we (I) are making a big deal about Atlas's copyrights I feel the need to be consistent.  We ought not to just pretend the copyright doesn't exist.  David gave me (written) permission to "do whatever I want" with the Redcap content.  So when I say "used with permission," what I want to communicate is 1) the copyright does still exist and 2) we don't need to worry about it.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]],** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules ope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games p
]]></text>
				</version>
				<version number="18">
					<timestamp tz="GMT">
						<unix>1205831538</unix>
						<iso>2008-03-18 10:12:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Overview &amp; Feature Request</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I suggest reorganizing the Overview page. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.

** Since Andrew agreed it is better than the current one, I'm gonna change the [[Overview]] to the one in the [[Sandbox]] now. 

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

 it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.
*** *Andrew*: With regard to copyright: I think it was a mistake for David to ever have asserted copyright on Project: Redcap -- it causes only difficulties and is no real benefit to David.  He did this in 1997 when the World Wide Web was like the Wild West and no one knew what would happen; I think his intent was to stop someone from plagiarizing Redcap and trying to make money from it.  Since we (I) are making a big deal about Atlas's copyrights I feel the need to be consistent.  We ought not to just pretend the copyright doesn't exist.  David gave me (written) permission to "do whatever I want" with the Redcap content.  So when I say "used with permission," what I want to communicate is 1) the copyright does still exist and 2) we don't need to worry about it.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are per
]]></text>
				</version>
				<version number="19">
					<timestamp tz="GMT">
						<unix>1205831607</unix>
						<iso>2008-03-18 10:13:27</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I suggest reorganizing the Overview page. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.
* Since Andrew agreed it is better than the current one, I'm gonna change the [[Overview]] to the one in the [[Sandbox]] now. 

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.
*** *Andrew*: With regard to copyright: I think it was a mistake for David to ever have asserted copyright on Project: Redcap -- it causes only difficulties and is no real benefit to David.  He did this in 1997 when the World Wide Web was like the Wild West and no one knew what would happen; I think his intent was to stop someone from plagiarizing Redcap and trying to make money from it.  Since we (I) are making a big deal about Atlas's copyrights I feel the need to be consistent.  We ought not to just pretend the copyright doesn't exist.  David gave me (written) permission to "do whatever I want" with the Redcap content.  So when I say "used with permission," what I want to communicate is 1) the copyright does still exist and 2) we don't need to worry about it.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.
]]></text>
				</version>
				<version number="20">
					<timestamp tz="GMT">
						<unix>1205929324</unix>
						<iso>2008-03-19 13:22:04</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I suggest reorganizing the Overview page. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.
** Since Andrew agreed it is better than the current one, I'm gonna change the [[Overview]] to the one in the [[Sandbox]] now. 

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.
*** *Andrew*: With regard to copyright: I think it was a mistake for David to ever have asserted copyright on Project: Redcap -- it causes only difficulties and is no real benefit to David.  He did this in 1997 when the World Wide Web was like the Wild West and no one knew what would happen; I think his intent was to stop someone from plagiarizing Redcap and trying to make money from it.  Since we (I) are making a big deal about Atlas's copyrights I feel the need to be consistent.  We ought not to just pretend the copyright doesn't exist.  David gave me (written) permission to "do whatever I want" with the Redcap content.  So when I say "used with permission," what I want to communicate is 1) the copyright does still exist and 2) we don't need to worry about it.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.
]]></text>
				</version>
				<version number="21">
					<timestamp tz="GMT">
						<unix>1206405560</unix>
						<iso>2008-03-25 01:39:20</iso>
					</timestamp>
					<author>dchart</author>
					<comment>Redcap copyright solution</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': I suggest reorganizing the Overview page. That the wiki lacks a hierarchy is one thing, presenting things in a disorganizing manner isn't helpful to its users - especially first-time users. I suggest a division into information on Canon, Fan Content, and Misc. The suggested reorganized page is at the [[Sandbox]] page.
** Since Andrew agreed it is better than the current one, I'm gonna change the [[Overview]] to the one in the [[Sandbox]] now. 

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.
*** *Andrew*: With regard to copyright: I think it was a mistake for David to ever have asserted copyright on Project: Redcap -- it causes only difficulties and is no real benefit to David.  He did this in 1997 when the World Wide Web was like the Wild West and no one knew what would happen; I think his intent was to stop someone from plagiarizing Redcap and trying to make money from it.  Since we (I) are making a big deal about Atlas's copyrights I feel the need to be consistent.  We ought not to just pretend the copyright doesn't exist.  David gave me (written) permission to "do whatever I want" with the Redcap content.  So when I say "used with permission," what I want to communicate is 1) the copyright does still exist and 2) we don't need to worry about it.
**** '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.

** * '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.

** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
** '''Yair''': I suggest migrating the Grand Index - partial though it is! - from the wiki as well. Also, I'll write some stuff up when I can...
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Sinc
]]></text>
				</version>
				<version number="22">
					<timestamp tz="GMT">
						<unix>1206458481</unix>
						<iso>2008-03-25 16:21:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>question about copyrights 2</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': Irg/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Yair''': I suggest replicating the redcap.org organization in this respect: provide links to Tribunal-pages each containing a referral to the _tribunal X_ page actually describing the Tribunal in cannonical ArM, and a list of non-Canonical covenants. You don't want the non-Cannonical covenants when you look up the cannonical one, and you don't want the brief description of the tribunal and links to official sources on it when you're browsing for other people's sagas.
** '''Pitt''': That's probably a good idea, and provides a reasonable means to find what you are looking for.
** '''Andrew''' I tried this out for the [[Stonehenge Tribunal]].  That page refers to the canonical Tribunal, and has a link to the [[Stonehenge Sagas]] page of non-canonical Saga sites.  What do you guys think?  If you like it then we can close this task.
** '''Yair''': I like your [[Stonehenge Sagas]] page a lot and copied the formatting for the [[Rhine Sagas]] page (I didn't realize we needed David Charts' copyright notice there, I thought you had copyrights over redcap content). Regarding the [[Stonehenge Tribunal]] page, I think a brief description of the tribunal is in order and that the list of covenants shouldn't be bulleted as that puts too much attention/space to it; see the [[Rhine Tribunal]] page for my conversion of your format with these changes.
*** *Andrew*: With regard to copyright: I think it was a mistake for David to ever have asserted copyright on Project: Redcap -- it causes only difficulties and is no real benefit to David.  He did this in 1997 when the World Wide Web was like the Wild West and no one knew what would happen; I think his intent was to stop someone from plagiarizing Redcap and trying to make money from it.  Since we (I) are making a big deal about Atlas's copyrights I feel the need to be consistent.  We ought not to just pretend the copyright doesn't exist.  David gave me (written) permission to "do whatever I want" with the Redcap content.  So when I say "used with permission," what I want to communicate is 1) the copyright does still exist and 2) we don't need to worry about it.
**** '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
**** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; a**** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)

** *gh I wouldn't do it if Atlas objects...)

** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[httpions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.
]]></text>
				</version>
				<version number="23">
					<timestamp tz="GMT">
						<unix>1206551578</unix>
						<iso>2008-03-26 18:12:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Copyright gets its own heading</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Andrew'': This is pretty much settled.  I moved the copyright spin-off to a new subject heading and deleted the old discussionity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Actually, I don't think the scenario you mention (posting Atlas's cover images) is "fair use" at all; fair use means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  Any the map of the Tribunal boundaries is, IMO, going much too far (the image is scanned from an Atlas Games book).  We could probably get permission to use all of this stuff but that raises another issue: I think it would be rude to pester David and John asking for permission to use this or that all the time.  We volunteered to invest a lot of time in this site, but David and John didn't.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Actually, I don't think the scenario you mention (posting Atlas's cover images) is "fair use" at all; fair use means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  Any the map of the Tribunal boundaries is, IMO, going much too far (the image is scanned from an Atlas Games book).  We could probably get permission to use all of this stuff but that raises another issue: I think it would be rude to pester David and John asking for permission to use this or that all the time.  We volunteered to invest a lot of time in this site, but David and John didn't.
]]></text>
				</version>
				<version number="24">
					<timestamp tz="GMT">
						<unix>1206561518</unix>
						<iso>2008-03-26 20:58:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Moderated tone of copyright comments</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Andrew'': This is pretty much settled.  I moved the copyright spin-off to a new subject heading and deleted the old discussion

** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law he copyright holder doesn't object."  The requirements for fair use are relatively stringent.  The map of the The requirements for fair use are relatively stringent.  The map of the Tribunal boundaries is, IMO, going too far om an Atlas Games book).  We could probably get permission to use some of this stuff but tsome raises another issue: namely, we ought not tonamely, we ought not to make a nuisance of ourselves, s, pesing John Nephew and David Chart with requests David Chart with requeXfor Y
]]></text>
				</version>
				<version number="25">
					<timestamp tz="GMT">
						<unix>1206582695</unix>
						<iso>2008-03-27 02:51:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Undeleting contents.</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Andrew'': This is pretty much settled.  I moved the copyright spin-off to a new subject heading and deleted the old discussion

** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.
** *Pitt*: No problem. Just select the page (or what is left of it), and click *History*. In the forthcoming list, click the *Edit* symbol of the version you would like to get back. A new version is started, and you can combine any new text with the snapshot of the version you just selected. Nothing is ever lost unless you completely delete a page.

* *Pitt*: No problem. Just select the page (or what is left of it), and click *History*. In the forthcoming list, click the *Edit* symbol of the version you would like to get back. A new version is started, and you can combine any new text with the snapshot of the version you just selected. Nothing is ever lost unless you completely delete a page.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relat
]]></text>
				</version>
				<version number="26">
					<timestamp tz="GMT">
						<unix>1206605487</unix>
						<iso>2008-03-27 09:11:27</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Andrew'': This is pretty much settled.  I moved the copyright spin-off to a new subject heading and deleted the old discussion

** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.
** *Pitt*: No problem. Just select the page (or what is left of it), and click *History*. In the forthcoming list, click the *Edit* symbol of the version you would like to get back. A new version is started, and you can combine any new text with the snapshot of the version you just selected. Nothing is ever lost unless you completely delete a page.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  The map of the Tribunal boundaries is, IMO, going too far (the image is scanned from an Atlas Games book).  We could probably get permission to use some of this stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering John Nephew and David Chart with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission. 
I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
]]></text>
				</version>
				<version number="27">
					<timestamp tz="GMT">
						<unix>1206614605</unix>
						<iso>2008-03-27 11:43:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Answered questions about copyrights for maps</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Andrew'': This is pretty much settled.  I moved the copyright spin-off to a new subject heading and deleted the old discussion

** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.
** *Pitt*: No problem. Just select the page (or what is left of it), and click *History*. In the forthcoming list, click the *Edit* symbol of the version you would like to get back. A new version is started, and you can combine any new text with the snapshot of the version you just selected. Nothing is ever lost unless you completely delete a page.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  The map of the Tribunal boundaries is, IMO, going too far (the image is scanned from an Atlas Games book).  We could probably get permission to use some of this stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering John Nephew and David Chart with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission. 
I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
*** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
]]></text>
				</version>
				<version number="28">
					<timestamp tz="GMT">
						<unix>1206622698</unix>
						<iso>2008-03-27 13:58:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>On maps.</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Andrew'': This is pretty much settled.  I moved the copyright spin-off to a new subject heading and deleted the old discussion

** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.
** *Pitt*: No problem. Just select the page (or what is left of it), and click *History*. In the forthcoming list, click the *Edit* symbol of the version you would like to get back. A new version is started, and you can combine any new text with the snapshot of the version you just selected. Nothing is ever lost unless you completely delete a page.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  The map of the Tribunal boundaries is, IMO, going too far (the image is scanned from an Atlas Games book).  We could probably get permission to use some of this stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering John Nephew and David Chart with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission. 
I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
*** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
*** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
]]></text>
				</version>
				<version number="29">
					<timestamp tz="GMT">
						<unix>1206625035</unix>
						<iso>2008-03-27 14:37:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>map discussion</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Andrew'': This is pretty much settled.  I moved the copyright spin-off to a new subject heading and deleted the old discussion

** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.
** *Pitt*: No problem. Just select the page (or what is left of it), and click *History*. In the forthcoming list, click the *Edit* symbol of the version you would like to get back. A new version is started, and you can combine any new text with the snapshot of the version you just selected. Nothing is ever lost unless you completely delete a page.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  The map of the Tribunal boundaries is, IMO, going too far (the image is scanned from an Atlas Games book).  We could probably get permission to use some of this stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering John Nephew and David Chart with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission. 
I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
*** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
*** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
I certainly don't have the skill (or time, or program) to draw a map, based on historial maps or not, or to do all the nifty linking Andrew suggests. I was thinking instead to rely on maps already in the public domain, such as ancient maps, or modern but free maps, or even NASA's Blue Marble satellite picture - geography hasn't change THAT much that a modern picture of the Europe isn't a good reflection of it in 1220.
]]></text>
				</version>
				<version number="30">
					<timestamp tz="GMT">
						<unix>1206642155</unix>
						<iso>2008-03-27 19:22:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Map discussion</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Andrew'': This is pretty much settled.  I moved the copyright spin-off to a new subject heading and deleted the old discussion

** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.
** *Pitt*: No problem. Just select the page (or what is left of it), and click *History*. In the forthcoming list, click the *Edit* symbol of the version you would like to get back. A new version is started, and you can combine any new text with the snapshot of the version you just selected. Nothing is ever lost unless you completely delete a page.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  The map of the Tribunal boundaries is, IMO, going too far (the image is scanned from an Atlas Games book).  We could probably get permission to use some of this stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering John Nephew and David Chart with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission. 
I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
*** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
*** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
I certainly don't have the skill (or time, or program) to draw a map, based on historial maps or not, or to do all the nifty linking Andrew suggests. I was thinking instead to rely on maps already in the public domain, such as ancient maps, or modern but free maps, or even NASA's Blue Marble satellite picture - geography hasn't change THAT much that a modern picture of the Europe isn't a good reflection of it in 1220.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.
]]></text>
				</version>
				<version number="31">
					<timestamp tz="GMT">
						<unix>1206646525</unix>
						<iso>2008-03-27 20:35:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Disk space.</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We could use a catchier name for the site.  The current suggestion is HermesWeb.  If anyone has other ideas, please post them here.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

*I think it's advisable to add a trademark notice at the foot of each page.  
** '''Yair''': Is that really necessary at the bottom of EACH page? I would think putting it in the front-page and perhaps the copyrights page would be enough; just it isn't added to the bottom of every page in a book. Of course, I am not a lawyer.
** '''Andrew''': OK, maybe it's better to put a trademark notice only on the page that defines the trademarked term.

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Head Vagabond, In Charge of Nothing In Particular. 

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

== Technical

* Set up approval mechanism for user accounts.  (for now we are using security through obscurity)
* Set up mechanism for deactivating a user account (this may be a hard job)

== Organizational

* Recruit 1-3 new contributors
* Further develop policies and guidelines

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
* Decide where fan Saga sites will go. On Tribunal pages, all on one big index page, something else?
** '''Andrew'': This is pretty much settled.  I moved the copyright spin-off to a new subject heading and deleted the old discussion

** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

* Get some useful content going.  Andrew G. will start by migrating the rules [[http://redcap.org/FAQ/FAQ.html|FAQ from Redcap]]
* '''Pitt''': We will have to think about name collisions in a multilingual environment. Name collisions occur when multiple pages refer to a term that has the same spelling in different languages. This is especially relevant for proper names. Solutions that work out of the box: name spaces/hierarchies (like [@French/Bonisagus]), or specifiers (like [@Bonisagus (French)]).
** '''Andrew''' I think it makes more sense to say [@Bonisagus (Français)] -- refer to the language by the name it calls itself.  I slightly prefer to have the language keyword after the page title, so the title shows up in alphabetic order grouped next to other pages on the same subject (lexical proximity corresponds to semantic proximity, if that makes any sense)
** '''Yair''': This sounds very sensible to me. The primary site must remain pure English, other languages will have a slightly more difficult time in defining page names - that's not that bad.
** *Pitt*: I agree with both of you. Since multi-byte characters are permitted in page names, even [@Bonisagus (日本語)] would be possible.

* *Yair*: I accidently deleted some stuff from the Sandbox (your templates, Pitt), and can't get it back. Is there a way to revert the page? I can't find that option.
** *Pitt*: No problem. Just select the page (or what is left of it), and click *History*. In the forthcoming list, click the *Edit* symbol of the version you would like to get back. A new version is started, and you can combine any new text with the snapshot of the version you just selected. Nothing is ever lost unless you completely delete a page.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  The map of the Tribunal boundaries is, IMO, going too far (the image is scanned from an Atlas Games book).  We could probably get permission to use some of this stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering [[John Nephew]] and [[David Chart]] with re with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission. 
I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
*** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
*** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
I certainly don't have the skill (or time, or program) to draw a map, based on historial maps or not, or to do all the nifty linking Andrew suggests. I was thinking instead to rely on maps already in the public domain, such as ancient maps, or modern but free maps, or even NASA's Blue Marble satellite picture - geography hasn't change THAT much that a modern picture of the Europe isn't a good reflection of it in 1220.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months f
*** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.
]]></text>
				</version>
				<version number="32">
					<timestamp tz="GMT">
						<unix>1209223558</unix>
						<iso>2008-04-26 17:25:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Cleaned out old business</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We have settled on HermesWeb as a working name for this site, but we are open to other possibilities.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

'''Andrew''': It occurs to me we might want to have a "Fan Community" button on the navigation pane at left, in addition to the buttons that already are there.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* Revise writer's guidelines.  Separate into sub-topics: what title to use, how to lay out a page (give an example outline?), how to use [[http://pie.ekkaia.org/|Pie]].
*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

=Copyright Issues

* '''David''': Copyright, unlike trademark, comes automatically. But yes, back in 1997 I was being cautious. At this point, however, I'm happy to put all of the Redcap files into the public domain, so that copyright will go away and you can stop worrying about it.
** '''Yair''': Good! A more thorny issue: Atlas' copyrights over images. I presume uploading the picture of the product ([[GotF]] etc.) and posting it on the relevant page falls under Fair Use? Or is allowed? What about drawing the boundaries of regional tribunals? I put up a few for illustrative purposes, see for example the [[Rhine Tribunal]] page. Is that alright? (Even if not, BTW, I believe drawing the boundaries on an otherwise public domain map is; although I wouldn't do it if Atlas objects...)
*** '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  The map of the Tribunal boundaries is, IMO, going too far (the image is scanned from an Atlas Games book).  We could probably get permission to use some of this stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering [[John Nephew]] and [[David Chart]] with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission. 
I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
*** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
*** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
I certainly don't have the skill (or time, or program) to draw a map, based on historial maps or not, or to do all the nifty linking Andrew suggests. I was thinking instead to rely on maps already in the public domain, such as ancient maps, or modern but free maps, or even NASA's Blue Marble satellite picture - geography hasn't change THAT much that a modern picture of the Europe isn't a good reflection of it in 1220.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.
*** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.
]]></text>
				</version>
				<version number="33">
					<timestamp tz="GMT">
						<unix>1209224273</unix>
						<iso>2008-04-26 17:37:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-organized and trimmed topics</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We have settled on HermesWeb as a working name for this site, but we are open to other possibilities.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

'''Andrew''': It occurs to me we might want to have a "Fan Community" button on the navigation pane at left, in addition to the buttons that already are there.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...
* *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
** *

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* '''Yair'': I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.

===Level of detail

*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

=Copyright Issues

* '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  We could probably get permission to use some stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering [[John Nephew]] and [[David Chart]] with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission.
]]></text>
				</version>
				<version number="34">
					<timestamp tz="GMT">
						<unix>1209474595</unix>
						<iso>2008-04-29 15:09:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We have settled on HermesWeb as a working name for this site, but we are open to other possibilities.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

'''Andrew''': It occurs to me we might want to have a "Fan Community" button on the navigation pane at left, in addition to the buttons that already are there.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...
* *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* '''Yair'': I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.

===Level of detail

*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

=Copyright Issues

* '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  We could probably get permission to use some stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering [[John Nephew]] and [[David Chart]] with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission.
*** '''Andrew''': I guess an exception would be if an Atlas Games employee with authority to make such decisions were to post copyrighted material here (with an appropriate notice).  We'd be glad to accept anything Atlas wants to contribute, but as we agreed above, let's not pester Atlas with requests.
]]></text>
				</version>
				<version number="35">
					<timestamp tz="GMT">
						<unix>1210205017</unix>
						<iso>2008-05-08 02:03:37</iso>
					</timestamp>
					<author>Visitor</author>
					<comment>Test of new user</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We have settled on HermesWeb as a working name for this site, but we are open to other possibilities.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

'''Andrew''': It occurs to me we might want to have a "Fan Community" button on the navigation pane at left, in addition to the buttons that already are there.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Andrew:''' I'm going to test the ability to add and delete accounts.  Adding works...

* '''Andrew:''' I'm going to test the ability to add and delete accounts.  Adding works...

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...
* *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* '''Yair'': I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.

===Level of detail

*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

=Copyright Issues

* '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  We could probably get permission to use some stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering [[John Nephew]] and [[David Chart]] with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission.
*** '''Andrew''': I guess an exception would be if an Atlas Games employee with authority to make such decisions were to post copyrighted material here (with an appropriate notice).  We'd be glad to accept anyth
]]></text>
				</version>
				<version number="36">
					<timestamp tz="GMT">
						<unix>1210205166</unix>
						<iso>2008-05-08 02:06:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Confirmed ability to delete users</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We have settled on HermesWeb as a working name for this site, but we are open to other possibilities.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

'''Andrew''': It occurs to me we might want to have a "Fan Community" button on the navigation pane at left, in addition to the buttons that already are there.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Andrew:''' I'm going to test the ability to add and delete accounts.  Adding works... and so does deletion. (I created a user account called RedShirtGrog then deleted it and proved I couldn't log back in.) and so does deletion. (I created a user account called RedShirtGrog then deleted it and proved I couldn't log back in.)

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...
* *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* '''Yair'': I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.

===Level of detail

*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

=Copyright Issues

* '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  We could probably get permission to use some stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering [[John Nephew]] and [[David Chart]] with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission.
*** '''Andrew''': I guess an exception would be if an Atlas Games employee with authority to make such decisions were to post copyrighted material here (with an appropriate notice).
]]></text>
				</version>
				<version number="37">
					<timestamp tz="GMT">
						<unix>1210260428</unix>
						<iso>2008-05-08 17:27:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Performed hard disk upgrade</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We have settled on HermesWeb as a working name for this site, but we are open to other possibilities.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

'''Andrew''': It occurs to me we might want to have a "Fan Community" button on the navigation pane at left, in addition to the buttons that already are there.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Andrew:''' I'm going to test the ability to add and delete accounts.  Adding works... and so does deletion. (I created a user account called RedShirtGrog then deleted it and proved I couldn't log back in.)

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...
* *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.
** *Pitt*: Just for the records: Last month, I descended into the vault of my [?ISP|Internet Service Provider] and upgraded the hard disk of the web server. There's now plenty of space for [[About|HermesWeb]], and we don't need to hold ourselves back anymore. This concerns those blessed with the [[Long-Winded]] ([[Enduring Constitution]]?) [[Virtue|virtue]] as well as those benefiting from being [[Inspirational]] or having [[Free Expression]].
* *Pitt*: The next major upgrade will be on the side of software. The code of the next major release is starting to take shape, but is still far from being considered even beta. Focusing on the requirements of our current project, the most prominent features will be:
** Restructuring the database: The combination of lots of pages on the one side, and many page versions on the other, will slow things down on the long run. Respective counter measures are being worked on.
** Localization: The ability to manage multiple languages of a page.
** Customization: Form and function should be more adaptable, and administrators should be able to make changes to the look & feel of the site without the help of the superuser. Keyword: navigation menu, [[http://www.w3.org/Style/CSS/|CSS]].
** Additional user level: Instead of just two (''User'', ''Administrator''), three would be fine: ''User'', ''Operator'', ''Administrator''.
** TBC

* *Pitt*: Just for the records: Last month, I descended into the vault of my [?ISP|Internet Service Provider] and upgraded the hard disk of the web server. There's now plenty of space for [[About|HermesWeb]], and we don't need to hold ourselves back anymore. This concerns those blessed with the [[Long-Winded]] ([[Enduring Constitution]]?) [[Virtue|virtue]] as well as those benefiting from being [[Inspirational]] or having [[Free Expression]].
* *Pitt*: The next major upgrade will be on the side of software. The code of the next major release is starting to take shape, but is still far from being considered even beta. Focusing on the requirements of our current project, the most prominent features will be:
** Restructuring the database: The combination of lots of pages on the one side, and many page versions on the other, will slow things down on the long run. Respective counter measures are being worked on.
** Localization: The ability to manage multiple languages of a page.
** Customization: Form and function should be more adaptable, and administrators should be able to make changes to the look & feel of the site without the help of the superuser. Keyword: navigation menu, [[http://www.w3.org/Style/CSS/|CSS]].
** Additional user level: Instead of just two (''User'', ''Administrator''), three would be fine: ''User'', ''Operator'', ''Administrator''.
** TBC

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* '''Yair'': I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.

===Level of detail

*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope
]]></text>
				</version>
				<version number="38">
					<timestamp tz="GMT">
						<unix>1210266357</unix>
						<iso>2008-05-08 19:05:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added comment on style sheet</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We have settled on HermesWeb as a working name for this site, but we are open to other possibilities.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

'''Andrew''': It occurs to me we might want to have a "Fan Community" button on the navigation pane at left, in addition to the buttons that already are there.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Andrew:''' I'm going to test the ability to add and delete accounts.  Adding works... and so does deletion. (I created a user account called RedShirtGrog then deleted it and proved I couldn't log back in.)

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...
* *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.
** *Pitt*: Just for the records: Last month, I descended into the vault of my [?ISP|Internet Service Provider] and upgraded the hard disk of the web server. There's now plenty of space for [[About|HermesWeb]], and we don't need to hold ourselves back anymore. This concerns those blessed with the [[Long-Winded]] ([[Enduring Constitution]]?) [[Virtue|virtue]] as well as those benefiting from being [[Inspirational]] or having [[Free Expression]].
* *Pitt*: The next major upgrade will be on the side of software. The code of the next major release is starting to take shape, but is still far from being considered even beta. Focusing on the requirements of our current project, the most prominent features will be:
** Restructuring the database: The combination of lots of pages on the one side, and many page versions on the other, will slow things down on the long run. Respective counter measures are being worked on.
** Localization: The ability to manage multiple languages of a page.
** Customization: Form and function should be more adaptable, and administrators should be able to make changes to the look & feel of the site without the help of the superuser. Keyword: navigation menu, [[http://www.w3.org/Style/CSS/|CSS]].
** Additional user level: Instead of just two (''User'', ''Administrator''), three would be fine: ''User'', ''Operator'', ''Administrator''.
** TBC
** '''Andrew''' Just a remark, I tried logging in to the site from my Palm Pilot and it was hard to read.  It may be possible to revise the default style sheet to help with this.  Is there a way to change the style sheet within Pie?

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* '''Yair'': I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.

===Level of detail

*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

=Copyright Issues

* '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  We could probably get permission to use some stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering [[John Nephew]] and [[David Chart]] with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission.
*** '''Andrew''': I guess an exception would be if an Atlas Games employee with authority to make such decisions were to post copyrighted material here (with an appropriate notice).  We'd be glad to accept anything Atlas wants to contribute, but as we agreed above, let's not pester Atlas with requests.
]]></text>
				</version>
				<version number="39">
					<timestamp tz="GMT">
						<unix>1210272773</unix>
						<iso>2008-05-08 20:52:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>On style sheets</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We have settled on HermesWeb as a working name for this site, but we are open to other possibilities.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

'''Andrew''': It occurs to me we might want to have a "Fan Community" button on the navigation pane at left, in addition to the buttons that already are there.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Andrew:''' I'm going to test the ability to add and delete accounts.  Adding works... and so does deletion. (I created a user account called RedShirtGrog then deleted it and proved I couldn't log back in.)

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...
* *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.
** *Pitt*: Just for the records: Last month, I descended into the vault of my [?ISP|Internet Service Provider] and upgraded the hard disk of the web server. There's now plenty of space for [[About|HermesWeb]], and we don't need to hold ourselves back anymore. This concerns those blessed with the [[Long-Winded]] ([[Enduring Constitution]]?) [[Virtue|virtue]] as well as those benefiting from being [[Inspirational]] or having [[Free Expression]].
* *Pitt*: The next major upgrade will be on the side of software. The code of the next major release is starting to take shape, but is still far from being considered even beta. Focusing on the requirements of our current project, the most prominent features will be:
** Restructuring the database: The combination of lots of pages on the one side, and many page versions on the other, will slow things down on the long run. Respective counter measures are being worked on.
** Localization: The ability to manage multiple languages of a page.
** Customization: Form and function should be more adaptable, and administrators should be able to make changes to the look & feel of the site without the help of the superuser. Keyword: navigation menu, [[http://www.w3.org/Style/CSS/|CSS]].
** Additional user level: Instead of just two (''User'', ''Administrator''), three would be fine: ''User'', ''Operator'', ''Administrator''.
** TBC
** '''Andrew''' Just a remark, I tried logging in to the site from my Palm Pilot and it was hard to read.  It may be possible to revise the default style sheet to help with this.  Is there a way to change the style sheet within Pie?
*** *Pitt*: Pie uses four different style sheets – one that is shared among all modes of operation, one printer specific, one for Browse mode, and one for Edit mode. The latter two specifically apply to [@screen] media, which may be inappropriate for PDA-sized displays. If you consider the PDA-support imperative, there are two (maybe more) solutions to this problem.
# If you tell me what media type the web browser of Palm OS relies on (if it isn't [@screen]), I could write a separate style sheet for it.
# We could adapt the existing style sheets to work for your Pilot. This is a little tricky, because supporting more exotic (like lynx, links) or older (like IE 5, NS4) platforms tends to result in drawbacks for the rest of the world, let alone the incompatibilities that we might face along the way, and that would have to be solved and circumvented.

** *Pitt*: Pie uses four different style sheets – one that is shared among all modes of operation, one printer specific, one for Browse mode, and one for Edit mode. The latter two specifically apply to [@screen] media, which may be inappropriate for PDA-sized displays. If you consider the PDA-support imperative, there are two (maybe more) solutions to this problem.
# If you tell me what media type the web browser of Palm OS relies on (if it isn't [@screen]), I could write a separate style sheet for it.
# We could adapt the existing style sheets to work for your Pilot. This is a little tricky, because supporting more exotic (like lynx, links) or older (like IE 5, NS4) platforms tends to result in drawbacks for the rest of the world, let alone the incompatibilities that we might face along the way, and that would have to be solved and circumvented.

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* '''Yair'': I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.

===Level of detail

*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

=Copyright Issues

* '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyrig
]]></text>
				</version>
				<version number="40">
					<timestamp tz="GMT">
						<unix>1210588723</unix>
						<iso>2008-05-12 12:38:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>On style sheets</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We have settled on HermesWeb as a working name for this site, but we are open to other possibilities.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

'''Andrew''': It occurs to me we might want to have a "Fan Community" button on the navigation pane at left, in addition to the buttons that already are there.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Andrew:''' I'm going to test the ability to add and delete accounts.  Adding works... and so does deletion. (I created a user account called RedShirtGrog then deleted it and proved I couldn't log back in.)

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...
* *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.
** *Pitt*: Just for the records: Last month, I descended into the vault of my [?ISP|Internet Service Provider] and upgraded the hard disk of the web server. There's now plenty of space for [[About|HermesWeb]], and we don't need to hold ourselves back anymore. This concerns those blessed with the [[Long-Winded]] ([[Enduring Constitution]]?) [[Virtue|virtue]] as well as those benefiting from being [[Inspirational]] or having [[Free Expression]].
* *Pitt*: The next major upgrade will be on the side of software. The code of the next major release is starting to take shape, but is still far from being considered even beta. Focusing on the requirements of our current project, the most prominent features will be:
** Restructuring the database: The combination of lots of pages on the one side, and many page versions on the other, will slow things down on the long run. Respective counter measures are being worked on.
** Localization: The ability to manage multiple languages of a page.
** Customization: Form and function should be more adaptable, and administrators should be able to make changes to the look & feel of the site without the help of the superuser. Keyword: navigation menu, [[http://www.w3.org/Style/CSS/|CSS]].
** Additional user level: Instead of just two (''User'', ''Administrator''), three would be fine: ''User'', ''Operator'', ''Administrator''.
** TBC
** '''Andrew''' Just a remark, I tried logging in to the site from my Palm Pilot and it was hard to read.  It may be possible to revise the default style sheet to help with this.  Is there a way to change the style sheet within Pie?
*** *Pitt*: Pie uses four different style sheets – one that is shared among all modes of operation, one printer specific, one for Browse mode, and one for Edit mode. The latter two specifically apply to [@screen] media, which may be inappropriate for PDA-sized displays. If you consider the PDA-support imperative, there are two (maybe more) solutions to this problem.
# If you tell me what media type the web browser of Palm OS relies on (if it isn't [@screen]), I could write a separate style sheet for it.
# We could adapt the existing style sheets to work for your Pilot. This is a little tricky, because supporting more exotic (like lynx, links) or older (like IE 5, NS4) platforms tends to result in drawbacks for the rest of the world, let alone the incompatibilities that we might face along the way, and that would have to be solved and circumvented.
*** I wouldn't say the style sheet is a high priority.  To answer your question, the Palm uses the screen meedia type, and therein lies the problem: its screen is about 7 cm wide, not 30.  It seems increasingly common for Web sites to require a certain minimum screen width, and that's inconvenient to users who want to use a small screen or simply to use a narrow window (as when viewing two windows side by side).  This is more of a personal preference than anything.  As I said, it's low priority, and we can continue the discussion by e-mail.

** I wouldn't say the style sheet is a high priority.  To answer your question, the Palm uses the screen meedia type, and therein lies the problem: its screen is about 7 cm wide, not 30.  It seems increasingly common for Web sites to require a certain minimum screen width, and that's inconvenient to users who want to use a small screen or simply to use a narrow window (as when viewing two windows side by side).  This is more of a personal preference than anything.  As I said, it's low priority, and we can continue the discussion by e-mail.

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* '''Yair'': I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.

===Level of detail

*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

=Copyright Issues

* '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  We could probably get permission to use some stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering [[John Nephew]] and [[David Chart]] with requests for permission to use X or Y.
*** '''Yai
]]></text>
				</version>
				<version number="41">
					<timestamp tz="GMT">
						<unix>1230554076</unix>
						<iso>2008-12-29 13:34:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated site design discussion</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= Naming the Site

We have settled on HermesWeb as a working name for this site, but we are open to other possibilities.
   
* '''Yair''': how about a proper Latin version of "Compendia Magica", or "Project Harco" (to designate something between Project Redcap and the Durenmar site), or "The Lyceum" (as a place to learn about Ars Magica).
* '''Andrew''': HarcoWeb is another idea.

= Site design

'''Andrew''': The current task I think is most important is getting the navigation topics worked out.  The [[Overview]] page is now a work in progress capturing the current draft navigation system.g the current draft navigation system.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Andrew:''' I'm going to test the ability to add and delete accounts.  Adding works... and so does deletion. (I created a user account called RedShirtGrog then deleted it and proved I couldn't log back in.)

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...
* *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.
** *Pitt*: Just for the records: Last month, I descended into the vault of my [?ISP|Internet Service Provider] and upgraded the hard disk of the web server. There's now plenty of space for [[About|HermesWeb]], and we don't need to hold ourselves back anymore. This concerns those blessed with the [[Long-Winded]] ([[Enduring Constitution]]?) [[Virtue|virtue]] as well as those benefiting from being [[Inspirational]] or having [[Free Expression]].
* *Pitt*: The next major upgrade will be on the side of software. The code of the next major release is starting to take shape, but is still far from being considered even beta. Focusing on the requirements of our current project, the most prominent features will be:
** Restructuring the database: The combination of lots of pages on the one side, and many page versions on the other, will slow things down on the long run. Respective counter measures are being worked on.
** Localization: The ability to manage multiple languages of a page.
** Customization: Form and function should be more adaptable, and administrators should be able to make changes to the look & feel of the site without the help of the superuser. Keyword: navigation menu, [[http://www.w3.org/Style/CSS/|CSS]].
** Additional user level: Instead of just two (''User'', ''Administrator''), three would be fine: ''User'', ''Operator'', ''Administrator''.
** TBC
** '''Andrew''' Just a remark, I tried logging in to the site from my Palm Pilot and it was hard to read.  It may be possible to revise the default style sheet to help with this.  Is there a way to change the style sheet within Pie?
*** *Pitt*: Pie uses four different style sheets – one that is shared among all modes of operation, one printer specific, one for Browse mode, and one for Edit mode. The latter two specifically apply to [@screen] media, which may be inappropriate for PDA-sized displays. If you consider the PDA-support imperative, there are two (maybe more) solutions to this problem.
# If you tell me what media type the web browser of Palm OS relies on (if it isn't [@screen]), I could write a separate style sheet for it.
# We could adapt the existing style sheets to work for your Pilot. This is a little tricky, because supporting more exotic (like lynx, links) or older (like IE 5, NS4) platforms tends to result in drawbacks for the rest of the world, let alone the incompatibilities that we might face along the way, and that would have to be solved and circumvented.
*** I wouldn't say the style sheet is a high priority.  To answer your question, the Palm uses the screen meedia type, and therein lies the problem: its screen is about 7 cm wide, not 30.  It seems increasingly common for Web sites to require a certain minimum screen width, and that's inconvenient to users who want to use a small screen or simply to use a narrow window (as when viewing two windows side by side).  This is more of a personal preference than anything.  As I said, it's low priority, and we can continue the discussion by e-mail.

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* '''Yair'': I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.

===Level of detail

*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

=Copyright Issues

* '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  We could probably get permission to use some stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering [[John Nephew]] and [[David Chart]] with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission.
*** '''Andrew''': I guess an exception would be if an Atlas Games employee with authority to make such decisions were to post copyrighted material here (with an appropriate notice).  We'd be glad to accept anything Atlas wants to contribute, but as we agreed above,
]]></text>
				</version>
				<version number="42">
					<timestamp tz="GMT">
						<unix>1230554255</unix>
						<iso>2008-12-29 13:37:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed &quot;naming the site&quot;; added &quot;e-mail list&quot;</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to [@mlm at lists dot ekkaia dot org] with the word [_subsribe hermesweb] in the subject line.

is now a work in progress capturing the current draft navigation system.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= To-Do List

Here is a running commentary on current tasks.

==Technical

* '''Andrew:''' I'm going to test the ability to add and delete accounts.  Adding works... and so does deletion. (I created a user account called RedShirtGrog then deleted it and proved I couldn't log back in.)

* '''Yair''': Is there a way to see which pages contain a particular borken link? For example, if I see that 3 pages are pointing to the required resource [[Artes Liberales]], can I see which 3 pages do so? If the page exists I can go to it and look at the Referers, but if it doesn't it seems I need to create it to look who refers to it...
* *Yair*: How large is the space available to us here? A repository of maps can eat up a lot of megabytes very quickly.
** *Pitt*: Concerning available space: If I'd reveil to you the fact that the server platform with its more than a dozen of network services is built around a sedated SPARC with a 4[_]GB hard drive only, from which about 800[_]MB are assigned as web space for an equal number of virtual hosts, you would be right to call that antiquated, so I would rather like to keep this fact an unspoken secret. However, unless you start to upload high resolution video files, the remaining capacity should suffice to hold a couple of [[Tribunal]] maps, hand-drawn [[Houses of Hermes|house symbols]] or [[Vis]] tokens, and whatnot. If you are familiar with media formats, you can easily optimize your output in regard of saving disk space (and thus download time) without losing (too much) quality. I could put together some guidelines of how to do that best, once I know how you want the images to look like. If the project continues to develop and grow at the current rate, I could even be persuaded to grow up a little as well to live up to 21['st] century standards. I won't let the project stagnate because of hardware limitations.
** *Pitt*: Just for the records: Last month, I descended into the vault of my [?ISP|Internet Service Provider] and upgraded the hard disk of the web server. There's now plenty of space for [[About|HermesWeb]], and we don't need to hold ourselves back anymore. This concerns those blessed with the [[Long-Winded]] ([[Enduring Constitution]]?) [[Virtue|virtue]] as well as those benefiting from being [[Inspirational]] or having [[Free Expression]].
* *Pitt*: The next major upgrade will be on the side of software. The code of the next major release is starting to take shape, but is still far from being considered even beta. Focusing on the requirements of our current project, the most prominent features will be:
** Restructuring the database: The combination of lots of pages on the one side, and many page versions on the other, will slow things down on the long run. Respective counter measures are being worked on.
** Localization: The ability to manage multiple languages of a page.
** Customization: Form and function should be more adaptable, and administrators should be able to make changes to the look & feel of the site without the help of the superuser. Keyword: navigation menu, [[http://www.w3.org/Style/CSS/|CSS]].
** Additional user level: Instead of just two (''User'', ''Administrator''), three would be fine: ''User'', ''Operator'', ''Administrator''.
** TBC
** '''Andrew''' Just a remark, I tried logging in to the site from my Palm Pilot and it was hard to read.  It may be possible to revise the default style sheet to help with this.  Is there a way to change the style sheet within Pie?
*** *Pitt*: Pie uses four different style sheets – one that is shared among all modes of operation, one printer specific, one for Browse mode, and one for Edit mode. The latter two specifically apply to [@screen] media, which may be inappropriate for PDA-sized displays. If you consider the PDA-support imperative, there are two (maybe more) solutions to this problem.
# If you tell me what media type the web browser of Palm OS relies on (if it isn't [@screen]), I could write a separate style sheet for it.
# We could adapt the existing style sheets to work for your Pilot. This is a little tricky, because supporting more exotic (like lynx, links) or older (like IE 5, NS4) platforms tends to result in drawbacks for the rest of the world, let alone the incompatibilities that we might face along the way, and that would have to be solved and circumvented.
*** I wouldn't say the style sheet is a high priority.  To answer your question, the Palm uses the screen meedia type, and therein lies the problem: its screen is about 7 cm wide, not 30.  It seems increasingly common for Web sites to require a certain minimum screen width, and that's inconvenient to users who want to use a small screen or simply to use a narrow window (as when viewing two windows side by side).  This is more of a personal preference than anything.  As I said, it's low priority, and we can continue the discussion by e-mail.

== Organizational

* Start promoting the site to the community and gradually seeking new contributors.
* Continue refining [[Policy]] and [[Contributing|contributors' guidelines]].

== Content

* '''Yair'': I do think a Tribunal-boundary map will greatly add to the entry, though. Would making ones from public domain maps be appropriate? Or would that still constitute a copyright violation?
** '''Andrew''': As I understand it, copyright applies to verbatim copies, not reproducing similar things from scratch.  So IMO it would be permissible to make our own Tribunal map.  At first I was wondering whether it's really important enough to make our own.  I've come to the conclusion that it would be great, especially if we could do something fancy like make a clickable image map of the Tribunals of Mythic Europe.  This also makes me think a repository of fan-created maps would be a good thing.  I have a couple I made with Campaign Cartographer.
** *Pitt*: You could link to the [[http://www.atlas-games.com/pdf_storage/europemap.pdf|official map]] as an external resource. However, the map, being a PDF, is not that useful for direct linking, but rather serves the purpose as a reference you download and consult as the case arises. Unless you want to provide a map for that case, bitmap graphics would be much more convenient for immediate media integration. It shouldn't be too hard to draw a map based on historical maps that take into account historical details, such as the coast line in 1220 A.D., and then release the artwork under [[http://creativecommons.org/|CC]], or a similar license type. I did that myself with maps of multiple scales, but these maps are mostly general or tactical in nature, and lack the context of an [[Ars Magica]] handout. On the other hand, they proved useful in [[Ars Magica]] sessions without the imposed context, nevertheless.
*** *Andrew*: I have the tools and the skillz to make a Tribunal map.  What I lack is the time to do it.  Maybe a couple of months from now.

===Level of detail

*'''Yair''': How much detail do we want covering books? There is [[Houses of Hermes Mystery Cults|very little]] detail, a [[Houses of Hermes: Societates| medium level]] of detail, or [[Houses of Hermes: Mystery Cults|a small review]] level of detail. I'm leaning towards the more-is-better approach, to give the reader the benefit of the community's  -  or at least writer's - experience with the product. However, I'm worried that this may intrude into too-much information, serving as a poor-man's version of the book by giving the ideas (even if not the mechanics) away.
** *Pitt*: Bulleted lists vs. continuous text: Both variants have their pros and cons. For a brief overview, just naming the canonical [[Covenant]]s might be enough. However, a list or even a dedicated sub section for each item allows for more information to be conveyed where such trivia is available. This arises the question of _how much_ should be said about canonical contents. Reveiling too many details might lead to copyright issues. For instance, in this particular case, would it be wise to talk about the relationship between [[Durenmar]] and [[Dankmar]], two [[Covenant]]s that have quite a reputation, or would that be beyond the scope of this project.
** *Yair*: I think that it defeats the point of a wiki to add much detail when a link offers you all the detail you need. The page on the Rhine Tribunal should just list the two covenants. The question you raise, however, is very relevant to all pages. I posted a question about that myself, above, starting with "How much detail...". I think the level of detail should be such as to not serve as a substitute for the product, but I'm worried that giving, e.g., the idea that Dankmar is an opponent of Durenmar residing in the same Black Forest and in league with the Forest Spirit might really be giving an excellent idea away. (In other words - I don't really know ;-) )
** *Andrew*: This is the central question of this project, IMO. I think the fact that Durenmar and Dankmar are adversaries is exactly the sort of thing we want to say.  The details of that rivalry, though, (why they are adversaries and what they do to each other) should be something people look up in GotF.  What I would hope for this site is that it can provide a nice overview of canon, cross-referenced and easy to search, that I can browse looking for cool things to use in my game.  Getting the full details of those cool things, of course, will require buying an Atlas Games product.

=Copyright Issues

* '''Andrew''': As a matter of policy I think we should just stay away from posting copyrighted material.  Just to be clear: fair use in U.S. law means "the copyright holder can't stop you even if they want to," not "the copyright holder doesn't object."  The requirements for fair use are relatively stringent.  We could probably get permission to use some stuff but that raises another issue: namely, we ought not to make a nuisance of ourselves, pestering [[John Nephew]] and [[David Chart]] with requests for permission to use X or Y.
*** '''Yair''': As a matter of policy, I guess your suggestion makes the most sense as it's easiest to apply - *we should stay away from posting any copyrighted material*. This will also cut down on our need to bother Atlas with requests for permission.
*** '''Andrew''': I guess an exception would be if an Atlas Games employee with authority to make such decisions were to post copyrighted material here (with an appropriate notice).  We'd be glad to accept anything Atlas wants to contribute, but as we agreed above, let's not pester Atlas with requests.
]]></text>
				</version>
				<version number="43">
					<timestamp tz="GMT">
						<unix>1245509114</unix>
						<iso>2009-06-20 16:45:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Deleted last year's tasks.  Updated to HermesWeb 2 tasks,</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the word __subsribe hermesweb__ in the subject line.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= Development Plans

We are in the process of migrating the site to the new version of Pie.  Probably as soon as that migration process is complete, we will move HermesWeb 2 to the address www.redcap.org and it will become the permanent replacement for the old Project: Redcap page.

= To-Do List

Here is a running commentary on current tasks.

==Categories

The new version of Pie uses categories to help users browse and search pages.  Every page should have at least one category.  A page can belong to more than one category.

As a suggestion, if it is not too late, I would prefer to call these "topics" rather than categories.  The word "category" seems to me to imply that every items fits into exactly one category, whereas the word "topic" doesn't to me imply a strict hierarchy.  However if it's not convenient to rename the concept, my concern can be address through the writer's guidelines.

Here are some categories I would suggest:

# HermesWeb Project (pages about the project: news, administration, policies, user documentation and so on)
# ArM1
# ArM2
# ArM3
# ArM4
# ArM5
# Products
# Mythic Europe
# Order of Hermes
# Rules
# Fan-Created Content
# Fan Community
# House Rules
# Characters
# Covenants
# Creatures
# Spells
# Enchanted Items
# Real History

== Templates

Templates can help improve the consistency of the site's look and feel.  This is more than just cosmetics: it helps the eye quickly scan the page for information one is looking for.  Current usability research indicates a user looks at a page for less than 5 seconds in order to evaluate whether it contains the information he wants.  Presenting things in a clear, consistent format will improve the _impression_ of usefulness.

I have created and attached several page templates:

[[ArM_General_Template.txt]]
[[Rules_Reference_Template.txt]]
[[ArM_Brief_Template.txt]] (for brief pages of only a few paragraphs)
[[Product_Description_Template.txt]]

I also think it would be a good idea to create a template for covenants and characters but I haven't made them yet.
]]></text>
				</version>
				<version number="44">
					<timestamp tz="GMT">
						<unix>1245616939</unix>
						<iso>2009-06-21 22:42:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>File rendered accessible.</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the word __subsribe hermesweb__ in the subject line.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= Development Plans

We are in the process of migrating the site to the new version of Pie.  Probably as soon as that migration process is complete, we will move HermesWeb 2 to the address www.redcap.org and it will become the permanent replacement for the old Project: Redcap page.

= To-Do List

Here is a running commentary on current tasks.

==Categories

The new version of Pie uses categories to help users browse and search pages.  Every page should have at least one category.  A page can belong to more than one category.

As a suggestion, if it is not too late, I would prefer to call these "topics" rather than categories.  The word "category" seems to me to imply that every items fits into exactly one category, whereas the word "topic" doesn't to me imply a strict hierarchy.  However if it's not convenient to rename the concept, my concern can be address through the writer's guidelines.

Here are some categories I would suggest:

# HermesWeb Project (pages about the project: news, administration, policies, user documentation and so on)
# ArM1
# ArM2
# ArM3
# ArM4
# ArM5
# Products
# Mythic Europe
# Order of Hermes
# Rules
# Fan-Created Content
# Fan Community
# House Rules
# Characters
# Covenants
# Creatures
# Spells
# Enchanted Items
# Real History

== Templates

Templates can help improve the consistency of the site's look and feel.  This is more than just cosmetics: it helps the eye quickly scan the page for information one is looking for.  Current usability research indicates a user looks at a page for less than 5 seconds in order to evaluate whether it contains the information he wants.  Presenting things in a clear, consistent format will improve the _impression_ of usefulness.

I have created and attached several page templates:

* {{file|ArM_General_Template.txt}}
* {{file|Rules_Reference_Template.txt}}
* {{file|ArM_Brief_Template.txt}} (for brief pages of only a few paragraphs)
* {{file|Product_Description_Template.txt}}

I also think it would be a good idea to create a template for covenants and characters but I haven't made them yet.
]]></text>
				</version>
				<version number="45">
					<timestamp tz="GMT">
						<unix>1245965622</unix>
						<iso>2009-06-25 23:33:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Revised the categories</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the word __subsribe hermesweb__ in the subject line.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= Development Plans

We are in the process of migrating the site to the new version of Pie.  Probably as soon as that migration process is complete, we will move HermesWeb 2 to the address www.redcap.org and it will become the permanent replacement for the old Project: Redcap page.

= To-Do List

Here is a running commentary on current tasks.

==Categories

The new version of Pie uses categories to help users browse and search pages.  Every page should have at least one category.  A page can belong to more than one category.

As a suggestion, if it is not too late, I would prefer to call these "topics" rather than categories.  The word "category" seems to me to imply that every items fits into exactly one category, whereas the word "topic" doesn't to me imply a strict hierarchy.  However if it's not convenient to rename the concept, my concern can be address through the writer's guidelines.

Here are some categories I would suggest:

# HermesWeb Project (pages about the project: news, administration, policies, user documentation and so on)
# ArM1
# ArM2
# ArM3
# ArM4
# ArM5
# Products
# Authors
# Fan-Created
# Mythic Europe
# Order of Hermes
# Rules
# Characters
# Covenants
# Spells and Enchantments
# Real History
# Community
# Stories
# Virtues and Flaws

== Templates

Templates can help improve the consistency of the site's look and feel.  This is more than just cosmetics: it helps the eye quickly scan the page for information one is looking for.  Current usability research indicates a user looks at a page for less than 5 seconds in order to evaluate whether it contains the information he wants.  Presenting things in a clear, consistent format will improve the _impression_ of usefulness.

I have created and attached several page templates:

* {{file|ArM_General_Template.txt}}
* {{file|Rules_Reference_Template.txt}}
* {{file|ArM_Brief_Template.txt}} (for brief pages of only a few paragraphs)
* {{file|Product_Description_Template.txt}}

I also think it would be a good idea to create a template for covenants and characters but I haven't made them yet.
]]></text>
				</version>
				<version number="46">
					<timestamp tz="GMT">
						<unix>1245965675</unix>
						<iso>2009-06-25 23:34:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Advice category</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the word __subsribe hermesweb__ in the subject line.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= Development Plans

We are in the process of migrating the site to the new version of Pie.  Probably as soon as that migration process is complete, we will move HermesWeb 2 to the address www.redcap.org and it will become the permanent replacement for the old Project: Redcap page.

= To-Do List

Here is a running commentary on current tasks.

==Categories

The new version of Pie uses categories to help users browse and search pages.  Every page should have at least one category.  A page can belong to more than one category.

As a suggestion, if it is not too late, I would prefer to call these "topics" rather than categories.  The word "category" seems to me to imply that every items fits into exactly one category, whereas the word "topic" doesn't to me imply a strict hierarchy.  However if it's not convenient to rename the concept, my concern can be address through the writer's guidelines.

Here are some categories I would suggest:

# HermesWeb Project (pages about the project: news, administration, policies, user documentation and so on)
# ArM1
# ArM2
# ArM3
# ArM4
# ArM5
# Products
# Authors
# Fan-Created
# Mythic Europe
# Order of Hermes
# Rules
# Characters
# Covenants
# Spells and Enchantments
# Real History
# Community
# Stories
# Virtues and Flaws
# Advice

== Templates

Templates can help improve the consistency of the site's look and feel.  This is more than just cosmetics: it helps the eye quickly scan the page for information one is looking for.  Current usability research indicates a user looks at a page for less than 5 seconds in order to evaluate whether it contains the information he wants.  Presenting things in a clear, consistent format will improve the _impression_ of usefulness.

I have created and attached several page templates:

* {{file|ArM_General_Template.txt}}
* {{file|Rules_Reference_Template.txt}}
* {{file|ArM_Brief_Template.txt}} (for brief pages of only a few paragraphs)
* {{file|Product_Description_Template.txt}}

I also think it would be a good idea to create a template for covenants and characters but I haven't made them yet.
]]></text>
				</version>
				<version number="47">
					<timestamp tz="GMT">
						<unix>1245967454</unix>
						<iso>2009-06-26 00:04:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Simplified suggested categories</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the word __subsribe hermesweb__ in the subject line.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= Development Plans

We are in the process of migrating the site to the new version of Pie.  Probably as soon as that migration process is complete, we will move HermesWeb 2 to the address www.redcap.org and it will become the permanent replacement for the old Project: Redcap page.

= To-Do List

Here is a running commentary on current tasks.

==Categories

The new version of Pie uses categories to help users browse and search pages.  Every page should have at least one category.  A page can belong to more than one category.

As a suggestion, if it is not too late, I would prefer to call these "topics" rather than categories.  The word "category" seems to me to imply that every items fits into exactly one category, whereas the word "topic" doesn't to me imply a strict hierarchy.  However if it's not convenient to rename the concept, my concern can be address through the writer's guidelines.

Here are some categories I would suggest:

# ArM1
# ArM2
# ArM3
# ArM4
# ArM5
# Canon
# Fan Created
# HermesWeb Project (pages about the project: news, administration, policies, user documentation and so on)
# Rules
# Publications & Authors
# How To
# Community

== Templates

Templates can help improve the consistency of the site's look and feel.  This is more than just cosmetics: it helps the eye quickly scan the page for information one is looking for.  Current usability research indicates a user looks at a page for less than 5 seconds in order to evaluate whether it contains the information he wants.  Presenting things in a clear, consistent format will improve the _impression_ of usefulness.

I have created and attached several page templates:

* {{file|ArM_General_Template.txt}}
* {{file|Rules_Reference_Template.txt}}
* {{file|ArM_Brief_Template.txt}} (for brief pages of only a few paragraphs)
* {{file|Product_Description_Template.txt}}

I also think it would be a good idea to create a template for covenants and characters but I haven't made them yet.
]]></text>
				</version>
				<version number="48">
					<timestamp tz="GMT">
						<unix>1245968508</unix>
						<iso>2009-06-26 00:21:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Deleted links to old attachments of templates</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the word __subsribe hermesweb__ in the subject line.

= Administrative Roles and Titles

* [[http://gt.ekkaia.org/page/Pitt_Murmann|Pitt Murmann]]: Site administrator, [[http://pie.ekkaia.org/|Pie]] architect, [[http://gt.ekkaia.org/page/Pitt_Murmann|web grog]].
* [[Andrew Gronosky]]: Atlas Games liason, unlicensed legal advisor, copyright Hoplite, and proofreading Quaesitor
* [[Yair]]: Content Archmage (Creo specialist)

Anyone else is free to invent and claim a role.  No minimum Art scores required.

= Development Plans

We are in the process of migrating the site to the new version of Pie.  Probably as soon as that migration process is complete, we will move HermesWeb 2 to the address www.redcap.org and it will become the permanent replacement for the old Project: Redcap page.

= To-Do List

Here is a running commentary on current tasks.

==Categories

The new version of Pie uses categories to help users browse and search pages.  Every page should have at least one category.  A page can belong to more than one category.

As a suggestion, if it is not too late, I would prefer to call these "topics" rather than categories.  The word "category" seems to me to imply that every items fits into exactly one category, whereas the word "topic" doesn't to me imply a strict hierarchy.  However if it's not convenient to rename the concept, my concern can be address through the writer's guidelines.

Here are some categories I would suggest:

# ArM1
# ArM2
# ArM3
# ArM4
# ArM5
# Canon
# Fan Created
# HermesWeb Project (pages about the project: news, administration, policies, user documentation and so on)
# Rules
# Publications & Authors
# How To
# Community

== Templates

Templates can help improve the consistency of the site's look and feel.  This is more than just cosmetics: it helps the eye quickly scan the page for information one is looking for.  Current usability research indicates a user looks at a page for less than 5 seconds in order to evaluate whether it contains the information he wants.  Presenting things in a clear, consistent format will improve the _impression_ of usefulness.

I've created a few templates but we could always use more.  You can view, edit, and add templates via the Moderation -> Templates menu option.  -- Andrew
]]></text>
				</version>
				<version number="49">
					<timestamp tz="GMT">
						<unix>1266794025</unix>
						<iso>2010-02-22 00:13:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.


{{toc}}


= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the words __subscribe hermesweb__ in the subject line.

= Design Questions

There are a number of design questions, articulated by Pitt on the mailing list, that we ought to keep in mind.  It will take time and consensus-building to fully settle all of these.  For now, the discussion is taking place on the Wiki.

== Scope 

{{quote| Even if we should come up with an answer like "infinite", we should still ask ourselves what the actual extend of the project is, as "infinite" would be still far better than "undefined", the current status. Is HermesWeb simply about collecting as much material about Ars Magica as possible? If so, are the sources supposed to be exclusively canon-only or rather unbounded, the latter including any sort of fan material? Is it about collecting links to external resources, or about hosting actual information on-site? We're likely to be revisiting the copyright dilemma here. We discussed most of this before, vaguely, but haven't found a solution yet, let alone nailed it down. All we know right now is what HermesWeb is not: it's not a collection of spells, effects, or items. SpellsWiki is far better suited for that purpose. It's (probably) also not exclusively about fan material, because that niche is covered by countless other sites, such as Durenmar et al.

When we decided to go for a wiki, we implicitly bought a concept that works similar to a dictionary: one page per term, with pages containing links to synonyms, antonyms, and other relatives. I'm not saying that a wiki can't be used to maintain a regular web site (in fact, I do that regularly), but I think that having ambiguous terms of any kind means to throttle its potential, especially in a multi-user environment with lots of different writing styles. If we went for the answer "infinite" to the question above, that is, for an unbound environment, we might be better off with a traditional hierarchical system, as it is represented by a file system, for example, because sooner or later we're going to find ourselves confronted with one of the following problems. }}

I think we all have ideas of what the scope should be -- it's just that, at present, we all probably have different ideas. ;-)  My own opinion is that the scope should encompass two things:

# Providing ''findable'' links to as much Ars Magica material as possible.  That is the original mission of Project: Redcap and the community needs a site that does that job.
# Being an encyclopedia of the canon, current and old.  This is the dictionary idea Pitt discussed above.

Fan-created content is welcome, but it is not our primary mission to host it.  For my part I am more interested in linking to fan content than in hosting it.  That said, if someone wants to put fan content here in order to make it easier to find (and to give it a wider audience), I see no reason to discourage him/her.

{{cite|Andrew G.}}
]]></text>
				</version>
				<version number="50">
					<timestamp tz="GMT">
						<unix>1266796294</unix>
						<iso>2010-02-22 00:51:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>The organization and design questions Pitt raised on the mailing list</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.


{{toc}}


= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the words __subscribe hermesweb__ in the subject line.

= Design Questions

There are a number of design questions, articulated by Pitt on the mailing list, that we ought to keep in mind.  It will take time and consensus-building to fully settle all of these.  For now, the discussion is taking place on the Wiki.

== Scope 

{{quote| Even if we should come up with an answer like "infinite", we should still ask ourselves what the actual extend of the project is, as "infinite" would be still far better than "undefined", the current status. Is HermesWeb simply about collecting as much material about Ars Magica as possible? If so, are the sources supposed to be exclusively canon-only or rather unbounded, the latter including any sort of fan material? Is it about collecting links to external resources, or about hosting actual information on-site? We're likely to be revisiting the copyright dilemma here. We discussed most of this before, vaguely, but haven't found a solution yet, let alone nailed it down. All we know right now is what HermesWeb is not: it's not a collection of spells, effects, or items. SpellsWiki is far better suited for that purpose. It's (probably) also not exclusively about fan material, because that niche is covered by countless other sites, such as Durenmar et al.

When we decided to go for a wiki, we implicitly bought a concept that works similar to a dictionary: one page per term, with pages containing links to synonyms, antonyms, and other relatives. I'm not saying that a wiki can't be used to maintain a regular web site (in fact, I do that regularly), but I think that having ambiguous terms of any kind means to throttle its potential, especially in a multi-user environment with lots of different writing styles. If we went for the answer "infinite" to the question above, that is, for an unbound environment, we might be better off with a traditional hierarchical system, as it is represented by a file system, for example, because sooner or later we're going to find ourselves confronted with one of the following problems. }}

I think we all have ideas of what the scope should be -- it's just that, at present, we all probably have different ideas. ;-)  My own opinion is that the scope should encompass two things:

# Providing ''findable'' links to as much Ars Magica material as possible.  That is the original mission of Project: Redcap and the community needs a site that does that job.
# Being an encyclopedia of the canon, current and old.  This is the dictionary idea Pitt discussed above.

Fan-created content is welcome, but it is not our primary mission to host it.  For my part I am more interested in linking to fan content than in hosting it.  That said, if someone wants to put fan content here in order to make it easier to find (and to give it a wider audience), I see no reason to discourage him/her.

{{cite|Andrew G.}}

== Threshold/Transition (between Scope and Namespace & Nomenclature) 

{{quote|I'm persistent. I'd like to revisit the dictionary thought. A wiki page is supposed to be expressed by its name, that is, the name it is referred to by other pages. There are numerous exceptions regarding feature-rich topics, but my general preference is to keep the average page relatively short, include links to other pages, and leave the more extensive sub topics to the linked pages to explain - divide et impera, by recursion. If, for example, I write an article about Troupe-Style Play, and want to explain the differences to a traditional, competitive GM vs. players scenario, I'd probably mention the role of the story guide and players, but any extensive coverage of the story guide would be a waste of time. Rather, the story guide deserves his own page, which can be easily maintained and extended, and, more importantly, linked by other pages.}}

Agreed, this is the way most of our pages ought to be designed.  The [[Writers Guidelines]] page (or something like it) should be updated to express this idea.

There will be a few exceptions, for lengthy articles or pages where it makes sense to collect together a large amount of information.  For example, most of our topic pages such as [[Welcome to Ars Magica]] and [[Order of Hermes]] will be big.  But, 90% of our articles should be short -- a few paragraphs with some links and references.

{{cite| Andrew G.}}

== Namespace & Nomenclature

{{quote|In the context of a dictionary, any ambiguity caused by an undefined scope is likely to lead to a confusingly arranged archipelago of information whose assignment of contents is not only random at best, but whose nodes are also insufficiently accessible by the visitor who wants to find and read them. I'd like to note that we found a pretty good solution for the \{founder,house,member\}-* dilemma, where * is one of the twelve Hermetic houses, and eventually created a reasonable bijective mapping of all information involved, yielding 3 times 12 distinctive pages.

What I'm trying to say is that, under the premise of a wiki, it is imperative to have a clearly structured nomenclature, one that more or less stands for itself, and one that can be used to comfortably retrieve the information contained in it. A wiki is not only about "use it, share it, contribute" - we could have that with a forum as well. It is also about structure.}}

I think the page categories help to make the information discoverable.  Nomenclature in general is something that we should address on the "How to Use this Site" page, which doesn't yet exist.

In addition to the \{founder,house,member\}-* dilemma, I think nomenclature issues occur in the titles of Ars Magica supplements: for instance, there are two supplements titled ''Covenants'' (one for 5th Edition and one for 2nd).  We should straighten it out with a consistent solution.  Pitt, I think you have more experience with this than I do.  Can you make any specific suggestions?

{{cite|Andrew G.}}


== Navigation

{{quote|When I'm consulted to design navigational mechanisms of web sites, I usually try to go for a 2-action limit, meaning that it must not take a visitor more than two actions to find what he's looking for, provided that

* he knows what he's looking for,
* what he's looking for exists somewhere on the site,
* the retrieval key to the final result is appropriate.

The first two points should be self explanatory. A unique key yields a result in just one action. In the context of a wiki, page name -> content mapping performs a 1-action navigation. If I know the name of a page, I can evoke it through a single page search action, or by following a single hyperlink.

An "appropriate" key, on the other hand, means some sort of partial information that differs from a unique key in that, when applied in the first action, it does not take the user more than one additional action to retrieve the final result. In our wiki, a partial match of a page name, or a category/tag match both take me to a preselection of matching candidates from which I can choose by performing a second action, a final click. However, this concept works only for clearly defined namespaces, and/or properly assigned categories. That's why it is so important to have a clearly defined nomenclature in a defined scope. Right now, we already have lots of contents, but are only half way to a suitable solution for uniform information retrieval. }}
]]></text>
				</version>
				<version number="51">
					<timestamp tz="GMT">
						<unix>1266796645</unix>
						<iso>2010-02-22 00:57:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Andrew G's response to navigation discussion</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.


{{toc}}


= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the words __subscribe hermesweb__ in the subject line.

= Design Questions

There are a number of design questions, articulated by Pitt on the mailing list, that we ought to keep in mind.  It will take time and consensus-building to fully settle all of these.  For now, the discussion is taking place on the Wiki.

== Scope 

{{quote| Even if we should come up with an answer like "infinite", we should still ask ourselves what the actual extend of the project is, as "infinite" would be still far better than "undefined", the current status. Is HermesWeb simply about collecting as much material about Ars Magica as possible? If so, are the sources supposed to be exclusively canon-only or rather unbounded, the latter including any sort of fan material? Is it about collecting links to external resources, or about hosting actual information on-site? We're likely to be revisiting the copyright dilemma here. We discussed most of this before, vaguely, but haven't found a solution yet, let alone nailed it down. All we know right now is what HermesWeb is not: it's not a collection of spells, effects, or items. SpellsWiki is far better suited for that purpose. It's (probably) also not exclusively about fan material, because that niche is covered by countless other sites, such as Durenmar et al.

When we decided to go for a wiki, we implicitly bought a concept that works similar to a dictionary: one page per term, with pages containing links to synonyms, antonyms, and other relatives. I'm not saying that a wiki can't be used to maintain a regular web site (in fact, I do that regularly), but I think that having ambiguous terms of any kind means to throttle its potential, especially in a multi-user environment with lots of different writing styles. If we went for the answer "infinite" to the question above, that is, for an unbound environment, we might be better off with a traditional hierarchical system, as it is represented by a file system, for example, because sooner or later we're going to find ourselves confronted with one of the following problems. }}

I think we all have ideas of what the scope should be -- it's just that, at present, we all probably have different ideas. ;-)  My own opinion is that the scope should encompass two things:

# Providing ''findable'' links to as much Ars Magica material as possible.  That is the original mission of Project: Redcap and the community needs a site that does that job.
# Being an encyclopedia of the canon, current and old.  This is the dictionary idea Pitt discussed above.

Fan-created content is welcome, but it is not our primary mission to host it.  For my part I am more interested in linking to fan content than in hosting it.  That said, if someone wants to put fan content here in order to make it easier to find (and to give it a wider audience), I see no reason to discourage him/her.

{{cite|Andrew G.}}

== Threshold/Transition (between Scope and Namespace & Nomenclature) 

{{quote|I'm persistent. I'd like to revisit the dictionary thought. A wiki page is supposed to be expressed by its name, that is, the name it is referred to by other pages. There are numerous exceptions regarding feature-rich topics, but my general preference is to keep the average page relatively short, include links to other pages, and leave the more extensive sub topics to the linked pages to explain - divide et impera, by recursion. If, for example, I write an article about Troupe-Style Play, and want to explain the differences to a traditional, competitive GM vs. players scenario, I'd probably mention the role of the story guide and players, but any extensive coverage of the story guide would be a waste of time. Rather, the story guide deserves his own page, which can be easily maintained and extended, and, more importantly, linked by other pages.}}

Agreed, this is the way most of our pages ought to be designed.  The [[Writers Guidelines]] page (or something like it) should be updated to express this idea.

There will be a few exceptions, for lengthy articles or pages where it makes sense to collect together a large amount of information.  For example, most of our topic pages such as [[Welcome to Ars Magica]] and [[Order of Hermes]] will be big.  But, 90% of our articles should be short -- a few paragraphs with some links and references.

{{cite| Andrew G.}}

== Namespace & Nomenclature

{{quote|In the context of a dictionary, any ambiguity caused by an undefined scope is likely to lead to a confusingly arranged archipelago of information whose assignment of contents is not only random at best, but whose nodes are also insufficiently accessible by the visitor who wants to find and read them. I'd like to note that we found a pretty good solution for the \{founder,house,member\}-* dilemma, where * is one of the twelve Hermetic houses, and eventually created a reasonable bijective mapping of all information involved, yielding 3 times 12 distinctive pages.

What I'm trying to say is that, under the premise of a wiki, it is imperative to have a clearly structured nomenclature, one that more or less stands for itself, and one that can be used to comfortably retrieve the information contained in it. A wiki is not only about "use it, share it, contribute" - we could have that with a forum as well. It is also about structure.}}

I think the page categories help to make the information discoverable.  Nomenclature in general is something that we should address on the "How to Use this Site" page, which doesn't yet exist.

In addition to the \{founder,house,member\}-* dilemma, I think nomenclature issues occur in the titles of Ars Magica supplements: for instance, there are two supplements titled ''Covenants'' (one for 5th Edition and one for 2nd).  We should straighten it out with a consistent solution.  Pitt, I think you have more experience with this than I do.  Can you make any specific suggestions?

{{cite|Andrew G.}}


== Navigation

{{quote|When I'm consulted to design navigational mechanisms of web sites, I usually try to go for a 2-action limit, meaning that it must not take a visitor more than two actions to find what he's looking for, provided that

* he knows what he's looking for,
* what he's looking for exists somewhere on the site,
* the retrieval key to the final result is appropriate.

The first two points should be self explanatory. A unique key yields a result in just one action. In the context of a wiki, page name -> content mapping performs a 1-action navigation. If I know the name of a page, I can evoke it through a single page search action, or by following a single hyperlink.

An "appropriate" key, on the other hand, means some sort of partial information that differs from a unique key in that, when applied in the first action, it does not take the user more than one additional action to retrieve the final result. In our wiki, a partial match of a page name, or a category/tag match both take me to a preselection of matching candidates from which I can choose by performing a second action, a final click. However, this concept works only for clearly defined namespaces, and/or properly assigned categories. That's why it is so important to have a clearly defined nomenclature in a defined scope. Right now, we already have lots of contents, but are only half way to a suitable solution for uniform information retrieval. }}

The two-action limit makes sense and is consistent with what theory I've read about usability.  This is why it is better in some cases to have big, complicated pages with many related things in one place. (The table of contents feature is important in that case).

It seems to me that we have two sorts of categories: categories that apply to things within the game world (such as Domus Magnae, the Hermetic Houses, etc.) and categories that matter to gamers (published books, authors, editions, "fluff" vs. "crunch").

So I'd welcome a bit more thought and discussion about categories and nomenclature, and it would be good to capture that discussion on a page somewhere.

{{cite|Andrew G.}}
]]></text>
				</version>
				<version number="52">
					<timestamp tz="GMT">
						<unix>1268213529</unix>
						<iso>2010-03-10 10:32:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>an Author category?</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.


{{toc}}


= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the words __subscribe hermesweb__ in the subject line.

= Design Questions

There are a number of design questions, articulated by Pitt on the mailing list, that we ought to keep in mind.  It will take time and consensus-building to fully settle all of these.  For now, the discussion is taking place on the Wiki.

== Scope 

{{quote| Even if we should come up with an answer like "infinite", we should still ask ourselves what the actual extend of the project is, as "infinite" would be still far better than "undefined", the current status. Is HermesWeb simply about collecting as much material about Ars Magica as possible? If so, are the sources supposed to be exclusively canon-only or rather unbounded, the latter including any sort of fan material? Is it about collecting links to external resources, or about hosting actual information on-site? We're likely to be revisiting the copyright dilemma here. We discussed most of this before, vaguely, but haven't found a solution yet, let alone nailed it down. All we know right now is what HermesWeb is not: it's not a collection of spells, effects, or items. SpellsWiki is far better suited for that purpose. It's (probably) also not exclusively about fan material, because that niche is covered by countless other sites, such as Durenmar et al.

When we decided to go for a wiki, we implicitly bought a concept that works similar to a dictionary: one page per term, with pages containing links to synonyms, antonyms, and other relatives. I'm not saying that a wiki can't be used to maintain a regular web site (in fact, I do that regularly), but I think that having ambiguous terms of any kind means to throttle its potential, especially in a multi-user environment with lots of different writing styles. If we went for the answer "infinite" to the question above, that is, for an unbound environment, we might be better off with a traditional hierarchical system, as it is represented by a file system, for example, because sooner or later we're going to find ourselves confronted with one of the following problems. }}

I think we all have ideas of what the scope should be -- it's just that, at present, we all probably have different ideas. ;-)  My own opinion is that the scope should encompass two things:

# Providing ''findable'' links to as much Ars Magica material as possible.  That is the original mission of Project: Redcap and the community needs a site that does that job.
# Being an encyclopedia of the canon, current and old.  This is the dictionary idea Pitt discussed above.

Fan-created content is welcome, but it is not our primary mission to host it.  For my part I am more interested in linking to fan content than in hosting it.  That said, if someone wants to put fan content here in order to make it easier to find (and to give it a wider audience), I see no reason to discourage him/her.

{{cite|Andrew G.}}

== Threshold/Transition (between Scope and Namespace & Nomenclature) 

{{quote|I'm persistent. I'd like to revisit the dictionary thought. A wiki page is supposed to be expressed by its name, that is, the name it is referred to by other pages. There are numerous exceptions regarding feature-rich topics, but my general preference is to keep the average page relatively short, include links to other pages, and leave the more extensive sub topics to the linked pages to explain - divide et impera, by recursion. If, for example, I write an article about Troupe-Style Play, and want to explain the differences to a traditional, competitive GM vs. players scenario, I'd probably mention the role of the story guide and players, but any extensive coverage of the story guide would be a waste of time. Rather, the story guide deserves his own page, which can be easily maintained and extended, and, more importantly, linked by other pages.}}

Agreed, this is the way most of our pages ought to be designed.  The [[Writers Guidelines]] page (or something like it) should be updated to express this idea.

There will be a few exceptions, for lengthy articles or pages where it makes sense to collect together a large amount of information.  For example, most of our topic pages such as [[Welcome to Ars Magica]] and [[Order of Hermes]] will be big.  But, 90% of our articles should be short -- a few paragraphs with some links and references.

{{cite| Andrew G.}}

== Namespace & Nomenclature

{{quote|In the context of a dictionary, any ambiguity caused by an undefined scope is likely to lead to a confusingly arranged archipelago of information whose assignment of contents is not only random at best, but whose nodes are also insufficiently accessible by the visitor who wants to find and read them. I'd like to note that we found a pretty good solution for the \{founder,house,member\}-* dilemma, where * is one of the twelve Hermetic houses, and eventually created a reasonable bijective mapping of all information involved, yielding 3 times 12 distinctive pages.

What I'm trying to say is that, under the premise of a wiki, it is imperative to have a clearly structured nomenclature, one that more or less stands for itself, and one that can be used to comfortably retrieve the information contained in it. A wiki is not only about "use it, share it, contribute" - we could have that with a forum as well. It is also about structure.}}

I think the page categories help to make the information discoverable.  Nomenclature in general is something that we should address on the "How to Use this Site" page, which doesn't yet exist.

In addition to the \{founder,house,member\}-* dilemma, I think nomenclature issues occur in the titles of Ars Magica supplements: for instance, there are two supplements titled ''Covenants'' (one for 5th Edition and one for 2nd).  We should straighten it out with a consistent solution.  Pitt, I think you have more experience with this than I do.  Can you make any specific suggestions?

{{cite|Andrew G.}}


== Navigation

{{quote|When I'm consulted to design navigational mechanisms of web sites, I usually try to go for a 2-action limit, meaning that it must not take a visitor more than two actions to find what he's looking for, provided that

* he knows what he's looking for,
* what he's looking for exists somewhere on the site,
* the retrieval key to the final result is appropriate.

The first two points should be self explanatory. A unique key yields a result in just one action. In the context of a wiki, page name -> content mapping performs a 1-action navigation. If I know the name of a page, I can evoke it through a single page search action, or by following a single hyperlink.

An "appropriate" key, on the other hand, means some sort of partial information that differs from a unique key in that, when applied in the first action, it does not take the user more than one additional action to retrieve the final result. In our wiki, a partial match of a page name, or a category/tag match both take me to a preselection of matching candidates from which I can choose by performing a second action, a final click. However, this concept works only for clearly defined namespaces, and/or properly assigned categories. That's why it is so important to have a clearly defined nomenclature in a defined scope. Right now, we already have lots of contents, but are only half way to a suitable solution for uniform information retrieval. }}

The two-action limit makes sense and is consistent with what theory I've read about usability.  This is why it is better in some cases to have big, complicated pages with many related things in one place. (The table of contents feature is important in that case).

It seems to me that we have two sorts of categories: categories that apply to things within the game world (such as Domus Magnae, the Hermetic Houses, etc.) and categories that matter to gamers (published books, authors, editions, "fluff" vs. "crunch").

So I'd welcome a bit more thought and discussion about categories and nomenclature, and it would be good to capture that discussion on a page somewhere.

{{cite|Andrew G.}}

== A Category Suggestion

Many of the often-referred to pages are authors. I suggest a new category would be useful - "Author". This can be extended to "Line Contributor", to include people like the Line Editor.

{{cite|Yair R.}}
]]></text>
				</version>
				<version number="53">
					<timestamp tz="GMT">
						<unix>1268225538</unix>
						<iso>2010-03-10 13:52:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Comment about Authors category</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.


{{toc}}


= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the words __subscribe hermesweb__ in the subject line.

= Design Questions

There are a number of design questions, articulated by Pitt on the mailing list, that we ought to keep in mind.  It will take time and consensus-building to fully settle all of these.  For now, the discussion is taking place on the Wiki.

== Scope 

{{quote| Even if we should come up with an answer like "infinite", we should still ask ourselves what the actual extend of the project is, as "infinite" would be still far better than "undefined", the current status. Is HermesWeb simply about collecting as much material about Ars Magica as possible? If so, are the sources supposed to be exclusively canon-only or rather unbounded, the latter including any sort of fan material? Is it about collecting links to external resources, or about hosting actual information on-site? We're likely to be revisiting the copyright dilemma here. We discussed most of this before, vaguely, but haven't found a solution yet, let alone nailed it down. All we know right now is what HermesWeb is not: it's not a collection of spells, effects, or items. SpellsWiki is far better suited for that purpose. It's (probably) also not exclusively about fan material, because that niche is covered by countless other sites, such as Durenmar et al.

When we decided to go for a wiki, we implicitly bought a concept that works similar to a dictionary: one page per term, with pages containing links to synonyms, antonyms, and other relatives. I'm not saying that a wiki can't be used to maintain a regular web site (in fact, I do that regularly), but I think that having ambiguous terms of any kind means to throttle its potential, especially in a multi-user environment with lots of different writing styles. If we went for the answer "infinite" to the question above, that is, for an unbound environment, we might be better off with a traditional hierarchical system, as it is represented by a file system, for example, because sooner or later we're going to find ourselves confronted with one of the following problems. }}

I think we all have ideas of what the scope should be -- it's just that, at present, we all probably have different ideas. ;-)  My own opinion is that the scope should encompass two things:

# Providing ''findable'' links to as much Ars Magica material as possible.  That is the original mission of Project: Redcap and the community needs a site that does that job.
# Being an encyclopedia of the canon, current and old.  This is the dictionary idea Pitt discussed above.

Fan-created content is welcome, but it is not our primary mission to host it.  For my part I am more interested in linking to fan content than in hosting it.  That said, if someone wants to put fan content here in order to make it easier to find (and to give it a wider audience), I see no reason to discourage him/her.

{{cite|Andrew G.}}

== Threshold/Transition (between Scope and Namespace & Nomenclature) 

{{quote|I'm persistent. I'd like to revisit the dictionary thought. A wiki page is supposed to be expressed by its name, that is, the name it is referred to by other pages. There are numerous exceptions regarding feature-rich topics, but my general preference is to keep the average page relatively short, include links to other pages, and leave the more extensive sub topics to the linked pages to explain - divide et impera, by recursion. If, for example, I write an article about Troupe-Style Play, and want to explain the differences to a traditional, competitive GM vs. players scenario, I'd probably mention the role of the story guide and players, but any extensive coverage of the story guide would be a waste of time. Rather, the story guide deserves his own page, which can be easily maintained and extended, and, more importantly, linked by other pages.}}

Agreed, this is the way most of our pages ought to be designed.  The [[Writers Guidelines]] page (or something like it) should be updated to express this idea.

There will be a few exceptions, for lengthy articles or pages where it makes sense to collect together a large amount of information.  For example, most of our topic pages such as [[Welcome to Ars Magica]] and [[Order of Hermes]] will be big.  But, 90% of our articles should be short -- a few paragraphs with some links and references.

{{cite| Andrew G.}}

== Namespace & Nomenclature

{{quote|In the context of a dictionary, any ambiguity caused by an undefined scope is likely to lead to a confusingly arranged archipelago of information whose assignment of contents is not only random at best, but whose nodes are also insufficiently accessible by the visitor who wants to find and read them. I'd like to note that we found a pretty good solution for the \{founder,house,member\}-* dilemma, where * is one of the twelve Hermetic houses, and eventually created a reasonable bijective mapping of all information involved, yielding 3 times 12 distinctive pages.

What I'm trying to say is that, under the premise of a wiki, it is imperative to have a clearly structured nomenclature, one that more or less stands for itself, and one that can be used to comfortably retrieve the information contained in it. A wiki is not only about "use it, share it, contribute" - we could have that with a forum as well. It is also about structure.}}

I think the page categories help to make the information discoverable.  Nomenclature in general is something that we should address on the "How to Use this Site" page, which doesn't yet exist.

In addition to the \{founder,house,member\}-* dilemma, I think nomenclature issues occur in the titles of Ars Magica supplements: for instance, there are two supplements titled ''Covenants'' (one for 5th Edition and one for 2nd).  We should straighten it out with a consistent solution.  Pitt, I think you have more experience with this than I do.  Can you make any specific suggestions?

{{cite|Andrew G.}}


== Navigation

{{quote|When I'm consulted to design navigational mechanisms of web sites, I usually try to go for a 2-action limit, meaning that it must not take a visitor more than two actions to find what he's looking for, provided that

* he knows what he's looking for,
* what he's looking for exists somewhere on the site,
* the retrieval key to the final result is appropriate.

The first two points should be self explanatory. A unique key yields a result in just one action. In the context of a wiki, page name -> content mapping performs a 1-action navigation. If I know the name of a page, I can evoke it through a single page search action, or by following a single hyperlink.

An "appropriate" key, on the other hand, means some sort of partial information that differs from a unique key in that, when applied in the first action, it does not take the user more than one additional action to retrieve the final result. In our wiki, a partial match of a page name, or a category/tag match both take me to a preselection of matching candidates from which I can choose by performing a second action, a final click. However, this concept works only for clearly defined namespaces, and/or properly assigned categories. That's why it is so important to have a clearly defined nomenclature in a defined scope. Right now, we already have lots of contents, but are only half way to a suitable solution for uniform information retrieval. }}

The two-action limit makes sense and is consistent with what theory I've read about usability.  This is why it is better in some cases to have big, complicated pages with many related things in one place. (The table of contents feature is important in that case).

It seems to me that we have two sorts of categories: categories that apply to things within the game world (such as Domus Magnae, the Hermetic Houses, etc.) and categories that matter to gamers (published books, authors, editions, "fluff" vs. "crunch").

So I'd welcome a bit more thought and discussion about categories and nomenclature, and it would be good to capture that discussion on a page somewhere.

{{cite|Andrew G.}}

== A Category Suggestion

Many of the often-referred to pages are authors. I suggest a new category would be useful - "Author". This can be extended to "Line Contributor", to include people like the Line Editor.

{{cite|Yair R.}}

Good idea; let's do it.  Let's go with "Line Contributor."

{{cite|Andrew G.}}
]]></text>
				</version>
				<version number="54">
					<timestamp tz="GMT">
						<unix>1268228582</unix>
						<iso>2010-03-10 14:43:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Recommendation for Author category</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.


{{toc}}


= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the words __subscribe hermesweb__ in the subject line.

= Design Questions

There are a number of design questions, articulated by Pitt on the mailing list, that we ought to keep in mind.  It will take time and consensus-building to fully settle all of these.  For now, the discussion is taking place on the Wiki.

== Scope 

{{quote| Even if we should come up with an answer like "infinite", we should still ask ourselves what the actual extend of the project is, as "infinite" would be still far better than "undefined", the current status. Is HermesWeb simply about collecting as much material about Ars Magica as possible? If so, are the sources supposed to be exclusively canon-only or rather unbounded, the latter including any sort of fan material? Is it about collecting links to external resources, or about hosting actual information on-site? We're likely to be revisiting the copyright dilemma here. We discussed most of this before, vaguely, but haven't found a solution yet, let alone nailed it down. All we know right now is what HermesWeb is not: it's not a collection of spells, effects, or items. SpellsWiki is far better suited for that purpose. It's (probably) also not exclusively about fan material, because that niche is covered by countless other sites, such as Durenmar et al.

When we decided to go for a wiki, we implicitly bought a concept that works similar to a dictionary: one page per term, with pages containing links to synonyms, antonyms, and other relatives. I'm not saying that a wiki can't be used to maintain a regular web site (in fact, I do that regularly), but I think that having ambiguous terms of any kind means to throttle its potential, especially in a multi-user environment with lots of different writing styles. If we went for the answer "infinite" to the question above, that is, for an unbound environment, we might be better off with a traditional hierarchical system, as it is represented by a file system, for example, because sooner or later we're going to find ourselves confronted with one of the following problems. }}

I think we all have ideas of what the scope should be -- it's just that, at present, we all probably have different ideas. ;-)  My own opinion is that the scope should encompass two things:

# Providing ''findable'' links to as much Ars Magica material as possible.  That is the original mission of Project: Redcap and the community needs a site that does that job.
# Being an encyclopedia of the canon, current and old.  This is the dictionary idea Pitt discussed above.

Fan-created content is welcome, but it is not our primary mission to host it.  For my part I am more interested in linking to fan content than in hosting it.  That said, if someone wants to put fan content here in order to make it easier to find (and to give it a wider audience), I see no reason to discourage him/her.

{{cite|Andrew G.}}

== Threshold/Transition (between Scope and Namespace & Nomenclature) 

{{quote|I'm persistent. I'd like to revisit the dictionary thought. A wiki page is supposed to be expressed by its name, that is, the name it is referred to by other pages. There are numerous exceptions regarding feature-rich topics, but my general preference is to keep the average page relatively short, include links to other pages, and leave the more extensive sub topics to the linked pages to explain - divide et impera, by recursion. If, for example, I write an article about Troupe-Style Play, and want to explain the differences to a traditional, competitive GM vs. players scenario, I'd probably mention the role of the story guide and players, but any extensive coverage of the story guide would be a waste of time. Rather, the story guide deserves his own page, which can be easily maintained and extended, and, more importantly, linked by other pages.}}

Agreed, this is the way most of our pages ought to be designed.  The [[Writers Guidelines]] page (or something like it) should be updated to express this idea.

There will be a few exceptions, for lengthy articles or pages where it makes sense to collect together a large amount of information.  For example, most of our topic pages such as [[Welcome to Ars Magica]] and [[Order of Hermes]] will be big.  But, 90% of our articles should be short -- a few paragraphs with some links and references.

{{cite| Andrew G.}}

== Namespace & Nomenclature

{{quote|In the context of a dictionary, any ambiguity caused by an undefined scope is likely to lead to a confusingly arranged archipelago of information whose assignment of contents is not only random at best, but whose nodes are also insufficiently accessible by the visitor who wants to find and read them. I'd like to note that we found a pretty good solution for the \{founder,house,member\}-* dilemma, where * is one of the twelve Hermetic houses, and eventually created a reasonable bijective mapping of all information involved, yielding 3 times 12 distinctive pages.

What I'm trying to say is that, under the premise of a wiki, it is imperative to have a clearly structured nomenclature, one that more or less stands for itself, and one that can be used to comfortably retrieve the information contained in it. A wiki is not only about "use it, share it, contribute" - we could have that with a forum as well. It is also about structure.}}

I think the page categories help to make the information discoverable.  Nomenclature in general is something that we should address on the "How to Use this Site" page, which doesn't yet exist.

In addition to the \{founder,house,member\}-* dilemma, I think nomenclature issues occur in the titles of Ars Magica supplements: for instance, there are two supplements titled ''Covenants'' (one for 5th Edition and one for 2nd).  We should straighten it out with a consistent solution.  Pitt, I think you have more experience with this than I do.  Can you make any specific suggestions?

{{cite|Andrew G.}}


== Navigation

{{quote|When I'm consulted to design navigational mechanisms of web sites, I usually try to go for a 2-action limit, meaning that it must not take a visitor more than two actions to find what he's looking for, provided that

* he knows what he's looking for,
* what he's looking for exists somewhere on the site,
* the retrieval key to the final result is appropriate.

The first two points should be self explanatory. A unique key yields a result in just one action. In the context of a wiki, page name -> content mapping performs a 1-action navigation. If I know the name of a page, I can evoke it through a single page search action, or by following a single hyperlink.

An "appropriate" key, on the other hand, means some sort of partial information that differs from a unique key in that, when applied in the first action, it does not take the user more than one additional action to retrieve the final result. In our wiki, a partial match of a page name, or a category/tag match both take me to a preselection of matching candidates from which I can choose by performing a second action, a final click. However, this concept works only for clearly defined namespaces, and/or properly assigned categories. That's why it is so important to have a clearly defined nomenclature in a defined scope. Right now, we already have lots of contents, but are only half way to a suitable solution for uniform information retrieval. }}

The two-action limit makes sense and is consistent with what theory I've read about usability.  This is why it is better in some cases to have big, complicated pages with many related things in one place. (The table of contents feature is important in that case).

It seems to me that we have two sorts of categories: categories that apply to things within the game world (such as Domus Magnae, the Hermetic Houses, etc.) and categories that matter to gamers (published books, authors, editions, "fluff" vs. "crunch").

So I'd welcome a bit more thought and discussion about categories and nomenclature, and it would be good to capture that discussion on a page somewhere.

{{cite|Andrew G.}}

== A Category Suggestion

Many of the often-referred to pages are authors. I suggest a new category would be useful - "Author". This can be extended to "Line Contributor", to include people like the Line Editor.

{{cite|Yair R.}}

Good idea; let's do it.  Let's go with "Line Contributor."

{{cite|Andrew G.}}

I had the same idea a couple of days ago when Andrew added a great many texts about the various authors. Being able to rely on such a category would simplify the search for persons significantly. As for the term, the two options are mostly about convenience (“Author”) vs. correctness (“Line Contributor”), and is also about what the category is actually supposed to comprehend. As I see it, a Line Contributor specifically works towards a product published by [[Atlas Games]], the owner of the line, while an Author would be any one person that adds to the game as such, including renowned authors for zines like [[Hermes Portal]] or [[Sub
 Rosa Magazine]]. BTW, I think that either term would include the [[Line Editor]], because editing relies on authoring in the broadest sense.

{{cite|— Pitt}}
]]></text>
				</version>
				<version number="55">
					<timestamp tz="GMT">
						<unix>1268267742</unix>
						<iso>2010-03-11 01:35:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Response about new category for authors</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.


{{toc}}


= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the words __subscribe hermesweb__ in the subject line.

= Design Questions

There are a number of design questions, articulated by Pitt on the mailing list, that we ought to keep in mind.  It will take time and consensus-building to fully settle all of these.  For now, the discussion is taking place on the Wiki.

== Scope 

{{quote| Even if we should come up with an answer like "infinite", we should still ask ourselves what the actual extend of the project is, as "infinite" would be still far better than "undefined", the current status. Is HermesWeb simply about collecting as much material about Ars Magica as possible? If so, are the sources supposed to be exclusively canon-only or rather unbounded, the latter including any sort of fan material? Is it about collecting links to external resources, or about hosting actual information on-site? We're likely to be revisiting the copyright dilemma here. We discussed most of this before, vaguely, but haven't found a solution yet, let alone nailed it down. All we know right now is what HermesWeb is not: it's not a collection of spells, effects, or items. SpellsWiki is far better suited for that purpose. It's (probably) also not exclusively about fan material, because that niche is covered by countless other sites, such as Durenmar et al.

When we decided to go for a wiki, we implicitly bought a concept that works similar to a dictionary: one page per term, with pages containing links to synonyms, antonyms, and other relatives. I'm not saying that a wiki can't be used to maintain a regular web site (in fact, I do that regularly), but I think that having ambiguous terms of any kind means to throttle its potential, especially in a multi-user environment with lots of different writing styles. If we went for the answer "infinite" to the question above, that is, for an unbound environment, we might be better off with a traditional hierarchical system, as it is represented by a file system, for example, because sooner or later we're going to find ourselves confronted with one of the following problems. }}

I think we all have ideas of what the scope should be -- it's just that, at present, we all probably have different ideas. ;-)  My own opinion is that the scope should encompass two things:

# Providing ''findable'' links to as much Ars Magica material as possible.  That is the original mission of Project: Redcap and the community needs a site that does that job.
# Being an encyclopedia of the canon, current and old.  This is the dictionary idea Pitt discussed above.

Fan-created content is welcome, but it is not our primary mission to host it.  For my part I am more interested in linking to fan content than in hosting it.  That said, if someone wants to put fan content here in order to make it easier to find (and to give it a wider audience), I see no reason to discourage him/her.

{{cite|Andrew G.}}

== Threshold/Transition (between Scope and Namespace & Nomenclature) 

{{quote|I'm persistent. I'd like to revisit the dictionary thought. A wiki page is supposed to be expressed by its name, that is, the name it is referred to by other pages. There are numerous exceptions regarding feature-rich topics, but my general preference is to keep the average page relatively short, include links to other pages, and leave the more extensive sub topics to the linked pages to explain - divide et impera, by recursion. If, for example, I write an article about Troupe-Style Play, and want to explain the differences to a traditional, competitive GM vs. players scenario, I'd probably mention the role of the story guide and players, but any extensive coverage of the story guide would be a waste of time. Rather, the story guide deserves his own page, which can be easily maintained and extended, and, more importantly, linked by other pages.}}

Agreed, this is the way most of our pages ought to be designed.  The [[Writers Guidelines]] page (or something like it) should be updated to express this idea.

There will be a few exceptions, for lengthy articles or pages where it makes sense to collect together a large amount of information.  For example, most of our topic pages such as [[Welcome to Ars Magica]] and [[Order of Hermes]] will be big.  But, 90% of our articles should be short -- a few paragraphs with some links and references.

{{cite| Andrew G.}}

== Namespace & Nomenclature

{{quote|In the context of a dictionary, any ambiguity caused by an undefined scope is likely to lead to a confusingly arranged archipelago of information whose assignment of contents is not only random at best, but whose nodes are also insufficiently accessible by the visitor who wants to find and read them. I'd like to note that we found a pretty good solution for the \{founder,house,member\}-* dilemma, where * is one of the twelve Hermetic houses, and eventually created a reasonable bijective mapping of all information involved, yielding 3 times 12 distinctive pages.

What I'm trying to say is that, under the premise of a wiki, it is imperative to have a clearly structured nomenclature, one that more or less stands for itself, and one that can be used to comfortably retrieve the information contained in it. A wiki is not only about "use it, share it, contribute" - we could have that with a forum as well. It is also about structure.}}

I think the page categories help to make the information discoverable.  Nomenclature in general is something that we should address on the "How to Use this Site" page, which doesn't yet exist.

In addition to the \{founder,house,member\}-* dilemma, I think nomenclature issues occur in the titles of Ars Magica supplements: for instance, there are two supplements titled ''Covenants'' (one for 5th Edition and one for 2nd).  We should straighten it out with a consistent solution.  Pitt, I think you have more experience with this than I do.  Can you make any specific suggestions?

{{cite|Andrew G.}}


== Navigation

{{quote|When I'm consulted to design navigational mechanisms of web sites, I usually try to go for a 2-action limit, meaning that it must not take a visitor more than two actions to find what he's looking for, provided that

* he knows what he's looking for,
* what he's looking for exists somewhere on the site,
* the retrieval key to the final result is appropriate.

The first two points should be self explanatory. A unique key yields a result in just one action. In the context of a wiki, page name -> content mapping performs a 1-action navigation. If I know the name of a page, I can evoke it through a single page search action, or by following a single hyperlink.

An "appropriate" key, on the other hand, means some sort of partial information that differs from a unique key in that, when applied in the first action, it does not take the user more than one additional action to retrieve the final result. In our wiki, a partial match of a page name, or a category/tag match both take me to a preselection of matching candidates from which I can choose by performing a second action, a final click. However, this concept works only for clearly defined namespaces, and/or properly assigned categories. That's why it is so important to have a clearly defined nomenclature in a defined scope. Right now, we already have lots of contents, but are only half way to a suitable solution for uniform information retrieval. }}

The two-action limit makes sense and is consistent with what theory I've read about usability.  This is why it is better in some cases to have big, complicated pages with many related things in one place. (The table of contents feature is important in that case).

It seems to me that we have two sorts of categories: categories that apply to things within the game world (such as Domus Magnae, the Hermetic Houses, etc.) and categories that matter to gamers (published books, authors, editions, "fluff" vs. "crunch").

So I'd welcome a bit more thought and discussion about categories and nomenclature, and it would be good to capture that discussion on a page somewhere.

{{cite|Andrew G.}}

== A Category Suggestion

Many of the often-referred to pages are authors. I suggest a new category would be useful - "Author". This can be extended to "Line Contributor", to include people like the Line Editor.

{{cite|Yair R.}}

Good idea; let's do it. (rest of comment redacted)

{{cite|Andrew G.}}

I had the same idea a couple of days ago when Andrew added a great many texts about the various authors. Being able to rely on such a category would simplify the search for persons significantly. As for the term, the two options are mostly about convenience (“Author”) vs. correctness (“Line Contributor”), and is also about what the category is actually supposed to comprehend. As I see it, a Line Contributor specifically works towards a product published by [[Atlas Games]], the owner of the line, while an Author would be any one person that adds to the game as such, including renowned authors for zines like [[Hermes Portal]] or [[Sub
 Rosa Magazine]]. BTW, I think that either term would include the [[Line Editor]], because editing relies on authoring in the broadest sense.

{{cite|— Pitt}}

I find Pitt's argument for simplicity persuasive.  "Author" is easily understood whereas "Line Contributor" might make someone scratch his head.  I took the liberty of creating a category named "Author" and putting a bunch of authors in it.  No doubt I missed some.  We can re-name the category later if we don't like the name "Author"

{{cite|Andrew G.}}
]]></text>
				</version>
				<version number="56">
					<timestamp tz="GMT">
						<unix>1269566263</unix>
						<iso>2010-03-26 02:17:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added status &amp; plans; removed author category discussion</comment>
					<text><![CDATA[
This page is for administrative discussions among the site contributors.

{{toc}}

= Project Status & Plans

Updated 2010-03-25

We are preparing for a permanent merger with the [[http://www.redcap.org/ | Project: Redcap]] site.  The new site will be called Project: Redcap, but it will have all the contents of this site (HermesWeb).

Pitt is planning to implement and test a software upgrade before we merge the sites.  [[Andrew Gronosky]] will be shifting his efforts from content creation toward organization.

Andrew is also working on getting the [[writers guidelines]] page and other project-related pages into more useful shape.

= Getting Involved

In order to get a site added here, you don't have to edit the pages yourself.  You can [[contact]] Andrew, and ask him to post material for you.

If you do have an interest in editing pages yourself, you are welcome to do so.  You might want to experiment in the [[sandbox]] to get a feel for how editing works.

[[Contributing]] does not require you to open an account or join the mailing list.  We have a guest accounts that occasional contributors can use.  If you want to contribute regularly, using your own account just makes your contributions more visible.

= E-Mail List

We have an e-mail list that is actively used by team members to plan and discuss the development of this site.  To join, send e-mail to %%mlm at lists dot ekkaia dot org%% with the words __subscribe hermesweb__ in the subject line.

= Design Questions

There are a number of design questions, articulated by Pitt on the mailing list, that we ought to keep in mind.  It will take time and consensus-building to fully settle all of these.  For now, the discussion is taking place on the Wiki.

== Scope 

Basically, what is the site about?  What kinds of content do we want to include or exclude?

{{quote| Even if we should come up with an answer like "infinite", we should still ask ourselves what the actual extend of the project is, as "infinite" would be still far better than "undefined", the current status. Is HermesWeb simply about collecting as much material about Ars Magica as possible? If so, are the sources supposed to be exclusively canon-only or rather unbounded, the latter including any sort of fan material? Is it about collecting links to external resources, or about hosting actual information on-site? We're likely to be revisiting the copyright dilemma here. We discussed most of this before, vaguely, but haven't found a solution yet, let alone nailed it down. All we know right now is what HermesWeb is not: it's not a collection of spells, effects, or items. SpellsWiki is far better suited for that purpose. It's (probably) also not exclusively about fan material, because that niche is covered by countless other sites, such as Durenmar et al.

When we decided to go for a wiki, we implicitly bought a concept that works similar to a dictionary: one page per term, with pages containing links to synonyms, antonyms, and other relatives. I'm not saying that a wiki can't be used to maintain a regular web site (in fact, I do that regularly), but I think that having ambiguous terms of any kind means to throttle its potential, especially in a multi-user environment with lots of different writing styles. If we went for the answer "infinite" to the question above, that is, for an unbound environment, we might be better off with a traditional hierarchical system, as it is represented by a file system, for example, because sooner or later we're going to find ourselves confronted with one of the following problems. }}

I think we all have ideas of what the scope should be -- it's just that, at present, we all probably have different ideas. ;-)  My own opinion is that the scope should encompass two things:

# Providing ''findable'' links to as much Ars Magica material as possible.  That is the original mission of Project: Redcap and the community needs a site that does that job.
# Being an encyclopedia of the canon, current and old.  This is the dictionary idea Pitt discussed above.

Fan-created content is welcome, but it is not our primary mission to host it.  For my part I am more interested in linking to fan content than in hosting it.  That said, if someone wants to put fan content here in order to make it easier to find (and to give it a wider audience), I see no reason to discourage him/her.

{{cite|Andrew G.}}

== Threshold/Transition (between Scope and Namespace & Nomenclature) 

{{quote|I'm persistent. I'd like to revisit the dictionary thought. A wiki page is supposed to be expressed by its name, that is, the name it is referred to by other pages. There are numerous exceptions regarding feature-rich topics, but my general preference is to keep the average page relatively short, include links to other pages, and leave the more extensive sub topics to the linked pages to explain - divide et impera, by recursion. If, for example, I write an article about Troupe-Style Play, and want to explain the differences to a traditional, competitive GM vs. players scenario, I'd probably mention the role of the story guide and players, but any extensive coverage of the story guide would be a waste of time. Rather, the story guide deserves his own page, which can be easily maintained and extended, and, more importantly, linked by other pages.}}

Agreed, this is the way most of our pages ought to be designed.  The [[Writers Guidelines]] page (or something like it) should be updated to express this idea.

There will be a few exceptions, for lengthy articles or pages where it makes sense to collect together a large amount of information.  For example, most of our topic pages such as [[Welcome to Ars Magica]] and [[Order of Hermes]] will be big.  But, 90% of our articles should be short -- a few paragraphs with some links and references.

{{cite| Andrew G.}}

== Namespace & Nomenclature

{{quote|In the context of a dictionary, any ambiguity caused by an undefined scope is likely to lead to a confusingly arranged archipelago of information whose assignment of contents is not only random at best, but whose nodes are also insufficiently accessible by the visitor who wants to find and read them. I'd like to note that we found a pretty good solution for the \{founder,house,member\}-* dilemma, where * is one of the twelve Hermetic houses, and eventually created a reasonable bijective mapping of all information involved, yielding 3 times 12 distinctive pages.

What I'm trying to say is that, under the premise of a wiki, it is imperative to have a clearly structured nomenclature, one that more or less stands for itself, and one that can be used to comfortably retrieve the information contained in it. A wiki is not only about "use it, share it, contribute" - we could have that with a forum as well. It is also about structure.}}

I think the page categories help to make the information discoverable.  Nomenclature in general is something that we should address on the "How to Use this Site" page, which doesn't yet exist.

In addition to the \{founder,house,member\}-* dilemma, I think nomenclature issues occur in the titles of Ars Magica supplements: for instance, there are two supplements titled ''Covenants'' (one for 5th Edition and one for 2nd).  We should straighten it out with a consistent solution.  Pitt, I think you have more experience with this than I do.  Can you make any specific suggestions?

{{cite|Andrew G.}}


== Navigation

{{quote|When I'm consulted to design navigational mechanisms of web sites, I usually try to go for a 2-action limit, meaning that it must not take a visitor more than two actions to find what he's looking for, provided that

* he knows what he's looking for,
* what he's looking for exists somewhere on the site,
* the retrieval key to the final result is appropriate.

The first two points should be self explanatory. A unique key yields a result in just one action. In the context of a wiki, page name -> content mapping performs a 1-action navigation. If I know the name of a page, I can evoke it through a single page search action, or by following a single hyperlink.

An "appropriate" key, on the other hand, means some sort of partial information that differs from a unique key in that, when applied in the first action, it does not take the user more than one additional action to retrieve the final result. In our wiki, a partial match of a page name, or a category/tag match both take me to a preselection of matching candidates from which I can choose by performing a second action, a final click. However, this concept works only for clearly defined namespaces, and/or properly assigned categories. That's why it is so important to have a clearly defined nomenclature in a defined scope. Right now, we already have lots of contents, but are only half way to a suitable solution for uniform information retrieval. }}

The two-action limit makes sense and is consistent with what theory I've read about usability.  This is why it is better in some cases to have big, complicated pages with many related things in one place. (The table of contents feature is important in that case).

It seems to me that we have two sorts of categories: categories that apply to things within the game world (such as Domus Magnae, the Hermetic Houses, etc.) and categories that matter to gamers (published books, authors, editions, "fluff" vs. "crunch").

So I'd welcome a bit more thought and discussion about categories and nomenclature, and it would be good to capture that discussion on a page somewhere.

{{cite|Andrew G.}}
]]></text>
				</version>
			</history>
		</page>
		<page node="410">
			<name>nature_mysteries</name>
			<title>Nature Mysteries</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208150616</unix>
						<iso>2008-04-14 07:23:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A set of [[Mystery|Mysteries]] that function as a peripheral "school" of Mysteries within [[House Merinita]], but also extend beyond the House. See [[Nature Lore]], [[Awakening]], [[Wilding]]. and [[Guardian of Nature]].
]]></text>
				</version>
			</history>
		</page>
		<page node="411">
			<name>nature_lore</name>
			<title>Nature Lore</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208151421</unix>
						<iso>2008-04-14 07:37:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[Outer Mystery]] inititing the path to the [[Nature Mysteries]] of [[Merinita the Founder]] - or, some say, of the accursed [[Diedne]]. It provides communion with a certain aspect of nature. 

Presented in [[HoHMC]] 103-106, Nature Lore is an extension of the [[Forest Lore]] rules of [[Guardians of the Forest]] (on page 37), providing more rules, details, and the option of communing with other aspects of nature (such as Weather, Animals, or so on). Like Forest Lore, Nature Lore allows the magus to "Walk the Path" to obtain certain rewards (see [[GotF]] 37-39), and the rest of the [[Nature Mysteries]] may be initiated in this manner.

===See Also

* The [[Cult of Vesta]], [[Huntress in the Wood]], and [[True Merinita]] all make use of this Mystery.
]]></text>
				</version>
			</history>
		</page>
		<page node="412">
			<name>awakening</name>
			<title>Awakening</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
				<tag>ArM5</tag>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208151601</unix>
						<iso>2008-04-14 07:40:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[Inner Mystery]] of the [[Nature Mysteries]], allowing magi to awaken the spirit of an area. See [[HoHMC]] 104.
]]></text>
				</version>
			</history>
		</page>
		<page node="413">
			<name>wilding</name>
			<title>Wilding</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208151733</unix>
						<iso>2008-04-14 07:42:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Major [[Inner Mystery]] of the [[Nature Mysteries]], allowing the maga to extract raw vis in a limited fashion. See [[HoHMC]] 104-105.
]]></text>
				</version>
			</history>
		</page>
		<page node="414">
			<name>guardian_of_nature</name>
			<title>Guardian of Nature</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208152100</unix>
						<iso>2008-04-14 07:48:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Major [[Inner Mystery]] within the [[Nature Mysteries]], '''Guardians of Nature''' provides a sort of [[Immortality]] to its practitiners. This is one of the lesser paths to immortality, as the maga can barely improve and accrues [[Warping Points]] as if under a longevity potion. 

===References

* The mystery is described in [[HoHMC]] 105-106.
* See also the [[Cult of Vesta]] for an unusual use of it.
]]></text>
				</version>
			</history>
		</page>
		<page node="415">
			<name>true_merinitae</name>
			<title>True Merinitae</title>
			<keywords>House Merinita, Merinita, mystery cult, nature</keywords>
			<description>Mystery cult of House Merinita</description>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208152258</unix>
						<iso>2008-04-14 07:50:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Mystery Cult]] within [[House Merinita]] and beyond, centerd around the legacy of [[Merinita the Founder|Merinita]] and [[Nature Mysteries]]. See [[HoHMC]] 106.
]]></text>
				</version>
			</history>
		</page>
		<page node="416">
			<name>house_verditius</name>
			<title>House Verditius</title>
			<language>en</language>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208231779</unix>
						<iso>2008-04-15 05:56:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], '''House Verditius''' is contains the foremost magical artisans of the Order. In [[Fifth Edition]] it is a [[Mystery Cult]], continuing the Cult of Hephaestus. Its [[Domus Magna|domus magna]] is [[Verdi]], in the [[Roman Tribunal]]. 

Verditius magi are characterized by their lack of ability to cast Formulaic spells without casting aids on the one hand, and their unique capabilities in enchanting items on the other. These are based on the [[Outer Mystery]] of [[Verditius Magus]] ([[ArM5]] 93).

The expanded [[Canon|canon]] provided in [[Houses of Hermes: Mystery Cults]] describes the House as a competitive society of artisans who take great pride in their work, with little structure (at least outside the [[Confraternity|Confraternities]]). It also emphasizes the Cult of Vulcan, expunged of deity worship, in its traditions, and presentes several [[Inner Mystery|Innery Mysteries]] of great appeal to the Verditius.

The expansion has been criticized in that its introduction of the mechanic of [[Verditius Hubris]] pigeonholes Verditius magi into that specific archetype, and for allowing a mundane vandetta to feature prominently in the House's history. The mystery of the [[Automata]] was also criticized as being complex and ultimately unrewarding, and the [[Elder Runes]] mystery is sometimes claimed to be ''too'' effective if wielded right. 

===References

* The core decsription is given in [[ArM5]] 12-13.
* The expanded [[Canon|canon]] is provided in [[HoHMC]] 107-137, and was penned by [[Matt Ryan]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230673636</unix>
						<iso>2008-12-30 22:47:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], '''House Verditius''' is contains the foremost magical artisans of the Order. In [[Fifth Edition]] it is a [[Mystery Cult]], continuing the Cult of Hephaestus. Its [[Domus Magna|domus magna]] is [[Verdi]], in the [[Roman Tribunal]]. 

Verditius magi are characterized by their lack of ability to cast Formulaic spells without casting aids on the one hand, and their unique capabilities in enchanting items on the other. These are based on the [[Outer Mystery]] of [[Verditius Magic]] ([[ArM5]] 93).

The expanded [[Canon|canon]] provided in [[Houses of Hermes: Mystery Cults]] describes the House as a competitive society of artisans who take great pride in their work, with little structure (at least outside the [[Confraternity|Confraternities]]). It also emphasizes the Cult of Vulcan, expunged of deity worship, in its traditions, and presentes several [[Inner Mystery|Innery Mysteries]] of great appeal to the Verditius.

The expansion has been criticized in that its introduction of the mechanic of [[Verditius Hubris]] pigeonholes Verditius magi into that specific archetype, and for allowing a mundane vandetta to feature prominently in the House's history. The mystery of the [[Automata]] was also criticized as being complex and ultimately unrewarding, and the [[Elder Runes]] mystery is sometimes claimed to be ''too'' effective if wielded right. 

===References

* The core decsription is given in [[ArM5]] 12-13.
* The expanded [[Canon|canon]] is provided in [[HoHMC]] 107-137, and was penned by [[Matt Ryan]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230674238</unix>
						<iso>2008-12-30 22:57:18</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], '''House Verditius''' harbors the foremost magical artisans of the Order. In [[Fifth Edition]] it is a [[Mystery Cult]], continuing the [[Cult of Hephaestus]]. Its [[Domus Magna|domus magna]] is [[Verdi]], in the [[Roman Tribunal]]. 

Verditius magi are characterized by their lack of ability to cast [[Formulaic Spell|Formulaic spells]] without [[Casting Tool|casting tools]] on the one hand, and their unitools]] on the one hand, and their unique capabilities in enchanting items on the other. These are based on the [[Outer Mystery]] of [[Verditius Magic]] ([[ArM5]] 93).

The expanded [[Canon|canon]] provided in [[Houses of Hermes: Mystery Cults]] describes the House as a competitive society of artisans who take great pride in their work, with little structure (at least outside the [[Confraternity|Confr[[Cult of Vulcan]], expunged of deity worship, in its traditions, and presents several [[Inner Mystery|Inner Mysteries]] of great appeal to the Verditiuseries]] of great appeal to the Verditius.

The expansion has been criticized in that its introduction of the mechanic of [[Verditius Hubris]] pigeonholes Verditius magi into that specific archetype, and for allowing a mundane vandetta to feature prominently in the House's history. The mystery of the [[Automata]] was also criticized as being compleVerditius x and ultimately unrewarding, and the [[Verditius Elder Runes]] mystery is sometimes claimed to be ''too'' effective if wielded right. 

===References

* The core decsription is given in [[ArM5]] 12-13.
* The expanded [[Canon|canon]] is provided in [
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1253208341</unix>
						<iso>2009-09-17 19:25:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Omnia nostra instrumenta."" (All things are our tools)|
|Symbol:|Hand with a ring on each finder|
|[[Primus]]:|[[Stouritus]]|
|[[Domus Magna]]:|[[Verdi]]|

One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], '''House Verditius''' harbors the foremost magical artisans of the Order. In [[Fifth Edition]] it is a [[Mystery Cult]], continuing the [[Cult of Hephaestus]]. Its [[Domus Magna|domus magna]] is [[Verdi]], in the [[Roman Tribunal]]. 

Verditius magi are characterized by their lack of ability to cast [[Formulaic Spell|Formulaic spells]] without [[Casting Tool|casting tools]] on the one hand, and their unique capabilities in enchanting items on the other. These are based on the [[Outer Mystery]] of [[Verditius Magic]] ([[ArM5]] 93).

The expanded [[Canon|canon]] provided in [[Houses of Hermes: Mystery Cults]] describes the House as a competitive society of artisans who take great pride in their work, with little structure (at least outside the [[Confraternity|Confraternities]]). It also emphasizes the [[Cult of Vulcan]], expunged of deity worship, in its traditions, and presents several [[Inner Mystery|Inner Mysteries]] of great appeal to the Verditius.

The expansion has been criticized in that its introduction of the mechanic of [[Verditius Hubris]] pigeonholes Verditius magi into that specific archetype, and for allowing a mundane vandetta to feature prominently in the House's history. The mystery of the [[Automata]] was also criticized as being complex and ultimately unrewarding, and the [[Verditius Elder Runes]] mystery is sometimes claimed to be ''too'' effective if wielded right. 

= References

* The core decsription is given in [[ArM5]] 12-13.
* The expanded [[Canon|canon]] is provided in [[HoHMC]] 107-137, and was penned by [[Matt Ryan]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268430095</unix>
						<iso>2010-03-12 22:41:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Added symbol of House as external file</comment>
					<text><![CDATA[
{{figure|http://images4.wikia.nocookie.net/arsmagica/en/images/f/f5/House_verditius_symbol.jpg|Symbol of House Verditius}}

|Motto:|""Omnia nostra instrumenta."" (All things are our tools)|
|Symbol:|Hand with a ring on each finder|
|[[Primus]]:|[[Stouritus]]|
|[[Domus Magna]]:|[[Verdi]]|

One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], '''House Verditius''' harbors the foremost magical artisans of the Order. In [[Fifth Edition]] it is a [[Mystery Cult]], continuing the [[Cult of Hephaestus]]. Its [[Domus Magna|domus magna]] is [[Verdi]], in the [[Roman Tribunal]]. 

Verditius magi are characterized by their lack of ability to cast [[Formulaic Spell|Formulaic spells]] without [[Casting Tool|casting tools]] on the one hand, and their unique capabilities in enchanting items on the other. These are based on the [[Outer Mystery]] of [[Verditius Magic]] ([[ArM5]] 93).

The expanded [[Canon|canon]] provided in [[Houses of Hermes: Mystery Cults]] describes the House as a competitive society of artisans who take great pride in their work, with little structure (at least outside the [[Confraternity|Confraternities]]). It also emphasizes the [[Cult of Vulcan]], expunged of deity worship, in its traditions, and presents several [[Inner Mystery|Inner Mysteries]] of great appeal to the Verditius.

The expansion has been criticized in that its introduction of the mechanic of [[Verditius Hubris]] pigeonholes Verditius magi into that specific archetype, and for allowing a mundane vandetta to feature prominently in the House's history. The mystery of the [[Automata]] was also criticized as being complex and ultimately unrewarding, and the [[Verditius Elder Runes]] mystery is sometimes claimed to be ''too'' effective if wielded right. 

= References

* The core decsription is given in [[ArM5]] 12-13.
* The expanded [[Canon|canon]] is provided in [[HoHMC]] 107-137, and was penned by [[Matt Ryan]].
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1268600478</unix>
						<iso>2010-03-14 22:01:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added members</comment>
					<text><![CDATA[
{{figure|http://images4.wikia.nocookie.net/arsmagica/en/images/f/f5/House_verditius_symbol.jpg|Symbol of House Verditius}}

|Motto:|""Omnia nostra instrumenta."" (All things are our tools)|
|Symbol:|Hand with a ring on each finder|
|[[Primus]]:|[[Stouritus]]|
|[[Domus Magna]]:|[[Verdi]]|

One of the twelve [[Houses of Hermes|Houses]] of the [[Order of Hermes]], '''House Verditius''' harbors the foremost magical artisans of the Order. In [[Fifth Edition]] it is a [[Mystery Cult]], continuing the [[Cult of Hephaestus]]. Its [[Domus Magna|domus magna]] is [[Verdi]], in the [[Roman Tribunal]]. 

Verditius magi are characterized by their lack of ability to cast [[Formulaic Spell|Formulaic spells]] without [[Casting Tool|casting tools]] on the one hand, and their unique capabilities in enchanting items on the other. These are based on the [[Outer Mystery]] of [[Verditius Magic]] ([[ArM5]] 93).

The expanded [[Canon|canon]] provided in [[Houses of Hermes: Mystery Cults]] describes the House as a competitive society of artisans who take great pride in their work, with little structure (at least outside the [[Confraternity|Confraternities]]). It also emphasizes the [[Cult of Vulcan]], expunged of deity worship, in its traditions, and presents several [[Inner Mystery|Inner Mysteries]] of great appeal to the Verditius.

The expansion has been criticized in that its introduction of the mechanic of [[Verditius Hubris]] pigeonholes Verditius magi into that specific archetype, and for allowing a mundane vandetta to feature prominently in the House's history. The mystery of the [[Automata]] was also criticized as being complex and ultimately unrewarding, and the [[Verditius Elder Runes]] mystery is sometimes claimed to be ''too'' effective if wielded right. 

= Members =

Magi of House Verditius mentioned in [[canon]] include:

== Living Members ==

* Peter von Würzburg (see [[Fengheld]]): [[GoTF]] page 84
* [[Stouritus]]

== Famous Members (deceased) ==

* [[Verditius the Founder]]

= References

* The core decsription is given in [[ArM5]] 12-13.
* The expanded [[Canon|canon]] is provided in [[HoHMC]] 107-137, and was penned by [[Matt Ryan]].
]]></text>
				</version>
			</history>
		</page>
		<page node="417">
			<name>wayland_smith</name>
			<title>Wayland Smith</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208232502</unix>
						<iso>2008-04-15 06:08:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Wayland (Völand) Smith is a legendary smith and crafter of the Scandinavian people. In [[Fifth Edition]], Wayland may very well be still alive in the "otherworld". See [[HoHMC]] 109.
]]></text>
				</version>
			</history>
		</page>
		<page node="418">
			<name>verdi</name>
			<title>Verdi</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208233500</unix>
						<iso>2008-04-15 06:25:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Domus Magna|domus magna]] of [[House Verditius]], this [[Covenant|covenant]] resides in Sardinia, in the [[Roman Tribunal]]. It is a large structure, so much so that even its many occupants rarely fill it. The covenant hosts the great [[Verditius Contest]], held every eighteen years, in a nearby regio.

===References

* The core description is provided in [[HoHMC]] 109, with the Contest's regio mentioned in page 116.
* [[Tribunals of Hermes: Rome]] provides the [[Third Edition]] account of the covenant, which differs considerably from the [[Fifth Edition]] description.
]]></text>
				</version>
			</history>
		</page>
		<page node="419">
			<name>rings_of_verditius</name>
			<title>The Rings of Verditius</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208233794</unix>
						<iso>2008-04-15 06:29:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Five rings that [[Verditius the Founder]] forged while studying under [[Wayland Smith]], who were amongst the most powerful items ever crafted - at least for their time. See [[HoHMC]] 110, 109.
]]></text>
				</version>
			</history>
		</page>
		<page node="42">
			<name>contributing</name>
			<title>Contributing</title>
			<language>en</language>
			<tags>
				<tag>HermesWeb Project</tag>
			</tags>
			<history size="16">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205460552</unix>
						<iso>2008-03-14 03:09:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, but we do ask that you follow some simple rules.

= Contribute Only Your Own Material

Do not upload anything you didn't write, unless you have the author's ''explicit'' permission. Doing that would very probably be a violation of U.S. and international [[http://www.copyright.gov/help/faq/ | copyright]] law.

This is especially true for published [[Ars Magica]] books, past or present.  Even if the book is out of print -- even if it's available free-of-charge on the Web -- don't copy any part of it here.

We have a strict policy that '''content posted here must not copy, paraphrase, or supplant any Ars Magica product''', past or present.  Simply put, anything that could undercut sales of [[Ars Magica]] threatens the future of the product line.  At the end of the day, Atlas Games is a business and they need to sell enough books to earn a modest living.  The publisher has supported the fan community for years by keeping the product line active.

If contributors to this site cannot or will not follow this simple rule, we'll have to shut the entire site down.  We would rather lose our Web site than lose the product line.

== Content Guidelines 

These are guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page ''instead of'' referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books.  Add examples, or suggestions on how to use something in play.  Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.  It is better to refer to sections of appropriate book(s) instead.
* Avoid writing detailed timelines of fictional events.  Timelines of Hermetic history are included in several [[ArM5]] books.

= Getting an Account

== Losing an Account

The maintainers of this site reserve the right to close any user's account without warning in response to any obnoxious behavior (vandalism, offensive statements or language, copyright violation, etc.).  If you made what looks like an honest mistake, we will send you e-mail pointing out what you did wrong -- but if you act like a jerk, expect to be treated like a jerk. We won't waste our time giving warnings, explanations, or second chances to malefactors.

= Designing and Naming Pages

== Formatting Guidelines

== Sandbox

We have created a [[Sandbox]] page where newcomers can practice adding and formatting text without affecting actual articles.  [[Sandbox | Give it a try]]!
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205501098</unix>
						<iso>2008-03-14 14:24:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added &quot;getting an account,&quot; revised content guidelines</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, but we do ask that you follow some simple rules.

= Contribute Only Your Own Material

Do not upload anything you didn't write, unless you have the author's ''explicit'' permission.  We expect everyone to comply with  [[http://www.copyright.gov/help/faq/ | copyright]] law.

Most importantly, don't copy from published [[Ars Magica]] books.  Even if the book is out of print -- even if it's available free-of-charge on the Web -- don't copy any part of it here.

We have a strict policy that '''content posted here must not copy, paraphrase, or supplant any Ars Magica product''', past or present.  Simply put, anything that could undercut sales of [[Ars Magica]] threatens the future of the product line.  Atlas Games is a business and they need to sell enough books to earn a modest living.  They have supported the fan community for years by steadily releasing new products; we feel they deserve our cooperation in return.

If contributors to this site cannot or will not follow this simple rule, we'll have to shut the entire site down.  We would rather lose our Web site than lose the product line.

== Content Guidelines 

It is all right to express opinions on this site.  We're not trying to be completely objective (that's an unattainable ideal).  Be careful to: 1) state opinions as opinions, not as facts; 2) remain respectful toward authors, other people's play styles, and opposing opinions.  Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

) state opinions as opinions, not as facts; 2) remain respectful toward authors, other people's play styles, and opposing opinions.  Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page ''instead of'' referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books.  Add examples, or suggestions on how to use something in play.  Explain when a rul
* Remember that other people can, and probably will, edit the pages you create.  
* Avoid writing detailed timelines of fictional events.  Timelines of Hermetic history are included in several [[ArM5]] books.

= Getting an Account

Simply click the "login" link near the upper right corner of any page.  On the next screen, select "Register new user" underneath the username/password window.

Please register with your real name and a valid e-mail address.  All new accounts require administrator approval.  This is our temporary method for keeping out spammers and the like.  It may take a couple of days for your account to get approved.  We apologize for the inconvenience; we hope to automate the approval process in the future.

== Losing an Account

Please use common sense and good taste when writing for this site.  If you fail to comply with our content guidelines or write something else inappropriate, but it like an honest mistake, we will send you e-mail pointing out what you did wrong.

On the other hand, if you act like a jerk, expect to be treated like a jerk.  We won't waste our time giving warnings, explanations, or second chances to malefactors. The maintainers of this site reserve the right to close a user's account without warning, explanation, or appeal.  We will immediately ban any user who blatantly violates copyright.

= reen, select "Register new user" underneath the username/password window.

Please register with your real name and a valid e-mail address.  All new accounts require administrator approval.  This is our temporary method fo
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205501177</unix>
						<iso>2008-03-14 14:26:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected typo</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, but we do ask that you follow some simple rules.

= Contribute Only Your Own Material

Do not upload anything you didn't write, unless you have the author's ''explicit'' permission.  We expect everyone to comply with  [[http://www.copyright.gov/help/faq/ | copyright]] law.

Most importantly, don't copy from published [[Ars Magica]] books.  Even if the book is out of print -- even if it's available free-of-charge on the Web -- don't copy any part of it here.

We have a strict policy that '''content posted here must not copy, paraphrase, or supplant any Ars Magica product''', past or present.  Simply put, anything that could undercut sales of [[Ars Magica]] threatens the future of the product line.  Atlas Games is a business and they need to sell enough books to earn a modest living.  They have supported the fan community for years by steadily releasing new products; we feel they deserve our cooperation in return.

If contributors to this site cannot or will not follow this simple rule, we'll have to shut the entire site down.  We would rather lose our Web site than lose the product line.

== Content Guidelines 

It is all right to express opinions on this site.  We're not trying to be completely objective (that's an unattainable ideal).  Be careful to: 1) state opinions as opinions, not as facts; 2) remain respectful toward authors, other people's play styles, and opposing opinions.  Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page ''instead of'' referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books.  Add examples, or suggestions on how to use something in play.  Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* Remember that other people can, and probably will, edit the pages you create.  
* Avoid writing detailed timelines of fictional events.  Timelines of Hermetic history are included in several [[ArM5]] books.

= Getting an Account

Simply click the "login" link near the upper right corner of any page.  On the next screen, select "Register new user" underneath the username/password window.

Please register with your real name and a valid e-mail address.  All new accounts require administrator approval.  This is our temporary method for keeping out spammers and the like.  It may take a couple of days for your account to get approved.  We apologize for the inconvenience; we hope to automate the approval process in the future.

== Losing an Account

Please use common sense and good taste when writing for this site.  If you fail to comply with our content guidelines or write something else inappropriate, but it looks like an honest mistake, we'll give you the benefit of the doubt.  We will probably send you e-mail pointing out what we think you did wrong.probably send you e-mail pointing out what we think you did wrong.

On the other hand, if you act like a jerk, expect to be treated like a jerk.  We won't waste our time giving warnings, explanations, or second chances to malefactors. The maintainers of this site reserve the right to close a user's account without warning, explanation, or appeal.  We will immediately ban any user who blatantly violates copyright.

= Designing and Naming Pages

== Formatting Guidelines

== Sandbox

We have created a [[Sandbox]] page where newcomers can practice adding and formatting tex
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205508622</unix>
						<iso>2008-03-14 16:30:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Tweaked wording of &quot;losing an account&quot; (again)</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, but we do ask that you follow some simple rules.

= Contribute Only Your Own Material

Do not upload anything you didn't write, unless you have the author's ''explicit'' permission.  We expect everyone to comply with  [[http://www.copyright.gov/help/faq/ | copyright]] law.

Most importantly, don't copy from published [[Ars Magica]] books.  Even if the book is out of print -- even if it's available free-of-charge on the Web -- don't copy any part of it here.

We have a strict policy that '''content posted here must not copy, paraphrase, or supplant any Ars Magica product''', past or present.  Simply put, anything that could undercut sales of [[Ars Magica]] threatens the future of the product line.  Atlas Games is a business and they need to sell enough books to earn a modest living.  They have supported the fan community for years by steadily releasing new products; we feel they deserve our cooperation in return.

If contributors to this site cannot or will not follow this simple rule, we'll have to shut the entire site down.  We would rather lose our Web site than lose the product line.

== Content Guidelines 

It is all right to express opinions on this site.  We're not trying to be completely objective (that's an unattainable ideal).  Be careful to: 1) state opinions as opinions, not as facts; 2) remain respectful toward authors, other people's play styles, and opposing opinions.  Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page ''instead of'' referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books.  Add examples, or suggestions on how to use something in play.  Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* Remember that other people can, and probably will, edit the pages you create.  
* Avoid writing detailed timelines of fictional events.  Timelines of Hermetic history are included in several [[ArM5]] books.

= Getting an Account

Simply click the "login" link near the upper right corner of any page.  On the next screen, select "Register new user" underneath the username/password window.

Please register with your real name and a valid e-mail address.  All new accounts require administrator approval.  This is our temporary method for keeping out spammers and the like.  It may take a couple of days for your account to get approved.  We apologize for the inconvenience; we hope to automate the approval process in the future.

== Losing an Account

Please use common sense and good taste when writing for this site.  If you fail to comply with our content policywrite something else inappropriate, but it looks like an honest mistake, we'll give you the benefit of the doubt.  We will probably send you e-mail pointing out what we think you did wrong.

On the other hand, if you act like a jerk, expect to be treated like a jerk.  We won't waste our time giving warnings, explanations, or second chances to malefactors. The maintainers of this site reserve the right to canceancel a user's account without warning, explanation, or appealWe have created a [[Sandbox]] page where newcomers can practice adding and formatting text without affecting actual articles.  [[Sandbox | Give it a try]]!
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205581807</unix>
						<iso>2008-03-15 12:50:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Softened policy on replicating out-of-print material</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, but we do ask that you follow some simple rules.

= Contribute Only Your Own Material

Do not upload anything you didn't write, unless you have the author's ''explicit'' permission.  We expect everyone to comply with  [[http://www.copyright.gov/help/faq/ | copyright]] law.

Most importantly, don't copy directly from published [[Ars Magica]] books.  Even if the book is out of print -- even if it's available free-of-charge on the Web -- don't copy any part of it here.

We have a strict policy that '''content posted here must not copy from or substitute for any Ars Magica product'''duct''', past or present.  Simply put, anything that could undercut sales of [[Ars Magica]] threatens the future of the product line.  Atlas Games is a business and they need to sell enough books to earn a modest living.  They have supported the fan community for years by steadily releasing new products; we feel they deserve our cooperation in return.

If contributors to this site cannot or will not follow this simple rule, we'll have to shut the entire site down.  We would rather lose our Web site than lose the product line.

== Content Guidelines 

It is all right to express opinions on this site.  We're not trying to be completely objective (that's an unattainable ideal).  Be careful to: 1) state opinions as opinions, not as facts; 2) remain respectful toward authors, other people's play styles, and opposing opinions.  Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page ''instead of'' referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books.  Add examples, or suggestions on how to use something in play.  Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentenFor long out-of-print material ([[ArM3]] and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* ces.
* For long out-of-print material ([[ArM3]] and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.  
* Avoid writing detailed timelines of fictional events.  Timelines of Hermetic history are included in several [[ArM5]] books.

= Getting an Account

Simply click the "login" link near the upper right corner of any page.  On the next screen, select "Register new user" underneath the username/password window.

Please register with your real name and a valid e-mail address.  All new accounts require administrator approval.  This is our temporary method for keeping out spammers and the like.  It may take a couple of days for your account to get approved.  We apologize for the inconvenience; we hope to automate the approval process in the future.

== Losing an Account

Please use common sense and good taste when writing for this site.  If you fail to comply with our content policy or write something else inappropriate, but it looks like an honest mistake, we'll give you the benefit of the doubt.  We will probably send you e-mail pointing out what we think you did wrong.

On the other hand, if you act like a jerk, expect to be treated like a jerk.  We won't waste our time giving warnings, explanations, or second chances to malefactors. The maintainers of this site reserve the right to cancel a user's account without warning, explanation, or appeal.

= Designing and Naming Pages

== Formatting Guidelines

== Sandbox
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205592485</unix>
						<iso>2008-03-15 15:48:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to free 4th Edition</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, but we do ask that you follow some simple rules.

= Contribute Only Your Own Material

Do not upload anything you didn't write, unless you have the author's ''explicit'' permission.  We expect everyone to comply with  [[http://www.copyright.gov/help/faq/ | copyright]] law.

Most importantly, don't copy directly from published [[Ars Magica]] books.  Even if the book is out of print -- even if it's [[ArM4 | available free-of-charge]] o-charge]] on the Web -- don't copy any part of it here.

We have a strict policy that '''content posted here must not copy from or substitute for any Ars Magica product''', past or present.  Simply put, anything that could undercut sales of [[Ars Magica]] threatens the future of the product line.  Atlas Games is a business and they need to sell enough books to earn a modest living.  They have supported the fan community for years by steadily releasing new products; we feel they deserve our cooperation in return.

If contributors to this site cannot or will not follow this simple rule, we'll have to shut the entire site down.  We would rather lose our Web site than lose the product line.

== Content Guidelines 

It is all right to express opinions on this site.  We're not trying to be completely objective (that's an unattainable ideal).  Be careful to: 1) state opinions as opinions, not as facts; 2) remain respectful toward authors, other people's play styles, and opposing opinions.  Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page ''instead of'' referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books.  Add examples, or suggestions on how to use something in play.  Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* For long out-of-print material ([[ArM3]] and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.  
* Avoid writing detailed timelines of fictional events.  Timelines of Hermetic history are included in several [[ArM5]] books.

= Getting an Account

Simply click the "login" link near the upper right corner of any page.  On the next screen, select "Register new user" underneath the username/password window.

Please register with your real name and a valid e-mail address.  All new accounts require administrator approval.  This is our temporary method for keeping out spammers and the like.  It may take a couple of days for your account to get approved.  We apologize for the inconvenience; we hope to automate the approval process in the future.

== Losing an Account

Please use common sense and good taste when writing for this site.  If you fail to comply with our content policy or write something else inappropriate, but it looks like an honest mistake, we'll give you the benefit of the doubt.  We will probably send you e-mail pointing out what we think you did wrong.

On the other hand, if you act like a jerk, expect to be treated like a jerk.  We won't waste our time giving warnings, explanations, or second chances to malefactors. The maintainers of this site reserve the right to cancel a user's account without warning, explanation, or appeal.

= Designing and Naming Pages

== Formatting Guidelines

== Sandbox

We have created a [[Sandbox]] page where newcomers can practice adding and formatting text without affecting actual articles.  [[Sandbox | Give
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205691799</unix>
						<iso>2008-03-16 19:23:19</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Redirected page-naming and formatting to Writers Guidelines</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, but we do ask that you follow some simple rules.

= Contribute Only Your Own Material

Do not upload anything you didn't write, unless you have the author's ''explicit'' permission.  We expect everyone to comply with  [[http://www.copyright.gov/help/faq/ | copyright]] law.

Most importantly, don't copy directly from published [[Ars Magica]] books.  Even if the book is out of print -- even if it's [[ArM4 | available free-of-charge]] on the Web -- don't copy any part of it here.

We have a strict policy that '''content posted here must not copy from or substitute for any Ars Magica product''', past or present.  Simply put, anything that could undercut sales of [[Ars Magica]] threatens the future of the product line.  Atlas Games is a business and they need to sell enough books to earn a modest living.  They have supported the fan community for years by steadily releasing new products; we feel they deserve our cooperation in return.

If contributors to this site cannot or will not follow this simple rule, we'll have to shut the entire site down.  We would rather lose our Web site than lose the product line.

== Content Guidelines 

It is all right to express opinions on this site.  We're not trying to be completely objective (that's an unattainable ideal).  Be careful to: 1) state opinions as opinions, not as facts; 2) remain respectful toward authors, other people's play styles, and opposing opinions.  Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page ''instead of'' referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books.  Add examples, or suggestions on how to use something in play.  Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* For long out-of-print material ([[ArM3]] and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.  
* Avoid writing detailed timelines of fictional events.  Timelines of Hermetic history are included in several [[ArM5]] books.

= Getting an Account

Simply click the "login" link near the upper right corner of any page.  On the next screen, select "Register new user" underneath the username/password window.

Please register with your real name and a valid e-mail address.  All new accounts require administrator approval.  This is our temporary method for keeping out spammers and the like.  It may take a couple of days for your account to get approved.  We apologize for the inconvenience; we hope to automate the approval process in the future.

== Losing an Account

Please use common sense and good taste when writing for this site.  If you fail to comply with our content policy or write something else inappropriate, but it looks like an honest mistake, we'll give you the benefit of the doubt.  We will probably send you e-mail pointing out what we think you did wrong.

On the other hand, if you act like a jerk, expect to be treated like a jerk.  We won't waste our time giving warnings, explanations, or second chances to malefactors. The maintainers of this site reserve the right to cancel a user's account without warning, explanation, or appeal.

= Naming and Formatting Pages

Please refer to our [[Writers Guidelines]].

== Sandbox

We have created a [[Sandbox]] page where newcomers can practice adding and formatting text without affecting actual articles.  [[Sandbox | Give it a try]]!
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1206284315</unix>
						<iso>2008-03-23 15:58:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Administration</comment>
					<text><![CDATA[
This page is concerned with procedures and policies for writing articles.

=Policies

Anyone is welcome to contribute to this site, but we do ask that you follow some simple rules.

=Respect Copyrights

Do not upload anything you didn't write, unless you have the author's ''explicit'' permission.  We expect everyone to comply with  [[http://www.copyright.gov/help/faq/ | copyright]] law.

Most importantly, don't copy directly from published [[Ars Magica]] books.  Even if the book is out of print -- even if it's [[ArM4 | available free-of-charge]] on the Web -- don't copy any part of it here.

We have a strict policy that '''content posted here must not copy from or substitute for any Ars Magica product''', past or present.  Simply put, anything that could undercut sales of [[Ars Magica]] threatens the future of the product line.  Atlas Games is a business and they need to sell enough books to earn a modest living.  They have supported the fan community for years by steadily releasing new products; we feel they deserve our cooperation in return.

If contributors to this site cannot or will not follow this simple rule, we'll have to shut the entire site down.  We would rather lose our Web site than lose the product line.

==Content Guidelines 

It is all right to express opinions on this site.  We're not trying to be completely ob express opinions on this site.  We're not trying to be completely objective (that's an unattainable ideal).  Be careful to: 1) state opinions as opinions, not as facts; 2) remain respectful toward authors, other people's play styles, and opposing opinions.  Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page ''instead of'' referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books.  Add examples, or suggestions on how to use something in play.  Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* For long out-of-print material ([[ArM3]] and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.  
* Avoid writing detailed timelines of fictional events.  TimeUser Accountshistory are included in several [[ArM5]] books.

= User Accounts

Simply click the "login" link near the upper right corner of any page.  On the next screen, select "Register new user" underneath the username/password window.

Please register with your real name and a valid e-mail address.  All new accounts require administrator approval.  This is our temporary method for keeping out spammers and the like.  It may take a couple of days for your account to get approved.  We apologize for the inconvenience; we hope to automate the approval process in the future.

== Losing an Account

Please use common sense and good taste when writing for this site.  If you fail to comply with our content policy or write something else inappropriate, but it looks like an honest mistake, we'll give you the benefit of the doubt.  We will probably send you e-mail pointing out what we think you did wrong.

On the other hand, if you act like a jerk, expect to be treated like a jerk.  We won't waste our time giving warnings, explanations, or second chances to malefactors. The maintainers of this site reserve the right to canRelated Sides

Our [[Writers Guidelines]] give advice on naming, creating, and formatting pages.

Our [[Administration]] page contains announcements, discussions, and plans for the project as a whole.

We also have a [[Sandadvice on naming, creating, and formatting pages.

Our [[Administration]] page contains announcements, discussions, and plans for t
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1206284338</unix>
						<iso>2008-03-23 15:58:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Typo</comment>
					<text><![CDATA[
This page is concerned with procedures and policies for writing articles.

=Policies

Anyone is welcome to contribute to this site, but we do ask that you follow some simple rules.

=Respect Copyrights

Do not upload anything you didn't write, unless you have the author's ''explicit'' permission.  We expect everyone to comply with  [[http://www.copyright.gov/help/faq/ | copyright]] law.

Most importantly, don't copy directly from published [[Ars Magica]] books.  Even if the book is out of print -- even if it's [[ArM4 | available free-of-charge]] on the Web -- don't copy any part of it here.

We have a strict policy that '''content posted here must not copy from or substitute for any Ars Magica product''', past or present.  Simply put, anything that could undercut sales of [[Ars Magica]] threatens the future of the product line.  Atlas Games is a business and they need to sell enough books to earn a modest living.  They have supported the fan community for years by steadily releasing new products; we feel they deserve our cooperation in return.

If contributors to this site cannot or will not follow this simple rule, we'll have to shut the entire site down.  We would rather lose our Web site than lose the product line.

==Content Guidelines 

It is all right to express opinions on this site.  We're not trying to be completely objective (that's an unattainable ideal).  Be careful to: 1) state opinions as opinions, not as facts; 2) remain respectful toward authors, other people's play styles, and opposing opinions.  Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

Here follow some guidelines, not strict rules, for how to make your pages useful without hurting Atlas Games' business.

* The main point is not to write so much detail that someone could use your page ''instead of'' referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books.  Add examples, or suggestions on how to use something in play.  Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* For long out-of-print material ([[ArM3]] and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.  
* Avoid writing detailed timelines of fictional events.  Timelines of Hermetic history are included in several [[ArM5]] books.

= User Accounts

Simply click the "login" link near the upper right corner of any page.  On the next screen, select "Register new user" underneath the username/password window.

Please register with your real name and a valid e-mail address.  All new accounts require administrator approval.  This is our temporary method for keeping out spammers and the like.  It may take a couple of days for your account to get approved.  We apologize for the inconvenience; we hope to automate the approval process in the future.

== Losing an Account

Please use common sense and good taste when writing for this site.  If you fail to comply with our content policy or write something else inappropriate, but it looks like an honest mistake, we'll give you the benefit of the doubt.  We will probably send you e-mail pointing out what we think you did wrong.

On the other hand, if you act like a jerk, expect to be treated like a jerk.  We won't waste our time giving warnings, explanations, or second chances to malefactors. The maintainers of this site reserve the right to cancel a user's account without warning, explanation, or appeal.

=Related Pages

Our [[Writers Guidelines]] give advice on naming, creating, and formatting pages.

Our [[Administration]] page contains announcements, discussions, and plans for the project as a whole.

We also have a [[Sandbox]] page where newcomers can practice adding and formatting text without affecting actual articles.  [[Sandbox | Give it a try]]!
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1207187742</unix>
						<iso>2008-04-03 03:55:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Moved policy to its own page</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, in any [[Languages | language]].

First, please read our [[Policy]] page.

=Getting an Account

In order to contribute to HermesWeb, you'll need an account.

Please send e-mail to redcap@redcap.org.
# Include [@HermesWeb Account Request] in the subject line
# In the body of the message, tell us your real name

We'll create an account for you and mail you your password.  Also, we have an administrators' e-mail list, which we'll invite you to join (that's optional).

For now, accounts are created by hand (not an automated program).  It may take a few days for an administrator to get back to you.  We apologize for the inconvenience.

The reason for this process is that it's the best way we have to keep away spammers and other malefactors.  We hope to improve this process in the future.

== Losing an Account

As noted on the [[Policy]] page, bad behavior can quickly result in loss of one's account.

=Related Pages

* Please read our [[Policy]] page.
* Our [[Writers Guidelines]] give advice on naming, creating, and formatting pages.
* Our [[Administration]] page contains announcements, discussions, and plans for the project as a whole.
* We also have a [[Sandbox]] page where newcomers can practice adding and formatting text without affecting actual articles.  [[Sandbox | Give it a try]]!
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1207218736</unix>
						<iso>2008-04-03 12:32:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added user name</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, in any [[Languages | language]].

First, please read our [[Policy]] page.

=Getting an Account

In order to contribute to HermesWeb, you'll need an account.

Please send e-mail to redcap@redcap.org.
# Include [@HermesWeb Account Request] in the subject line
# In the body of the message, tell us your real name
# Also, tell us what user name you want (you can use your real name if you like)

 Also, tell us what user name you want (you can use your real name if you like)

We'll create an account for you and mail you your password.  Also, we have an administrators' e-mail list, which we'll invite you to join (that's optional).

For now, accounts are created by hand (not an automated program).  It may take a few days for an administrator to get back to you.  We apologize for the inconvenience.

The reason for this process is that it's the best way we have to keep away spammers and other malefactors.  We hope to improve this process in the future.

== Losing an Account

As noted on the [[Policy]] page, bad behavior can quickly result in loss of one's account.

=Related Pages

* Please read our [[Policy]] page.
* Our [[Writers Guidelines]] give advice on naming, creating, and formatting pages.
* Our [[Administration]] page contains announcements, discussions, and plans for the project as a whole.
* We also have a [[Sandbox]] page where newcomers can practice adding and
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1215104354</unix>
						<iso>2008-07-03 18:59:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added more prominent link to writers' guidelines</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, in any [[Languages | language]].

First, please read our [[Policy]] page.  The [[Writers Guidelines]] will also be very useful.  The [[Writers Guidelines]] will also be very useful.

=Getting an Account

In order to contribute to HermesWeb, you'll need an account.

Please send e-mail to redcap@redcap.org.
# Include [@HermesWeb Account Request] in the subject line
# In the body of the message, tell us your real name
# Also, tell us what user name you want (you can use your real name if you like)

We'll create an account for you and mail you your password.  Also, we have an administrators' e-mail list, which we'll invite you to join (that's optional).

For now, accounts are created by hand (not an automated program).  It may take a few days for an administrator to get back to you.  We apologize for the inconvenience.

The reason for this process is that it's the best way we have to keep away spammers and other malefactors.  We hope to improve this process in the future.

== Losing an Account

As noted on the [[Policy]] page, bad be What to Write?

Now that you have an account, what should you contribute?  The short answer is, "Anything you think would be useful."  The [[Writers Guidelines]] page has some suggestions.

=havior can quickly result in loss of one's account.

= What to Write?

Now that you have an account, what should you contribute?  The short answer is, "Anything you think would be useful."  The [[Writers Guidelines]] page has some suggestions.

=Related Pages

* Please read our [[Policy]] page.
* Our [[Writers Guidelines]] give advice on naming, creating, and formatting pages.
* Our [[Admin
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1230399712</unix>
						<iso>2008-12-27 18:41:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Rewrote; added guest login information</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, in any [[Languages | language]].

=How to Contribute

In order to edit any page on this site, you must first log in.  Click the "Login" link on the right-hand side of any page.

You can either create your own user account, or contribute as a guest.  To login as guest, use the username [_guest] and the password [_magus].

If you plan to contribute frequently, please create an account of your own.  That way, other contributors and maintainers will know who made your changes.  To create an account, click "Login."  On the login screen, below the box where you'd enter a username and password, click "Register New User".

If you have trouble creating an account, please send e-mail to [@andrew dot gronosky at comcast dot net].

=What to Contribute

Our [[Writers Guidelines]] page describes the sort of material we're looking for, and gives instructions for how to format the articles.

=Please Note

We have a strict [[Copyright | copyright]] policy.  Please do not post any material here that you didn't write, unless you have permission from the author.  Posts that contain verbatim text from Ars Magica [[Products|products]] will be removed.

Management reserves the right to terminate the accounts of any users who won't behave themselves.

The guest account is provided as a convenience to the [[Fan Community|community]].  If we start to have problems with people misusing it to post spam, copyrighted material, or vandalism, we'll have to disable it.

=Related Pages

* Please read our [[Copyright]] policy.
* Our [[Writers Guidelines]] give advice on naming, creating, and formatting pages.
* Our [[Administration]] page contains announcements, discussions, and plans for the pro.

=Related Pages

* Please read our [[Copyright]] policy.
* Our [[Writers Guidelines]] give advice on naming, creating, and formatting pages.
* Our [[Administration]] pag
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1230399803</unix>
						<iso>2008-12-27 18:43:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to News</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, in any [[Languages | language]].

=How to Contribute

In order to edit any page on this site, you must first log in.  Click the "Login" link on the right-hand side of any page.

You can either create your own user account, or contribute as a guest.  To login as guest, use the username [_guest] and the password [_magus].

If you plan to contribute frequently, please create an account of your own.  That way, other contributors and maintainers will know who made your changes.  To create an account, click "Login."  On the login screen, below the box where you'd enter a username and password, click "Register New User".

If you have trouble creating an account, please send e-mail to [@andrew dot gronosky at comcast dot net].

=What to Contribute

Our [[Writers Guidelines]] page describes the sort of material we're looking for, and gives instructions for how to format the articles.  Also, see the [[News]] page, where any special requests for content will be posted.  Also, see the [[News]] page, where any special requests for content will be posted.

=Please Note

We have a strict [[Copyright | copyright]] policy.  Please do not post any material here that you didn't write, unless you have permission from the author.  Posts that contain verbatim text from Ars Magica [[Products|products]] will be removed.

Management reserves the right to terminate the accounts of any users who won't behave themselves.

The guest account is provided as a convenience to the [[Fan Community|community]].  If we start to have problems with people misusing it to post spam, copyrighted material, or vandalism, we'll have to disable it.

=Related Pages

* Please read our [[Copyright]] policy.
* Our [[Writers Guidelines]] give advice on naming, creating, and formatting pages.
* Our [[Administration]] page contains announcements, discussions, and plans for the project as a whole.
* We also have a [[Sandbox]] page where newcomers can practice adding
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1230399810</unix>
						<iso>2008-12-27 18:43:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to News</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, in any [[Languages | language]].

=How to Contribute

In order to edit any page on this site, you must first log in.  Click the "Login" link on the right-hand side of any page.

You can either create your own user account, or contribute as a guest.  To login as guest, use the username [_guest] and the password [_magus].

If you plan to contribute frequently, please create an account of your own.  That way, other contributors and maintainers will know who made your changes.  To create an account, click "Login."  On the login screen, below the box where you'd enter a username and password, click "Register New User".

If you have trouble creating an account, please send e-mail to [@andrew dot gronosky at comcast dot net].

=What to Contribute

Our [[Writers Guidelines]] page describes the sort of material we're looking for, and gives instructions for how to format the articles.  Also, see the [[News]] page, where any special requests for content will be posted.

=Please Note

We have a strict [[Copyright | copyright]] policy.  Please do not post any material here that you didn't write, unless you have permission from the author.  Posts that contain verbatim text from Ars Magica [[Products|products]] will be removed.

Management reserves the right to terminate the accounts of any users who won't behave themselves.

The guest account is provided as a convenience to the [[Fan Community|community]].  If we start to have problems with people misusing it to post spam, copyrighted material, or vandalism, we'll have to disable it.

=Related Pages

* Please read our [[Copyright]] policy.
* Our [[Writers Guidelines]] give advice on naming, creating, and formatting pages.
* Our [[Administration]] page contains announcements, discussions, and plans for the project as a whole.
* We also have a [[Sandbox]] page where newcomers can practice adding and formatting text without affecting actual articles.  [[Sandbox | Give it a try]]!
]]></text>
				</version>
				<version number="16">
					<timestamp tz="GMT">
						<unix>1230648276</unix>
						<iso>2008-12-30 15:44:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Notes for foreign language contributors</comment>
					<text><![CDATA[
Anyone is welcome to contribute to this site, in any [[Languages | language]].

=How to Contribute

In order to edit any page on this site, you must first log in.  Click the "Login" link on the right-hand side of any page.

You can either create your own user account, or contribute as a guest.  To login as guest, use the username [_guest] and the password [_magus].

If you plan to contribute frequently, please create an account of your own.  That way, other contributors and maintainers will know who made your changes.  To create an account, click "Login."  On the login screen, below the box where you'd enter a username and password, click "Register New User".

If you have trouble creating an account, please send e-mail to [@andrew dot gronosky at comcast dot net].

=What to Contribute

Our [[Writers Guidelines]] page describes the sort of material we're looking for, and gives instructions for how to format the articles.  Also, see the [[News]] page, where any special requests for content will be posted.

=Please Note

We have a strict [[Copyright | copyright]] policy.  Please do not post any material here that you didn't write, unless you have permission from the author.  Posts that contain verbatim text from Ars Magica [[Products|products]] will be removed.

Management reserves the right to terminate the accounts of any users who won't behave themselves.

The guest account is provided as a convenience to the [[Fan Community|community]].  If we start to have problems with people misusing it to post spam, copyrighted material, or vandalism, we'll have to disable it.

=Foreign Language Contributors

We would especially like to have volunteers who can contribute in [[Languages]] other than English.

We are not asking for people to translate the whole site; that is too much work.  Instead, please concentrate on writing a good guide for Ars Magica resources in your language: what edition of the game (if any) is available in that language, where can you find players, what Web sites are there, and so on.  You may also want to include links to the foreign-language character sheets, adventures, etc. on the [[Atlas Games]] Web site.

=Related Pages

* Please read our [[Copyright]] policy.
* Our [[Writers Guidelines]] give advice on naming, creating, and formatting pages.
* Our [[Administration]] page contains announcements, discussions, and plans for the project as a whole.
* We also have a [[Sandbox]] page where newcomers can practice adding and formatting text without affecting actual articles.  [[Sandbox | Give it a try]]!
]]></text>
				</version>
			</history>
		</page>
		<page node="420">
			<name>forge_companion</name>
			<title>Forge Companion</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208235082</unix>
						<iso>2008-04-15 06:51:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Introduced in [[Houses of Hermes: Mystery Cults]], forge-companions are [[The Gift|unGifted]] aides that assist a [[Verditius]] magus in his lab work; see [[HoHMC]] 113.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208905192</unix>
						<iso>2008-04-23 00:59:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>virtue</comment>
					<text><![CDATA[
Introduced in [[Houses of Hermes: Mystery Cults]], forge-companions are [[The Gift|unGifted]] aides that assist a [[Verditius]] magus in his lab work; see [[HoHMC]] 113, and [[HoHMC]] 135 for the related Minor [[Social Virtue]],
]]></text>
				</version>
			</history>
		</page>
		<page node="421">
			<name>vendetta</name>
			<title>Vendetta</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208235767</unix>
						<iso>2008-04-15 07:02:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[House Verditius]], a Vendetta is a tradition of personal rivalry between two Verditius magi. These are generally not lethal altercations, but rather games of pride and reputation. See [[HoHMC]] 115-116.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208906108</unix>
						<iso>2008-04-23 01:15:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>as flaw</comment>
					<text><![CDATA[
In [[House Verditius]], a '''Vendetta'''tta''' is a tradition of personal rivalry between two Verditius magi. These are generally not lethal altercations, but rather games of pride and reput

===References

*n.

===References


* As a Major [[Story Flaw]], see [[HoHMC]] 136.
]]></text>
				</version>
			</history>
		</page>
		<page node="422">
			<name>verditius_contest</name>
			<title>The Verditius Contest</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208236312</unix>
						<iso>2008-04-15 07:11:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[House Verditius]] holds a grand Contest amongst its members every eighteen years, where the magi contend each other over whose creation is finest. See [[HoHMC]] 116.
]]></text>
				</version>
			</history>
		</page>
		<page node="423">
			<name>verditius_hubris</name>
			<title>Verditius Hubris</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208237644</unix>
						<iso>2008-04-15 07:34:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
All Verditius magi who are initiated into the Houses's [[Inner Mystery|Inner Mysteries]] acquire '''Hubris''' (at least in sagas following [[Houses of Hermes: Mystery Cults]]). Mechanically, this is a [[Minor Flaw|Minor]] [[Personality Flaw]] and [[Personality Trait]], but is also much more. Hubris increases the magus' [[Lab Total]] for certain effects, and is increased by a certain point system.

See [[HoHMC]] 120.
]]></text>
				</version>
			</history>
		</page>
		<page node="424">
			<name>confraternity</name>
			<title>Confraternity</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Flaws</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208238190</unix>
						<iso>2008-04-15 07:43:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Within [[House Verditius]], '''confraternities''' are sub-cults built around specific crafts and [[Inner Mystery|Inner Mysteries]]. [[HoHMC]] describes the confraternity of Roland, Balento, Irne the Younger, and Himnis the Mad.

See [[HoHMC]] 121-122.
]]></text>
				</version>
			</history>
		</page>
		<page node="425">
			<name>magical_focus</name>
			<title>Magical Focus</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208881955</unix>
						<iso>2008-04-22 18:32:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Fifth Edition]], '''Major Magical Focus''' and '''Minor Magical Focus''' are (Major and Minor) [[Hermetic Virtue|Hermetic Virtues]]. A character may only have one Magical Focus.

A bone of contention is the Minor Magical Focus in Certamen granted as a free Virtue to [[House Tremere]]. It has been criticized as being too broad for a Minor Focus, however [[Timothy Ferguson]] has defended it on the [[http://www.atlas-games.com/forum/viewtopic.php?p=929#929|Atlas forum]], 
[begin:block|.quote]
Certamen's not "too broad". It does cover all forms and techniques, but only on occassions of magical dueling between consenting parties. I mean, its contextually so narrow that it is almost worthless. It is worthwhile if: 

the other guy doesn't have it. 
the Tribunal won't just over-rule the whole thing 
the loser isn't willing to go to Wizrd's War 
both sides can't just hire someone with it. 

So, it's a very, very narrow focus...and the opportunity cost is huge. Sure, you are a good duelist in very limited circumstances, for which you gave up what? Healing? Flames? Commanding mortal armies?
[end:block|.quote]
The House Virtue is also often criticized for the opportunity cost Timothy mentions, and it is a common [[House Rule]] to allow a second Focus or another Virtue in its stead.

Another contrevertial focus is the Minor Magical Focus in Swords, granted by the Condraternity of Roland in [[Houses of Hermes: Mystery Cults]]. Arguably, the increased power is acceptable as it is a Mystery, rather than a usual Magical Focus.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208888334</unix>
						<iso>2008-04-22 20:18:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
In [[Fifth Edition]], '''Major Magical Focus''' and '''Minor Magical Focus''' are (Major and Minor) [[Hermetic Virtue|Hermetic Virtues]]. A character may only have one Magical Focus.

A bone of contention is the Minor Magical Focus in Certamen granted as a free Virtue to [[House Tremere]]. It has been criticized as being too broad for a Minor Focus, however [[Timothy Ferguson]] has defended it on the [[http://www.atlas-games.com/forum/viewtopic.php?p=929#929|Atlas forum]], 
[begin:block|.quote]
Certamen's not "too broad". It does cover all forms and techniques, but only on occassions of magical dueling between consenting parties. I mean, its contextually so narrow that it is almost worthless. It is worthwhile if: 

the other guy doesn't have it. 
the Tribunal won't just over-rule the whole thing 
the loser isn't willing to go to Wizrd's War 
both sides can't just hire someone with it. 

So, it's a very, very narrow focus...and the opportunity cost is huge. Sure, you are a good duelist in very limited circumstances, for which you gave up what? Healing? Flames? Commanding mortal armies?
[end:block|.quote]
The House Virtue is also often criticized for the opportunity cost Timothy mentions, and it is a common [[House Rule]] to allow a second Focus or another Virtue in its stead.

Another controversial focus is the Minor Magical Focus in Swords, granted by the [[Confraternity]] of  of Roland in [[Houses of Hermes: Mystery Cults]]. Arguably, the increased power is acceptable as it is a Mystery, rather than a usual Magical Fo
]]></text>
				</version>
			</history>
		</page>
		<page node="426">
			<name>enchant_casting_tools</name>
			<title>Enchant Casting Tools</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208898374</unix>
						<iso>2008-04-22 23:06:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[House Verditius|Verditius]] [[House Mystery]] described in [[HoHMC]] 123-124, allowing advantages in spell casting.
]]></text>
				</version>
			</history>
		</page>
		<page node="427">
			<name>items_of_quality</name>
			<title>Items of Quality</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208899228</unix>
						<iso>2008-04-22 23:20:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[Inner Mystery]] within [[House Verditius]], described in [[HoHMC]] 124-125, allowing to create an '''Item of Quality''' as a [[Seasonal Activity]]. These items provide a way to utilize the [[Shape and Material Bonus| Shape & Material bonuses]] towards some trade profession.

Note that items of quality, according to House Verditius, count as [[Enchnated Device|Enchanted Devices]] for the purpose of magic item trade.
]]></text>
				</version>
			</history>
		</page>
		<page node="428">
			<name>reforging_enchanted_items</name>
			<title>Reforging Enchanted Items</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208901487</unix>
						<iso>2008-04-22 23:58:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
While it is generally impossible to repair Hermetic magic items, the '''Reforging Enchanted Items''' [[Inner Mystery]] of [[House Verditius]] allows one to do so. The mystery further allows for ''reforging'' (allowing to pack more into the device) and ''smelting'' (draining raw vis from magical items).
]]></text>
				</version>
			</history>
		</page>
		<page node="429">
			<name>verditius_elder_runes</name>
			<title>Verditius Elder Runes</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208902477</unix>
						<iso>2008-04-23 00:14:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[Inner Mystery]] of [[House Verditius]], '''Elder Runes''' can significantly increase the Verditius' [[Lab Total]], acting much like a [[Magical Focus]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208902499</unix>
						<iso>2008-04-23 00:14:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>refernce</comment>
					<text><![CDATA[
A Minor [[Inner Mystery]] of [[House Verditius]], '''Elder Runes''' can significantly increase the Verditius' [[Lab Total]], acting much like a [[Magical Focus]].

See [[HoHMC]] 128-129.
]]></text>
				</version>
			</history>
		</page>
		<page node="43">
			<name>welcome_to_ars_magica</name>
			<title>Welcome To Ars Magica</title>
			<language>en</language>
			<history size="14">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205585047</unix>
						<iso>2008-03-15 13:44:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; this is just an initial entry, a bare and ammaturish stub. Please do improve it!

Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game.

== Things To Think About

The "Saga" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[raw vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errebaraum]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205592760</unix>
						<iso>2008-03-15 15:52:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed link</comment>
					<text><![CDATA[
; this is just an initial entry, a bare and ammaturish stub. Please do improve it!

Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game.

== Things To Think About

The "Saga" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[raw vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants_book|Covenants_book|Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errebaraum]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someon
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205592834</unix>
						<iso>2008-03-15 15:53:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed name</comment>
					<text><![CDATA[
; this is just an initial entry, a bare and ammaturish stub. Please do improve it!

Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game.

== Things To Think About

The "Saga" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[raw vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants_book|Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205672697</unix>
						<iso>2008-03-16 14:04:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-named Covenants page</comment>
					<text><![CDATA[
; this is just an initial entry, a bare and ammaturish stub. Please do improve it!

Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game.

== Things To Think About

The "Saga" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[raw vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenantsan aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205700710</unix>
						<iso>2008-03-16 21:51:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>correction</comment>
					<text><![CDATA[
; this is just an initial entry, a bare and ammaturish stub. Please do improve it!

Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game.

== Things To Think About

The "Sagass" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[raw vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up)
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205860738</unix>
						<iso>2008-03-18 18:18:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
; this is just an initial entry, a bare and ammaturish stub. Please do improve it!

Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game.

== Things To Think About

The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1230588274</unix>
						<iso>2008-12-29 23:04:34</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

==== A Quick Guide

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 glassary 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 [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Exoteric Mysteries|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 abillities 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)

A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book.

Further, long-term character advancement would require familiarity with more of the core book.

== A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], gaurdian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Cannon|cannon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]]))
* Taking sides in the [[Albigensian Crusade]] ([[??]])
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that prespective.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law.

The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. 

Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grogs|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17.

All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

== Basic Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading.

The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7.

Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls.

In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds.

There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks.

A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontanous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells.

Finally, you need to understand how to run combat, including wounds, fatigue,  and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180.

== Creating a Character

In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules.

== Preparing for the first game

As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated.

The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1230588480</unix>
						<iso>2008-12-29 23:08:00</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

==== A Quick Guide

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 glassary 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 [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Exoteric Mysteries|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 abillities 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)

A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book.

Further, long-term character advancement would require familiarity with more of the core book.

Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily.

Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily.

== A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], gaurdian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Cannon|cannon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]]))
* Taking sides in the [[Albigensian Crusade]] ([[??]])
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that prespective.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law.

The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. 

Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grogs|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17.

All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

== Basic Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading.

The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7.

Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls.

In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds.

There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks.

A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontanous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells.

Finally, you need to understand how to run combat, including wounds, fatigue,  and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180.

== Creating a Character

In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules.

== Preparing for the first game

As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated.

The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy wi
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1230718623</unix>
						<iso>2008-12-31 11:17:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

==== A Quick Guide

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 glassary 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 [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|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)

A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book.

Further, long-term character advancement would require familiarity with more of the core book.

Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily.

== A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]]))
* Taking sides in the [[Albigensian Crusade]] ([[Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that prespective.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law.

The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. 

Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grog|grogs]]|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17.

All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

== Basic Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading.

The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7.

Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls.

In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds.

There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks.

A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells.

Finally, you need to understand how to run combat, including wounds, fatigue,  and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180.

== Creating a Character

In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules.

== Preparing for the first game

As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated.

The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. ld obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someo
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1234174836</unix>
						<iso>2009-02-09 11:20:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added link to character generation</comment>
					<text><![CDATA[
Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

==== A Quick Guide

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 glassary 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 [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|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)

A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book.

Further, long-term character advancement would require familiarity with more of the core book.

Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily.

== A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]]))
* Taking sides in the [[Albigensian Crusade]] ([[??]])
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that prespective.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law.

The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. 

Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grog|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17.

All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

== Basic Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading.

The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7.

Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls.

In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds.

There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks.

A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells.

Finally, you need to understand how to run combat, including wounds, fatigue,  and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180.

== Creating a Character

In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules.

You may also wish to read more about [[Character Generation]] here.

You may also wish to read more about [[Character Generation]] here.

== Preparing for the first game

As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated.

The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adven
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1234344459</unix>
						<iso>2009-02-11 10:27:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

==== A Quick Guide

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 [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|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)

A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book.

Further, long-term character advancement would require familiarity with more of the core book.

Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily.

== A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy the land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]]))
* Taking sides in the [[Albigensian Crusade]] ([[??]])
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that perspective.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law.

The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. 

Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grog|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17.

All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

== Basic Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading.

The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7.

Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls.

In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds.

There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks.

A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells.

Finally, you need to understand how to run combat, including wounds, fatigue,  and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180.

== Creating a Character

In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules.

You may also wish to read more about [[Character Generation]] here.

== Preparing for the first game

As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated.

The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1245113661</unix>
						<iso>2009-06-16 02:54:21</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Merged in intro material from Redcap FAQ, added copyright informaion</comment>
					<text><![CDATA[
Ars Magica is a fantasy pen-and-paper [[Roleplaying Game | role-playing game]] currently published by [[Atlas Games]]. Its title is Latin for "The Art Magical" or "The Magical Art" ('''not'''  "The Art of Magic," whatever the cover of the rulebook may lead you to believe).

It has many features in common with other such games, and many unique features that distinguish it from the crowd. Ars Magica is a game about wizards and magic, and the characters who must deal with them, and is set in a world very similar to Medieval Europe.

Like any [[Roleplaying Game|role-playing game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

= Fictional Magic

[[Ars Magica]] is a game, and contains no information about any magic that is purported to be real. It will not teach you anything about magic, no matter how dedicated to the game you become.  Playing the game has no relation to real-world occult practices.

© 1997 by [[David Chart]]

== Superb Magic System

At the heart of the Ars Magica rules is the magic system. This is generally regarded as the best magic system in any RPG because of its flexibility. Magi learn magical Arts, of which there are fifteen. Five are [[Technique | Techniques]] -- [[Creo | creation]], for example -- while the other ten are [[Form | Forms]] such as [[Mentem | mind]] and [[Ignem | fire]]. The [[Magus | wizard]]'s ability to cast a spell is calculated by adding together the scores in the appropriate Technique and Form.

A wizard in the game are called [a [Magus | magus]] (plural, ''magi'').  Magi can cast formulaic spells, which have defined effects, or spontaneous magic, which does whatever the magus wants, if he is powerful enough. Spontaneous magic is much more flexible than formulaic, but also weaker.

The game provides detailed guidelines for what can be done with the various Technique and Form combinations at different levels of power, so that it is fairly easy for the Storyguide to adjudicate the effect of a spontaneous spell.

The magic system also provides extensive rules for magical study and research. Magi can improve their Arts, invent new spells, create magical items, train apprentices, and bind familiars.

© 1997 [[David Chart]]

= A Mythic  weaker.

The game provides detailed guidelines for what can be done with the various Technique and Form combinations at different levels of power, so that it is fairly easy for the Storyguide to adjudicate the effect of a spontaneous spell.

The magic system also provides extensive rules for magical study and research. Magi can improve their Arts, invent new spells, create magical items, train apprentices, and bind familiars.

© 1997 [[David Chart]]

= A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy the land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]]))
* Taking sides in the [[Albigensian Crusade]] ([[??]])
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that perspective.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law.

The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. 

Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]]== Covenants

All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

= Getting Started with the Rules

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 [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|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)

A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book.

Further, long-term character advancement would require familiarity with more of the core book.

Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily.

== Basic Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading.

The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7.

Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[its various ramifications, and the concept of [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|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)

A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book.

Further, long-term character advancement would require familiarity with more of the core book.

Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily.

== Basic Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading.

The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7.

Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls.

In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds.

There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks.

A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells.

Finally, you need to understand how to run combat, including wounds, fatigue,  and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180.

== Creating a Character

In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules.

You may also wish to read more about [[Character Generation]] here.

== Preparing for the first game

As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated.

The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration

---
= Copyright Notice

This page contains material originally © 1997 by [[David Chart]].  It is used with permission.
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1245361470</unix>
						<iso>2009-06-18 23:44:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fix because Bishops Staff page was renamed</comment>
					<text><![CDATA[
Ars Magica is a fantasy pen-and-paper [[Roleplaying Game | role-playing game]] currently published by [[Atlas Games]]. Its title is Latin for "The Art Magical" or "The Magical Art" ('''not'''  "The Art of Magic," whatever the cover of the rulebook may lead you to believe).

It has many features in common with other such games, and many unique features that distinguish it from the crowd. Ars Magica is a game about wizards and magic, and the characters who must deal with them, and is set in a world very similar to Medieval Europe.

Like any [[Roleplaying Game|role-playing game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

= Fictional Magic

[[Ars Magica]] is a game, and contains no information about any magic that is purported to be real. It will not teach you anything about magic, no matter how dedicated to the game you become.  Playing the game has no relation to real-world occult practices.

© 1997 by [[David Chart]]

== Superb Magic System

At the heart of the Ars Magica rules is the magic system. This is generally regarded as the best magic system in any RPG because of its flexibility. Magi learn magical Arts, of which there are fifteen. Five are [[Technique | Techniques]] -- [[Creo | creation]], for example -- while the other ten are [[Form | Forms]] such as [[Mentem | mind]] and [[Ignem | fire]]. The [[Magus | wizard]]'s ability to cast a spell is calculated by adding together the scores in the appropriate Technique and Form.

A wizard in the game are called [a [Magus | magus]] (plural, ''magi'').  Magi can cast formulaic spells, which have defined effects, or spontaneous magic, which does whatever the magus wants, if he is powerful enough. Spontaneous magic is much more flexible than formulaic, but also weaker.

The game provides detailed guidelines for what can be done with the various Technique and Form combinations at different levels of power, so that it is fairly easy for the Storyguide to adjudicate the effect of a spontaneous spell.

The magic system also provides extensive rules for magical study and research. Magi can improve their Arts, invent new spells, create magical items, train apprentices, and bind familiars.

© 1997 [[David Chart]]

= A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[Bishops Staff | The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy the land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]]))
* Taking sides in the [[Albigensian Crusade]] ([[??]])
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that perspective.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law.

The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. 

Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grog|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17.

== Covenants

All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

= Getting Started with the Rules

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 [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|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)

A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book.

Further, long-term character advancement would require familiarity with more of the core book.

Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily.

== Basic Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading.

The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7.

Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls.

In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds.

There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks.

A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells.

Finally, you need to understand how to run combat, including wounds, fatigue,  and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180.

== Creating a Character

In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules.

You may also wish to read more about [[Character Generation]] here.

== Preparing for the first game

As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated.

The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).

---
= Copyright Notice

This page contains material originally © 1997 by [[David Chart]].  It is used with permission.
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1245416983</unix>
						<iso>2009-06-19 15:09:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>ToC inserted</comment>
					<text><![CDATA[
Ars Magica is a fantasy pen-and-paper [[Roleplaying Game | role-playing game]] currently published by [[Atlas Games]]. Its title is Latin for ""The Art Magical"" or ""The Magical Art"" ('''not'''  "The Art of Magic," whatever the cover of the rulebook may lead you to believe).

It has many features in common with other such games, and many unique features that distinguish it from the crowd. Ars Magica is a game about wizards and magic, and the characters who must deal with them, and is set in a world very similar to Medieval Europe.

Like any [[Roleplaying Game|role-playing game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

{{toc}}

= Fictional Magic

[[Ars Magica]] is a game, and contains no information about any magic that is purported to be real. It will not teach you anything about magic, no matter how dedicated to the game you become.  Playing the game has no relation to real-world occult practices.

© 1997 by [[David Chart]]

== Superb Magic System

At the heart of the Ars Magica rules is the magic system. This is generally regarded as the best magic system in any RPG because of its flexibility. Magi learn magical Arts, of which there are fifteen. Five are [[Technique | Techniques]] – [[Creo | creation]], for example – while the other ten are [[Form | Forms]] such as [[Mentem | mind]] and [[Ignem | fire]]. The [[Magus | wizard]]'s ability to cast a spell is calculated by adding together the scores in the appropriate Technique and Form.

A wizard in the game are called a [[Magus | magus]] (plural, ''magi'').  Magi can cast formulaic spells, which have defined effects, or spontaneous magic, which does whatever the magus wants, if he is powerful enough. Spontaneous magic is much more flexible than formulaic, but also weaker.

The game provides detailed guidelines for what can be done with the various Technique and Form combinations at different levels of power, so that it is fairly easy for the Storyguide to adjudicate the effect of a spontaneous spell.

The magic system also provides extensive rules for magical study and research. Magi can improve their Arts, invent new spells, create magical items, train apprentices, and bind familiars.

© 1997 [[David Chart]]

= A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[Bishops Staff | The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy the land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]]))
* Taking sides in the [[Albigensian Crusade]]
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art and Academe|Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that perspective.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law.

The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. 

Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grog|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17.

== Covenants

All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

= Getting Started with the Rules

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 [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|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)

A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book.

Further, long-term character advancement would require familiarity with more of the core book.

Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily.

== Basic Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading.

The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7.

Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls.

In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds.

There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks.

A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells.

Finally, you need to understand how to run combat, including wounds, fatigue,  and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180.

== Creating a Character

In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules.

You may also wish to read more about [[Character Generation]] here.

== Preparing for the first game

As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated.

The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though.

: Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on).

: The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]].

== Things To Do

You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. 

Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program.

Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).

---
= Copyright Notice

This page contains material originally © 1997 by [[David Chart]].  It is used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="430">
			<name>automata</name>
			<title>Automata</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Virtues</tag>
				<tag>Enchanted Items</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208903531</unix>
						<iso>2008-04-23 00:32:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica [[Fifth Edition]], '''Automata'' is a  Major [[Inner Mystery]] within [[House Verditius]], although it has spread beyond the House. The mystery provides the Major [[Hermetic Virtue]] and [[supernatural Ability]] '''Craft Automata'''. 

In addition to serving as an elaborate [[Enchanted Device]], an automata may be instilled with a Craft, Profession, or Martial [[Ability]]. This is one of the few ways in [[Canon|canon]] that allow the creation of magic items with Abilities.

The rules for enchanting automata are rather complicated, and the resulting creation is limited in its capabilities and has a tendency to cease working. Several sagas have chosen to alter the rules, perhaps adopting [[??]].

===References

* [[HoHMC]] 128-131.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208903548</unix>
						<iso>2008-04-23 00:32:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
In Ars Magica [[Fifth Edition]], '''Automata'''' is a  Major [[Inner Mystery]] within [[House Verditius]], although it has spread beyond the House. The mystery provides the Major [[Hermetic Virtue]] and [[supernatural Ability]] '''Craft Automata'''. 

In addition to serving as an elaborate [[Enchanted Device]], an automata may be instilled with a Craft, Profession, or Martial [[Ability]]. This is one of the few ways in [[Canon|canon]] that allow the creation of magic items with Abilities.

The rules for enchanting automata are rather complicated, and the resulting creation is limited in its capabilities and has a tendency to cease working. Several sagas have chosen to alter the rules, perhaps adopting [[??]].

===References

* [[HoHMC]] 128-131
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1208905380</unix>
						<iso>2008-04-23 01:03:00</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
In Ars Magica [[Fifth Edition]], '''Automata''' is a  Major [[Inner Mystery]] within [[House Verditius]], although it has spread beyond the House. The mystery provides the Major [[Hermetic Virtue]] and [[supernatural Ability]] '''Craft Automata'''. 

In addition to serving as an elaborate [[Enchanted Device]], an automata may be instilled with a Craft, Profession, or Martial [[Ability]]. This is one of the few ways in [[Canon|canon]] that allow the creation of magic items with Abilities.

The rules for enchanting automata are rather complicated, and the resulting creation is limited in its capabilities and has a tendency to cease working. Several sagas have chosen to alter the rules, perhaps adopting [[??]].

===References

* [[HoHMC]] 128-131, 136,
]]></text>
				</version>
			</history>
		</page>
		<page node="431">
			<name>bind_curse</name>
			<title>Bind Curse</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Virtues</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208904258</unix>
						<iso>2008-04-23 00:44:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Major [[Inner Mystery]] within [[House Verditius]]. The legacy of Himnis the Mad, it is related to the Confraternity of his name.

===References

* [[HoHMC]] 131-134
]]></text>
				</version>
			</history>
		</page>
		<page node="432">
			<name>bind_magical_creatures</name>
			<title>Bind Magical Creatures</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Virtues</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208904572</unix>
						<iso>2008-04-23 00:49:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Major [[Inner Mystery]] of [[House Verditius]], described in [[HoHMC]] 134-135. 

===See Also

* [[Hermetic Empowerment]]
* [[Ablating]]
]]></text>
				</version>
			</history>
		</page>
		<page node="433">
			<name>item_attunement</name>
			<title>Item Attunement</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208904876</unix>
						<iso>2008-04-23 00:54:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Major [[Inner Mystery]] of the [[Verditius]], allowing the creation of powerful magic items not bound in their capacity by the [[Shape and Material]] limitations, and seen as 'precious' to their posessors. See [[HoHMC]] 135.
]]></text>
				</version>
			</history>
		</page>
		<page node="434">
			<name>masterpiece</name>
			<title>Masterpiece</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208905107</unix>
						<iso>2008-04-23 00:58:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica [[Fifth Edition]], the Minor [[Hermetic Virtue]] '''Masterpiece''' allows a [[Verditius]] character to retain a [[Lesser Enchanted Device]] from his apprenticeship. See [[HoHMC]] 135.
]]></text>
				</version>
			</history>
		</page>
		<page node="435">
			<name>venditor</name>
			<title>Venditor</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208905310</unix>
						<iso>2008-04-23 01:01:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A position (and Major [[Social Virtue]]) related to the [[Verditius]] trade of magic items. See [[HoHMC]] 136.
]]></text>
				</version>
			</history>
		</page>
		<page node="436">
			<name>spontaneous_casting_tools</name>
			<title>Spontaneous Casting Tools</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208905481</unix>
						<iso>2008-04-23 01:04:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[Hermetic Flaw]] within [[House Verditius]], see [[HoHMC]] 136.
]]></text>
				</version>
			</history>
		</page>
		<page node="437">
			<name>consumed_casting_tools</name>
			<title>Consumed Casting Tools</title>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208905557</unix>
						<iso>2008-04-23 01:05:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[Hermetic Flaw]] within [[House Verditius]]; see [[HoHMC]] 136.
]]></text>
				</version>
			</history>
		</page>
		<page node="438">
			<name>bound_casting_tools</name>
			<title>Bound Casting Tools</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208905618</unix>
						<iso>2008-04-23 01:06:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[Hermetic Flaw]] within [[House Verditius]]; see [[HoHMC]] 136.
]]></text>
				</version>
			</history>
		</page>
		<page node="439">
			<name>hobbled</name>
			<title>Hobbled</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208905686</unix>
						<iso>2008-04-23 01:08:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica [[Fifth Edition]], '''Hobbled''' is a Minor [[General Flaw]] as described in [[Houses of Hermes: Mystery Cults]] 136.
]]></text>
				</version>
			</history>
		</page>
		<page node="44">
			<name>raw</name>
			<title>RAW</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205585454</unix>
						<iso>2008-03-15 13:50:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''RAW''' is an acronym for "'''R'''ules '''A'''s '''W'''ritten". It signifies adhering to the rules as presented in the official [[ArM]] product line, without any [[house rules]]. Thus employing an [[Ablating Parma]] is not according to the RAW, and the RAW on magically created food (for example) might be said to be self-contradicting.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205851689</unix>
						<iso>2008-03-18 15:48:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
'''RAW''' is an acronym for "'''R'''ules '''A'''s '''W'''ritten". It signifies adhering to the rules as presented in the official [[ArM]] product line, without any [[House Rules|House Rules|house rules]]. Thus employing an [[Ablating Parma]] is not according to the RAW, and the RAW on magically created food (for example) might be said to be self-co
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207053635</unix>
						<iso>2008-04-01 14:40:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
'''RAW''' is an acronym for "'''R'''ules '''A'''s '''W'''ritten". It signifies adhering to the rules as presented in the official [[ArM]] product line, without any [[House Rulehouse rules]]. Thus employing an [[Ablating Parma]] is not according to the RAW, and the RAW on magically created food (for example) might be said to be self-contradicting.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230553570</unix>
						<iso>2008-12-29 13:26:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Rules page</comment>
					<text><![CDATA[
'''RAW''' is an acronym for "'''R'''ules '''A'''s '''W'''ritten". It signifies adhering to the rules as presented in the official [[ArM]] product line, without any [[House Rule|house rules]]. Thus employing an [[Ablating Parma]] is not according to the RAW, and the RAW on magically created food (for example) might be said to be self-contradicting.

=Related Topics

* [[Rules]]
* [[House Rule]]
]]></text>
				</version>
			</history>
		</page>
		<page node="440">
			<name>confratenity_member</name>
			<title>Confratenity Member</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Flaws</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208905772</unix>
						<iso>2008-04-23 01:09:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A character with this Minor [[Story Flaw]] is a member in a [[Confratenity]].

===References

* [[HoHMC]] 136
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267055978</unix>
						<iso>2010-02-25 00:59:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo in link</comment>
					<text><![CDATA[
A character with this Minor [[Story Flaw]] is a member in a [[Confraternity]].

=References

* [[HoHMC]] 136
]]></text>
				</version>
			</history>
		</page>
		<page node="441">
			<name>grudge</name>
			<title>Grudge</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208905891</unix>
						<iso>2008-04-23 01:11:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica [[Fifth Edition]], the Minor [[Story Flaw]] '''Grduge''' is described in [[HoHMC]] 136. This flaw, as described, is designed for [[Verditius]] magi.
]]></text>
				</version>
			</history>
		</page>
		<page node="442">
			<name>primogeniture_lineage</name>
			<title>Primogeniture Lineage</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208905994</unix>
						<iso>2008-04-23 01:13:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Minor [[Story Flaw]] within [[House Verditius]], indicating that the maga is in the line of succession. See [[HoHMC]] 136.
]]></text>
				</version>
			</history>
		</page>
		<page node="443">
			<name>verditius</name>
			<title>Verditius</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208906215</unix>
						<iso>2008-04-23 01:16:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term *Verditius* refers to one of the following unambiguous entities:

* [[Verditius the Founder]]
* [[House Verditius]]
* A single [[Magus|magus]] in his role as a member of [[House Verditius]]
]]></text>
				</version>
			</history>
		</page>
		<page node="444">
			<name>verditius_the_founder</name>
			<title>Verditius the Founder</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208906400</unix>
						<iso>2008-04-23 01:20:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Founder|Founders]] of the [[Order of Hermes]], and the progenitor of [[House Verditius]], reputedly the greatest magical crafter of his time (and, possibly, ever). Verditius' biography - or is it hagiography? - is given on [[HoHMC]] 107-110.
]]></text>
				</version>
			</history>
		</page>
		<page node="445">
			<name>story_flaw</name>
			<title>Story Flaw</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208959386</unix>
						<iso>2008-04-23 16:03:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *Story Flaw* is a type of [[Virtues and Flaws|Flaw]] that draw the character into stories.  Story Flaws represent relationships, obligations, goals, and drives that make the character leave the comforts of home and participate in the interesting events we call [[Story|stories]].

Unlike most other role-playing games, in Ars Magica, the best way for magi to improve their own powers and abilities is usually by spending lots of time in their own libraries and laboratories. This creates a certain amount of inertia; the magi often have to be dragged away from their labs kicking and screaming (so to speak).  The idea behind Story Flaws is that they make it easier for the storyguide to motivate characters.  They provide a ready-made "hook" to get that character involved in the saga.

At their best, Story Flaws help make player-characters proactive about initiating stories rather than just reacting to opportunities and emergencies.  They enrich the game by broadening the variety of stories that occur and by making them relevant to the characters.

Story Flaws do not necessarily make a character weaker (at least not directly) and the character may not even see them as a disadvantage.  They count as Flaws mainly to help motivate players to take them.  They're a way to balance Virtues without necessarily weakening the character (just making him or her more interesting).

[[Grog|Grogs]] may not have Story Flaws because they are supposed to be supporting characters, not leading characters who initiate stories of their own.

=Major Story Flaws

Major Story Flaws are almost entirely disadvantageous to the character.  They interrupt his studies or other pursuits, possibly expose him to danger, with little reward other than the result story itself.  Having a rival or enemy is a simple example of a Major Story Flaw.

=Minor Story Flaws

Minor Story Flaws contain significant benefits, but they can still draw characters into stories.  An example might be an ally who can help the character from time to time, but also asks for his help in return.  Playing these requires a careful balancing act on the part of the storyguide: if the Story Flaw never causes any inconvenience, it's not a really Flaw, and if it never has any benefits, it's not really Minor.

=Story Flaws in Past Editions
The term *Story Flaw* was introduced in [[ArM5]], but many of the actual Flaws that are now Story Flaws date back much farther.  For example, Enemies is now a Story Flaw, but it existed at least as far back as [[ArM2]].

Many of what are now Minor Story Flaws were once Virtues.  The reason for the change is that 

=References
* [[ArM5]], pp. 37, 40
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]]
* [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf | Designer's Notes on Character Creation]] for [[ArM5]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1208959620</unix>
						<iso>2008-04-23 16:07:00</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Explained rationale for changing 4E Virtues into 5E Flaws</comment>
					<text><![CDATA[
A *Story Flaw* is a type of [[Virtues and Flaws|Flaw]] that draw the character into stories.  Story Flaws represent relationships, obligations, goals, and drives that make the character leave the comforts of home and participate in the interesting events we call [[Story|stories]].

Unlike most other role-playing games, in Ars Magica, the best way for magi to improve their own powers and abilities is usually by spending lots of time in their own libraries and laboratories. This creates a certain amount of inertia; the magi often have to be dragged away from their labs kicking and screaming (so to speak).  The idea behind Story Flaws is that they make it easier for the storyguide to motivate characters.  They provide a ready-made "hook" to get that character involved in the saga.

At their best, Story Flaws help make player-characters proactive about initiating stories rather than just reacting to opportunities and emergencies.  They enrich the game by broadening the variety of stories that occur and by making them relevant to the characters.

Story Flaws do not necessarily make a character weaker (at least not directly) and the character may not even see them as a disadvantage.  They count as Flaws mainly to help motivate players to take them.  They're a way to balance Virtues without necessarily weakening the character (just making him or her more interesting).

[[Grog|Grogs]] may not have Story Flaws because they are supposed to be supporting characters, not leading characters who initiate stories of their own.

=Major Story Flaws

Major Story Flaws are almost entirely disadvantageous to the character.  They interrupt his studies or other pursuits, possibly expose him to danger, with little reward other than the result story itself.  Having a rival or enemy is a simple example of a Major Story Flaw.

=Minor Story Flaws

Minor Story Flaws contain significant benefits, but they can still draw characters into stories.  An example might be an ally who can help the character from time to time, but also asks for his help in return.  Playing these requires a careful balancing act on the part of the storyguide: if the Story Flaw never causes any inconvenience, it's not a really Flaw, and if it never has any benefits, it's not really Minor.

=Story Flaws in Past Editions
The term *Story Flaw* was introduced in [[ArM5]], but many of the actual Flaws that are now Story Flaws date back much farther.  For example, Enemies is now a Story Flaw, but it existed at least as far back as [[ArM2]].

Many of what are now Minor Story Flaws were once Virtues.  The reason for the change appears to be a shift in priorities on the part of the game's designer; if the goal is to make characters more interesting and more easily motivated to participate in stories, it seems logical to emphasize the story potential rather than the relatively minor powers or benefits the Flaw confers.to be a shift in priorities on the part of the game's designer; if the goal is to make characters more interesting and more easily motivated to participate in stories, it seems logical to emphasize the story potential rather than the re
]]></text>
				</version>
			</history>
		</page>
		<page node="446">
			<name>flambeau_the_founder</name>
			<title>Flambeau the Founder</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209110945</unix>
						<iso>2008-04-25 10:09:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Founder|Founders]] of the [[Order of Hermes]], and the founder of [[House Flambeau]]. '''Flambeau''' is perhaps one of the more interesting and colorful of the Founders, a devout Christian yet violent magus. His [[Fifth Edition]] biography is described in [[HoHMC]] 6-10. 

The Fifth Edition version of Flambeau was criticized for presenting a more mellow and peaceful Founder. No longer is Flambeau issuing bellows of "Join or die!" across [[Mythic Europe]], and even his death has been mitigated from a glorious death in battle to (probably) either failed peace-delegation or monastic seclusion. This has created quite a fervor in the Ars community, although many dismiss these concerns.
]]></text>
				</version>
			</history>
		</page>
		<page node="447">
			<name>fireheart</name>
			<title>Fireheart</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209112582</unix>
						<iso>2008-04-25 10:36:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The legendary talisman of [[Flambeau the Founder]]. See [[HoHS]] 10.
]]></text>
				</version>
			</history>
		</page>
		<page node="448">
			<name>apromor</name>
			<title>Apromor</title>
			<language>en</language>
			<tags>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Character</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209113796</unix>
						<iso>2008-04-25 10:56:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The second [[Primus]] of [[House Flambeau]], '''Apromor''' is famous for instigating the magical school of magical combat using [[Perdo]] magic. See [[HoHMC]] 10, 27-28.
]]></text>
				</version>
			</history>
		</page>
		<page node="449">
			<name>milites</name>
			<title>Milites</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209114128</unix>
						<iso>2008-04-25 11:02:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica, the '''Milites''' (literally "knights"; singular '''miles''') are groups within [[House Flambeau]] pursuing knightly ideals, as per [[Houses of Hermes: Societates]]. See [[HoHS]] 11, 15-16.
]]></text>
				</version>
			</history>
		</page>
		<page node="45">
			<name>online_ars_encyclopedia_index</name>
			<title>Online Ars Encyclopedia Index</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205585674</unix>
						<iso>2008-03-15 13:54:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This "encyclopedia" is not meant to serve as a substitute to the official products describing the topics. Instead, it should serve to collect official references and as a brief explanation of key concepts of Ars Magica.

: [[ Mythic_Europe | Mythic Europe]] : The default fantasy setting for Ars Magica.
: [[ Order_of_Hermes | The Order of Hermes]] : The mystical organization to which wizards in Ars Magica belong, its history, politics, [[ Houses ]], and lore
: [[ FAQ | Frequently Asked Questions ]] :
: [[ Products ]] : Rule books and game supplements for Ars Magica
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205836087</unix>
						<iso>2008-03-18 11:28:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>small changes.</comment>
					<text><![CDATA[
This "encyclopedia" is not meant to serve as a substitute to the official products describing the topics. Instead, it should serve to collect official references and provide brief explanations of [[Ars Magica]] concepts.

:[[ Mythic_Europe | Mythic Europe]] : The default fantasy setting for Ars Magica.
:[[ rder_of_Hermes | The Order of Hermes]] : The mystical organization to which wizards in Ars Magica belong, its history, ssocial structures, and so on.
:[[Hermetic Magic]]: Issues related to the game's magic system.
:[[Game Mechanics]]: Other aspects of the game-rules.
:[[ FAQ | Frequently Asked Questions ]] :
:[[ gic system.
:[[Game Mechanics]]: Other aspects of the game-r
]]></text>
				</version>
			</history>
		</page>
		<page node="450">
			<name>castra_solis</name>
			<title>Castra Solis</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209114817</unix>
						<iso>2008-04-25 11:13:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Domus Magna|domus magna]] of [[House Bonisagus]], the covenant of '''Castra Solis''' lies in the [[Provencal Tribunal]]. See [[HoHS]] 13-14.

===See Also

* [[Val Negra]], the previous domus magna of the House.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209169303</unix>
						<iso>2008-04-26 02:21:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>House correction: Bonisagus -&gt; Flambeau</comment>
					<text><![CDATA[
The [[Domus Magna|domus magna]] of [[House Flambeau], the covenant of '''Castra Solis''' lies in the [[Provencal Tribunal]]. See [[HoHS]] 13-14.

===See Also

* [[Val Negra]], the previous domus magna of the House.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1266980936</unix>
						<iso>2010-02-24 04:08:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Clarified what &quot;old domus magna&quot; means</comment>
					<text><![CDATA[
The [[Domus Magna|domus magna]] of [[House Flambeau]], the covenant of '''Castra Solis''' lies in the [[Provencal Tribunal]]. See [[HoHS]] 13-14.

===See Also

* [[Val-Negra]], the domus magna of House Flambeau in past editions (through [[ArM4]])
]]></text>
				</version>
			</history>
		</page>
		<page node="451">
			<name>mystery</name>
			<title>Mystery</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209212113</unix>
						<iso>2008-04-26 14:15:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *Mystery* is a mystical secret.  In [[Ars Magica]], mysteries impart magical power.  The term "mystery" also refers to a cult that guards such a secret and teaches it to members (also called a [[Mystery Cult]]).

The idea of Mysteries is inspired by secret, mystical societies of [[Real History]]. Ars Magica includes both fantasy versions of historical societies, such as the [[Cult of Mithras]], and completely fictional secret societies.

=Mechanics of Mysteries

Mysteries in [[ArM5]] grant special powers to those who know them. In [[ArM5]], these powers are usually specific [[Virtues and Flaws]].

In order to learn a mystery, a character has to go through [[Initiation]] into a [[Mystery Cult]].  A given mystery cult might have more than one level of membership; a character must be initiated into each level.  Such cults usually divide their teachings into [[Outer Mystery|Outer]] and [[Inner Mystery|Inner Mysteries]].

=Examples of Mysteries

In [[ArM5]], several Houses are [[Mystery Cults]].  These are Houses [[House Bjornaer|Bjornaer]], [[House Criamon|Criamon]], [[House Merinita|Merinita]], and [[House Verditius|Verditius]].

Some Houses are mystery cults, but most mystery cults are not Houses.  The [[Cult of Mercury]] is an example of a cult that is not a House.

[[Hermetic Magic]] is not considered a mystery in [[ArM5]], because all [[Magus |magi]] know it.  All mysteries are [[Non Hermetic|non-Hermetic]] to some extent.

=Using Mysteries in Your Saga

Mysteries provide fascinating options for player characters and can add an authentic mystical tone to stories.  That said, they require some special consideration for use in a Saga.

Mysteries tend to focus stories on the character(s) who pursue their secrets. These characters are almost always magi.  [[Companion|Companions]] and [[Grog|Grogs]] might not have a natural role in stories about a magus's mystical discoveries and spiritual transformation.  Gaming groups should consider carefully what players and characters will be involved in mystery-related stories and make sure all the players have a chance to participate.  [[TMRE]] gives advice on running mystery stories throughout Chapter 3 (pp. 21-24), especially p. 23.

Furthermore, mysteries tend to lead [[Magus|magi]] down the path of [[Non Hermetic|non-Hermetic]] magic.  There is nothing wrong with this _per se_, but non-Hermetic magic gives characters a unique set of powers and capabilities.  There are implications for [[Game Balance| game balance]]. Players may regard the Virtues that some mysteries grant as overpowered (especially for young magi, who are supposed to be relatively weak).  On the other hand, magi who spend most of their time pursuing mysteries tend to lag behind in development of their [[Arts]].  For both of these reasons, some players consider mysteries as most appropriate for experienced magi (and experienced players).

=References

* [[The Mysteries Revised Edition]] is the [[ArM5]] supplement describing mysteries in the most detail.
* [[Houses of Hermes: Mystery Cults]] contains all the rules necessary to [[Initiation|Initiate]] into and advance through these [[Houses of Hermes|Houses]].
* [[Houses of Hermes: True Lineages]] and [[Houses of Hermes: Societates]] contain rules for the [[Cult of Mercury]].  (Both books duplicate the same rules so either can be used without the other.)
* [[The Mysteries]] is the popular [[ArM4]] supplement that introduced the concept of Mysteries.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268039896</unix>
						<iso>2010-03-08 10:18:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment>removed unnecessary link</comment>
					<text><![CDATA[
A *Mystery* is a mystical secret.  In [[Ars Magica]], mysteries impart magical power.  The term "mystery" also refers to a cult that guards such a secret and teaches it to members (also called a [[Mystery Cult]]).

The idea of Mysteries is inspired by secret, mystical societies of [[Real History]]. Ars Magica includes both fantasy versions of historical societies, such as the [[Cult of Mithras]], and completely fictional secret societies.

=Mechanics of Mysteries

Mysteries in [[ArM5]] grant special powers to those who know them. In [[ArM5]], these powers are usually specific [[Virtues and Flaws]].

In order to learn a mystery, a character has to go through [[Initiation]] into a [[Mystery Cult]].  A given mystery cult might have more than one level of membership; a character must be initiated into each level.  Such cults usually divide their teachings into [[Outer Mystery|Outer]] and [[Inner Mystery|Inner Mysteries]].

=Examples of Mysteries

In [[ArM5]], several Houses are Mystery Cults.  These are Houses [[House Bjornaer|Bjornaer]], [[House Criamon|Criamon]], [[House Merinita|Merinita]], and [[House Verditius|Verditius]].

Some Houses are mystery cults, but most mystery cults are not Houses.  The [[Cult of Mercury]] is an example of a cult that is not a House.

[[Hermetic Magic]] is not considered a mystery in [[ArM5]], because all [[Magus |magi]] know it.  All mysteries are [[Non Hermetic|non-Hermetic]] to some extent.

=Using Mysteries in Your Saga

Mysteries provide fascinating options for player characters and can add an authentic mystical tone to stories.  That said, they require some special consideration for use in a Saga.

Mysteries tend to focus stories on the character(s) who pursue their secrets. These characters are almost always magi.  [[Companion|Companions]] and [[Grog|Grogs]] might not have a natural role in stories about a magus's mystical discoveries and spiritual transformation.  Gaming groups should consider carefully what players and characters will be involved in mystery-related stories and make sure all the players have a chance to participate.  [[TMRE]] gives advice on running mystery stories throughout Chapter 3 (pp. 21-24), especially p. 23.

Furthermore, mysteries tend to lead [[Magus|magi]] down the path of [[Non Hermetic|non-Hermetic]] magic.  There is nothing wrong with this _per se_, but non-Hermetic magic gives characters a unique set of powers and capabilities.  There are implications for [[Game Balance| game balance]]. Players may regard the Virtues that some mysteries grant as overpowered (especially for young magi, who are supposed to be relatively weak).  On the other hand, magi who spend most of their time pursuing mysteries tend to lag behind in development of their [[Arts]].  For both of these reasons, some players consider mysteries as most appropriate for experienced magi (and experienced players).

=References

* [[The Mysteries Revised Edition]] is the [[ArM5]] supplement describing mysteries in the most detail.
* [[Houses of Hermes: Mystery Cults]] contains all the rules necessary to [[Initiation|Initiate]] into and advance through these [[Houses of Hermes|Houses]].
* [[Houses of Hermes: True Lineages]] and [[Houses of Hermes: Societates]] contain rules for the [[Cult of Mercury]].  (Both books duplicate the same rules so either can be used without the other.)
* [[The Mysteries]] is the popular [[ArM4]] supplement that introduced the concept of Mysteries.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268044477</unix>
						<iso>2010-03-08 11:34:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted examples section, and a few changes</comment>
					<text><![CDATA[
A *Mystery* is a mystical secret.  In [[Ars Magica]], mysteries often impart magical power.  The term "mystery" also refers to a cult that guards such a secret and teaches it to members (also called a [[Mystery Cult]]).

The idea of Mysteries is inspired by secret, mystical societies of [[Real History]]. Ars Magica includes both fantasy versions of historical societies, such as the [[Cult of Mithras]], and completely fictional secret societies, like [[Disciples of the Worm]].

[[Hermetic Magic]] is not considered a mystery in [[ArM5]], because all [[Magus |magi]] know it.  All mysteries are [[Non Hermetic|non-Hermetic]] to some extent. Some [[Houses of Hermes|Houses]] are mystery cults, but not all mystery cults are houses.

=Mechanics of Mysteries

Mysteries in [[ArM5]] grant special powers to those who know them. In [[ArM5]], these powers are usually specific [[Virtues and Flaws]].

As detailed in [[TMRE]], in order to learn a mystery a character has to go through [[Initiation]] into a [[Mystery Cult]].  A given mystery cult might have more than one level of membership; a character must be initiated into each level.  Such cults usually divide their teachings into [[Outer Mystery|Outer]] and [[Inner Mystery|Inner Mysteries]].

Some mysteries may be gained without such an initiation or a cult. An example of this is [[Forest Lore]], that can be gained by simply residing enough in the forest. Even for such mysteries, however, it is probably advisable to use the initiation mechanics as a framework for the story and mechanical effects.

=Using Mysteries in Your Saga

Mysteries provide fascinating options for player characters and can add an authentic mystical tone to stories.  That said, they require some special consideration for use in a Saga.

Mysteries tend to focus stories on the character(s) who pursue their secrets. These characters are almost always magi.  [[Companion|Companions]] and [[Grog|Grogs]] might not have a natural role in stories about a magus's mystical discoveries and spiritual transformation.  Gaming groups should consider carefully what players and characters will be involved in mystery-related stories and make sure all the players have a chance to participate.  [[TMRE]] gives advice on running mystery stories throughout Chapter 3 (pp. 21-24), especially p. 23.

Furthermore, mysteries tend to lead [[Magus|magi]] down the path of [[Non Hermetic|non-Hermetic]] magic.  There is nothing wrong with this _per se_, but non-Hermetic magic gives characters a unique set of powers and capabilities.  There are implications for [[Game Balance| game balance]]. Players may regard the Virtues that some mysteries grant as overpowered (especially for young magi, who are supposed to be relatively weak).  On the other hand, magi who spend most of their time pursuing mysteries tend to lag behind in development of their [[Arts]].  For both of these reasons, some players consider mysteries as most appropriate for experienced magi (and experienced players).

Although mysteries are primarily targeted at [[magi]], it is reasonable to extend the mechanics to other Magical practitioners, such as [[Hedge Wizard|hedge wizards]]. Mystic societies aligned with other Realms might also employ initiations into Mysteries - this is most appropriate for religious or quasi-religious groups. It is even possible in principle to employ the mechanics for purely secular traditions, such as experts in swordmanship - however, this would be a very unorthodox application of the rules.

=References

* [[The Mysteries Revised Edition]] is the [[ArM5]] supplement describing mysteries in the most detail.
* [[Houses of Hermes: Mystery Cults]] contains all the rules necessary to [[Initiation|Initiate]] into and advance through these [[Houses of Hermes|Houses]].
* [[Houses of Hermes: True Lineages]] and [[Houses of Hermes: Societates]] contain rules for the [[Cult of Mercury]].  (Both books duplicate the same rules so either can be used without the other.)
* [[The Mysteries]] is the popular [[ArM4]] supplement that introduced the concept of Mysteries.
]]></text>
				</version>
			</history>
		</page>
		<page node="452">
			<name>inner_mystery</name>
			<title>Inner Mystery</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209212508</unix>
						<iso>2008-04-26 14:21:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An *Inner Mystery* is a [[Mystery]] that is taught only to established members of a [[Mystery Cult]]. Before one can learn any inner mysteries, one must first be [[Initiation|Initiated]] into one or more of the cult's [[Outer Mystery|Outer Mysteries]].

Inner Mysteries are represented in [[ArM5]] as special [[Virtue|Virtues]].  Most of these Virtues are unique, available only to cult members, and either grant magical abilities, or significantly alter a magus's existing powers.

Not all [[Mystery Cult|Mystery Cults]] have Inner Mysteries. Only cults that have more than one level of membership do.
]]></text>
				</version>
			</history>
		</page>
		<page node="453">
			<name>outer_mystery</name>
			<title>Outer Mystery</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209212660</unix>
						<iso>2008-04-26 14:24:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An *Outer Mystery* is a [[Mystery]] that is taught to characters who enter the first, or lowest, level of membership in a [[Mystery Cult]].  A character must be [[Initiation|Initiated]] into the cult in order to learn any of its Outer Mysteries.

Some cults have only one Outer Mystery, and some have several.  In addition, some, but not all, cults have higher levels of membership that unlock [[Inner Mystery| Inner Mysteries]].
]]></text>
				</version>
			</history>
		</page>
		<page node="454">
			<name>mystery_cult</name>
			<title>Mystery Cult</title>
			<language>en</language>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209213191</unix>
						<iso>2008-04-26 14:33:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *Mystery Cult* in [[ArM5]] is a secret society that knows and teaches one or more [[Mystery|Mysteries]].  Characters join a mystery cult and learn its Mystery through the process of [[Initiation]].

=House Mysteries

In [[ArM5]], four Houses are considered mystery cults: [[Bjornaer]], [[Criamon]], [[Merinita]], and [[Verditius]]. They are also called [[Mystery House|Hystery Houses]].  They are described in the [[ArM5]] rule book; the supplement [[Houses of Hermes: Mystery Cults]] expands on them and describes many more of their mystical secrets.

=Other Mystery Cults

Some Houses are mystery cults, but most mystery cults are not Houses.

[[TMRE]] describes several example mystery cults and gives rules for creating new ones.

* The [[Legion of Mithras]]
* The [[Philosophers of Rome]]
* The [[Children of Hermes]]
* The [[Mystic Fraternity of Samos]]
* The [[Disciples of the Worm]]
* The [[Knights of the Green Stone]]

=Levels of Membership

Some cults have more than one level of membership.  Cult members are promoted from lower to higher levels of membership through additional [[Initiation|Initiations]].  The mystical secrets known to lower-level members are called [[Outer Mystery|Outer Mysteries]], while [[Inner Mystery|Inner Mysteries]] are reserved for the cult's elite.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1221423835</unix>
						<iso>2008-09-14 22:23:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>adding Exoteric/Esoteric</comment>
					<text><![CDATA[
A *Mystery Cult* in [[ArM5]] is a secret society that knows and teaches one or more [[Mystery|Mysteries]]. Characters join a mystery cult and learn its Mystery through the process of [[Initiation]].

=House Mysteries

In [[ArM5]], four Houses are considered mystery cults: [[Bjornaer]], [[Criamon]], [[Merinita]], and [[Verditius]]. They are also called [[Mystery House|Mystery Houses]], or [[Exoteric Mystery|Exoteric Mysteries]].  They are described in the [[ArM5]] rule book; the supplement [[Houses of Hermes: Mystery Cults]] expands on them and describes many more of their mystical secrets.

=Other Mystery Cults

Some Houses are mystery cults, but most mystery cults are not Houses.These are known as [[Esoteric Mystery|Esoteric Mysteries]].

[[TMut most mystery cults are not Houses.These are known as [[Esoteric Mystery|Esoteric Mysteries]].

[[TMRE]] describes several example mystery cults and gives rules for creating new ones.

* The [[Legion of Mithras]]
* The [[Philosophers of Rome]]
* The [[Children of Hermes]]
* The [[Mystic Fraternity of Samos]]
* The [[Disciples of the Worm]]
* The [[Knights of the Green Stone]]

=Levels of Membership

Some cults have more than one level of membership.  Cult members are promoted from lower to higher levels of membership through additional [[Initiation|Initiations]].  The mystical secrets known to lower-level members are called [[Outer
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1221424265</unix>
						<iso>2008-09-14 22:31:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>more cults</comment>
					<text><![CDATA[
A *Mystery Cult* in [[ArM5]] is a secret society that knows and teaches one or more [[Mystery|Mysteries]]. Characters join a mystery cult and learn its Mystery through the process of [[Initiation]].

=House Mysteries

In [[ArM5]], four Houses are considered mystery cults: [[Bjornaer]], [[Criamon]], [[Merinita]], and [[Verditius]]. They are also called [[Mystery House|Mystery Houses]], or [[Exoteric Mystery|Exoteric Mysteries]].  They are described in the [[ArM5]] rule book; the supplement [[Houses of Hermes: Mystery Cults]] expands on them and describes many more of their mystical secrets.

=Other Mystery Cults

Some Houses are mystery cults, but most mystery cults are not Houses.These are known as [[Esoteric Mystery|Esoteric Mysteries]].

[[TMRE]] describes several example mystery cults and gives rules for creating new ones.

* The [[Legion of Mithras]]
* The [[Philosophers of Rome]]
* The [[Children of Hermes]]
* The [[Mystic Fraternity of Samos]]
* The [[Disciples of the Worm]]
* The [[Knights of the Green Stone]]

Other mystery cults are described in canon, too:

* The [[Titanoi]] within [[House Tytalus]]
* The [[True Merinitia]] within [[House Merinitia]] and beyond
* The [[Cult of Orpheus]] within [[House Ex Miscellanea]]

Other mystery cults are described in canon, too:

* The [[Titanoi]] within [[House Tytalus]]
* The [[True Merinitia]] within [[House Merinitia]] and beyond
* The [[Cult of Orpheus]] within [[House Ex Miscellanea]]

=Levels of Membership

Some cults have more than one level of membership.  Cult members are promoted from lower to higher levels of membership thr
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268040104</unix>
						<iso>2010-03-08 10:21:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
A *Mystery Cult* in [[ArM5]] is a secret society that knows and teaches one or more [[Mystery|Mysteries]]. Characters join a mystery cult and learn its Mystery through the process of [[Initiation]].

=House Mysteries

In [[ArM5]], four Houses are considered mystery cults: [[Bjornaer]], [[Criamon]], [[Merinita]], and [[Verditius]]. They are also called [[Mystery House|Mystery Houses]], or [[Exoteric Mystery|Exoteric Mysteries]].  They are described in the [[ArM5]] rule book; the supplement [[Houses of Hermes: Mystery Cults]] expands on them and describes many more of their mystical secrets.

=Other Mystery Cults

Some Houses are mystery cults, but most mystery cults are not Houses.These are known as [[Esoteric Mystery|Esoteric Mysteries]].

[[TMRE]] describes several example mystery cults and gives rules for creating new ones.

* The [[Legion of Mithras]]
* The [[Philosophers of Rome]]
* The [[Children of Hermes]]
* The [[Mystic Fraternity of Samos]]
* The [[Disciples of the Worm]]
* The [[Knights of the Green Stone]]

Other mystery cults are described in canon, too:

* The [[Titanoi]] within [[House Tytalus]]
* The [[True Merinitae]] within [[House Merinita]] and beyond
* The [[Cult of Orpheus]] within [[House Ex Miscellanea]]
* The [[Huntress in the Wood]], largely within [[House Bjornaer]]

=Levels of Membership

Some cults have more than one level of membership.  Cult members are promoted from lower to higher levels of membership through additional [[Initiation|Initiations]].  The mystical secrets known to lower-level members are called [[Outer Mystery|Outer Mysteries]], while [[Inner Mystery|Inner Mysteries]] are reserved for the cult's elite.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268043578</unix>
						<iso>2010-03-08 11:19:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
A *Mystery Cult* in [[ArM5]] is a secret society that knows and teaches one or more [[Mystery|Mysteries]]. Characters join a mystery cult and learn its Mystery through the process of [[Initiation]].

=House Mysteries

In [[ArM5]], four Houses are considered mystery cults: [[Bjornaer]], [[Criamon]], [[Merinita]], and [[Verditius]]. They are also called [[Mystery House|Mystery Houses]], or [[Exoteric Mystery|Exoteric Mysteries]].  They are described in the [[ArM5]] rule book; the supplement [[Houses of Hermes: Mystery Cults]] expands on them and describes many more of their mystical secrets.

=Other Mystery Cults

Some Houses are mystery cults, but most mystery cults are not Houses.These are known as [[Esoteric Mystery|Esoteric Mysteries]].

[[TMRE]] describes several example mystery cults and gives rules for creating new ones.

* The [[Legion of Mithras]]
* The [[Philosophers of Rome]]
* The [[Children of Hermes]]
* The [[Mystic Fraternity of Samos]]
* The [[Disciples of the Worm]]
* The [[Knights of the Green Stone]]

Other mystery cults are described in canon, too:

* The [[Titanoi]] within [[House Tytalus]]
* The [[True Merinitae]] within [[House Merinita]] and beyond
* The [[Cult of Orpheus]] within [[House Ex Miscellanea]]
* [[The Huntress in the Wood]], largely within [[House Bjornaer]]

=Levels of Membership

Some cults have more than one level of membership.  Cult members are promoted from lower to higher levels of membership through additional [[Initiation|Initiations]].  The mystical secrets known to lower-level members are called [[Outer Mystery|Outer Mysteries]], while [[Inner Mystery|Inner Mysteries]] are reserved for the cult's elite.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1268045918</unix>
						<iso>2010-03-08 11:58:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Order of the Green Cockerel added</comment>
					<text><![CDATA[
A *Mystery Cult* in [[ArM5]] is a secret society that knows and teaches one or more [[Mystery|Mysteries]]. Characters join a mystery cult and learn its Mystery through the process of [[Initiation]].

=House Mysteries

In [[ArM5]], four Houses are considered mystery cults: [[Bjornaer]], [[Criamon]], [[Merinita]], and [[Verditius]]. They are also called [[Mystery House|Mystery Houses]], or [[Exoteric Mystery|Exoteric Mysteries]].  They are described in the [[ArM5]] rule book; the supplement [[Houses of Hermes: Mystery Cults]] expands on them and describes many more of their mystical secrets.

=Other Mystery Cults

Some Houses are mystery cults, but most mystery cults are not Houses.These are known as [[Esoteric Mystery|Esoteric Mysteries]].

[[TMRE]] describes several example mystery cults and gives rules for creating new ones.

* The [[Legion of Mithras]]
* The [[Philosophers of Rome]]
* The [[Children of Hermes]]
* The [[Mystic Fraternity of Samos]]
* The [[Disciples of the Worm]]
* The [[Knights of the Green Stone]]
* The [[Order of the Green Cockerel]]

Other mystery cults are described in canon, too:

* The [[Titanoi]] within [[House Tytalus]]
* The [[True Merinitae]] within [[House Merinita]] and beyond
* The [[Cult of Orpheus]] within [[House Ex Miscellanea]]
* [[The Huntress in the Wood]], largely within [[House Bjornaer]]

=Levels of Membership

Some cults have more than one level of membership.  Cult members are promoted from lower to higher levels of membership through additional [[Initiation|Initiations]].  The mystical secrets known to lower-level members are called [[Outer Mystery|Outer Mysteries]], while [[Inner Mystery|Inner Mysteries]] are reserved for the cult's elite.
]]></text>
				</version>
			</history>
		</page>
		<page node="455">
			<name>supernatural_virtue</name>
			<title>Supernatural Virtue</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209222339</unix>
						<iso>2008-04-26 17:05:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *Supernatural Virtue* is a [[Virtue]] grants some kind of [[non-Hermetic]] power.  Supernatural Virtues may be derive from any of the four supernatural [[Realm|Realms]].

A typical Supernatural Virtue is something like Faerie Blood.

Some Supernatural Virtues grant access to [[Supernatural Ability|Supernatural Abilities]].

=References

* [[Virtues and Flaws Index]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268095666</unix>
						<iso>2010-03-09 01:47:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link, put subject name in bold</comment>
					<text><![CDATA[
A '''Supernatural Virtue''' is a [[Virtue]] grants some kind of [[non-Hermetic]] power.  Supernatural Virtues may be derive from any of the four supernatural [[Realm|Realms]].

A typical Supernatural Virtue is something like Faerie Blood.

Some Supernatural Virtues grant access to [[Supernatural Ability|Supernatural Abilities]].

= Related Topics
* [[Supernatural Flaw]]
* [[Virtues and Flaws Index]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1281096353</unix>
						<iso>2010-08-06 14:05:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight expansion</comment>
					<text><![CDATA[
A '''Supernatural Virtue''' is a [[Virtue]] grants some kind of [[non-Hermetic]] power.  Supernatural Virtues may be derive from any of the four supernatural [[Realm|Realms]], although some are restricted to particular Realms.

A typical Supernatural Virtue is something like Faerie Blood.

Some Supernatural Virtues grant access to [[Supernatural Ability|Supernatural Abilities]], typically granting a score of 1 in one Supernatural Ability and allowing the character to advance it further with [[experience point|experience points]].

= Related Topics
* [[Supernatural Flaw]]
* [[Virtues and Flaws Index]]
]]></text>
				</version>
			</history>
		</page>
		<page node="456">
			<name>virtues_and_flaws_index</name>
			<title>Virtues and Flaws Index</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209222484</unix>
						<iso>2008-04-26 17:08:04</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The *Virtues and Flaws Index* is a fan-created index of all known [[Virtues and Flaws]] in [[ArM5]].  It was created and is maintained by [[Erik Dahl]].

The Virtues and Flaws index may be [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|downloaded]] from the [[Atlas Games]] Web site.
]]></text>
				</version>
			</history>
		</page>
		<page node="457">
			<name>ease_factor</name>
			<title>Ease Factor</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209222925</unix>
						<iso>2008-04-26 17:15:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Ars Magica]], the *Ease Factor* is the minimum number a player has to roll (after modifiers) in order for a character to succeed at a task.  The term is a little counter-intuitive because more difficult tasks have a _higher_ Ease Factor.

Ease Factors are commonly multiples of 3, but that is just a convention, not a hard and fast rule.

=Example of Ease Factors in Play

A character with a [[Strength]] of +2 tries to force open a barred door.  The storyguide tells the player to roll a Str [[stress die]] against an Ease Factor of 9.  The player rolls a 7, which is modified by the character's +2 [[Strength]], for a total of 9.  Since this equals the Ease Factor, the task succeeds: the door opens.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209223010</unix>
						<iso>2008-04-26 17:16:50</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link correction</comment>
					<text><![CDATA[
In [[Ars Magica]], the *Ease Factor* is the minimum number a player has to roll (after modifiers) in order for a character to succeed at a task.  The term is a little counter-intuitive because more difficult tasks have a _higher_ Ease Factor.

Ease Factors are commonly multiples of 3, but that is just a convention, not a hard and fast rule.

=Example of Ease Factors in Play

A character with a [[Strength]] of +2 tries to force open a barred door.  The storyguide tells the player to roll a Str [[Stress Die]] against an Ease Factor of 9.  The player rolls a 7, which is modified by the character's +2 [[Strength]], for a total of 9.  Since this equals the Ease Factor, the task succeeds: the door opens.
]]></text>
				</version>
			</history>
		</page>
		<page node="458">
			<name>immortality</name>
			<title>Immortality</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209464998</unix>
						<iso>2008-04-29 12:29:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Fifth Edition]] Ars Magica there are several ways in [[Canon|canon]] a mortal (in particular, a magus) can obtain immortality. 

First, it must be clarified that immortality means "unaging" rather than "undying". Immortal magi are generally vulnerable to destruction, although this may be more difficult in some cases.

Second, "true" immortality also implies immunity to [[Warping]], obtained by acquiring a [[Might]] score. A character could, in theory, remain active with any amount of warping, but in practice the line appears to assume that a Warping Score of 10 will result in Final Twilight through accident or a botch, and sooner rather than later. Lesser immortality allows magi immunity to aging at the cost of warping, meaning that they will exist the game when they become sufficiently warped.

===Principles of Immortality

Several principles seem to frame the design of immortality in [[ArM5]]. Although not always adhered to, they seem to expalain much of the mechanics.

''The eternal does not change''
Perhaps the principle guiding principle, it seems that those who achieve immortality also find it difficult to change. Change (character advancement) requires external resources, generally raw vis, and is slower.

''Freedoms have costs''
Many ways of obtaining true immortality limit you in some ways. The more free you are, the harder it is to obtain that immortality. 'Hard' here primarily means requiring more magi to cooperate more in your service.

''Safety has costs''
Immortality does not mean invulnerability. The more safe you are, the more it costs - principally in terms of freedoms and effort.

===Lesser Immortality

The most common form of lesser immortality is the Hermetic [[Longevity Ritual]]. At the [[Canon|canonic]] power level, Hermetic specialists will be more than capable of constructing potent longevity rituals that will not (or rarely) fail regardless of age. Magi are generally presumed to die of other causes or reach Final Twilight, not to die of old age.

Some magi may choose other paths, due to political reasons (e.g. wanting to make their own ritual) or economic ones (e.g. being unable to afford the high raw vis costs involved). One of these is the [[Immortality of the Forest]], a fruit of a [[Forest Path]] presented in [[Guardians of the Forest]]. The virtue functions much like a potent longevity ritual, providing immunity to aging at the cost of warping - but at the cost of limiting the magus to the particular forest. 

Other magi seek out the [[Guardian of Nature]] [[Mystery]]. Like the ''Immortality of the Forest'', becoming a guardian limits you to one locale. However, it has the added cost of forbidding laboratory work and severly limiting your character advancement. As a means to power, then, it is highly ineffective.

Finally, [[Goetic Binding]] allows one to obtain a sort of lesser immortality. This is generally inferior to the Hermetic longevity ritual, as it requires more investment in its maintainance. However, this path is open to non-magi.

===False Immortality

Perhaps the most powerful true mmortality in [[Canon|canon]] is that achieved at the final station of the [[House Criamon|Criamon]] Path of the Body. Obtaining full immunity to both aging and warping, the magus is nonetheless free to roam yet also to learn. However, roleplaying considerations limit its application so much that for all intents and purposes this is a way to retire that character, not to persist as an immortal character.

Another sort of true immortality seems to be becoming a [[Great Beast]] of [[House Bjornaer]]. The Great Beasts certainly seem immune to warping and aging, and to retain enough intelligence to nudge the House and act as [[Mystegogue|Mystagogues]]. However, it isn't clear they pursue character advancement if at all, why they don't take a more active role, and where they roam. It seems the role of Great Beast is intended to be an [[NPC]] role, and not a true path to immortality.

===True Immortality

Perhaps the most potent path to true immortality is [[Becoming]], transforming the [[Merinitia]] magus into a faerie creature. By not completing the transformation, the magus may become immune to aging without incurring warping, and at relatively small costs. Even if this loophole is not allowed, a magus that fully undergoes the transformation is still totally free to roam Mythic Europe and can advance relatively easily - his magic, however, is seriously impaired, and advancement is still slowed.

Another powerful kind of immortality is the alchemical [[Elixir]]. Magi who achieve immortality in this way are free to roam the world, yet their magic is unhindered. Their advancement, however, is somehwat more difficult and (typically) bound up to their [[Talisman]]. It is very difficult to achieve.

The [[Mystery]] of the [[Living Ghost]] provides an alternative - greater safety borne out of the ghost's incorporeality, but at the cost of being somewhat more vulnerable outsdie the ghost's Haunt. It is also much easier to attain, not requiring the cadre of assistant-wizards that the Elixir or Ascendancy require.

Perhaps the most difficult to attain, and certainly the most safe, is [[Ascendancy to the Hall of Heroes]]. In some respects it is the weakest choice, as your ability to affect the world and advance is dependent on the actions of other magi. Without a cult to summon its aspects, an ascended magus is unable to affect the world or the saga.
]]></text>
				</version>
			</history>
		</page>
		<page node="459">
			<name>cult_of_mithras</name>
			<title>The Cult of Mithras</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209499575</unix>
						<iso>2008-04-29 22:06:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Fifth Edition]], the '''Cult of Mithras''' was partly resurrected by a lineage within House Flambaeu (see [[HoHS]] 17-18). The god, and tradition, is presented as associated with brilliance and light ([[Ignem]]), harmony, and personal excellence. 

The influence of Mithras is also apparent in the [[Legion of Mithras]].

===References

* The cult of [[Sol Invictus]] is a [[Divine Realm|Divine]] cult that is somewhat related, at least thematically, to Mithras.
]]></text>
				</version>
			</history>
		</page>
		<page node="46">
			<name>ungifted</name>
			<title>unGifted</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205585980</unix>
						<iso>2008-03-15 13:59:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''unGifted''' are those lacking the Gift of Magic. The term is usually applied to persons who are otherwise affiliated with supernatural powers, such as hedge wizards, or are nevertheless members of the Order (such as [[redcaps]]) to distinguish them from truly Gifted magi or hedge wizards.
]]></text>
				</version>
			</history>
		</page>
		<page node="460">
			<name>flambeau_tournament</name>
			<title>Flambeau Tournament</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209500381</unix>
						<iso>2008-04-29 22:19:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
House Flambeau holds regular tournaments. The major Flambeau Tournament is held regularly at its [[Domus Magna|domus magna]], [[Castra Solis]], while lesser tournaments are held at other covenants. Any magus, of any [[Houses of Hermes|House]], may participate in the tournaments - making them one of the major events of [[Hermetic Society]].

A given tournament may include any number of events, including [[Certamen]], Dimicatio (a contest of counter-magic employing [[Forceless Casting|forceless casting]]), Wizard's Melee (a form of mock battle between two magi and their grogs).

===References

* See [[HoHS]] 21-22 for the rules on the tournament and Dimicatio or Wizard's Melee.
]]></text>
				</version>
			</history>
		</page>
		<page node="461">
			<name>wizard's_war</name>
			<title>Wizard's War</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209501017</unix>
						<iso>2008-04-29 22:30:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Code of Hermes]] is not intended to provide a justice that does not respect power, and leaves the option of '''Wizard's War''' to allow magi to risk their lives in the exercise of their power. By formalizing the duel, the Code limits collateral damage, discourages bullying by allowing time for preparation and escape, and prevents wanton and careless violence.

The practice of Wizard's War is described in core [[ArM5]] 14. The lrgalities are expanded upon in [[HoHTL]] 47-48. The most comprehensive and thorough treatment, however, is provided in [[HoHS]] 22-25, which delves into the actual conduct of wizard wars.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267063605</unix>
						<iso>2010-02-25 03:06:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Broke the references out into bullets</comment>
					<text><![CDATA[
The [[Code of Hermes]] is not intended to provide a justice that does not respect power, and leaves the option of '''Wizard's War''' to allow magi to risk their lives in the exercise of their power by fighting a duel to the death. By formalizing the duel, the Code limits collateral damage, discourages bullying by allowing time for preparation and escape, and prevents wanton and careless violence.

= References

* The practice of Wizard's War is described in core [[ArM5]] 14. 
* The legalities are expanded upon in [[HoHTL]] 47-48. 
* The most comprehensive and thorough treatment, however, is provided in [[HoHS]] 22-25, which delves into the actual conduct of wizard wars.
]]></text>
				</version>
			</history>
		</page>
		<page node="462">
			<name>house_acclaim</name>
			<title>House Acclaim</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209501738</unix>
						<iso>2008-04-29 22:42:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''House Acclaim''' is a [[Reputation]] system within the [[Houses of Hermes|House]], where the reputation is increased (or, possibly, decreased) by particular deeds in accordance with the House's values. 

The House Acclaim of [[House Flambeau]] is an Hermetic reputation, appreciable to any Hermetic magus. That of [[House Bonisagus]] is generally restricted to its members, but also determines the magus' rank within the House.

===References

* First described in [[Houses of Hermes: True Lineages]] 21-22 as it pertains to [[House Bonisagus|Bonisagus]] magi.
* [[HoHS]] 31 for the [[House Flambeau|Flambeau]] House Acclaim.
]]></text>
				</version>
			</history>
		</page>
		<page node="463">
			<name>miles</name>
			<title>Miles</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209502056</unix>
						<iso>2008-04-29 22:47:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Literally a "knight", a Miles is a member of the [[Milites]] of [[House Flambeau]].

Also, a [[Minor Flaw|Minor]] [[Story Flaw]], as descirbed in [[HoHS]] 31-32.
]]></text>
				</version>
			</history>
		</page>
		<page node="464">
			<name>invisibility</name>
			<title>Invisibility</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209502263</unix>
						<iso>2008-04-29 22:51:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Hermetic magic can bestow invisibility by the application of [[Perdo]] [[Imaginem]] magic. Like most illusions, invisibility works even against opponents with [[Magic Resistance]].

See also the rules for fighting invisible opponents, in [[HoHS]] 32-33.
]]></text>
				</version>
			</history>
		</page>
		<page node="465">
			<name>jerbiton_the_founder</name>
			<title>Jerbiton the Founder</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209747057</unix>
						<iso>2008-05-02 18:50:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Founder]] '''Jerbiton''' (or, technically, "Flavius of Jerbiton") was already a leader of many Eastern wizards when the Order formed, and played a key role in the formation of the [[Theban League]] that thwarted the early advances of [[Tremere]] within the Eastern Empire. The biography of the Founder is sketched in [[HoHS]] 39-41.
]]></text>
				</version>
			</history>
		</page>
		<page node="466">
			<name>valnastium</name>
			<title>Valnastium</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209747765</unix>
						<iso>2008-05-02 19:02:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Domus Magna|domus magna]] of [[House Jerbiton]], '''Valnastium''' is a covenant hidden in the mountains of the [[Greater Alps Tribunal]]. 

The covenant and the valley it sits in are briefly decribed in [[HoHS]] 53. See also [[HoHS]] 41, 40, 39. Note that the covenant also holds several [[Chapter House|chapter houses]].

===See Also

* The [[Fourth Edition]] description of the covenant is provided in [[SoI]] 78-95. It is largely compatible with the [[Fifth Edition]] account, and provides extra details on the inhabitants, extensive library, and so on. Some of the details, however - including the manner of electing a [[Primus]] - do not coincide with the information presented in [[HoHS]].
]]></text>
				</version>
			</history>
		</page>
		<page node="467">
			<name>mappa_mundi</name>
			<title>Mappa Mundi</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209749614</unix>
						<iso>2008-05-02 19:33:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A legendary artifcat first presented as a gift to Augustus Ceasar. See [[HoHS]] 47.
]]></text>
				</version>
			</history>
		</page>
		<page node="468">
			<name>etiquette</name>
			<title>Etiquette</title>
			<keywords>Etiquette, General Ability</keywords>
			<description>General Ability Etiquette</description>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Ability</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209751231</unix>
						<iso>2008-05-02 20:00:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Ars Magica]], [[Etiquette]] is a [[General Ability]]. It is described in [[ArM5]] 65, but its use is greatly elaborated in [[HoHS]] 48-51. The use of etiquette can create or destroy [[Reputation|reputations]], and is important in setting the repute and glorious nature of a gathering.
]]></text>
				</version>
			</history>
		</page>
		<page node="469">
			<name>itinerarium</name>
			<title>Itinerarium</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209750082</unix>
						<iso>2008-05-02 19:41:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A yearly guided tour of Mythic Europe (or at least its fairer fractions) carried out by apprentices of [[House Jerbiton]] and, often, apprentices from other [[Houses of Hermes|Houses]]. The tour is a fairly well-known practice in [[Hermetic Society|Hermetic society]].

See [[HoHS]] 47.
]]></text>
				</version>
			</history>
		</page>
		<page node="47">
			<name>redcap</name>
			<title>Redcap</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205586880</unix>
						<iso>2008-03-15 14:14:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''redcap''' is a member of [[House Mercere]] is good standing, employed as a messanger in the [[Order of Hermes]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205876395</unix>
						<iso>2008-03-18 22:39:55</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A '''redcap''' is a member of [[House Mercere]] is good standing, employed as a messanger in the [[Order of Hermes]].

===References

* [[ArM5]] 12, 48.
* [[HoHTL]] 81.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279180442</unix>
						<iso>2010-07-15 09:54:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
A '''redcap''' is a member of [[House Mercere]] is good standing, employed as a messenger in the [[Order of Hermes]]. Although ostensibly full members of the Order, redcaps do not wield [[Hermetic magic]] and do not vote at [[tribunal|tribunals]]. Despite this, redcaps enjoy the full protection of the [[Code of Hermes|Code]], and further protections laid down in the [[Peripheral Code]]. They are [[Companion]]-level characters.

The redcap network provides essential services in trade and communication for [[magi]]. Trade in books and [[raw vis]], correspondence with fellow scholars and the delivery of messages (especially official ones) and more are all typically accomplished through the redcap network.

===References

* [[ArM5]] 12, 48.
* [[HoHTL]] 81.
* See also the [[Redcap (Virtue)]] and the [[Lone Redcap]] virtues.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1279192779</unix>
						<iso>2010-07-15 13:19:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>notary note</comment>
					<text><![CDATA[
A '''redcap''' is a member of [[House Mercere]] is good standing, employed as a messenger in the [[Order of Hermes]]. Although ostensibly full members of the Order, redcaps do not wield [[Hermetic magic]] and do not vote at [[tribunal|tribunals]]. Despite this, redcaps enjoy the full protection of the [[Code of Hermes|Code]], and further rights laid down in the [[Peripheral Code]]. A redcap may also serve as a [[notary]]. They are [[Companion]]-level characters.

The redcap network provides essential services in trade and communication for [[magi]]. Trade in books and [[raw vis]], correspondence with fellow scholars and the delivery of messages (especially official ones) and more are all typically accomplished through the redcap network.

===References

* [[ArM5]] 12, 48.
* [[HoHTL]] 81.
* See also the [[Redcap (Virtue)]] and the [[Lone Redcap]] virtues.
]]></text>
				</version>
			</history>
		</page>
		<page node="470">
			<name>tribunal_feast</name>
			<title>Tribunal Feast</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209751539</unix>
						<iso>2008-05-02 20:05:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A grand feast held before the [[Grand Tribunal]], conducted under strict rules of [[Etiquette]] by the [[League of Gastronomers]].
]]></text>
				</version>
			</history>
		</page>
		<page node="471">
			<name>symposium</name>
			<title>Symposium</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209754999</unix>
						<iso>2008-05-02 21:03:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Hermeticf circles, the '''Symposium''' often refers to a meeting undertaken by [[Jerbiton]] magi before a [[Tribunal]] session.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209755039</unix>
						<iso>2008-05-02 21:03:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page number</comment>
					<text><![CDATA[
In Hermeticf circles, the '''Symposium''' often refers to a meeting undertaken by [[Jerbiton]] magi before a [[Tribunal]] session. See [[HoHS]] 50.
]]></text>
				</version>
			</history>
		</page>
		<page node="472">
			<name>greater_alps_tribunal</name>
			<title>Greater Alps Tribunal</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209761622</unix>
						<iso>2008-05-02 22:53:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Tribunal of the Greater Alps''' is at the heartland of the [[Order of Hermes|Order]], a [[Regional Tribunal]] bordering the powerful and respected [[Rhine Tribunal]] and [[Roman Tribunal]], as well as the [[Transylvanian Tribunal|Transylvanian]] and [[Normandy Tribunal|Normandy]] Tribunals. True to its name, the tribunal covers much of the highest Alps, north of Italy.

== Fifth Edition

There is no [[Canon|canonic]] description of the Tribunal for [[Fifth Edition]]. However, the [[Fourth Edition]] description should largely still be applicable.

== Hermetic Landscape

The canonic Greater Alps Tribunal holds an unknown number of [[Covenant|covenants]]. The only [[Covenant|covenants]] supported in [[Canon|canon]] are [[Valnastium]], [[Domus Magna|domus magna]] of [[House Jerbiton]], and the [[Cave of Twisting Shadows]], [[Domus Magna|domus magna]] of [[House Criamon]].

For non-Canonic covenants, see [[Greater Alps Sagas]].

== Fourth Edition

In [[Fourth Edition]], the Tribunal was described in the supplement [[Sanctuary of Ice]] (by [[Timothy Ferguson]]). It presented the Tribunal as steeped in Roman traditions and pride, and intentionally keeping the number of magi down. In addition to the two domus magna, the tribunal boasts four more covenants, and introduced the idea of a [[Chapter House]].
]]></text>
				</version>
			</history>
		</page>
		<page node="473">
			<name>league</name>
			<title>League</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209762546</unix>
						<iso>2008-05-02 23:09:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Fifth Edition]] Ars Magica, a "League" usually refers to a loose [[Societas]] largely composed of [[Jerbiton]] magi. A league is usually formed for a specific purpose, and disperses once its goal has been met - but some leagues are open ended.

The most famous league was perhaps the [[Theban League]], which opposed [[Tremere the Founder|Tremere's]] occupation of the East and is rumoured to have had a hand in the [[Sundering]].

[[HoHS]] presentes several sample Leagues. That largest is the [[League of Gastronomers]], but the book also discusses ''The Daighters of Echo''. ''The Keepers of the Pearl of Great Price'', ''The Humble Brethern'', ''The New Iconophiles'', ''The Pondereres of Weight and Distance'', ''The Silent Ones'', ''The Single Ocean'', and ''The Viticulturalists''.

===References

* [[HoHS]] 53-54 explains the concept of a League in great detail, including the various considerations of incorporating one into play. 

===See Also

* A somewhat similar structure are the [[Tytalus Cabal|Cabals]] of [[House Tytalus]].
]]></text>
				</version>
			</history>
		</page>
		<page node="474">
			<name>league_of_gastronomers</name>
			<title>League of Gastronomers</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209762832</unix>
						<iso>2008-05-02 23:13:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Jerbiton]] [[League]] that engages in throwing lavish parties, following ornate manner of [[Etiquette]]. The league includes many magi from other [[Houses of Hermes|Houses]]. In addition to the annual feast, the league holds the [[Tribunal Feast]] and other rarer grand events.

See [[HoHS]] 54, 50.
]]></text>
				</version>
			</history>
		</page>
		<page node="475">
			<name>jerbiton</name>
			<title>Jerbiton</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209762953</unix>
						<iso>2008-05-02 23:15:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term *Jerbiton* refers to one of the following unambiguous entities:

* [[Jerbiton the Founder]]
* [[House Jerbiton]]
* A single [[Magus|magus]] in his role as a member of [[House Jerbiton]]
]]></text>
				</version>
			</history>
		</page>
		<page node="476">
			<name>muse</name>
			<title>Muse</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209794695</unix>
						<iso>2008-05-03 08:04:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Fifth Edition]], the [[Minor Virtue|Minor]] [[Supernatural Virtue]] '''Muse''' is described in [[HoHS]] 56.
]]></text>
				</version>
			</history>
		</page>
		<page node="477">
			<name>mystical_choreography</name>
			<title>Mystical Choreography</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209794803</unix>
						<iso>2008-05-03 08:06:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This [[Minor Virtue|Minor]] [[Hermetic Virtue]], speeding up [[Ceremonial Casting]], is described in [[HoHS]] 56.
]]></text>
				</version>
			</history>
		</page>
		<page node="478">
			<name>supernatural_beauty</name>
			<title>Supernatural Beauty</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209794892</unix>
						<iso>2008-05-03 08:08:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This [[Major Virtue|Major]] [[Supernatural Virtue]] is described in [[HoHS]] 56.
]]></text>
				</version>
			</history>
		</page>
		<page node="479">
			<name>brutal_artist</name>
			<title>Brutal Artist</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209794969</unix>
						<iso>2008-05-03 08:09:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Hermetic Flaw]], available to [[Jerbiton]] magi. See [[HoHS]] 56.
]]></text>
				</version>
			</history>
		</page>
		<page node="48">
			<name>metacreator</name>
			<title>Metacreator</title>
			<language>en</language>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205587659</unix>
						<iso>2008-03-15 14:27:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Metacreator''' is a software produced by Alter Ego Software that serves as a character creation and amangement software for multiple gaming platforms. The company provides an [[Ars Magica Bundle]] providing the rules (including much of the text) needed for character generation and advancement for core [[ArM5]] and [[ArM4]]. In addition, expansion packages are available with support for the [[True Lineages]] and [[Guardians of the Forest]] supplements, [[The Myeteries Revised Edition]] and [[Houses of Hermes Mystery Cults]], and the [[Covenants]] supplement. It is also possible to define and create your own rulesets, accomodate house rules, insert new items such as new spells, and so on.

The ease of creating and maintaining ArM characters and covenants in Metacreator is substantial, and the program is supported by [[Atlas Games]] on its Ars Magica webpage as an excellent aid to play.

=== Links
[[Alter Ego Software]]
The [[Ars Magica Page]] in AEG's store.
The AEG page in [[OneBookShelf]] or [[e23]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205587674</unix>
						<iso>2008-03-15 14:27:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>seperating</comment>
					<text><![CDATA[
'''Metacreator''' is a software produced by Alter Ego Software that serves as a character creation and amangement software for multiple gaming platforms. The company provides an [[Ars Magica Bundle]] providing the rules (including much of the text) needed for character generation and advancement for core [[ArM5]] and [[ArM4]]. In addition, expansion packages are available with support for the [[True Lineages]] and [[Guardians of the Forest]] supplements, [[The Myeteries Revised Edition]] and [[Houses of Hermes Mystery Cults]], and the [[Covenants]] supplement. It is also possible to define and create your own rulesets, accomodate house rules, insert new items such as new spells, and so on.

The ease of creating and maintaining ArM characters and covenants in Metacreator is substantial, and the program is supported by [[Atlas Games]] on its Ars Magica webpage as an excellent aid to play.

=== Links


[[Alter Ego Software]]
The [[Ars Magica Page]] in AEG's store.
The AEG page in [[OneBookShelf]] or [[e23]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205587690</unix>
						<iso>2008-03-15 14:28:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>seperating</comment>
					<text><![CDATA[
'''Metacreator''' is a software produced by Alter Ego Software that serves as a character creation and amangement software for multiple gaming platforms. The company provides an [[Ars Magica Bundle]] providing the rules (including much of the text) needed for character generation and advancement for core [[ArM5]] and [[ArM4]]. In addition, expansion packages are available with support for the [[True Lineages]] and [[Guardians of the Forest]] supplements, [[The Myeteries Revised Edition]] and [[Houses of Hermes Mystery Cults]], and the [[Covenants]] supplement. It is also possible to define and create your own rulesets, accomodate house rules, insert new items such as new spells, and so on.

The ease of creating and maintaining ArM characters and covenants in Metacreator is substantial, and the program is supported by [[Atlas Games]] on its Ars Magica webpage as an excellent aid to play.

=== Links

[[Alter Ego Software]]
The [[Ars Magica Page]] in AEG's store.
The AEG page in [[OneBookShelf]] or [[e23]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205589089</unix>
						<iso>2008-03-15 14:51:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed links</comment>
					<text><![CDATA[
'''Metacreator''' is a software produced by Alter Ego Software that serves as a character creation and amangement software for multiple gaming platforms. The company provides an Ars Magica template priding the rules (including much of the text) needed for character generation and advancement for core [[ArM5]] and [[ArM4]]. In addition, expansion packages are available with support for the [[True Lineages]] and [[Guardians of the Forest]] supplements, [[The Myeteries Revised Edition]] and [[Houses of Hermes Mystery Cults]], and the [[Covenants]] supplement. It is also possible to define and create your own rulesets, accomodate house rules, insert new items such as new spells, and so on.

The ease of creating and maintaining ArM characters and covenants in Metacreator is substantial, and the program is supported by [[hthttp://www.atlas-games.com/|tp://www.atlas-games.com/|Atlas Games]] on its Ars Magica webpage as an excellent* [[http://www.alteregosoftware.com/|id to play.

=== Lin, including links to the Ars Magica template and the available supplements.
* The AES page in [[http://www.rpgnow.com/index.php?filters=0_0_0&manufacturers_id=419 | ]], including links http://to .sjgames.com/search.html?keywords=&publisher=Alter+Ego+Software&author=&gsys=&genre=&type=&price_lo=0&price_hi=&sortby=alphaAZ|e23the
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205589181</unix>
						<iso>2008-03-15 14:53:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
'''Metacreator''' is a software produced by Alter Ego Software that serves as a character creation and amangement software for multiple gaming platforms. The company provides an Ars Magica template providing the rules (including much of the text) needed for character generation and advancement for core [[ArM5]] and [[ArM4]]. In addition, expansion packages are available with support for the [[True Lineages]] and [[Guardians of the Forest]] supplements, [[The Mysteries Revised Edition]] and [[Houses of Hermes Mystery Cults]], and the [[Covenants]] supplement. It is also possible to define and create your own rulesets, accomodate house rules, insert new items such as new spells, and so on.

The ease of creating and maintaining ArM characters and covenants in Metacreator is substantial, and the program is supported by [[http://www.atlas-games.com/|Atlas Games]] on its Ars Magica webpage as an excellent aid to play.

=== Links

* [[http://www.alteregosoftware.com/|Alter Ego Software]], including links to the Ars Magica template and the available supplements.
* The AES page in [[http://www.rpgnow.com/index.php?filters=0_0_0&manufacturers_id=419 | OneBookShelf]] or [[http://e23.sjgames.com/search.html?keywords=&publisher=Alter+Ego+Software&author=&gsys=&genre=&type=&price_lo=0&price_hi=&sortby=alphaAZ|e23]].
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1206460604</unix>
						<iso>2008-03-25 16:56:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
'''Metacreator''' is a software produced by Alter Ego Software that serves as a character creation and amangement software for multiple gaming platforms. The company provides an Ars Magica template providing the rules (including much of the text) needed for character generation and advancement for core [[ArM5]] and [[ArM4]]. In addition, expansion packages are available with support for the [[True Lineages]] and [[Guardians of the Forest]] supplements, [[The Mysteries Revised Edition]] and [[Houses of Hermes:: Mystery Cults]], and the [[Covenants]] supplement. It is also possible to define and create your own rulesets, accomodate house rules, insert new items such as new spells, and so on.

The ease of creating and maintaining ArM characters and covenants in Metacreator is substantial, and the program is supported by [[http://www.atlas-games.com/|Atlas Games]] on its Ars Magica webpage as an excellent aid to play.

=== Links

* [[http://www.alteregosoftware.com/|Alter Ego Software]], including links to the Ars Magica template and the available supplements.
* The AES page in [[http://www.rpgnow.com/index.php?filters=0_0_0&manufacturers_id=419 | OneBookShelf]] or [[http://e23.sjgames.com/search.html?keywords=&publisher=Alter+Ego+Software&author=&gsys=&genre=&type=&price_lo=0&price_hi=&sortby=alphaAZ|e23]]
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1269470548</unix>
						<iso>2010-03-24 23:42:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>HoH:S and LatL available for pre-order</comment>
					<text><![CDATA[
'''Metacreator''' is a software produced by Alter Ego Software that serves as a character creation and amangement software for multiple gaming platforms. The company provides an Ars Magica template providing the rules (including much of the text) needed for character generation and advancement for core [[ArM5]] and [[ArM4]]. 

In addition, expansion packages are available with support for:

* [[True Lineages]] and [[Guardians of the Forest]] (as a bundle)
* [[The Mysteries Revised Edition]] and [[Houses of Hermes: Mystery Cults]] (as a bundle)
* [[Covenants]]
* [[Houses of Hermes Societates]] and [[Lion and the Lily]] are now available for pre-order

It is also possible to define and create your own rulesets, accomodate house rules, insert new items such as new spells, and so on.

The ease of creating and maintaining ArM characters and covenants in Metacreator is substantial, and the program is supported by [[http://www.atlas-games.com/|Atlas Games]] on its Ars Magica webpage as an excellent aid to play.

=== Links

* [[http://www.alteregosoftware.com/|Alter Ego Software]], including links to the Ars Magica template and the available supplements.
* The AES page in [[http://www.rpgnow.com/index.php?filters=0_0_0&manufacturers_id=419 | OneBookShelf]] or [[http://e23.sjgames.com/search.html?keywords=&publisher=Alter+Ego+Software&author=&gsys=&genre=&type=&price_lo=0&price_hi=&sortby=alphaAZ|e23]].
]]></text>
				</version>
			</history>
		</page>
		<page node="480">
			<name>envied_beauty</name>
			<title>Envied Beauty</title>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209795047</unix>
						<iso>2008-05-03 08:10:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Flaw|Major]] [[Story Flaw]], '''Envied Beauty''' is described in [[HoHS]] 56.
]]></text>
				</version>
			</history>
		</page>
		<page node="481">
			<name>lacuna</name>
			<title>Lacuna</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209795332</unix>
						<iso>2008-05-03 08:15:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''Lacuna''' (singular; plural ''Lacunae'') is a "hole" in the Dominion aura, filled with the aura of another [[Realms of Power|Realm]] or none at all. Lacunae are described in [[HoHS]] 57, and refers to the upcoming [[Realms of Power: Magic]] for further details.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1281096897</unix>
						<iso>2010-08-06 14:14:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slightly extended the description</comment>
					<text><![CDATA[
A '''Lacuna''' (singular; plural ''Lacunae'') is a "hole" in the Dominion aura, filled with the aura of another [[Realms of Power|Realm]] or none at all. Lacunae are described in [[HoHS]] 57, but no precise mechanics are given for how they arise.

Although the description refers to [[Realms of Power: Magic]], that book didn't provide much support for this concept.
]]></text>
				</version>
			</history>
		</page>
		<page node="482">
			<name>performance_magic</name>
			<title>Performance Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209795831</unix>
						<iso>2008-05-03 08:23:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] allowing the magus to disguse the casting of spells as the application of some mundane Ability such as Music, Hunt, or so on. Performance Magic (Music) is known as '''Sorcerous Music''', and has several advantages (including a greatly increased [[Voice Range]]).

The virtue allows access to the new [[Spell Duration]], '''Performance'''.

===References

Performance Magic was first described in [[TMRE]] 29-30. An abbreviated treatment is provided in [[HoHS]] 58.
]]></text>
				</version>
			</history>
		</page>
		<page node="483">
			<name>flourish</name>
			<title>Flourish</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209798366</unix>
						<iso>2008-05-03 09:06:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''Flourish''' is the artistic refinement of the caster's [[Sigil|sigil]] through the use of [[Finesse]]. It does not change the sigil for magical and identification purposes. See [[HoHS]] 60.
]]></text>
				</version>
			</history>
		</page>
		<page node="484">
			<name>imaginem</name>
			<title>Imaginem</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209799884</unix>
						<iso>2008-05-03 09:31:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Imaginem''' is a [[Form]], one of the fifteen [[Hermetic Arts]] that underlie [[Hermetic Magic]]. It governs '''species''' or "images", which are the physical carriers of sensation, and therefore is key in producing illusions and changing perceptions and sensations. Imaginem magic often affects the ''generation''' of species, leaving the species themselves perfectly natural (and thereby making [[Magic Resistance]] mute against such illusions and misperceptions).

The Art is explained in [[ArM5]] 79 and 143. The treatment of species and the use of the Art is further expanded on [[HoHS]] 61-68; this treatment includes further examples and categorization of species, extended guidelines for the use of [[Finesse]] in fashioning illusions, including the effects of Familiarity, Transparency (a directed use of Perdo Imaginem), Synaesthesia (changing species types), Anamorphs (generic "illusions" that appear as what people expect them to appear), and Miniatures (the illusion of perspective).

[[HoHS]] also includes a new interpretation of the Individual, Part, and Group [[Spell Target|Targets]], which are somewhat incompatible with the core spells (e.g. ''Phantasm of the Talking Head'', [[ArM5]] 144, should use the [[Part Target]] according to [[HoHS]]'s descriptions).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209800783</unix>
						<iso>2008-05-03 09:46:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
'''Imaginem''' is a [[Form]], one of the fifteen [[Hermetic Arts]] that underlie [[Hermetic Magic]]. It governs '''species''' or "images", which are the physical carriers of sensation, and therefore is key in producing illusions and changing perceptions and sensations. Imaginem magic often affects the ''''generation''' of species, leaving the species themselves perfectly natural (and thereby making [[Magic Resistance]] mute against such illusions and misperceptions).

The Art is explained in [[ArM5]] 79 and 143. The treatment of species and the use of the Art is further expanded on [[HoHS]] 61-68; this treatment includes further examples and categorization of species, extended guidelines for the use of [[Finesse]] in fashioning illusions, including the effects of Familiarity, Transparency (a directed use of Perdo Imaginem), Synaesthesia (changing species types), Anamorphs (generic "illusions" that appear as what people expect them to appear), and Miniatures (the illusion of perspective).

[[HoHS]] also includes a new interpretation of the Individual, Part, and Group [[Spell Target|Targets]], which are somewhat incompatible with the core spells (e.g. ''Phantasm of the Talking Head'', [[ArM5]] 144, should use the [[Part Target]] according to [[HoHS]]'s descriptions)
]]></text>
				</version>
			</history>
		</page>
		<page node="485">
			<name>mentem</name>
			<title>Mentem</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209808500</unix>
						<iso>2008-05-03 11:55:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mentem''' is a [[Form]], one of the fifteen [[Hermetic Arts]] that underlie [[Hermetic Magic]]. It governs the mind, including immaterial spirits that are nothing but mind. Mentem also affects the Characteristics of [[Intelligence]], [[Perception]], [[Presence]], and [[Communication]]. Animal minds (i.e. those creatures with [[Cuning]] instead of [[Intelligence]]) are not affected by Mentem, instead being susceptible to [[Animal]].

The Art is explained in [[ArM5]] 79 and 148.Further discussions and rules are provided in [[HoHS]] 66. The topics include creating emotions, lists of mental capacities,  of emotions, and mental states, and affecting memory. 

Three aspects are especially noteworthy in the [[HoHS]] apocryphal expansion on the Art. First, the creation of emotions is explicitly tied to [[Personality Trait|Personality Traits]] and natural resistance. Second, the creation of detailed memories requires [[Finesse]] (contradicting the core ''Memory of the Distant Dream'' spell). Finally, the section explicitly deals with the subject of "Procedural" and "Inscribed" memories, noting that while Hermetic magic ''should'' be able to create [[Ability|Abilities]], but in practice cannot.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209808524</unix>
						<iso>2008-05-03 11:55:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>reference corrected</comment>
					<text><![CDATA[
'''Mentem''' is a [[Form]], one of the fifteen [[Hermetic Arts]] that underlie [[Hermetic Magic]]. It governs the mind, including immaterial spirits that are nothing but mind. Mentem also affects the Characteristics of [[Intelligence]], [[Perception]], [[Presence]], and [[Communication]]. Animal minds (i.e. those creatures with [[Cuning]] instead of [[Intelligence]]) are not affected by Mentem, instead being susceptible to [[Animal]].

The Art is explained in [[ArM5]] 79 and 148.Further discussions and rules are provided in [[HoHS]] 66-70-70. The topics include creating emotions, lists of mental capacities,  of emotions, and mental states, and affecting memory. 

Three aspects are especially noteworthy in the [[HoHS]] apocryphal expansion on the Art. First, the creation of emotions is explicitly tied to [[Personality Trait|Personality Traits]] and natural resistance. Second, the creation of detailed memories requires [[Finesse]] (contradicting the core ''Memory of the Distant Dream'' spell). Finally, the section explicitly deals with the subject of "Procedural" and "Inscribed" memories, noting that while Hermetic magic ''should'' be able to create [[Ability|Abilities]], but in practice cann
]]></text>
				</version>
			</history>
		</page>
		<page node="486">
			<name>house_tytalus</name>
			<title>House Tytalus</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209810745</unix>
						<iso>2008-05-03 12:32:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''House Tytalus''' is one of the twelve [[House|Houses]] in the [[Order of Hermes]], a [[Societas]] dating back to the [[Founder|Founders]] [[Tytalus the Founder|Tytalus]]. They are masters of conflict, especially social intrigue. The [[Domus Magna|domus magna]] of the House is [[Fudarus]], in the [[Normandy Tribunal]].

Tytalus apprentices undergo a particularly grueling apprenticeship, which grants them the [[Self Confident]] [[Virtue]]. They can otherwise be very different from each other, although they generally follow the philosophies of the House.

[[Houses of Hermes: Societates]] provides a detailed description of the [[Canon|canonic]] House. It touches on many subjects, but is especially noteworthy for its expansive discussion of Tytalus culture and philosophy, including the description of apprenticeship and the philosophy of the House and the mechanical tools allowing the use of [[Intrigue]] and [[Debate]].

===Referecnes

* The core description of the House is given in [[ArM5]] 12.
* A more detailed description is given in [[HoHTS]] 71-100. This description was written by [[Mark Shirley]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209811772</unix>
						<iso>2008-05-03 12:49:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Corruption &amp; Primi</comment>
					<text><![CDATA[
'''House Tytalus''' is one of the twelve [[House|Houses]] in the [[Order of Hermes]], a [[Societas]] dating back to the [[Founder|Founders]] [[Tytalus the Founder|Tytalus]]. They are masters of conflict, especially social intrigue. The [[Domus Magna|domus magna]] of the House is [[Fudarus]], in the [[Normandy Tribunal]].

Tytalus apprentices undergo a particularly grueling apprenticeship, which grants them the [[Self Confident]] [[Virtue]]. They can otherwise be very different from each other, although they generally follow the philosophies of the House.

[[Houses of Hermes: Societates]] provides a detailed description of the [[Canon|canonic]] House. It touches on many subjects, but is especially noteworthy for its expansive discussion of Tytalus culture and philosophy, including the description of apprenticeship and the philosophy of the House and the mechanical tools allowing the use of [[Intrigue]] and [[Debate]].

Perhaps the major event in the House's history is the [[Corruption]], also known as the Betrayal within the House.

The House currently has no clear [[Primus]], as there are two contenders to the throne. See [[HoHS]] 75.

Perhaps the major event in the House's history is the [[Corruption]], also known as the Betrayal within the House.

The House currently has no clear [[Primus]], as there are two contend
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1253209333</unix>
						<iso>2009-09-17 19:42:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Auctus ex dimicatione."" (From conflict, growth)|
|Symbol:|Left-aligned spiral|
|[[Primus|Primi]]:|[[Buliste]] or [[Harpax]]|
|[[Domus Magna]]:|[[Fudarus]]|

'''House Tytalus''' is one of the twelve [[House|Houses]] in the [[Order of Hermes]], a [[Societas]] dating back to the [[Founder|Founders]] [[Tytalus the Founder|Tytalus]]. They are masters of conflict, especially social intrigue. The [[Domus Magna|domus magna]] of the House is [[Fudarus]], in the [[Normandy Tribunal]].

Tytalus apprentices undergo a particularly grueling apprenticeship, which grants them the [[Self Confident]] [[Virtue]]. They can otherwise be very different from each other, although they generally follow the philosophies of the House.

[[Houses of Hermes: Societates]] provides a detailed description of the [[Canon|canonic]] House. It touches on many subjects, but is especially noteworthy for its expansive discussion of Tytalus culture and philosophy, including the description of apprenticeship and the philosophy of the House and the mechanical tools allowing the use of [[Intrigue]] and [[Debate]].

Perhaps the major event in the House's history is the [[Corruption]], also known as the Betrayal within the House.

The House currently has no clear [[Primus]], as there are two contenders to the throne. See [[HoHS]] 75.

= References

* The core description of the House is given in [[ArM5]] 12.
* A more detailed description is given in [[HoHTS]] 71-100. This description was written by [[Mark Shirley]].
]]></text>
				</version>
			</history>
		</page>
		<page node="487">
			<name>tytalus_the_founder</name>
			<title>Tytalus the Founder</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209811393</unix>
						<iso>2008-05-03 12:43:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Founder|Founders]] of the [[Order of Hermes]], Tytalus was one of the most feared wizards of his time and eventually founded [[House Tytalus]]. 

His biography is provided in [[HoHS]] 71-73. At the Order's foundation he was the elder apprentice of [[Guorna the Fetid]], sharing tutelage with [[Tremere the Founder|Tremere]] and [[Pralix]]. Together they ultimately killed their [[Parens|mater]] and joined the nascent Order. 

Tytalus bequested to his House a rich philosophical tradition, as well as magical secrets.
]]></text>
				</version>
			</history>
		</page>
		<page node="488">
			<name>corruption</name>
			<title>The Corruption</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209812088</unix>
						<iso>2008-05-03 12:54:48</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Corruption of House Tytalus''' is a key event in the history of the Order, where many Tytalus magi (including the [[Primus|Prima]] [[Tasgillia]]) were found to be diabolists. Within [[House Tytalus]], it is known as the [[Betrayal]].
]]></text>
				</version>
			</history>
		</page>
		<page node="489">
			<name>analects_of_tytalus</name>
			<title>Analects of Tytalus</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Tome</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209812368</unix>
						<iso>2008-05-03 12:59:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A book compiled by [[Hariste]] of Tytalus, collating the [[Tytalus the Founder|Founder]]'s wisdom. It explains much of the House philosophy.

See [[HoHS]] 73, 74.
]]></text>
				</version>
			</history>
		</page>
		<page node="49">
			<name>alter_ego_software</name>
			<title>Alter Ego Software</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205588427</unix>
						<iso>2008-03-15 14:40:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Alter Ego Software''' is the company that produces [[Metacreator]] and its expansion packages.
]]></text>
				</version>
			</history>
		</page>
		<page node="490">
			<name>eristic_moot</name>
			<title>Eristic Moot</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209813895</unix>
						<iso>2008-05-03 13:24:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Public debates held by members of [[House Tytalus]]. These are generally open to all magi to attend as spectators, and may form a relatively common and important part of [[Hermetic Society]]. Rarely, they may employ other means of conflict, such as [[Certamen]].

===References

* [[HoHS]] 81 desacribes the Eristic Moots.
* See also the rules for [[Debate|debate]], [[HoHS]] 90-93.
]]></text>
				</version>
			</history>
		</page>
		<page node="491">
			<name>beloved_rival</name>
			<title>Beloved Rival</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Flaws</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209813469</unix>
						<iso>2008-05-03 13:17:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A tradition within [[House Tytalus]], Beloved Rivals form pairs of intense rivalry between magi, yet also respect and support. These relationships are formally declared, as it is very unwise to put oneself between two rivals, by design or by accident.

Mechanically, the relationship involves the [[Minor Flaw|Minor]] [[Story Flaw]] '''Beloved Rival''', described in [[HoHS]] 94.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209813493</unix>
						<iso>2008-05-03 13:18:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added reference</comment>
					<text><![CDATA[
A tradition within [[House Tytalus]], Beloved Rivals form pairs of intense rivalry between magi, yet also respect and support. These relationships are formally declared, as it is very unwise to put oneself between two rivals, by design or by accident.

Mechanically, the relationship involves the [[Minor Flaw|Minor]] [[Story Flaw]] '''Beloved Rival''', described in [[HoHS]] 94. See also page 80.
]]></text>
				</version>
			</history>
		</page>
		<page node="492">
			<name>tytalus_cabal</name>
			<title>Tytalus Cabal</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209822364</unix>
						<iso>2008-05-03 15:46:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Clandestine groups of [[Tytalus]] magi, formed to foster a specific ploy or advance a specific cause. [[HoHS]] 84 describes the concept, and presents several sample cabals - ''The Cabal of the Broken Ocean'', ''The Cabal of Erigone'', ''The Cabal of the Lance'', ''The Cabal of the Shining Eye'', and ''The Unnamed Cabal''.
]]></text>
				</version>
			</history>
		</page>
		<page node="493">
			<name>intrigue</name>
			<title>Intrigue</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1209823491</unix>
						<iso>2008-05-03 16:04:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Intrigue''' in [[ArM5]] is a [[General Ability]]. Its core description is given in [[ArM5]] 65, but its use is left vague. 

Intrigue can be used in the [[Debate]] rules presented in [[HoHS]] 90-93, where it serves as a useful basis for an attack. It also influences the number of [[Agent|Agents]] a magus may have, and their usefulness (see [[HoHS]] 140). Finally, the use of Intrigue to interrogate or influence a non-player character as per [[HoHTL]] 24.
]]></text>
				</version>
			</history>
		</page>
		<page node="494">
			<name>agent</name>
			<title>Agent</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1210447746</unix>
						<iso>2008-05-10 21:29:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Magi often use ''agents'' to serve as liasans, spies, to influence mundane society, and so on. The use of agents is described in [[Houses of Hermes: Societates]] 140-144,86. It includes notes on setting the number of agents, what they will do, how to acquire them, and so on. 

[[??]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1211617652</unix>
						<iso>2008-05-24 10:27:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
Magi often use ''agents'' to serve as liasans, spies, to influence mundane society, and so on. The use of agents is described in [[Houses of Hermes: Societates]] 140-144,  86. It includes notes on setting the number of agents, what they will do, how to acquire them, and so on
]]></text>
				</version>
			</history>
		</page>
		<page node="495">
			<name>disguise</name>
			<title>Disguise</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1210448474</unix>
						<iso>2008-05-10 21:41:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The mundane art of disguise is discussed in [[Houses of Hermes: Societates]] 87-90. It is an application of the [[Guile]] [[Ability]], allowing short-term as well as long-term impresionation.

===See Also

* The magic of impersonation, [[HoHS]] 97.
]]></text>
				</version>
			</history>
		</page>
		<page node="496">
			<name>persona</name>
			<title>Persona</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1210448688</unix>
						<iso>2008-05-10 21:44:48</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Houses of Hermes: Societates]], the concept of ''Persona'' was introduced as a means to adopt several false identities with supernatural ease, over and beyond the use of [[Disaguise|disguise]]. See [[HoHS]] 89,90, 94.

This is a [[Minor Virtue|Minor]] [[Supernatural Virtue]], and a [[Supernatural Ability]].
]]></text>
				</version>
			</history>
		</page>
		<page node="497">
			<name>debate</name>
			<title>Debate</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1210449273</unix>
						<iso>2008-05-10 21:54:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Debate is a foundation of [[Hermetic Society|Hermetic society]], most prominent in the great legal and political debates at [[Tribunal]]. It can also be of great importance in other settings, such as a university, court, or so on. In most [[Saga|sagas]], debate is probably handled on-the-fly, using roleplaying and the [[Storyguide|storyguide]]'s arbitration. 

[[HoHS]] 90-93 offers formal rules for debate, including the use of debate at Tribunal. These  rules allow one to employ several combinations of social skills, following mechanics that are reminiscent of combat or [[Certamen|certamen]]. The relevant social abilities are [[Folk Ken]], [[Intrigue]], [[Artes Liberales]], and [[Charm]], [[Guile]], and [[Leadership]].
]]></text>
				</version>
			</history>
		</page>
		<page node="498">
			<name>leper_magi</name>
			<title>Leper Magi</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1210449797</unix>
						<iso>2008-05-10 22:03:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A lineage of leper magi exists within [[House Tytalus]]. These magi are accrused with [[Leprosy]], which are famous for their powers of healing. See [[HoHS]] 95, 100, 93.

'''Leper Magus''' is a [[Major Virtue|Major]] [[Hermetic Virtue]].
]]></text>
				</version>
			</history>
		</page>
		<page node="499">
			<name>titanoi</name>
			<title>Titanoi</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1210450115</unix>
						<iso>2008-05-10 22:08:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Titanoi''' are a [[Mystery Cult]] within [[House Tytalus]], damous for their [[Hermetic Theury|theurgic invocations]] of [[Titan|Titans]] [[Demon|demons]], and other spirits. They were nearly destroyed in the aftermath of the [[Tytalus Corruption]]. See [[HoHS]] 94, 99-100.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1210450130</unix>
						<iso>2008-05-10 22:08:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
The '''Titanoi''' are a [[Mystery Cult]] within [[House Tytalus]], damous for their [[Hermetic Theury|theurgic invocations]] of [[Titan|Titans]],, [[Demon|demons]], and other spirits. They were nearly destroyed in the aftermath of the [[Tytalus Corruption]]. See [[HoHS]] 94, 99-100
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1211057454</unix>
						<iso>2008-05-17 22:50:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
The '''Titanoi''' are a [[Mystery Cult]] within [[House Tytalus]], famous for their [[Hermetic Theury|theurgic invocations]] of [[Titan|Titans]], [[Demon|demons]], and other spirits. They were nearly destroyed in the aftermath of the [[Tytalus Corruption]]. See [[HoHS]] 94, 99-100.
]]></text>
				</version>
			</history>
		</page>
		<page node="5">
			<name>sandbox</name>
			<title>Sandbox</title>
			<language>en</language>
			<history size="29">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199759146</unix>
						<iso>2008-01-08 03:25:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.

== Section 2

=== Subsection 1

=== Subsection 2

And so on...
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1199800406</unix>
						<iso>2008-01-08 14:53:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]  This is a link to [[ Order of Hermes ]]

== Section 2

=== Sub
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205574305</unix>
						<iso>2008-03-15 10:45:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>discussing things here, since there is no place I can find for discussions.</comment>
					<text><![CDATA[
Yair: thanks for setting this up! What I'm missing is a place to discuss things. It's unfortunate that the pages don't have a Discuss-this-page feature. A few notes, already:

* I think it's best to make the Overview page the site's home-page. People first coming here would be more interested in what the site has to offer than in how to contribute to it or a detailed explanation of what it is.

* Will this site include the redcap.org content? 

* Isn't it desirable to trasnfer the Grand Index from the spells-wiki, at least, to this site? I think it's best to keep the spells on the seperate wiki because of the side-menu allowing easier navigation, and perhaps it's therefore more wise to leave the rest of the similar content (V&F, enchantments...) there as well. [I maintain said wiki.]

Yair: thanks for setting this up! What I'm missing is a place to discuss things. It's unfortunate that the pages don't have a Discuss-this-page feature. A few notes, already:

* I think it's best to make the Overview page the site's home-page. People first coming here would be more interested in
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205576624</unix>
						<iso>2008-03-15 11:23:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted some stuff</comment>
					<text><![CDATA[
-
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205583415</unix>
						<iso>2008-03-15 13:16:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>suggeted Overview reogranization</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Cannon

The official setting and game rules of Ars Magica are known as the [[Cannon|cannonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[Frequently Asked Questions#Rules]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[http://www.atlas-games.com | Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205593841</unix>
						<iso>2008-03-15 16:10:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed typo</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonicsetting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[Frequently Asked Questions#Rules]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[http://www.atlas-games.com | Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska]]
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205593859</unix>
						<iso>2008-03-15 16:10:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed typo</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[Frequently Asked Questions#Rules]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[http://www.atlas-games.com | Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska]]
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1205593890</unix>
						<iso>2008-03-15 16:11:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed typo</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[Frequently Asked Questions#Rules]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[http://www.atlas-games.com | Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska]]
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1205593932</unix>
						<iso>2008-03-15 16:12:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed typo</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[Frequently Asked Questions#Rules]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[http://www.atlas-games.com | Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska]]
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1205593957</unix>
						<iso>2008-03-15 16:12:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed typo</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[Frequently Asked Questions#Rules]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[http://www.atlas-games.com | Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska]]
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1205594060</unix>
						<iso>2008-03-15 16:14:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed link</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[FAQFrequently Asked Questionsge.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[http://www.atlas-games.com | Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska]]
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1205594119</unix>
						<iso>2008-03-15 16:15:19</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[FAQ|Frequently Asked Questions]] ] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[http://www.atlas-games.com | Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1205594168</unix>
						<iso>2008-03-15 16:16:08</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[FAQ|Frequently Asked Questions]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[ Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska]]
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1205670010</unix>
						<iso>2008-03-16 13:20:10</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to'' [[About|this page]] ''i ''instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[FAQ|Frequently Asked Questions]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[ Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svens
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1205674297</unix>
						<iso>2008-03-16 14:31:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Section on styles/classes</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

''This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to'' [[About|this page]] ''instead.''

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[FAQ|Frequently Asked Questions]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[ Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

[begin:block|.emphasize]
This is class [@emphasize]. Use it to _emphasize_ content.
[end:block|.emphasize]

[begin:block|.quote]
This is class [@quote]. Use it for quotes.
[end:block|.quote]

[begin:block|.citation]
This is class [@citation]. Use it for citations. (The difference to [@quote] is yet to be defined.)
[end:block|.citation]

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:block|.rule]

[begin:block|.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:block|.preamble]

= Contributing to This Site

This site is a shared product of the  from to make a portion of text stand out more clearly.

[begin:block|.emphasize]
This is class [@emphasize]. Use it to _emphasize_ content.
[end:block|.emphasize]

[begin:block|.quote]
This is class [@quote]. Use it for quotes.
[end:block|.quote]

[begin:block|.citation]
This is class [@citation]. Use it for citations. (The difference to [@quote] is yet to be defined.)
[end:block|.citation]

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:block|.rule]

[begin:block|.preamble]
This is class [@preamble]
]]></text>
				</version>
				<version number="16">
					<timestamp tz="GMT">
						<unix>1205676278</unix>
						<iso>2008-03-16 15:04:38</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

[begin:block|.preamble]This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead. [end:block|.preamble]page]] instead. [end:block|.preamble]

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[FAQ|Frequently Asked Questions]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[ Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

[begin:block|.emphasize]
This is class [@emphasize]. Use it to _emphasize_ content.
[end:block|.emphasize]

[begin:block|.quote]
This is class [@quote]. Use it for quotes.
[end:block|.quote]

[begin:block|.citation]
This is class [@citation]. Use it for citations. (The difference to [@quote] is yet to be defined.)
[end:block|.citation]

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:block|.rule]

[begin:block|.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:block|.preamble]

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]]
]]></text>
				</version>
				<version number="17">
					<timestamp tz="GMT">
						<unix>1205676481</unix>
						<iso>2008-03-16 15:08:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>cite vs. quote</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

[begin:block|.preamble]This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead. [end:block|.preamble]

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[FAQ|Frequently Asked Questions]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[ Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[Sub Rose]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

[begin:block|.emphasize]
This is class [@emphasize]. Use it to _emphasize_ content.
[end:block|.emphasize]

[begin:block|.quote]
This is class [@quote]. Use it for quotes.
[end:block|.quote]

[begin:block|.citation]
This is class [@citation]. Use it for citations. (The difference to [@quote] is yet to be defined.)
[end:block|.citation]
* '''Yair''': Errg, isn't a QUOTE something along the lines of 'and then Bonisagus said, "Let us Grow Hale as One... errggg... no... wait a minute..."', whereas a cite is something like ('see Peripheral Rulings of the XII Grand Tribunal, Section VI, page XVII)' ?

 '''Yair''': Errg, isn't a QUOTE something along the lines of 'and then Bonisagus said, "Let us Grow Hale as One... errggg... no... wait a minute..."', whereas a cite is something like ('see Peripheral Rulings of the XII Grand Tribunal, Section VI, page XVII)' ?

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:block|.rule]

[begin:block|.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:block|.preamble]

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own la
]]></text>
				</version>
				<version number="18">
					<timestamp tz="GMT">
						<unix>1205677258</unix>
						<iso>2008-03-16 15:20:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Sub Rose =&gt; Sub Rosa, Quote &lt;&gt; Cite</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

= Overview Suggested Page:

[begin:block|.preamble]This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead. [end:block|.preamble]

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[FAQ|Frequently Asked Questions]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[ Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[http://www.subrosamagazine.org/|Sub Rosaww.subrosamagazine.org/|Sub Rosa]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

[begin:block|.emphasize]
This is class [@emphasize]. Use it to _emphasize_ content.
[end:block|.emphasize]

[begin:block|.quote]
This is class [@quote]. Use it for quotes.
[end:block|.quote]

[begin:block|.citation]
This is class [@citation]. Use it for citations. (The difference to [@quote] is yet to be 
* '''Yair''': Errg, isn't a QUOTE something along the lines of 'and then Bonisagus said, "Let us Grow Hale as One... errggg... no... wait a minute..."', whereas a cite is something like ('see Peripheral Rulings of the XII Grand Tribunal, Section VI, page XVII)' ?
** *Pitt*: This makes sense. It suggests to use [@quote] in continuous text, like [@\[.quote Let us Grow...\]], while class [@cite] is used for dedicated paragraphs and entire text blocks.

[begin:blockn VI, page XVII)' ?
** *Pitt*: This makes sense. It suggests to use [@quote] in continuous text, like [@\[.quote Let us Grow...\]], while class [@cite] is used for dedicated paragraphs and entire text blocks.

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:block|.rule]

[begin:block|.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:block|.preamble]

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | c
]]></text>
				</version>
				<version number="19">
					<timestamp tz="GMT">
						<unix>1205793253</unix>
						<iso>2008-03-17 23:34:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>a few new pages</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

[[Durenmar]]
[[Trianoma]]
[[Boukoloi]]
[[Daduchos]]
[[Cannophori]]
[[Dendrophori]]
[[Colentes Arcanorum]]
[[Colens Arcanorum]]
[[Tenetes Occultorum]]
[[Tenens Occultorum]]
[[Tabula Geographica Magica]]
[[Colloquium Delectorum]]
[[Seeker]]
[[Fostering]]
[[Fostered Apprentice]]
[[Traditionalist (Bonisagus)]]
[[Dabbler (Bonisagus)]]
[[Harmonizer (Bonisagus)]]
[[House Acclaim (Bonisagus)]]
[[Folio]]
[[Figurine Magic]]
[[Linguist]]
[[Stockade Parma Magica]]
[[Original Research]]
[[Minor Breakthrough]]
[[Major Breakthrough]]
[[Hermetic Breakthrough]]
[[Arma Magica]]
[[Parmulae]]
[[Realm-Aligned Spells]]
[[House Guernicus]]
[[Duresca Scrolls]]
[[Schism War]]
[[Traditionalist (Guernicus)]]
[[Quaesitores]]
[[Transitionalist (Guernicus)]]
[[Magvillus]]
[[Magvillus Council]]

= Overview Suggested Page:

[begin:block|.preamble]This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead. [end:block|.preamble]

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[FAQ|Frequently Asked Questions]] page.
* Information on the official line can be find in the following pages: [[ArsMagica | Ars Magica]] | [[ Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[http://www.subrosamagazine.org/|Sub Rosa]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

[begin:block|.emphasize]
This is class [@emphasize]. Use it to _emphasize_ content.
[end:block|.emphasize]

[begin:block|.quote]
This is class [@quote]. Use it for quotes.
[end:block|.quote]

[begin:block|.citation]
This is class [@citation]. Use it for citations. (The difference to [@quote] is yet to be defined.)
[end:block|.citation]

* '''Yair''': Errg, isn't a QUOTE something along the lines of 'and then Bonisagus said, "Let us Grow Hale as One... errggg... no... wait a minute..."', whereas a cite is something like ('see Peripheral Rulings of the XII Grand Tribunal, Section VI, page XVII)' ?
** *Pitt*: This makes sense. It suggests to use [@quote] in continuous text, like [@\[.quote Let us Grow...\]], while class [@cite] is used for dedicated paragraphs and entire text blocks.

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:block|.rule]

[begin:block|.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:block|.preamble]

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska]]
]]></text>
				</version>
				<version number="20">
					<timestamp tz="GMT">
						<unix>1205831241</unix>
						<iso>2008-03-18 10:07:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Ars_&gt;Magica link</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

[[Durenmar]]
[[Trianoma]]
[[Boukoloi]]
[[Daduchos]]
[[Cannophori]]
[[Dendrophori]]
[[Colentes Arcanorum]]
[[Colens Arcanorum]]
[[Tenetes Occultorum]]
[[Tenens Occultorum]]
[[Tabula Geographica Magica]]
[[Colloquium Delectorum]]
[[Seeker]]
[[Fostering]]
[[Fostered Apprentice]]
[[Traditionalist (Bonisagus)]]
[[Dabbler (Bonisagus)]]
[[Harmonizer (Bonisagus)]]
[[House Acclaim (Bonisagus)]]
[[Folio]]
[[Figurine Magic]]
[[Linguist]]
[[Stockade Parma Magica]]
[[Original Research]]
[[Minor Breakthrough]]
[[Major Breakthrough]]
[[Hermetic Breakthrough]]
[[Arma Magica]]
[[Parmulae]]
[[Realm-Aligned Spells]]
[[House Guernicus]]
[[Duresca Scrolls]]
[[Schism War]]
[[Traditionalist (Guernicus)]]
[[Quaesitores]]
[[Transitionalist (Guernicus)]]
[[Magvillus]]
[[Magvillus Council]]

= Overview Suggested Page:

[begin:block|.preamble]This page provides an overview of the game-content in this site. For an overview of the project (desired content and so on), please refer to [[About|this page]] instead. [end:block|.preamble]

[[HermesWeb]] contains over 10 pages, which is a lot of [[Ars Magica]] related content. To help you browse it, we offer the following broad overview linking to key pages. This is not a comprehensive index or table of contents. For further content, we suggest you follow the links below or use the Search function.

== The Canon

The official setting and game rules of Ars Magica are known as the [[Canon|canonic]] setting or [[RAW]], respectively. 
* [[Welcome To Ars Magica]] provides advice and help on starting a new Ars Magica game. You may also want to view the [[http://arsmagica.pbwiki.com/Paraphernalia|Paraphernalia]] page for various ArM , well, paraphernalia - character sheets and so on.
* You may wish to pursue the [[Online Ars Encyclopedia Index]] pages, that attempts to collect pages explaining basic Ars Magica terms such as [[Arts]], [[Spells]], [[Hedge Magic]], [[Enchanted Items]], the [[Order of Hermes]], and so on.
* Rules questions are best answered on the [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]]. 
* Many rules and other questions are already answered in the [[FAQ|Frequently Asked Questions]] page.
* Information on the official line can be find in the following pages: [[Ars  Magica | Ars Magica]] | [[ Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]]
* The [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica | Online Index]] provides a comprehensive index of Ars Magica terms in cannon. Note that this is an index, not a FAQ or an encyclopedia.

Although not set in actual historical Europe, ArM relies heavily on history. You want to pursue our [[Real History]] page for links and information on real-world history, myths, heresies, and so on.

== Fan Content

In addition to the cannonic content, there is a wealth of fan-created content on the web and in this site. This includes...
* [[Fanzines]], including the current [[http://www.subrosamagazine.org/|Sub Rosa]] fanzine.
* [[http://www.redcap.org/ | Project Redcap]] collects links to all Ars Magica internet sites, including many personal sagas and resources.
* [[ http://www.geocities.com/sanctumhr/ | Sanctum Hermeticum Revisited]] 
* [[http://arsmagica.pbwiki.com/ | Spells Wiki]] 
* [[http://www.durenmar.de/ | Durenmar]]

== Online Community

ArM enjoys a small but vibrant fan community. You can become part of it through several means.
* The [[http://www.atlas-games.com/forum/viewforum.php?f=4/|official forums]] allow you to browse previous conversations or join in the discussion.
* You may also want to join the infamous [[MailingList | Berklist]] - but beware the [[flamewars]]!
* Meeting the community face-to-face is possible at the Ars Magica [[Conventions|conventions]]. In 2008, these include: [[http://grandtribunal.ekkaia.org/page/About | UK]], [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California | USA]].

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

[begin:block|.emphasize]
This is class [@emphasize]. Use it to _emphasize_ content.
[end:block|.emphasize]

[begin:block|.quote]
This is class [@quote]. Use it for quotes.
[end:block|.quote]

[begin:block|.citation]
This is class [@citation]. Use it for citations. (The difference to [@quote] is yet to be defined.)
[end:block|.citation]

* '''Yair''': Errg, isn't a QUOTE something along the lines of 'and then Bonisagus said, "Let us Grow Hale as One... errggg... no... wait a minute..."', whereas a cite is something like ('see Peripheral Rulings of the XII Grand Tribunal, Section VI, page XVII)' ?
** *Pitt*: This makes sense. It suggests to use [@quote] in continuous text, like [@\[.quote Let us Grow...\]], while class [@cite] is used for dedicated paragraphs and entire text blocks.

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:block|.rule]

[begin:block|.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:block|.preamble]

= Contributing to This Site

This site is a shared product of the Ars Magica online community, working much like a wiki. You may contribute freely. Please read the [[Contributing]] and [[WritersGuide | Writer's Guide]] before doing so, however.

== Other Languages

Most of this site's content is in English, but we welcome and encourage players to create pages in their own languages. Please see our [[Contributing | contributors' guidelines]] before posting.

[[Català]] | [[Dansk]] | [[Deutsch]] | [[Español]] | [[Français]] | [[Italiano]] | Japanese | [[Magyar]] | [[Norsk]] | [[Polska]] | [[русский]] | [[Suomi]] | [[Svenska]
]]></text>
				</version>
				<version number="21">
					<timestamp tz="GMT">
						<unix>1205834496</unix>
						<iso>2008-03-18 11:01:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>cite &amp; quote, again</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

[[Durenmar]]
[[Trianoma]]
[[Boukoloi]]
[[Daduchos]]
[[Cannophori]]
[[Dendrophori]]
[[Colentes Arcanorum]]
[[Colens Arcanorum]]
[[Tenetes Occultorum]]
[[Tenens Occultorum]]
[[Tabula Geographica Magica]]
[[Colloquium Delectorum]]
[[Seeker]]
[[Fostering]]
[[Fostered Apprentice]]
[[Traditionalist (Bonisagus)]]
[[Dabbler (Bonisagus)]]
[[Harmonizer (Bonisagus)]]
[[House Acclaim (Bonisagus)]]
[[Folio]]
[[Figurine Magic]]
[[Linguist]]
[[Stockade Parma Magica]]
[[Original Research]]
[[Minor Breakthrough]]
[[Major Breakthrough]]
[[Hermetic Breakthrough]]
[[Arma Magica]]
[[Parmulae]]
[[Realm-Aligned Spells]]
[[House Guernicus]]
[[Duresca Scrolls]]
[[Schism War]]
[[Traditionalist (Guernicus)]]
[[Quaesitores]]
[[Transitionalist (Guernicus)]]
[[Magvillus]]
[[Magvillus Council]]

=** *Yair*: No, the opposite - a cite is always brief, just a note where to find the discussed resource; a quote can be extensive, quoting several paragraphs.
]]></text>
				</version>
				<version number="22">
					<timestamp tz="GMT">
						<unix>1205834520</unix>
						<iso>2008-03-18 11:02:00</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

quote] in continuous text, like [@\[.quote Let us Grow...\]], while class [@cite] is used for dedicated paragraphs and entire text blocks.
** *Yair*: No, the opposite - a cite is always brief, just a note where to find the discussed resource; a quote can be extensive, quoting several paragraphs.

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:block|.rule]

[begin:block|.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:block|.preamble]
]]></text>
				</version>
				<version number="23">
					<timestamp tz="GMT">
						<unix>1205928595</unix>
						<iso>2008-03-19 13:09:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>notes on spell guidelines</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

=== Subssimilar2

And so on...

==== OelineGuideline[??]]

The followare only here to be incorporated into the [[Spell Guidelines]] pa:

Covenants: Spell Guidelines regarding Rego Craft Magic are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.

Societas: New Spell Guidelines and rules are provided. Rules for firing projectiles using Rego are given on p. 35 and p. 38. Guidelines for rego and creo Craft Magic are given on p. 60. Rules for Flourishes (flourishing your sigil) are given on p. 60-61. Guidelines for illusion and mental magic are given on p. 61-70. A suggestion on how to treat Aura of Ennod Presence and similar spells in combination with the Gift is given on p. 96. A new healing guidelines is given on p. 100. A new ReVi guideline is given on p. 129.

TL: Ones related to investigation magic are on page 72-75.

TMRE: New Spell Guidelines are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

The above list does not include guidelines available to magi posessing a particular Virtue (e.g. theurgic guidelines), and was composed before City & Gild, tLatL, and so on.
]]></text>
				</version>
				<version number="24">
					<timestamp tz="GMT">
						<unix>1206605121</unix>
						<iso>2008-03-27 09:05:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>restored style notes</comment>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

=== Subsection 2

And so on...

==== Other Guidelines [[??]]

The following are only here to be incorporated into the [[Spell Guidelines]] page:

Covenants: Spell Guidelines regarding Rego Craft Magic are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.

Societas: New Spell Guidelines and rules are provided. Rules for firing projectiles using Rego are given on p. 35 and p. 38. Guidelines for rego and creo Craft Magic are given on p. 60. Rules for Flourishes (flourishing your sigil) are given on p. 60-61. Guidelines for illusion and mental magic are given on p. 61-70. A suggestion on how to treat Aura of Ennobled Presence and similar spells in combination with the Gift is given on p. 96. A new healing guidelines is given on p. 100. A new ReVi guideline is given on p. 129.

TL: Ones related to investigation magic are on page 72-75.

TMRE: New Spell Guidelines are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

The above list does not include guidelines available to magi posessing a particular Virtue (e.g. theurgic guidelines), and was composed before City & Gild, tLatL, and so on.

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

[begin:block|.emphasize]
This is class [@emphasize]. Use it to _emphasize_ content.
[end:block|.emphasize]

[begin:block|.quote]
This is class [@quote]. Use it for quotes.
[end:block|.quote]

[begin:block|.citation]
This is class [@citation]. Use it for citations. (The difference to [@quote] is yet to be defined.)
[end:block|.citation]

* '''Yair''': Errg, isn't a QUOTE something along the lines of 'and then Bonisagus said, "Let us Grow Hale as One... errggg... no... wait a minute..."', whereas a cite is something like ('see Peripheral Rulings of the XII Grand Tribunal, Section VI, page XVII)' ?
** *Pitt*: This makes sense. It suggests to use [@quote] in continuous text, like [@\[.quote Let us Grow...\]], while class [@cite] is used for dedicated paragraphs and entire text blocks.
** *Yair*: No, the opposite - a cite is always brief, just a note where to find the discussed resource; a quote can be extensive, quoting several paragraphs.

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:block|.rule]

[begin:block|.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:block|.preamble]
]]></text>
				</version>
				<version number="25">
					<timestamp tz="GMT">
						<unix>1230543875</unix>
						<iso>2008-12-29 10:44:35</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

=== Subsection 2

And so on...

= Welcome to Ars Magica [[??]]

''The following is a draft for altering the page.''

Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

== A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will awaken their dread lord ([[Fallen Angel]])
* Two faerie courts, the court of Summer Bright and of Winter Dark, seeking mortals to mediate their dispute ([[GotF]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]])
* The great dragon [[??]] attacks the characters' ship, burning and sinking it off the shores of Iceland ([[Land of Fire and Ice]])
* A black-hearted knight seeks out ways to cheat at tourney to win the hand of his courtly love ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published adventures include...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Uncovering the ancient temple of [[Rethra]], a pagan temple in northern Germany ([[GotF]])
* Participating, in some capacity, in the [[Albigensian Crusade]] against the [[Cathars]] of France ([[??]])
* The coronation of [[Frederic Barbarossa]] ([[??]])
* A fire breaks out in the alchemist's quarter in [[??]]

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

You do not need to know anything more about [[Mythic Europe]] ''in general'' in order to play Ars Magica. The important aspects of Mythic Europe, that you do need to know are detailed below.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. This is one of the fantastic elements that sets Ars Magica apart from an historical reenactment game.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several finer points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, which can vote to punish them for violations of the Oath. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of Troupe Style Play. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of having playing one character only, the players are combinely in charge of playing an entire "home base", a stable of characters. 

Most often, each session or few deal with a single adventure, featuring a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus]]. He often also has one major supporting cast member (A [[Companion]]) that he can play when his wizard isn't involved in the session's plot. Further background characters, known as [[Grogs]], are played by the group as a whole, or by players without either a [[Magus]] or a [[Companion]] in the current adventure.

All these different characters live in, or are in some way affiliated to, the [[Covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|Companions]], and a larger contingent of [[Grog|Grogs]] and various other [[Covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

== Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts [[??]] of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help ease you into play.

There are three types or rolls you need to understand in order to play Ars Magica, as well as the concepts of [[Fatigue Level]], [[Wound Level]], and [[Defense]] and [[Soak]].

All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] [[??]].

The most common roll for a character might make is an [[Ability Check]]. An "Ability" is some acquired skill, like the ability to lie well ([[Guile]]). You make an ability check by rolling the dice, and adding the Ability and the most appropriate [[Characteristic]], as determined by the [[Storyguide]]. There is a fixed list of Characteristics and Abilities to choose from, as seen on any Ars Magica [[Character Sheet|character sheet]]. The higher you roll, the better; you need to pass a certain number, known as the [[Ease Factor]], to succeed.

A second type of roll is used to case a spell. To create any magic effect, you make a roll and add your [[Stamina]] [[Characteristic]] plus one [[Technique]] and one [[Form]], and possibly the supernatural [[Aura]] you are present in (as determined by the [[Storyguide]]). The [[Technique]] and [[Form]] are set by the type of effect you want to create, and again are limited. See [[ArM5]] [[??]] for details on how to cast Hermetic spells.

Finally, you need to understand how to run combat, including wounds and how to calculate whether you hit and so on. Read [[ArM5]] [[??]].

==== Other Guidelines [[??]]

The following are only here to be incorporated into the [[Spell Guidelines]] page:

Covenants: Spell Guidelines regarding Rego Craft Magic are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.

Societas: New Spell Guidelines and rules are provided. Rules for firing projectiles using Rego are given on p. 35 and p. 38. Guidelines for rego and creo Craft Magic are given on p. 60. Rules for Flourishes (flourishing your sigil) are given on p. 60-61. Guidelines for illusion and mental magic are given on p. 61-70. A suggestion on how to treat Aura of Ennobled Presence and similar spells in combination with the Gift is given on p. 96. A new healing guidelines is given on p. 100. A new ReVi guideline is given on p. 129.

TL: Ones related to investigation magic are on page 72-75.

TMRE: New Spell Guidelines are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

The above list does not include guidelines available to magi posessing a particular Virtue (e.g. theurgic guidelines), and was composed before City & Gild, tLatL, and so on.

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

[begin:block|.emphasize]
This is class [@emphasize]. Use it to _emphasize_ content.
[end:block|.emphasize]

[begin:block|.quote]
This is class [@quote]. Use it for quotes.
[end:block|.quote]

[begin:block|.citation]
This is class [@citation]. Use it for citations. (The difference to [@quote] is yet to be defined.)
[end:block|.citation]

* '''Yair''': Errg, isn't a QUOTE something along the lines of 'and then Bonisagus said, "Let us Grow Hale as One... errggg... no... wait a minute..."', whereas a cite is something like ('see Peripheral Rulings of the XII Grand Tribunal, Section VI, page XVII)' ?
** *Pitt*: This makes sense. It suggests to use [@quote] in continuous text, like [@\[.quote Let us Grow...\]], while class [@cite] is used for dedicated paragraphs and entire text blocks.
** *Yair*: No, the opposite - a cite is always brief, just a note where to find the discussed resource; a quote can be extensive, quoting several paragraphs.

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:block|.rule]

[begin:block|.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:block|.preamble]
]]></text>
				</version>
				<version number="26">
					<timestamp tz="GMT">
						<unix>1230583557</unix>
						<iso>2008-12-29 21:45:57</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
= Headline 1

This is an example template. It is of no use for real-world applications, but exists for representative purposes only.

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

=== Subsection 2

And so on...

= Welcome to Ars Magica [[??]]

''The following is a draft for altering the page.''

Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

== A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], gaurdian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Cannon|cannon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])
* Exploring the Seven Deadly Sins ([[The Festival of the Damned]])
* Taking sides in the [[Albigensian Crusade]] ([[??]])
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, ened from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

You do not need to know anything more about [[Mythic Europe]] ''in general'' in order to play Ars Magica. The important aspects of Mythic Europe, that you do need to know are detailed below.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. This is one of the fantastic elements that sets Ars Magica apart from an historical reenactment game.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several finer points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, which can vote to punish them for violations of the Oath. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of Troupe Style Play. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of having playing one character only, the players are combinely in charge of playing an entire "home base", a stable of characters. 

Most often, each session or few deal with a single adventure, featuring a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus]]. He often also has one major supporting cast member (A [[Companion]]) that he can play when his wizard isn't involved in the session's plot. Further background characters, known as [[Grogs]], are played by the group as a whole, or by players without either a [[Magus]] or a [[Companion]] in the current adventure.

All these different characters live in, or are in some way affiliated to, the [[Covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|Companions]], and a larger contingent of [[Grog|Grogs]] and various other [[Covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

== Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts [[??]] of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help ease you into play.

There are three types or rolls you need to understand in order to play Ars Magica, as well as the concepts of [[Fatigue Level]], [[Wound Level]], and [[Defense]] and [[Soak]].

All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] [[??]].

The most common roll for a character might make is an [[Ability Check]]. An "Ability" is some acquired skill, like the ability to lie well ([[Guile]]). You make an ability check by rolling the dice, and adding the Ability and the most appropriate [[Characteristic]], as determined by the [[Storyguide]]. There is a fixed list of Characteristics and Abilities to choose from, as seen on any Ars Magica [[Character Sheet|character sheet]]. The higher you roll, the better; you need to pass a certain number, known as the [[Ease Factor]], to succeed.

A second type of roll is used to case a spell. To create any magic effect, you make a roll and add your [[Stamina]] [[Characteristic]] plus one [[Technique]] and one [[Form]], and possibly the supernatural [[Aura]] you are present in (as determined by the [[Storyguide]]). The [[Technique]] and [[Form]] are set by the type of effect you want to create, and again are limited. See [[ArM5]] [[??]] for details on how to cast Hermetic spells.

Finally, you need to understand how to run combat, including wounds and how to calculate whether you hit and so on. Read [[ArM5]] [[??]].

==== Other Guidelines [[??]]

The following are only here to be incorporated into the [[Spell Guidelines]] page:

Covenants: Spell Guidelines regarding Rego Craft Magic are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.

Societas: New Spell Guidelines and rules are provided. Rules for firing projectiles using Rego are given on p. 35 and p. 38. Guidelines for rego and creo Craft Magic are given on p. 60. Rules for Flourishes (flourishing your sigil) are given on p. 60-61. Guidelines for illusion and mental magic are given on p. 61-70. A suggestion on how to treat Aura of Ennobled Presence and similar spells in combination with the Gift is given on p. 96. A new healing guidelines is given on p. 100. A new ReVi guideline is given on p. 129.

TL: Ones related to investigation magic are on page 72-75.

TMRE: New Spell Guidelines are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

The above list does not include guidelines available to magi posessing a particular Virtue (e.g. theurgic guidelines), and was composed before City & Gild, tLatL, and so on.

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

[begin:block|.emphasize]
This is class [@emphasize]. Use it to _emphasize_ content.
[end:block|.emphasize]

[begin:block|.quote]
This is class [@quote]. Use it for quotes.
[end:block|.quote]

[begin:block|.citation]
This is class [@citation]. Use it for citations. (The difference to [@quote] is yet to be defined.)
[end:block|.citation]

* '''Yair''': Errg, isn't a QUOTE something along the lines of 'and then Bonisagus said, "Let us Grow Hale as One... errggg... no... wait a minute..."', whereas a cite is something like ('see Peripheral Rulings of the XII Grand Tribunal, Section VI, page XVII)' ?
** *Pitt*: This makes sense. It suggests to use [@quote] in continuous text, like [@\[.quote Let us Grow...\]], while class [@cite] is used for dedicated paragraphs and entire text blocks.
** *Yair*: No, the opposite - a cite is always brief, just a note where to find the discussed resource; a quote can be extensive, quoting several paragraphs.

[begin:block|.rule]
This is class [@rule]. Use it for [[Hermetic]] rulin
]]></text>
				</version>
				<version number="27">
					<timestamp tz="GMT">
						<unix>1230590166</unix>
						<iso>2008-12-29 23:36:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Typesetting test for modified classes preamble, citation and quote</comment>
					<text><![CDATA[
= Headline 1

[begin:.preamble]
This is an example template. It is of no use for real-world applications, but exists for representative purposes only.
[end:.preamble]

e purposes only.
[end:.preamble]

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

=== Subsection 2

And so on...

= Welcome to Ars Magica [[??]]

''The following is a draft for altering the page.''

Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

== A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], gaurdian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Cannon|cannon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])
* Exploring the Seven Deadly Sins ([[The Festival of the Damned]])
* Taking sides in the [[Albigensian Crusade]] ([[??]])
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

You do not need to know anything more about [[Mythic Europe]] ''in general'' in order to play Ars Magica. The important aspects of Mythic Europe, that you do need to know are detailed below.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. This is one of the fantastic elements that sets Ars Magica apart from an historical reenactment game.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several finer points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, which can vote to punish them for violations of the Oath. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of Troupe Style Play. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of having playing one character only, the players are combinely in charge of playing an entire "home base", a stable of characters. 

Most often, each session or few deal with a single adventure, featuring a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus]]. He often also has one major supporting cast member (A [[Companion]]) that he can play when his wizard isn't involved in the session's plot. Further background characters, known as [[Grogs]], are played by the group as a whole, or by players without either a [[Magus]] or a [[Companion]] in the current adventure.

All these different characters live in, or are in some way affiliated to, the [[Covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|Companions]], and a larger contingent of [[Grog|Grogs]] and various other [[Covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

== Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts [[??]] of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help ease you into play.

There are three types or rolls you need to understand in order to play Ars Magica, as well as the concepts of [[Fatigue Level]], [[Wound Level]], and [[Defense]] and [[Soak]].

All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] [[??]].

The most common roll for a character might make is an [[Ability Check]]. An "Ability" is some acquired skill, like the ability to lie well ([[Guile]]). You make an ability check by rolling the dice, and adding the Ability and the most appropriate [[Characteristic]], as determined by the [[Storyguide]]. There is a fixed list of Characteristics and Abilities to choose from, as seen on any Ars Magica [[Character Sheet|character sheet]]. The higher you roll, the better; you need to pass a certain number, known as the [[Ease Factor]], to succeed.

A second type of roll is used to case a spell. To create any magic effect, you make a roll and add your [[Stamina]] [[Characteristic]] plus one [[Technique]] and one [[Form]], and possibly the supernatural [[Aura]] you are present in (as determined by the [[Storyguide]]). The [[Technique]] and [[Form]] are set by the type of effect you want to create, and again are limited. See [[ArM5]] [[??]] for details on how to cast Hermetic spells.

Finally, you need to understand how to run combat, including wounds and how to calculate whether you hit and so on. Read [[ArM5]] [[??]].

==== Other Guidelines [[??]]

The following are only here to be incorporated into the [[Spell Guidelines]] page:

Covenants: Spell Guidelines regarding Rego Craft Magic are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.

Societas: New Spell Guidelines and rules are provided. Rules for firing projectiles using Rego are given on p. 35 and p. 38. Guidelines for rego and creo Craft Magic are given on p. 60. Rules for Flourishes (flourishing your sigil) are given on p. 60-61. Guidelines for illusion and mental magic are given on p. 61-70. A suggestion on how to treat Aura of Ennobled Presence and similar spells in combination with the Gift is given on p. 96. A new healing guidelines is given on p. 100. A new ReVi guideline is given on p. 129.

TL: Ones related to investigation magic are on page 72-75.

TMRE: New Spell Guidelines are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

The above list does not include guidelines available to magi posessing a particular Virtue (e.g. theurgic guidelines), and was composed before City & Gild, tLatL, and so on.

== Styles & Classes

There are multiple classes that can be chosen from to make a portionto use [@quote] in continuous text, like [@\[.quote Let us Grow...\]], while class [@cite] is used for dedicated paragraphs and entire text blocks.
** *Yair*: No, the opposite - a cite is always brief, just a note where to find the discussed resource; a quote can be extensive, quoting several paragraphs.

=== Preamble

[begin:.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:.preamble]

=== Citation

[begin:.citation]
This is class [@citation]. Use it for brief citations. (The difference to [@quote] is that [@citation] (or [@cite]) should be used for brief t=== Preamble

[begin:ragraphs

[begin:.emphasize]
This is class [@emphasize] ([?a.k.a.|Also known as] [@emphasise]). Uso _emphasi

=== Citation

[begin:.citation]
This is class [@citation]. Use it for brief citations. (The difference to [@quote] is that [@citation] (or [@cite]) should be used for brief text passages only.
[end:.citation]

=== Quotes

[begin:.quote]
This is class [@quote]. Use it for verbose quotes.
[end:.quote]

=== Emphatic Paragraphs

[begin:.emphasize]
This is class [@emphasize] ([?a.k.a.|Also known as] [@emphasise]). Use it to _emphasize_ entire paragraphs (for what it's worth).
[end:.emphasize]

=== Rules

[begin:.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm]]s.
[end:.rule]
]]></text>
				</version>
				<version number="28">
					<timestamp tz="GMT">
						<unix>1245361415</unix>
						<iso>2009-06-18 23:43:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fix because Bishops Staff page was renamed</comment>
					<text><![CDATA[
= Headline 1

[begin:.preamble]
This is an example template. It is of no use for real-world applications, but exists for representative purposes only.
[end:.preamble]

== Section 1

The quick brown fox jumps over the lazy dog.  This is a link to [[ Order of Hermes ]]

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

=== Subsection 2

And so on...

= Welcome to Ars Magica [[??]]

''The following is a draft for altering the page.''

Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

== A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[Bishops Staff | Bishops Staff | The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], gaurdian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Cannon|cannon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])
* Exploring the Seven Deadly Sins ([[The Festival of the Damned]])
* Taking sides in the [[Albigensian Crusade]] ([[??]])
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

You do not need to know anything more about [[Mythic Europe]] ''in general'' in order to play Ars Magica. The important aspects of Mythic Europe, that you do need to know are detailed below.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. This is one of the fantastic elements that sets Ars Magica apart from an historical reenactment game.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several finer points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, which can vote to punish them for violations of the Oath. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of Troupe Style Play. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of having playing one character only, the players are combinely in charge of playing an entire "home base", a stable of characters. 

Most often, each session or few deal with a single adventure, featuring a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus]]. He often also has one major supporting cast member (A [[Companion]]) that he can play when his wizard isn't involved in the session's plot. Further background characters, known as [[Grogs]], are played by the group as a whole, or by players without either a [[Magus]] or a [[Companion]] in the current adventure.

All these different characters live in, or are in some way affiliated to, the [[Covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|Companions]], and a larger contingent of [[Grog|Grogs]] and various other [[Covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

== Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts [[??]] of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help ease you into play.

There are three types or rolls you need to understand in order to play Ars Magica, as well as the concepts of [[Fatigue Level]], [[Wound Level]], and [[Defense]] and [[Soak]].

All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] [[??]].

The most common roll for a character might make is an [[Ability Check]]. An "Ability" is some acquired skill, like the ability to lie well ([[Guile]]). You make an ability check by rolling the dice, and adding the Ability and the most appropriate [[Characteristic]], as determined by the [[Storyguide]]. There is a fixed list of Characteristics and Abilities to choose from, as seen on any Ars Magica [[Character Sheet|character sheet]]. The higher you roll, the better; you need to pass a certain number, known as the [[Ease Factor]], to succeed.

A second type of roll is used to case a spell. To create any magic effect, you make a roll and add your [[Stamina]] [[Characteristic]] plus one [[Technique]] and one [[Form]], and possibly the supernatural [[Aura]] you are present in (as determined by the [[Storyguide]]). The [[Technique]] and [[Form]] are set by the type of effect you want to create, and again are limited. See [[ArM5]] [[??]] for details on how to cast Hermetic spells.

Finally, you need to understand how to run combat, including wounds and how to calculate whether you hit and so on. Read [[ArM5]] [[??]].

==== Other Guidelines [[??]]

The following are only here to be incorporated into the [[Spell Guidelines]] page:

Covenants: Spell Guidelines regarding Rego Craft Magic are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.

Societas: New Spell Guidelines and rules are provided. Rules for firing projectiles using Rego are given on p. 35 and p. 38. Guidelines for rego and creo Craft Magic are given on p. 60. Rules for Flourishes (flourishing your sigil) are given on p. 60-61. Guidelines for illusion and mental magic are given on p. 61-70. A suggestion on how to treat Aura of Ennobled Presence and similar spells in combination with the Gift is given on p. 96. A new healing guidelines is given on p. 100. A new ReVi guideline is given on p. 129.

TL: Ones related to investigation magic are on page 72-75.

TMRE: New Spell Guidelines are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

The above list does not include guidelines available to magi posessing a particular Virtue (e.g. theurgic guidelines), and was composed before City & Gild, tLatL, and so on.

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

* '''Yair''': Errg, isn't a QUOTE something along the lines of 'and then Bonisagus said, "Let us Grow Hale as One... errggg... no... wait a minute..."', whereas a cite is something like ('see Peripheral Rulings of the XII Grand Tribunal, Section VI, page XVII)' ?
** *Pitt*: This makes sense. It suggests to use [@quote] in continuous text, like [@\[.quote Let us Grow...\]], while class [@cite] is used for dedicated paragraphs and entire text blocks.
** *Yair*: No, the opposite - a cite is always brief, just a note where to find the discussed resource; a quote can be extensive, quoting several paragraphs.

=== Preamble

[begin:.preamble]
This is class [@preamble]. Use it for brief summaries at the beginning of a page.
[end:.preamble]

=== Citation

[begin:.citation]
This is class [@citation]. Use it for brief citations. (The difference to [@quote] is that [@citation] (or [@cite]) should be used for brief text passages only.
[end:.citation]

=== Quotes

[begin:.quote]
This is class [@quote]. Use it for verbose quotes.
[end:.quote]

=== Emphatic Paragraphs

[begin:.emphasize]
This is class [@emphasize] ([?a.k.a.|Also known as] [@emphasise]). Use it to _emphasize_ entire paragraphs (for what it's worth).
[end:.emphasize]

=== Rules

[begin:.rule]
This is class [@rule]. Use it for [[Hermetic]] rulings, and rulings from other [[Realm
]]></text>
				</version>
				<version number="29">
					<timestamp tz="GMT">
						<unix>1245616464</unix>
						<iso>2009-06-21 22:34:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Syntax updated. Certain classes removed.</comment>
					<text><![CDATA[
{{preface|This is an example template. It is of no use for real-world applications, but exists for representative purposes only.}}

{{toc}}

= Headline 1

== Section 1

The quick brown fox jumps over the lazy dog. This is a link to [[Order of Hermes]].

== Section 2

=== Subsection 1

=== Subsection 2

And so on...

=== Subsection 2

And so on...

= Welcome to Ars Magica

''The following is a draft for altering the page.''

Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica.

== A Mythic World

The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include...
* A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]])
* Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]])
* A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[Bishops Staff | The Bishop's Staff]])
* Appeasing the great dragon [[Pan Caudarax]], gaurdian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]])
* A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]])

At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Cannon|cannon]]...
* Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]])
* Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])
* Exploring the Seven Deadly Sins ([[The Festival of the Damned]])
* Taking sides in the [[Albigensian Crusade]]
* Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[art+academo|Art & Academe]])

Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

You do not need to know anything more about [[Mythic Europe]] ''in general'' in order to play Ars Magica. The important aspects of Mythic Europe, that you do need to know are detailed below.

== The Order of Hermes 

The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. This is one of the fantastic elements that sets Ars Magica apart from an historical reenactment game.

All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several finer points, there are two critical aspects to the Oath:
# The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, which can vote to punish them for violations of the Oath. 
# The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of:
* The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers.
* The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught.
* There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble.
* History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis.

== Troupe Style Play

That was enough about the setting - time to think about your character. Or rather, characters.

One of the things that sets Ars Magica apart from other games is its use of Troupe Style Play. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of having playing one character only, the players are combinely in charge of playing an entire "home base", a stable of characters. 

Most often, each session or few deal with a single adventure, featuring a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus]]. He often also has one major supporting cast member (A [[Companion]]) that he can play when his wizard isn't involved in the session's plot. Further background characters, known as [[Grogs]], are played by the group as a whole, or by players without either a [[Magus]] or a [[Companion]] in the current adventure.

All these different characters live in, or are in some way affiliated to, the [[Covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest.

The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|Companions]], and a larger contingent of [[Grog|Grogs]] and various other [[Covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.

== Game Mechanics

To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help ease you into play.

There are three types or rolls you need to understand in order to play Ars Magica, as well as the concepts of [[Fatigue Level]], [[Wound Level]], and [[Defense]] and [[Soak]].

All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]].

The most common roll for a character might make is an [[Ability Check]]. An "Ability" is some acquired skill, like the ability to lie well ([[Guile]]). You make an ability check by rolling the dice, and adding the Ability and the most appropriate [[Characteristic]], as determined by the [[Storyguide]]. There is a fixed list of Characteristics and Abilities to choose from, as seen on any Ars Magica [[Character Sheet|character sheet]]. The higher you roll, the better; you need to pass a certain number, known as the [[Ease Factor]], to succeed.

A second type of roll is used to case a spell. To create any magic effect, you make a roll and add your [[Stamina]] [[Characteristic]] plus one [[Technique]] and one [[Form]], and possibly the supernatural [[Aura]] you are present in (as determined by the [[Storyguide]]). The [[Technique]] and [[Form]] are set by the type of effect you want to create, and again are limited. See [[ArM5]] for details on how to cast Hermetic spells.

Finally, you need to understand how to run combat, including wounds and how to calculate whether you hit and so on. Read [[ArM5]].

==== Other Guidelines

The following are only here to be incorporated into the [[Spell Guidelines]] page:

Covenants: Spell Guidelines regarding Rego Craft Magic are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.

Societas: New Spell Guidelines and rules are provided. Rules for firing projectiles using Rego are given on p. 35 and p. 38. Guidelines for rego and creo Craft Magic are given on p. 60. Rules for Flourishes (flourishing your sigil) are given on p. 60-61. Guidelines for illusion and mental magic are given on p. 61-70. A suggestion on how to treat Aura of Ennobled Presence and similar spells in combination with the Gift is given on p. 96. A new healing guidelines is given on p. 100. A new ReVi guideline is given on p. 129.

TL: Ones related to investigation magic are on page 72-75.

[[TMRE]]: New Spell Guidelines are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

The above list does not include guidelines available to magi posessing a particular Virtue (e.g. theurgic guidelines), and was composed before City & Gild, tLatL, and so on.

== Styles & Classes

There are multiple classes that can be chosen from to make a portion of text stand out more clearly.

* '''Yair''': Errg, isn't a QUOTE something along the lines of 'and then Bonisagus said, "Let us Grow Hale as One... errggg... no... wait a minute..."', whereas a cite is something like ('see Peripheral Rulings of the XII Grand Tribunal, Section VI, page XVII)' ?
** '''Pitt''': This makes sense. It suggests to use %%quote%% in continuous text, like %%\{\{quote|Let us Grow...\}\}%%, while class %%cite%% is used for dedicated paragraphs and entire text blocks.
** '''Yair''': No, the opposite - a cite is always brief, just a note where to find the discussed resource; a quote can be extensive, quoting several paragraphs.

=== Preamble

{{preface|This is a %%preamble%% environment. Use it for brief summaries at the beginning of a page.}}

=== Citation

{{cite|This is a %%cite%% environment. Use it for brief citations. (The difference to %%quote%% is that %%cite%% should be used for brief text passages only.}}

=== Quotes

{{quote|This is a %%quote%% environment. Use it for verbose quotes.}}
]]></text>
				</version>
			</history>
		</page>
		<page node="50">
			<name>the_mysteries_revised_edition</name>
			<title>The Mysteries Revised Edition</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Rules</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="10">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205589373</unix>
						<iso>2008-03-15 14:56:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Mysteries Revised Edition''' is a supplement for [[Ars Magica Fifth Edition]] prodcued by [[Atlas Games]] in 2006. It elaborates on the rules of Mystery Cults persented in the [[ArM5]] core rules, and presents many Mysteries to explore and sample Mystery Cults. 

See the [[http://www.atlas-games.com/product_tables/AG0279.php|official product page]] for further details.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205846070</unix>
						<iso>2008-03-18 14:14:30</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''The Mysteries Revised Edition''' is a supplement for [[Ars Magica Fifth Edition]] prodcued by [[Atlas Games]] in 2006. It elaborates on the rules of Mystery Cults persented in the [[ArM5]] core rules, and presents many Mysteries to explore and sample Mystery Cults. 

===Other Content

In addition, the book contains several tidbits of general interest.

New virtues and flaws accessible at character generation are presented. These include [[Spell Binding]] (p. 27-29), [[Performance Magic]] (p. 29-30), [[Planetary Magic]] (p. 30-31), [[Potent Magic]] (p. 31-32) (and hence potent spells, which may be used by any magus), [[Vulgar Alchemy]] (p. 32-35), and [[Withstand Casting]] (p. 36). In addition, several [[Astrological Virtues and Flaws]] are suggested (p. 36-38). Further outer mysteries abound, some of which may be relatively easily accessible, but are beyond the interests of this index.

A new [[Academic Ability]], The [[Art of Memory]], is presented on p. 25. Rules for [[Memorization]] are given on p. 26.

New [[Spell Guidelines]] are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

A few [[Spell|spells]] dealing with memory are given on p. 25. Spells to measure astrological times are on p. 51. Two more spells are on p. 116.

New [[Shape and Material]]] bonuses are provided on p. 33. (Note that vulgar alchemy can discover more.) A few more are on p. 52. One more, for books, is on p. 92.

New [[Mastery Ability|mastery abilities]] include [[Ceremonial Casting]] on p. 38, in this version limited to Mystery Cults. Note that [[Houses of Hermes: Societas]] already has it spreading like wildfire amongst Jerbiton magi.

A discussion of [[Ghosts]] in ArM is on p. 72. [[Daimon]]s are discussed on p. 75 and later on p. 81 and far more detail on p. 137 (with exampled), [[Gnosticism]] on p. 77.

It's noteworthy that [[Theurgic Invocation]]s (see p. 80-81) can be cast by magi not versed in theurgic magic.

A disucssion of [[Talisman]]s, aimed to clarify the rules, is on p. 89.

An extended [[Size & Material]] table is presented on p. 97.

General guidelines on how to construct rules for and specific rules for [[Immortal Magi]] are on p. 133.

===References

See the [[http://www.atlas-games.com/productains several tidbits of general interest.

New virtues and flaw
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245795808</unix>
						<iso>2009-06-24 00:23:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added categories, fixed misspelled link</comment>
					<text><![CDATA[
'''The Mysteries Revised Edition''' is a supplement for [[Ars Magica Fifth Edition]] prodcued by [[Atlas Games]] in 2006. It elaborates on the rules of Mystery Cults persented in the [[ArM5]] core rules, and presents many Mysteries to explore and sample Mystery Cults. 

===Other Content

In addition, the book contains several tidbits of general interest.

New virtues and flaws accessible at character generation are presented. These include [[Spell Binding]] (p. 27-29), [[Performance Magic]] (p. 29-30), [[Planetary Magic]] (p. 30-31), [[Potent Magic]] (p. 31-32) (and hence potent spells, which may be used by any magus), [[Vulgar Alchemy]] (p. 32-35), and [[Withstand Casting]] (p. 36). In addition, several [[Astrological Virtues and Flaws]] are suggested (p. 36-38). Further outer mysteries abound, some of which may be relatively easily accessible, but are beyond the interests of this index.

A new [[Academic Ability]], The [[Art of Memory]], is presented on p. 25. Rules for [[Memorization]] are given on p. 26.

New [[Spell Guidelines]] are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

A few [[Spell|spells]] dealing with memory are given on p. 25. Spells to measure astrological times are on p. 51. Two more spells are on p. 116.

New [[Shape and Material]]] bonuses are provided on p. 33. (Note that vulgar alchemy can discover more.) A few more are on p. 52. One more, for books, is on p. 92.

New [[Mastery Ability|mastery abilities]] include [[Ceremonial Casting]] on p. 38, in this version limited to Mystery Cults. Note that [[Houses of Hermes Societates]] already has it spreading like wildfire amongst Jerbiton magi.

A discussion of [[Ghosts]] in ArM is on p. 72. [[Daimon]]s are discussed on p. 75 and later on p. 81 and far more detail on p. 137 (with exampled), [[Gnosticism]] on p. 77.

It's noteworthy that [[Theurgic Invocation]]s (see p. 80-81) can be cast by magi not versed in theurgic magic.

A disucssion of [[Talisman]]s, aimed to clarify the rules, is on p. 89.

An extended [[Size & Material]] table is presented on p. 97.

General guidelines on how to construct rules for and specific rules for [[Immortal Magi]] are on p. 133.

===References

See the [[http://www.atlas-games.com/product_tables/AG0279.php|official product page]] for further details.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1245795855</unix>
						<iso>2009-06-24 00:24:15</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed invalid link syntax</comment>
					<text><![CDATA[
'''The Mysteries Revised Edition''' is a supplement for [[Ars Magica Fifth Edition]] prodcued by [[Atlas Games]] in 2006. It elaborates on the rules of Mystery Cults persented in the [[ArM5]] core rules, and presents many Mysteries to explore and sample Mystery Cults. 

===Other Content

In addition, the book contains several tidbits of general interest.

New virtues and flaws accessible at character generation are presented. These include [[Spell Binding]] (p. 27-29), [[Performance Magic]] (p. 29-30), [[Planetary Magic]] (p. 30-31), [[Potent Magic]] (p. 31-32) (and hence potent spells, which may be used by any magus), [[Vulgar Alchemy]] (p. 32-35), and [[Withstand Casting]] (p. 36). In addition, several [[Astrological Virtues and Flaws]] are suggested (p. 36-38). Further outer mysteries abound, some of which may be relatively easily accessible, but are beyond the interests of this index.

A new [[Academic Ability]], The [[Art of Memory]], is presented on p. 25. Rules for [[Memorization]] are given on p. 26.

New [[Spell Guidelines]] are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

A few [[Spell|spells]] dealing with memory are given on p. 25. Spells to measure astrological times are on p. 51. Two more spells are on p. 116.

New [[Shape and Material]]] bonuses are provided on p. 33. (Note that vulgar alchemy can discover more.) A few more are on p. 52. One more, for books, is on p. 92.

New [[Mastery Ability|mastery abilities]] include [[Ceremonial Casting]] on p. 38, in this version limited to Mystery Cults. Note that [[Houses of Hermes Societates]] already has it spreading like wildfire amongst Jerbiton magi.

A discussion of [[Ghosts]] in ArM is on p. 72. [[Daimon]]s are discussed on p. 75 and later on p. 81 and far more detail on p. 137 (with exampled), [[Gnosticism]] on p. 77.

It's noteworthy that [[Theurgic Invocation]]s (see p. 80-81) can be cast by magi not versed in theurgic magic.

A disucssion of [[Talisman]]s, aimed to clarify the rules, is on p. 89.

An extended [[Shape and Material]] table is presented on p. 97.

General guidelines on how to construct rules for and specific rules for [[Immortal Magi]] are on p. 133.

===References

See the [[http://www.atlas-games.com/product_tables/AG0279.php|official product page]] for further details.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268069747</unix>
						<iso>2010-03-08 18:35:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Mysteries Revised Edition''' is an Ars Magica supplement that elaborates on the rules of Mystery Cults presented in the [[ArM5]] core rules, and presents many Mysteries to explore and sample Mystery Cults. 

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|TMRE.jpg|right}}

'''Rules Edition:''' Fifth Edition
'''Author(s):'''  [[Neil Taylor]] and [[Christian Jensen Romer]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-076-0
'''Release Date:''' July 2006
'''Format:''' [[Hardcover]] or [[Softcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

TMRE's main focus is to describe a host of Mysteries, arranged by topical chapters, and provide several [[Mystery Cult|Mystery Cults]] and initiation scripts as examples for their use. Along the way, it provides the most thorough treatment of [[initiation]] into [[Mystery|Mysteries]]] and [[Mystery Cult|Mystery Cults]] in [[canon]], and a small selection of rule and setting extensions. While it contains historical and Mythic background, it is designed and read more like a tool-kit, and the Mysteries often have only tenuous connection to the flavor.

== The Mysteries

It is pointless to list the many Mysteries provided in the text, but perhaps it would be fruitful to make some comments on those that merit them. 

The [[Vulgar Alchemy]] open Mystery employs a rather baroque mechanic to establish new [[Shape and Material Bonus|Shape and Material bonuses]]. The issue of how to treat new bonuses should be considered in your saga - most sagas limit themselves to the book's list and perhaps add a few more items arbitrarily as the saga develops. Some troupes, however, treat these lists as examples, and have a policy of asking the [[storyguide]] what bonuses apply to a desired shape or material that thematically suits the item. If Vulgar Alchemy is to be useful and plausible, the latter option should not be maintained. Wizards must be limited to the established lists, with Vulgar Alchemy used to slowly, painstakingly, expand them.

[[Hermetic Alchemy]] apparently has nothing to do with the historical pursuit of alchemy. Troupes might want to consider incorporating [[Mythic Alchemy]] into the relevant Mysteries, and perhaps substituting it for Vulgar Alchemy.

[[Spell Binding]] is a curious common Mystery that seems to allow a magus to use elaborate Rego Vim ritual magic to create permanent effects. Note that the item to which the spell is bound need not be near the effect. All of this is rather weak in general, but can be open to strange and creative abuses on the other hand. 

It's continuation, [[Hermetic Empowerment]], seems useful only for creating expensive magical items to power Ritual spells for a set number of charges. Troupes may want to consider allowing bound spirits to regain depleted [[Magic Might]] as per [[Realms of Power: Magic]], which would allow unlimited "charges" and make this Mystery both more useful and more in line with the flavor.

[[Inscription on the Soul]] is an extremely useful Mystery for [[Bjornaer]] magi, and the troupe may want to consider allowing it as a [[House Mystery]]. Thematically, an Inscription on the Body (incorporating foreign materials onto the body) seems to suit those "crazy" [[Criamon]] magi better than the Inscription on the Soul that seems otherwise superior given the Criamon's initiation paths provided in [[HoHMC]]. The troupe may want to consider preserving the benefits of the body modifications along at least some of the paths.

[[Divination and Augury]] do not provide true augury, but rather only a substitute for [[Intellego]] that is incompatible with the [[Art]] and has poor [[Penetration]]. Troupes might want to consider adopting other mechanics for divination, or allowing Intellego spells to benefit from the Mystery's exceptions to the normal operation of Intellego spells. In addition, [[Enigmatic Wisdom]] does not affect divination, including dream interpretation, even though the core rulebook implies that it should. Troupes can consider letting Enigmatic Wisdom serve instead of the Divination ability (although this is a large benefit), or to add to it. In this context, note that allowing non-ceremonial divination in any and all techniques is very appropriate for a Criamon; I suggest allowing it as a Minor Mystery to be initiated after Dream Interpretation, adding both to the [[House Mysteries]] of [[House Criamon]].

It is noteworthy that the supplement [[Covenants]] allow to construct an "open air" or very large laboratory, so that enchanting very large items seems doable. This robs much of the punch of the [[Hermetic Architecture]] Mystery. Added to that is the fact that the practice of enchanting huge objects does not alleviate the need for impossibly high [[Magic Theory]] scores, and even costs more [[raw vis]]. While Hermetic Architecture still has its uses, a troupe might want to reconsider some of its mechanics so as to allow it more oomph for enchanting large items. Dividing the raw vis required into Size identical items, instead of requiring Size x Normal-requirement raw vis, seems most reasonable to me. 

== Mystery Cults and Setting

All the Mystery Cults provided in TMRE are optional, but at least some seem to fit well into the standard setting. There are some that, if accepted into the saga, would form an important element in Hermetic society.

The [[Mystic Fraternity of Samos]] provides a "public" mystery cult, one where membership is openly admitted. Coupled with the tradition's custom of opening public schools, this makes them highly visible. It is therefore reasonable that vague knowledge of their Mysteries will persist in the Order, and that should the story call for the use of such Mysteries the characters would know who to go to.

The [[Disciples of the Worm]] can serve a similar, albeit more sinister, purpose. Note that in this they somewhat overlap with [[Seeker|Seekers]] and the [[Donatores]].

The [[Legion of Mithras]] can serve a similar role if membership is public, or serve as an organization of [[Hoplite|Hoplites]] if membership is secret. 

== Other Content

In addition, the book contains several tidbits of general interest.

New virtues and flaws accessible at character generation are presented. These include [[Spell Binding]] (p. 27-29), [[Performance Magic]] (p. 29-30), [[Planetary Magic]] (p. 30-31), [[Potent Magic]] (p. 31-32) (and hence potent spells, which may be used by any magus), [[Vulgar Alchemy]] (p. 32-35), and [[Withstand Casting]] (p. 36). In addition, several [[Astrological Virtues and Flaws]] are suggested (p. 36-38). Further outer mysteries abound, some of which may be relatively easily accessible, but are beyond the interests of this index.

A new [[Academic Ability]], The [[Art of Memory]], is presented on p. 25. Rules for [[Memorization]] are given on p. 26.

New [[Spell Guidelines]] are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

A few [[Spell|spells]] dealing with memory are given on p. 25. Spells to measure astrological times are on p. 51. Two more spells are on p. 116.

New [[Shape and Material]]] bonuses are provided on p. 33. (Note that vulgar alchemy can discover more.) A few more are on p. 52. One more, for books, is on p. 92.

New [[Mastery Ability|mastery abilities]] include [[Ceremonial Casting]] on p. 38, in this version limited to Mystery Cults. Note that [[Houses of Hermes Societates]] already has it spreading like wildfire amongst Jerbiton magi.

A discussion of [[Ghosts]] in ArM is on p. 72. [[Daimon]]s are discussed on p. 75 and later on p. 81 and far more detail on p. 137 (with exampled), [[Gnosticism]] on p. 77.

It's noteworthy that [[Theurgic Invocation]]s (see p. 80-81) can be cast by magi not versed in theurgic magic.

A discussion of [[Talisman]]s, aimed to clarify the rules, is on p. 89.

An extended [[Shape and Material]] table is presented on p. 97.

General guidelines on how to construct rules for and specific rules for [[Immortal Magi]] are on p. 133.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

== Related Products

; Other products about the same topic or somehow related
* [Houses of Hermes: Mystery Cults]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1268069879</unix>
						<iso>2010-03-08 18:37:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed link</comment>
					<text><![CDATA[
'''The Mysteries Revised Edition''' is an Ars Magica supplement that elaborates on the rules of Mystery Cults presented in the [[ArM5]] core rules, and presents many Mysteries to explore and sample Mystery Cults. 

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|TMRE.jpg|right}}

'''Rules Edition:''' Fifth Edition
'''Author(s):'''  [[Neil Taylor]] and [[Christian Jensen Romer]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-076-0
'''Release Date:''' July 2006
'''Format:''' [[Hardcover]] or [[Softcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

TMRE's main focus is to describe a host of Mysteries, arranged by topical chapters, and provide several [[Mystery Cult|Mystery Cults]] and initiation scripts as examples for their use. Along the way, it provides the most thorough treatment of [[initiation]] into [[Mystery|Mysteries]]] and [[Mystery Cult|Mystery Cults]] in [[canon]], and a small selection of rule and setting extensions. While it contains historical and Mythic background, it is designed and read more like a tool-kit, and the Mysteries often have only tenuous connection to the flavor.

== The Mysteries

It is pointless to list the many Mysteries provided in the text, but perhaps it would be fruitful to make some comments on those that merit them. 

The [[Vulgar Alchemy]] open Mystery employs a rather baroque mechanic to establish new [[Shape and Material Bonus|Shape and Material bonuses]]. The issue of how to treat new bonuses should be considered in your saga - most sagas limit themselves to the book's list and perhaps add a few more items arbitrarily as the saga develops. Some troupes, however, treat these lists as examples, and have a policy of asking the [[storyguide]] what bonuses apply to a desired shape or material that thematically suits the item. If Vulgar Alchemy is to be useful and plausible, the latter option should not be maintained. Wizards must be limited to the established lists, with Vulgar Alchemy used to slowly, painstakingly, expand them.

[[Hermetic Alchemy]] apparently has nothing to do with the historical pursuit of alchemy. Troupes might want to consider incorporating [[Mythic Alchemy]] into the relevant Mysteries, and perhaps substituting it for Vulgar Alchemy.

[[Spell Binding]] is a curious common Mystery that seems to allow a magus to use elaborate Rego Vim ritual magic to create permanent effects. Note that the item to which the spell is bound need not be near the effect. All of this is rather weak in general, but can be open to strange and creative abuses on the other hand. 

It's continuation, [[Hermetic Empowerment]], seems useful only for creating expensive magical items to power Ritual spells for a set number of charges. Troupes may want to consider allowing bound spirits to regain depleted [[Magic Might]] as per [[Realms of Power: Magic]], which would allow unlimited "charges" and make this Mystery both more useful and more in line with the flavor.

[[Inscription on the Soul]] is an extremely useful Mystery for [[Bjornaer]] magi, and the troupe may want to consider allowing it as a [[House Mystery]]. Thematically, an Inscription on the Body (incorporating foreign materials onto the body) seems to suit those "crazy" [[Criamon]] magi better than the Inscription on the Soul that seems otherwise superior given the Criamon's initiation paths provided in [[HoHMC]]. The troupe may want to consider preserving the benefits of the body modifications along at least some of the paths.

[[Divination and Augury]] do not provide true augury, but rather only a substitute for [[Intellego]] that is incompatible with the [[Art]] and has poor [[Penetration]]. Troupes might want to consider adopting other mechanics for divination, or allowing Intellego spells to benefit from the Mystery's exceptions to the normal operation of Intellego spells. In addition, [[Enigmatic Wisdom]] does not affect divination, including dream interpretation, even though the core rulebook implies that it should. Troupes can consider letting Enigmatic Wisdom serve instead of the Divination ability (although this is a large benefit), or to add to it. In this context, note that allowing non-ceremonial divination in any and all techniques is very appropriate for a Criamon; I suggest allowing it as a Minor Mystery to be initiated after Dream Interpretation, adding both to the [[House Mysteries]] of [[House Criamon]].

It is noteworthy that the supplement [[Covenants]] allow to construct an "open air" or very large laboratory, so that enchanting very large items seems doable. This robs much of the punch of the [[Hermetic Architecture]] Mystery. Added to that is the fact that the practice of enchanting huge objects does not alleviate the need for impossibly high [[Magic Theory]] scores, and even costs more [[raw vis]]. While Hermetic Architecture still has its uses, a troupe might want to reconsider some of its mechanics so as to allow it more oomph for enchanting large items. Dividing the raw vis required into Size identical items, instead of requiring Size x Normal-requirement raw vis, seems most reasonable to me. 

== Mystery Cults and Setting

All the Mystery Cults provided in TMRE are optional, but at least some seem to fit well into the standard setting. There are some that, if accepted into the saga, would form an important element in Hermetic society.

The [[Mystic Fraternity of Samos]] provides a "public" mystery cult, one where membership is openly admitted. Coupled with the tradition's custom of opening public schools, this makes them highly visible. It is therefore reasonable that vague knowledge of their Mysteries will persist in the Order, and that should the story call for the use of such Mysteries the characters would know who to go to.

The [[Disciples of the Worm]] can serve a similar, albeit more sinister, purpose. Note that in this they somewhat overlap with [[Seeker|Seekers]] and the [[Donatores]].

The [[Legion of Mithras]] can serve a similar role if membership is public, or serve as an organization of [[Hoplite|Hoplites]] if membership is secret. 

== Other Content

In addition, the book contains several tidbits of general interest.

New virtues and flaws accessible at character generation are presented. These include [[Spell Binding]] (p. 27-29), [[Performance Magic]] (p. 29-30), [[Planetary Magic]] (p. 30-31), [[Potent Magic]] (p. 31-32) (and hence potent spells, which may be used by any magus), [[Vulgar Alchemy]] (p. 32-35), and [[Withstand Casting]] (p. 36). In addition, several [[Astrological Virtues and Flaws]] are suggested (p. 36-38). Further outer mysteries abound, some of which may be relatively easily accessible, but are beyond the interests of this index.

A new [[Academic Ability]], The [[Art of Memory]], is presented on p. 25. Rules for [[Memorization]] are given on p. 26.

New [[Spell Guidelines]] are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

A few [[Spell|spells]] dealing with memory are given on p. 25. Spells to measure astrological times are on p. 51. Two more spells are on p. 116.

New [[Shape and Material]]] bonuses are provided on p. 33. (Note that vulgar alchemy can discover more.) A few more are on p. 52. One more, for books, is on p. 92.

New [[Mastery Ability|mastery abilities]] include [[Ceremonial Casting]] on p. 38, in this version limited to Mystery Cults. Note that [[Houses of Hermes Societates]] already has it spreading like wildfire amongst Jerbiton magi.

A discussion of [[Ghosts]] in ArM is on p. 72. [[Daimon]]s are discussed on p. 75 and later on p. 81 and far more detail on p. 137 (with exampled), [[Gnosticism]] on p. 77.

It's noteworthy that [[Theurgic Invocation]]s (see p. 80-81) can be cast by magi not versed in theurgic magic.

A discussion of [[Talisman]]s, aimed to clarify the rules, is on p. 89.

An extended [[Shape and Material]] table is presented on p. 97.

General guidelines on how to construct rules for and specific rules for [[Immortal Magi]] are on p. 133.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

== Related Products

; Other products about the same topic or somehow related
* [[Houses of Hermes: Mystery Cults]]
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1268093965</unix>
						<iso>2010-03-09 01:19:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed image, added link to 4th Edition &quot;Mysteries&quot;</comment>
					<text><![CDATA[
'''The Mysteries Revised Edition''' is an Ars Magica supplement that elaborates on the rules of Mystery Cults presented in the [[ArM5]] core rules, and presents many Mysteries to explore and sample Mystery Cults. 

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|TMRE.jpg|small|right}}

'''Rules Edition:''' Fifth Edition
'''Author(s):'''  [[Neil Taylor]] and [[Christian Jensen Romer]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-076-0
'''Release Date:''' July 2006
'''Format:''' [[Hardcover]] or [[Softcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

TMRE's main focus is to describe a host of Mysteries, arranged by topical chapters, and provide several [[Mystery Cult|Mystery Cults]] and initiation scripts as examples for their use. Along the way, it provides the most thorough treatment of [[initiation]] into [[Mystery|Mysteries]]] and [[Mystery Cult|Mystery Cults]] in [[canon]], and a small selection of rule and setting extensions. While it contains historical and Mythic background, it is designed and read more like a tool-kit, and the Mysteries often have only tenuous connection to the flavor.

== The Mysteries

It is pointless to list the many Mysteries provided in the text, but perhaps it would be fruitful to make some comments on those that merit them. 

The [[Vulgar Alchemy]] open Mystery employs a rather baroque mechanic to establish new [[Shape and Material Bonus|Shape and Material bonuses]]. The issue of how to treat new bonuses should be considered in your saga - most sagas limit themselves to the book's list and perhaps add a few more items arbitrarily as the saga develops. Some troupes, however, treat these lists as examples, and have a policy of asking the [[storyguide]] what bonuses apply to a desired shape or material that thematically suits the item. If Vulgar Alchemy is to be useful and plausible, the latter option should not be maintained. Wizards must be limited to the established lists, with Vulgar Alchemy used to slowly, painstakingly, expand them.

[[Hermetic Alchemy]] apparently has nothing to do with the historical pursuit of alchemy. Troupes might want to consider incorporating [[Mythic Alchemy]] into the relevant Mysteries, and perhaps substituting it for Vulgar Alchemy.

[[Spell Binding]] is a curious common Mystery that seems to allow a magus to use elaborate Rego Vim ritual magic to create permanent effects. Note that the item to which the spell is bound need not be near the effect. All of this is rather weak in general, but can be open to strange and creative abuses on the other hand. 

It's continuation, [[Hermetic Empowerment]], seems useful only for creating expensive magical items to power Ritual spells for a set number of charges. Troupes may want to consider allowing bound spirits to regain depleted [[Magic Might]] as per [[Realms of Power: Magic]], which would allow unlimited "charges" and make this Mystery both more useful and more in line with the flavor.

[[Inscription on the Soul]] is an extremely useful Mystery for [[Bjornaer]] magi, and the troupe may want to consider allowing it as a [[House Mystery]]. Thematically, an Inscription on the Body (incorporating foreign materials onto the body) seems to suit those "crazy" [[Criamon]] magi better than the Inscription on the Soul that seems otherwise superior given the Criamon's initiation paths provided in [[HoHMC]]. The troupe may want to consider preserving the benefits of the body modifications along at least some of the paths.

[[Divination and Augury]] do not provide true augury, but rather only a substitute for [[Intellego]] that is incompatible with the [[Art]] and has poor [[Penetration]]. Troupes might want to consider adopting other mechanics for divination, or allowing Intellego spells to benefit from the Mystery's exceptions to the normal operation of Intellego spells. In addition, [[Enigmatic Wisdom]] does not affect divination, including dream interpretation, even though the core rulebook implies that it should. Troupes can consider letting Enigmatic Wisdom serve instead of the Divination ability (although this is a large benefit), or to add to it. In this context, note that allowing non-ceremonial divination in any and all techniques is very appropriate for a Criamon; I suggest allowing it as a Minor Mystery to be initiated after Dream Interpretation, adding both to the [[House Mysteries]] of [[House Criamon]].

It is noteworthy that the supplement [[Covenants]] allow to construct an "open air" or very large laboratory, so that enchanting very large items seems doable. This robs much of the punch of the [[Hermetic Architecture]] Mystery. Added to that is the fact that the practice of enchanting huge objects does not alleviate the need for impossibly high [[Magic Theory]] scores, and even costs more [[raw vis]]. While Hermetic Architecture still has its uses, a troupe might want to reconsider some of its mechanics so as to allow it more oomph for enchanting large items. Dividing the raw vis required into Size identical items, instead of requiring Size x Normal-requirement raw vis, seems most reasonable to me. 

== Mystery Cults and Setting

All the Mystery Cults provided in TMRE are optional, but at least some seem to fit well into the standard setting. There are some that, if accepted into the saga, would form an important element in Hermetic society.

The [[Mystic Fraternity of Samos]] provides a "public" mystery cult, one where membership is openly admitted. Coupled with the tradition's custom of opening public schools, this makes them highly visible. It is therefore reasonable that vague knowledge of their Mysteries will persist in the Order, and that should the story call for the use of such Mysteries the characters would know who to go to.

The [[Disciples of the Worm]] can serve a similar, albeit more sinister, purpose. Note that in this they somewhat overlap with [[Seeker|Seekers]] and the [[Donatores]].

The [[Legion of Mithras]] can serve a similar role if membership is public, or serve as an organization of [[Hoplite|Hoplites]] if membership is secret. 

== Other Content

In addition, the book contains several tidbits of general interest.

New virtues and flaws accessible at character generation are presented. These include [[Spell Binding]] (p. 27-29), [[Performance Magic]] (p. 29-30), [[Planetary Magic]] (p. 30-31), [[Potent Magic]] (p. 31-32) (and hence potent spells, which may be used by any magus), [[Vulgar Alchemy]] (p. 32-35), and [[Withstand Casting]] (p. 36). In addition, several [[Astrological Virtues and Flaws]] are suggested (p. 36-38). Further outer mysteries abound, some of which may be relatively easily accessible, but are beyond the interests of this index.

A new [[Academic Ability]], The [[Art of Memory]], is presented on p. 25. Rules for [[Memorization]] are given on p. 26.

New [[Spell Guidelines]] are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

A few [[Spell|spells]] dealing with memory are given on p. 25. Spells to measure astrological times are on p. 51. Two more spells are on p. 116.

New [[Shape and Material]]] bonuses are provided on p. 33. (Note that vulgar alchemy can discover more.) A few more are on p. 52. One more, for books, is on p. 92.

New [[Mastery Ability|mastery abilities]] include [[Ceremonial Casting]] on p. 38, in this version limited to Mystery Cults. Note that [[Houses of Hermes Societates]] already has it spreading like wildfire amongst Jerbiton magi.

A discussion of [[Ghosts]] in ArM is on p. 72. [[Daimon]]s are discussed on p. 75 and later on p. 81 and far more detail on p. 137 (with exampled), [[Gnosticism]] on p. 77.

It's noteworthy that [[Theurgic Invocation]]s (see p. 80-81) can be cast by magi not versed in theurgic magic.

A discussion of [[Talisman]]s, aimed to clarify the rules, is on p. 89.

An extended [[Shape and Material]] table is presented on p. 97.

General guidelines on how to construct rules for and specific rules for [[Immortal Magi]] are on p. 133.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

== Related Products

; Other products about the same topic or somehow related
* [[Houses of Hermes: Mystery Cults]]
* [[The Mysteries]] (Fourth Edition supplement)
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1268141215</unix>
						<iso>2010-03-09 14:26:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>reorganization and added summaries</comment>
					<text><![CDATA[
'''The Mysteries Revised Edition''' is an Ars Magica supplement that elaborates on the rules of Mystery Cults presented in the [[ArM5]] core rules, and presents many Mysteries to explore and sample Mystery Cults. 

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|TMRE.jpg|small|right}}

'''Rules Edition:''' Fifth Edition
'''Author(s):'''  [[Neil Taylor]] and [[Christian Jensen Romer]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-076-0
'''Release Date:''' July 2006
'''Format:''' [[Hardcover]] or [[Softcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

TMRE's main focus is to describe a host of Mysteries, arranged by topical chapters, and provide several [[Mystery Cult|Mystery Cults]] and initiation scripts as examples for their use. Along the way, it provides the most thorough treatment of [[initiation]] into [[Mystery|Mysteries]]] and [[Mystery Cult|Mystery Cults]] in [[canon]], and a small selection of rule and setting extensions. While it contains historical and Mythic background, it is designed and read more like a tool-kit, and the Mysteries often have only tenuous connection to the flavor.

== The Mysteries

The book contains some 36 virtues, most of which are new Mysteries. They are arranged in themes, according to chapter:

* Hermetic Alchemy includes a series of mysteries, including [[Hermetic Alchemy]] itself, that revolve around purification of raw vis and, ultimately, the self. The chapter defines a more-or-less clear chain of mysteries that starts with [[Vulgar Alchemy]] that teaches the mystical resonances of materials, passes through virtues such as [[Hermetic Alchemy]] that improve the extraction of raw vis, and culminates in the [[Great Elixir]] that grants [[immortality|immortal life]].

* Hermetic Astrology deals with the effect of the celestial periods on magic. [[Celestial Magic]] allows you to get bonuses to your Lab Total or spells by doing things at the right times, and to have greater control over spell durations. Note that this is not related to divination.

* Hermetic Theurgy is the art of calling on powerful Magical spirits. The principal virtue, [[Hermetic Theurgy]], allows you to summon spirits achieve magical effects instead of casting spells to do so directly, and to make [[theurgic invocation|invocations]] to summon [[daimon|daimons]] and bargain with them. Other virtues are more broad, like [[Hermetic Synthemata]] that allows you to learn the True Name of spirits and thus increase your [[Penetration]] dramatically against them. [[Names of Power]] allows you to invoke names of power - like pagan gods - to bolster your magic. The highest mystery in this domain is certainly [[Ascendancy to the Hall of Heroes]], which transforms you into an [[immortality|immortal]] daimon.

* Arithmetic Magic deals with numerology, geometry, and architecture. Its most dramatic aspect is [[Hermetic Architecture]], which allows the magus to manipulate regio levels and boundaries, as well as to enchant massive structures.

* Spirit Magic relates to magic that affects immaterial spirits. It includes the dreaded [[Hermetic Empowerment]] that saps spirits of their Might to power spells, and the greater mystery of the [[Living Ghost]], which is a form of undead [[immortality]]. This chapter also include less macabre mysteries, like the [[Spirit Familiar]] mystery, which allows you to gain an immaterial spirit (like a ghost...) as a familiar. It also includes the [[Inscription on the Soul]] mystery, which allows one to turn his body or spirit into a talisman.

* Dream Magic allows magi to enter and manipulate dreams.  

* Two utilitarian virtues related to Talismans share their own chapter. 

In addition, some further mysteries, and other rules, are provided in the second chapter, "".

== Mystery Cults and Setting

All the Mystery Cults provided in TMRE are optional, but at least some seem to fit well into the standard setting. There are some that, if accepted into the saga, would form an important element in Hermetic society.

The [[Mystic Fraternity of Samos]] provides a "public" mystery cult, one where membership is openly admitted. Coupled with the tradition's custom of opening public schools, this makes them highly visible. It is therefore reasonable that vague knowledge of their Mysteries will persist in the Order, and that should the story call for the use of such Mysteries the characters would know who to go to.

The [[Disciples of the Worm]] can serve a similar, albeit more sinister, purpose. Note that in this they somewhat overlap with [[Seeker|Seekers]] and the [[Donatores]].

The [[Legion of Mithras]] can serve a similar role if membership is public, or serve as an organization of [[Hoplite|Hoplites]] if membership is secret. 

== Other Content

In addition, the book contains several tidbits of general interest.

New virtues and flaws accessible at character generation are presented. These include [[Spell Binding]] (p. 27-29), [[Performance Magic]] (p. 29-30), [[Planetary Magic]] (p. 30-31), [[Potent Magic]] (p. 31-32) (and hence potent spells, which may be used by any magus), [[Vulgar Alchemy]] (p. 32-35), and [[Withstand Casting]] (p. 36). In addition, several [[Astrological Virtues and Flaws]] are suggested (p. 36-38). Further outer mysteries abound, some of which may be relatively easily accessible, but are beyond the interests of this index.

A new [[Academic Ability]], The [[Art of Memory]], is presented on p. 25. Rules for [[Memorization]] are given on p. 26.

New [[Spell Guidelines]] are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

A few [[Spell|spells]] dealing with memory are given on p. 25. Spells to measure astrological times are on p. 51. Two more spells are on p. 116.

New [[Shape and Material]]] bonuses are provided on p. 33. (Note that vulgar alchemy can discover more.) A few more are on p. 52. One more, for books, is on p. 92.

New [[Mastery Ability|mastery abilities]] include [[Ceremonial Casting]] on p. 38, in this version limited to Mystery Cults. Note that [[Houses of Hermes Societates]] already has it spreading like wildfire amongst Jerbiton magi.

A discussion of [[Ghosts]] in ArM is on p. 72. [[Daimon]]s are discussed on p. 75 and later on p. 81 and far more detail on p. 137 (with exampled), [[Gnosticism]] on p. 77.

It's noteworthy that [[Theurgic Invocation]]s (see p. 80-81) can be cast by magi not versed in theurgic magic.

A discussion of [[Talisman]]s, aimed to clarify the rules, is on p. 89.

An extended [[Shape and Material]] table is presented on p. 97.

General guidelines on how to construct rules for and specific rules for [[Immortal Magi]] are on p. 133.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

It is pointless to list the many Mysteries provided in the text, but perhaps it would be fruitful to make some comments on those that merit them. 

The [[Vulgar Alchemy]] open Mystery employs a rather baroque mechanic to establish new [[Shape and Material Bonus|Shape and Material bonuses]]. The issue of how to treat new bonuses should be considered in your saga - most sagas limit themselves to the book's list and perhaps add a few more items arbitrarily as the saga develops. Some troupes, however, treat these lists as examples, and have a policy of asking the [[storyguide]] what bonuses apply to a desired shape or material that thematically suits the item. If Vulgar Alchemy is to be useful and plausible, the latter option should not be maintained. Wizards must be limited to the established lists, with Vulgar Alchemy used to slowly, painstakingly, expand them.

[[Hermetic Alchemy]] apparently has nothing to do with the historical pursuit of alchemy. Troupes might want to consider incorporating [[Mythic Alchemy]] into the relevant Mysteries, and perhaps substituting it for Vulgar Alchemy.

[[Spell Binding]] is a curious common Mystery that seems to allow a magus to use elaborate Rego Vim ritual magic to create permanent effects. Note that the item to which the spell is bound need not be near the effect. All of this is rather weak in general, but can be open to strange and creative abuses on the other hand. 

It's continuation, [[Hermetic Empowerment]], seems useful only for creating expensive magical items to power Ritual spells for a set number of charges. Troupes may want to consider allowing bound spirits to regain depleted [[Magic Might]] as per [[Realms of Power: Magic]], which would allow unlimited "charges" and make this Mystery both more useful and more in line with the flavor.

[[Inscription on the Soul]] is an extremely useful Mystery for [[Bjornaer]] magi, and the troupe may want to consider allowing it as a [[House Mystery]]. Thematically, an Inscription on the Body (incorporating foreign materials onto the body) seems to suit those "crazy" [[Criamon]] magi better than the Inscription on the Soul that seems otherwise superior given the Criamon's initiation paths provided in [[HoHMC]]. The troupe may want to consider preserving the benefits of the body modifications along at least some of the paths.

[[Divination and Augury]] do not provide true augury, but rather only a substitute for [[Intellego]] that is incompatible with the [[Art]] and has poor [[Penetration]]. Troupes might want to consider adopting other mechanics for divination, or allowing Intellego spells to benefit from the Mystery's exceptions to the normal operation of Intellego spells. In addition, [[Enigmatic Wisdom]] does not affect divination, including dream interpretation, even though the core rulebook implies that it should. Troupes can consider letting Enigmatic Wisdom serve instead of the Divination ability (although this is a large benefit), or to add to it. In this context, note that allowing non-ceremonial divination in any and all techniques is very appropriate for a Criamon; I suggest allowing it as a Minor Mystery to be initiated after Dream Interpretation, adding both to the [[House Mysteries]] of [[House Criamon]].

It is noteworthy that the supplement [[Covenants]] allow to construct an "open air" or very large laboratory, so that enchanting very large items seems doable. This robs much of the punch of the [[Hermetic Architecture]] Mystery. Added to that is the fact that the practice of enchanting huge objects does not alleviate the need for impossibly high [[Magic Theory]] scores, and even costs more [[raw vis]]. While Hermetic Architecture still has its uses, a troupe might want to reconsider some of its mechanics so as to allow it more oomph for enchanting large items. Dividing the raw vis required into Size identical items, instead of requiring Size x Normal-requirement raw vis, seems most reasonable to me. 

== Related Products

; Other products about the same topic or somehow related
* [[Houses of Hermes: Mystery Cults]]
* [[The Mysteries]] (Fourth Edition supplement)

== Links

* The [[http://www.atlas-games.com/product_tables/AG0279.php|official product page]].
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1268141775</unix>
						<iso>2010-03-09 14:36:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added sample cults</comment>
					<text><![CDATA[
'''The Mysteries Revised Edition''' is an Ars Magica supplement that elaborates on the rules of Mystery Cults presented in the [[ArM5]] core rules, and presents many Mysteries to explore and sample Mystery Cults. 

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|TMRE.jpg|small|right}}

'''Rules Edition:''' Fifth Edition
'''Author(s):'''  [[Neil Taylor]] and [[Christian Jensen Romer]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-076-0
'''Release Date:''' July 2006
'''Format:''' [[Hardcover]] or [[Softcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

TMRE's main focus is to describe a host of Mysteries, arranged by topical chapters, and provide several [[Mystery Cult|Mystery Cults]] and initiation scripts as examples for their use. Along the way, it provides the most thorough treatment of [[initiation]] into [[Mystery|Mysteries]]] and [[Mystery Cult|Mystery Cults]] in [[canon]], and a small selection of rule and setting extensions. While it contains historical and Mythic background, it is designed and read more like a tool-kit, and the Mysteries often have only tenuous connection to the flavor.

== The Mysteries

The book contains some 36 virtues, most of which are new Mysteries. They are arranged in themes, according to chapter:

* Hermetic Alchemy includes a series of mysteries, including [[Hermetic Alchemy]] itself, that revolve around purification of raw vis and, ultimately, the self. The chapter defines a more-or-less clear chain of mysteries that starts with [[Vulgar Alchemy]] that teaches the mystical resonances of materials, passes through virtues such as [[Hermetic Alchemy]] that improve the extraction of raw vis, and culminates in the [[Great Elixir]] that grants [[immortality|immortal life]].

* Hermetic Astrology deals with the effect of the celestial periods on magic. [[Celestial Magic]] allows you to get bonuses to your Lab Total or spells by doing things at the right times, and to have greater control over spell durations. Note that this is not related to divination.

* Hermetic Theurgy is the art of calling on powerful Magical spirits. The principal virtue, [[Hermetic Theurgy]], allows you to summon spirits achieve magical effects instead of casting spells to do so directly, and to make [[theurgic invocation|invocations]] to summon [[daimon|daimons]] and bargain with them. Other virtues are more broad, like [[Hermetic Synthemata]] that allows you to learn the True Name of spirits and thus increase your [[Penetration]] dramatically against them. [[Names of Power]] allows you to invoke names of power - like pagan gods - to bolster your magic. The highest mystery in this domain is certainly [[Ascendancy to the Hall of Heroes]], which transforms you into an [[immortality|immortal]] daimon.

* Arithmetic Magic deals with numerology, geometry, and architecture. Its most dramatic aspect is [[Hermetic Architecture]], which allows the magus to manipulate regio levels and boundaries, as well as to enchant massive structures.

* Spirit Magic relates to magic that affects immaterial spirits. It includes the dreaded [[Hermetic Empowerment]] that saps spirits of their Might to power spells, and the greater mystery of the [[Living Ghost]], which is a form of undead [[immortality]]. This chapter also include less macabre mysteries, like the [[Spirit Familiar]] mystery, which allows you to gain an immaterial spirit (like a ghost...) as a familiar. It also includes the [[Inscription on the Soul]] mystery, which allows one to turn his body or spirit into a talisman.

* Dream Magic allows magi to enter and manipulate dreams.  

* Two utilitarian virtues related to Talismans share their own chapter. 

In addition, some further mysteries, and other rules, are provided in the second chapter, "".

== Mystery Cults and Setting

Ten sample Mystery Cults are provided in TMRE. All are optional, but at least some seem to fit well into the standard setting. There are some that, if accepted into the saga, would form an important element in Hermetic society.

* The [[Order of the Green Cockerel]] is an alchemical society of magi exploring the new science of alchemy. The society encourages mundane alchemical research, but its main focus is in teaching its magi how to purify themselves and reach alchemical perfection. 

* The [[Magoi of the Star]] are astrologers, using the power of the stars to enhance their magic, and even prophesy. They follow a strange, heretical, variant of Christianity based on the writings of Origen, and consider themselves the inheritors of the Three Magi.

* The [[Volehsbnii Mechtateli]] are 'dream witches' that play with the dreams of others as an artist plays with paint. The members of this highly secretive society, meeting only in the dream world, have great power over dreams and nightmares, and no moral restrictions whatsoever.

* The [[Neo-Mercurians]] are a society that toils to rebuild and discover the Mercurian ways of magic of old. Its priests call upon the power of the old pagan gods, conduct Rituals at nearly no cost, and wield some unusual magics to do with roads and spell mastery.

* The [[Legion of Mithras]] is a secretive organization devoted to heroic defense of the Order. It encourages the ideals of Greek heroism, and in the higher echelons its magi are privy to secret ancient magic.

* The [[Philosophers of Rome]] are a highly-secretive and loose Gnostic group of proud, show-offish, licentious heretics. These charismatic cultists encourage themselves to bask in their own glory, to live and be admired as gods amongst men, and ultimately to achieve true divinity by such worship.

* The [[Children of Hermes]] are a growing cult reminiscent of modern televangelism. Led by a highly charismatic figure claiming to be a reincarnation of Hermes himself, and by his consort who he claims is Cleopatra, they claim to open up a new era of magic and open the path to all Mysteries of magic. Its members pass on initiation rites stolen from other cults up the cult's chain, and Hermes' revelations down it.

* The [[Mystic Fraternity of Samos]] is a group of Pythagorean cultists who master the magic of harmony, geometry, and numbers. Although membership is openly acknowledged, and middle-ranking cult members even teach their more mundane arts openly, the cult's powers are kept in secret. They are somewhat famous for their huge architectural works, sorcerous music, and mastery over all manner of spirits.

* The [[Disciples of the Worm]] is a secret and abhorred society focusing on learning the secrets of death and beyond. If you meddle with it, expect to hear of graves, ancient ghosts and ancient magic, bound spirits and awakened guardians. Some whisper it is led by the ghosts of long-dead magi, living-dead maintaining a mockery of life by the cult's hideous magic.

* The [[Knights of the Green Stone]] are a group of magi knights, searching for a legendary stone in a quest similar to the mundane's search for a holy grail. 

== Other Content

In addition, the book contains several tidbits of general interest.

New virtues and flaws accessible at character generation are presented. These include [[Spell Binding]] (p. 27-29), [[Performance Magic]] (p. 29-30), [[Planetary Magic]] (p. 30-31), [[Potent Magic]] (p. 31-32) (and hence potent spells, which may be used by any magus), [[Vulgar Alchemy]] (p. 32-35), and [[Withstand Casting]] (p. 36). In addition, several [[Astrological Virtues and Flaws]] are suggested (p. 36-38). Further outer mysteries abound, some of which may be relatively easily accessible, but are beyond the interests of this index.

A new [[Academic Ability]], The [[Art of Memory]], is presented on p. 25. Rules for [[Memorization]] are given on p. 26.

New [[Spell Guidelines]] are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

A few [[Spell|spells]] dealing with memory are given on p. 25. Spells to measure astrological times are on p. 51. Two more spells are on p. 116.

New [[Shape and Material]]] bonuses are provided on p. 33. (Note that vulgar alchemy can discover more.) A few more are on p. 52. One more, for books, is on p. 92.

New [[Mastery Ability|mastery abilities]] include [[Ceremonial Casting]] on p. 38, in this version limited to Mystery Cults. Note that [[Houses of Hermes Societates]] already has it spreading like wildfire amongst Jerbiton magi.

A discussion of [[Ghosts]] in ArM is on p. 72. [[Daimon]]s are discussed on p. 75 and later on p. 81 and far more detail on p. 137 (with exampled), [[Gnosticism]] on p. 77.

It's noteworthy that [[Theurgic Invocation]]s (see p. 80-81) can be cast by magi not versed in theurgic magic.

A discussion of [[Talisman]]s, aimed to clarify the rules, is on p. 89.

An extended [[Shape and Material]] table is presented on p. 97.

General guidelines on how to construct rules for and specific rules for [[Immortal Magi]] are on p. 133.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

It is pointless to list the many Mysteries provided in the text, but perhaps it would be fruitful to make some comments on those that merit them. 

The [[Vulgar Alchemy]] open Mystery employs a rather baroque mechanic to establish new [[Shape and Material Bonus|Shape and Material bonuses]]. The issue of how to treat new bonuses should be considered in your saga - most sagas limit themselves to the book's list and perhaps add a few more items arbitrarily as the saga develops. Some troupes, however, treat these lists as examples, and have a policy of asking the [[storyguide]] what bonuses apply to a desired shape or material that thematically suits the item. If Vulgar Alchemy is to be useful and plausible, the latter option should not be maintained. Wizards must be limited to the established lists, with Vulgar Alchemy used to slowly, painstakingly, expand them.

[[Hermetic Alchemy]] apparently has nothing to do with the historical pursuit of alchemy. Troupes might want to consider incorporating [[Mythic Alchemy]] into the relevant Mysteries, and perhaps substituting it for Vulgar Alchemy.

[[Spell Binding]] is a curious common Mystery that seems to allow a magus to use elaborate Rego Vim ritual magic to create permanent effects. Note that the item to which the spell is bound need not be near the effect. All of this is rather weak in general, but can be open to strange and creative abuses on the other hand. 

It's continuation, [[Hermetic Empowerment]], seems useful only for creating expensive magical items to power Ritual spells for a set number of charges. Troupes may want to consider allowing bound spirits to regain depleted [[Magic Might]] as per [[Realms of Power: Magic]], which would allow unlimited "charges" and make this Mystery both more useful and more in line with the flavor.

[[Inscription on the Soul]] is an extremely useful Mystery for [[Bjornaer]] magi, and the troupe may want to consider allowing it as a [[House Mystery]]. Thematically, an Inscription on the Body (incorporating foreign materials onto the body) seems to suit those "crazy" [[Criamon]] magi better than the Inscription on the Soul that seems otherwise superior given the Criamon's initiation paths provided in [[HoHMC]]. The troupe may want to consider preserving the benefits of the body modifications along at least some of the paths.

[[Divination and Augury]] do not provide true augury, but rather only a substitute for [[Intellego]] that is incompatible with the [[Art]] and has poor [[Penetration]]. Troupes might want to consider adopting other mechanics for divination, or allowing Intellego spells to benefit from the Mystery's exceptions to the normal operation of Intellego spells. In addition, [[Enigmatic Wisdom]] does not affect divination, including dream interpretation, even though the core rulebook implies that it should. Troupes can consider letting Enigmatic Wisdom serve instead of the Divination ability (although this is a large benefit), or to add to it. In this context, note that allowing non-ceremonial divination in any and all techniques is very appropriate for a Criamon; I suggest allowing it as a Minor Mystery to be initiated after Dream Interpretation, adding both to the [[House Mysteries]] of [[House Criamon]].

It is noteworthy that the supplement [[Covenants]] allow to construct an "open air" or very large laboratory, so that enchanting very large items seems doable. This robs much of the punch of the [[Hermetic Architecture]] Mystery. Added to that is the fact that the practice of enchanting huge objects does not alleviate the need for impossibly high [[Magic Theory]] scores, and even costs more [[raw vis]]. While Hermetic Architecture still has its uses, a troupe might want to reconsider some of its mechanics so as to allow it more oomph for enchanting large items. Dividing the raw vis required into Size identical items, instead of requiring Size x Normal-requirement raw vis, seems most reasonable to me. 

== Related Products

; Other products about the same topic or somehow related
* [[Houses of Hermes: Mystery Cults]]
* [[The Mysteries]] (Fourth Edition supplement)

== Links

* The [[http://www.atlas-games.com/product_tables/AG0279.php|official product page]].
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1268218154</unix>
						<iso>2010-03-10 11:49:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>only hardcover, to my knowledge</comment>
					<text><![CDATA[
'''The Mysteries Revised Edition''' is an Ars Magica supplement that elaborates on the rules of Mystery Cults presented in the [[ArM5]] core rules, and presents many Mysteries to explore and sample Mystery Cults. 

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|TMRE.jpg|small|right}}

'''Rules Edition:''' Fifth Edition
'''Author(s):'''  [[Neil Taylor]] and [[Christian Jensen Romer]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-076-0
'''Release Date:''' July 2006
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

TMRE's main focus is to describe a host of Mysteries, arranged by topical chapters, and provide several [[Mystery Cult|Mystery Cults]] and initiation scripts as examples for their use. Along the way, it provides the most thorough treatment of [[initiation]] into [[Mystery|Mysteries]]] and [[Mystery Cult|Mystery Cults]] in [[canon]], and a small selection of rule and setting extensions. While it contains historical and Mythic background, it is designed and read more like a tool-kit, and the Mysteries often have only tenuous connection to the flavor.

== The Mysteries

The book contains some 36 virtues, most of which are new Mysteries. They are arranged in themes, according to chapter:

* Hermetic Alchemy includes a series of mysteries, including [[Hermetic Alchemy]] itself, that revolve around purification of raw vis and, ultimately, the self. The chapter defines a more-or-less clear chain of mysteries that starts with [[Vulgar Alchemy]] that teaches the mystical resonances of materials, passes through virtues such as [[Hermetic Alchemy]] that improve the extraction of raw vis, and culminates in the [[Great Elixir]] that grants [[immortality|immortal life]].

* Hermetic Astrology deals with the effect of the celestial periods on magic. [[Celestial Magic]] allows you to get bonuses to your Lab Total or spells by doing things at the right times, and to have greater control over spell durations. Note that this is not related to divination.

* Hermetic Theurgy is the art of calling on powerful Magical spirits. The principal virtue, [[Hermetic Theurgy]], allows you to summon spirits achieve magical effects instead of casting spells to do so directly, and to make [[theurgic invocation|invocations]] to summon [[daimon|daimons]] and bargain with them. Other virtues are more broad, like [[Hermetic Synthemata]] that allows you to learn the True Name of spirits and thus increase your [[Penetration]] dramatically against them. [[Names of Power]] allows you to invoke names of power - like pagan gods - to bolster your magic. The highest mystery in this domain is certainly [[Ascendancy to the Hall of Heroes]], which transforms you into an [[immortality|immortal]] daimon.

* Arithmetic Magic deals with numerology, geometry, and architecture. Its most dramatic aspect is [[Hermetic Architecture]], which allows the magus to manipulate regio levels and boundaries, as well as to enchant massive structures.

* Spirit Magic relates to magic that affects immaterial spirits. It includes the dreaded [[Hermetic Empowerment]] that saps spirits of their Might to power spells, and the greater mystery of the [[Living Ghost]], which is a form of undead [[immortality]]. This chapter also include less macabre mysteries, like the [[Spirit Familiar]] mystery, which allows you to gain an immaterial spirit (like a ghost...) as a familiar. It also includes the [[Inscription on the Soul]] mystery, which allows one to turn his body or spirit into a talisman.

* Dream Magic allows magi to enter and manipulate dreams.  

* Two utilitarian virtues related to Talismans share their own chapter. 

In addition, some further mysteries, and other rules, are provided in the second chapter, "".

== Mystery Cults and Setting

Ten sample Mystery Cults are provided in TMRE. All are optional, but at least some seem to fit well into the standard setting. There are some that, if accepted into the saga, would form an important element in Hermetic society.

* The [[Order of the Green Cockerel]] is an alchemical society of magi exploring the new science of alchemy. The society encourages mundane alchemical research, but its main focus is in teaching its magi how to purify themselves and reach alchemical perfection. 

* The [[Magoi of the Star]] are astrologers, using the power of the stars to enhance their magic, and even prophesy. They follow a strange, heretical, variant of Christianity based on the writings of Origen, and consider themselves the inheritors of the Three Magi.

* The [[Volehsbnii Mechtateli]] are 'dream witches' that play with the dreams of others as an artist plays with paint. The members of this highly secretive society, meeting only in the dream world, have great power over dreams and nightmares, and no moral restrictions whatsoever.

* The [[Neo-Mercurians]] are a society that toils to rebuild and discover the Mercurian ways of magic of old. Its priests call upon the power of the old pagan gods, conduct Rituals at nearly no cost, and wield some unusual magics to do with roads and spell mastery.

* The [[Legion of Mithras]] is a secretive organization devoted to heroic defense of the Order. It encourages the ideals of Greek heroism, and in the higher echelons its magi are privy to secret ancient magic.

* The [[Philosophers of Rome]] are a highly-secretive and loose Gnostic group of proud, show-offish, licentious heretics. These charismatic cultists encourage themselves to bask in their own glory, to live and be admired as gods amongst men, and ultimately to achieve true divinity by such worship.

* The [[Children of Hermes]] are a growing cult reminiscent of modern televangelism. Led by a highly charismatic figure claiming to be a reincarnation of Hermes himself, and by his consort who he claims is Cleopatra, they claim to open up a new era of magic and open the path to all Mysteries of magic. Its members pass on initiation rites stolen from other cults up the cult's chain, and Hermes' revelations down it.

* The [[Mystic Fraternity of Samos]] is a group of Pythagorean cultists who master the magic of harmony, geometry, and numbers. Although membership is openly acknowledged, and middle-ranking cult members even teach their more mundane arts openly, the cult's powers are kept in secret. They are somewhat famous for their huge architectural works, sorcerous music, and mastery over all manner of spirits.

* The [[Disciples of the Worm]] is a secret and abhorred society focusing on learning the secrets of death and beyond. If you meddle with it, expect to hear of graves, ancient ghosts and ancient magic, bound spirits and awakened guardians. Some whisper it is led by the ghosts of long-dead magi, living-dead maintaining a mockery of life by the cult's hideous magic.

* The [[Knights of the Green Stone]] are a group of magi knights, searching for a legendary stone in a quest similar to the mundane's search for a holy grail. 

== Other Content

In addition, the book contains several tidbits of general interest.

New virtues and flaws accessible at character generation are presented. These include [[Spell Binding]] (p. 27-29), [[Performance Magic]] (p. 29-30), [[Planetary Magic]] (p. 30-31), [[Potent Magic]] (p. 31-32) (and hence potent spells, which may be used by any magus), [[Vulgar Alchemy]] (p. 32-35), and [[Withstand Casting]] (p. 36). In addition, several [[Astrological Virtues and Flaws]] are suggested (p. 36-38). Further outer mysteries abound, some of which may be relatively easily accessible, but are beyond the interests of this index.

A new [[Academic Ability]], The [[Art of Memory]], is presented on p. 25. Rules for [[Memorization]] are given on p. 26.

New [[Spell Guidelines]] are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.

A few [[Spell|spells]] dealing with memory are given on p. 25. Spells to measure astrological times are on p. 51. Two more spells are on p. 116.

New [[Shape and Material]]] bonuses are provided on p. 33. (Note that vulgar alchemy can discover more.) A few more are on p. 52. One more, for books, is on p. 92.

New [[Mastery Ability|mastery abilities]] include [[Ceremonial Casting]] on p. 38, in this version limited to Mystery Cults. Note that [[Houses of Hermes Societates]] already has it spreading like wildfire amongst Jerbiton magi.

A discussion of [[Ghosts]] in ArM is on p. 72. [[Daimon]]s are discussed on p. 75 and later on p. 81 and far more detail on p. 137 (with exampled), [[Gnosticism]] on p. 77.

It's noteworthy that [[Theurgic Invocation]]s (see p. 80-81) can be cast by magi not versed in theurgic magic.

A discussion of [[Talisman]]s, aimed to clarify the rules, is on p. 89.

An extended [[Shape and Material]] table is presented on p. 97.

General guidelines on how to construct rules for and specific rules for [[Immortal Magi]] are on p. 133.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

It is pointless to list the many Mysteries provided in the text, but perhaps it would be fruitful to make some comments on those that merit them. 

The [[Vulgar Alchemy]] open Mystery employs a rather baroque mechanic to establish new [[Shape and Material Bonus|Shape and Material bonuses]]. The issue of how to treat new bonuses should be considered in your saga - most sagas limit themselves to the book's list and perhaps add a few more items arbitrarily as the saga develops. Some troupes, however, treat these lists as examples, and have a policy of asking the [[storyguide]] what bonuses apply to a desired shape or material that thematically suits the item. If Vulgar Alchemy is to be useful and plausible, the latter option should not be maintained. Wizards must be limited to the established lists, with Vulgar Alchemy used to slowly, painstakingly, expand them.

[[Hermetic Alchemy]] apparently has nothing to do with the historical pursuit of alchemy. Troupes might want to consider incorporating [[Mythic Alchemy]] into the relevant Mysteries, and perhaps substituting it for Vulgar Alchemy.

[[Spell Binding]] is a curious common Mystery that seems to allow a magus to use elaborate Rego Vim ritual magic to create permanent effects. Note that the item to which the spell is bound need not be near the effect. All of this is rather weak in general, but can be open to strange and creative abuses on the other hand. 

It's continuation, [[Hermetic Empowerment]], seems useful only for creating expensive magical items to power Ritual spells for a set number of charges. Troupes may want to consider allowing bound spirits to regain depleted [[Magic Might]] as per [[Realms of Power: Magic]], which would allow unlimited "charges" and make this Mystery both more useful and more in line with the flavor.

[[Inscription on the Soul]] is an extremely useful Mystery for [[Bjornaer]] magi, and the troupe may want to consider allowing it as a [[House Mystery]]. Thematically, an Inscription on the Body (incorporating foreign materials onto the body) seems to suit those "crazy" [[Criamon]] magi better than the Inscription on the Soul that seems otherwise superior given the Criamon's initiation paths provided in [[HoHMC]]. The troupe may want to consider preserving the benefits of the body modifications along at least some of the paths.

[[Divination and Augury]] do not provide true augury, but rather only a substitute for [[Intellego]] that is incompatible with the [[Art]] and has poor [[Penetration]]. Troupes might want to consider adopting other mechanics for divination, or allowing Intellego spells to benefit from the Mystery's exceptions to the normal operation of Intellego spells. In addition, [[Enigmatic Wisdom]] does not affect divination, including dream interpretation, even though the core rulebook implies that it should. Troupes can consider letting Enigmatic Wisdom serve instead of the Divination ability (although this is a large benefit), or to add to it. In this context, note that allowing non-ceremonial divination in any and all techniques is very appropriate for a Criamon; I suggest allowing it as a Minor Mystery to be initiated after Dream Interpretation, adding both to the [[House Mysteries]] of [[House Criamon]].

It is noteworthy that the supplement [[Covenants]] allow to construct an "open air" or very large laboratory, so that enchanting very large items seems doable. This robs much of the punch of the [[Hermetic Architecture]] Mystery. Added to that is the fact that the practice of enchanting huge objects does not alleviate the need for impossibly high [[Magic Theory]] scores, and even costs more [[raw vis]]. While Hermetic Architecture still has its uses, a troupe might want to reconsider some of its mechanics so as to allow it more oomph for enchanting large items. Dividing the raw vis required into Size identical items, instead of requiring Size x Normal-requirement raw vis, seems most reasonable to me. 

== Related Products

; Other products about the same topic or somehow related
* [[Houses of Hermes: Mystery Cults]]
* [[The Mysteries]] (Fourth Edition supplement)

== Links

* The [[http://www.atlas-games.com/product_tables/AG0279.php|official product page]].
]]></text>
				</version>
			</history>
		</page>
		<page node="500">
			<name>titan</name>
			<title>Titan</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1210450397</unix>
						<iso>2008-05-10 22:13:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Little is known of the Titans officially in Ars Magica. In [[HoHS]] 94, the view of the [[House Tytalus]] is explained, which identifies them with the primordial rulers of the universe, aligned with the [[Magic Realm]].
]]></text>
				</version>
			</history>
		</page>
		<page node="501">
			<name>leprosy</name>
			<title>Leprosy</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1210449503</unix>
						<iso>2008-05-10 21:58:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Ars Magica]], leprosy is generally seen as a [[Divine]] curse, and as such nigh impossible to get rid of, and immune to [[Hermetic Magic|Hermetic magic]]. In [[ArM5]], Leprosy is a [[Major Flaw|Major]] [[General Flaw]] as per [[HoHS]] 94. 

===See Also 

* [[Leper Magi]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1210450497</unix>
						<iso>2008-05-10 22:14:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>ref. &amp; typo</comment>
					<text><![CDATA[
In [[Ars Magica]], leprosy is , and as such nigh impossible to get rid of, and immune to [[Hermetic Magic|Hermetic magic]]. In [[ArM5]], Leprosy is a [[Major Flaw|Major]] [[General Flaw]] as per [[HoHS]] 94, 95. 

===See Als, 95o 

* [[Leper Magi]]
]]></text>
				</version>
			</history>
		</page>
		<page node="502">
			<name>limits_of_magic</name>
			<title>Limits of Magic</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1210798889</unix>
						<iso>2008-05-14 23:01:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Hermetic Magic|Hermetic magic]] is subject to various limits that even the most powerful and most sophisticated [[Spell|spell]] can not overcome.

= Limit of the Divine

This limit states that [[Hermetic Magic|hermetic magic]] can never override the power of the [[Divine]].

= Limit of Essential Nature

This limit states that all things have an [[Essential Nature|essential nature]] that can not be changed by [[Hermetic Magic|hermetic magic]].

= Lesser Limits

There are lesser limits that, unlike the two fundamental limits above, may be overridden by powerful or sophisticated [[Hermetic Magic|hermetic magic]] — at least temporarily, or to a lesser, incomplete degree.

* The Limit of Aging
* The Limit of Arcane Connections
* The Limit of Creation
* The Limit of Energy
* The Limit of the [[Infernal]]
* The Limit of the Lunar Sphere
* The Limit of the Soul
* The Limit of Time
* The Limit of True Feeling
* The Limit of [[Vis]]
* The Limit of [[Warping]]

= Reference

* [[ArM5]], page 79
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1211057350</unix>
						<iso>2008-05-17 22:49:10</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
[[Hermetic Magic|Hermetic magic]] is subject to various limits that even the most powerful and most sophisticated [[Spell|spell]] can not overcome.

= Limit of the Divine

This limit states that [[Hermetic Magic|hermetic magic]] can never override the power of the [[Divine]].

= Limit of Essential Nature

This limit states that all things have an [[Essential Nature|essential nature]] that can not be changed by [[Hermetic Magic|hermetic magic]].

= Lesser Limits

There are lesser limits that, unlike the two fundamental limits above, may be overridden by powerful or sophisticated [[Hermetic Magic|hermetic magic]] — at least temporarily, or to a lesser, incomplete degree.

* The Limit of Aging
* The Limit of Arcane Connections
* The Limit of Creation
* The Limit of Energy
* The Limit of the [[Infernal]]
* The Limit of the Lunar Sphere
* The Limit of the Soul
* The Limit of Time
* The Limit of True Feeling
* The Limit of [[Vis]]
* The Limit of [[Warping]]

= Not Strictly Limits, But...

There are other things magic is not generally capable of doing, or doing well:

* The Limit of Experience: [[HoHS]] 68 states that "...the creation [including trasnfer] of Abilities is currently beyond the limit of Hermetic understanding".
* The Limit of Universal Magic Resistance: As explained by the Line Editor on several occasionas, no tradition of magic should be able to grant universal [[Magic Resitance]]. Every tradition breaks a Limit of Magic in some way, and Hermetic Magic breaks it by allowing Magic Resistance against ''anything'' in the form of the [[Parma Magica]], [[Aegis of the Hearth]], and so on. Other Magical traditions should provide partial Magic Resistance at best. Note that non-Magical traditions, such as Divine or Infernal ones, may offer universal magic resistance.

= Reference

* [[ArMs, But...

T
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1211057405</unix>
						<iso>2008-05-17 22:50:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added pseudo-limits</comment>
					<text><![CDATA[
[[Hermetic Magic|Hermetic magic]] is subject to various limits that even the most powerful and most sophisticated [[Spell|spell]] can not overcome.

= Limit of the Divine

This limit states that [[Hermetic Magic|hermetic magic]] can never override the power of the [[Divine]].

= Limit of Essential Nature

This limit states that all things have an [[Essential Nature|essential nature]] that can not be changed by [[Hermetic Magic|hermetic magic]].

= Lesser Limits

There are lesser limits that, unlike the two fundamental limits above, may be overridden by powerful or sophisticated [[Hermetic Magic|hermetic magic]] — at least temporarily, or to a lesser, incomplete degree.

* The Limit of Aging
* The Limit of Arcane Connections
* The Limit of Creation
* The Limit of Energy
* The Limit of the [[Infernal]]
* The Limit of the Lunar Sphere
* The Limit of the Soul
* The Limit of Time
* The Limit of True Feeling
* The Limit of [[Vis]]
* The Limit of [[Warping]]

= Not Strictly Limits, But...

There are other things magic is not generally capable of doing, or doing well:

* The Limit of Experience: [[HoHS]] 68 states that "...the creation [including trasnfer] of Abilities is currently beyond the limit of Hermetic understanding".
* The Limit of Universal Magic Resistance: As explained by the Line Editor on several occasionas, no tradition of magic should be able to grant universal [[Magic Resitance]]. Every tradition breaks a Limit of Magic in some way, and Hermetic Magic breaks it by allowing magic resistance against ''anything'' in the form of the [[Parma Magica]], [[Aegis of the Hearth]], and so on. Other Magical traditions should provide partial Magic Resistance at best. Note that non-Magical traditions, such as Divine or Infernal ones, may offer universal magic resistance.

= Reference

* [[ArM5]], page 79
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268406388</unix>
						<iso>2010-03-12 16:06:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed broken link, added a couple of inline links</comment>
					<text><![CDATA[
[[Hermetic Magic|Hermetic magic]] is subject to various limits that even the most powerful and most sophisticated [[Spell|spell]] can not overcome.

= Limit of the Divine

This limit states that [[Hermetic Magic|hermetic magic]] can never override the power of the [[Divine]].

= Limit of Essential Nature

This limit states that all things have an [[Essential Nature|essential nature]] that can not be changed by [[Hermetic Magic|hermetic magic]].

= Lesser Limits

There are lesser limits that, unlike the two fundamental limits above, may be overridden by powerful or sophisticated [[Hermetic Magic|hermetic magic]] — at least temporarily, or to a lesser, incomplete degree.

* The Limit of Aging
* The Limit of Arcane Connections
* The Limit of Creation
* The Limit of Energy
* The Limit of the [[Infernal]]
* The Limit of the Lunar Sphere
* The Limit of the Soul
* The Limit of Time
* The Limit of True Feeling
* The Limit of [[Vis]]
* The Limit of [[Warping]]

= Not Strictly Limits, But...

There are other things magic is not generally capable of doing, or doing well:

* The Limit of Experience: [[HoHS]] 68 states that "...the creation [including trasnfer] of Abilities is currently beyond the limit of Hermetic understanding".
* The Limit of Universal Magic Resistance: As explained by the [[Line Editor]] on several occasions, no tradition of magic should be able to grant universal [[Magic Resistance]]. Every [[tradition]] breaks a Lesser Limit in some way, and Hermetic Magic breaks it by allowing magic resistance against ''anything'' in the form of the [[Parma Magica]], [[Aegis of the Hearth]], and so on. Other Magical traditions should provide partial Magic Resistance at best. Note that non-Magical traditions, such as Divine or Infernal ones, may offer universal magic resistance.

= Reference

* [[ArM5]], page 79
]]></text>
				</version>
			</history>
		</page>
		<page node="503">
			<name>beast_masters</name>
			<title>Beast Masters</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Magic Realm</tag>
				<tag>Rules</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211057982</unix>
						<iso>2008-05-17 22:59:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Beast-masters are feral magicians who summon and control wild animals. In [[ArM5]], these are provided as an "idea" for a magical tradition within [[House Ex Miscekkanea]] in [[HoHS]] 108, based around the [[Summon Animals]] [[Supernatural Ability]] ([[HoHS]] 105).

===Previous Editions

In [[Fourth Edition]] "Beast Mages" were described in [[Houses of Hermes]] 47, which seem to be the origins of the Beast Masters.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1266861291</unix>
						<iso>2010-02-22 18:54:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
Beast-masters are feral magicians who summon and control wild animals. In [[ArM5]], these are provided as an "idea" for a magical tradition within [[House Ex Miscellanea]] in [[HoHS]] 108, based around the [[Summon Animals]] [[Supernatural Ability]] ([[HoHS]] 105).

===Previous Editions

In [[Fourth Edition]] "Beast Mages" were described in [[Houses of Hermes]] 47, which seem to be the origins of the Beast Masters.
]]></text>
				</version>
			</history>
		</page>
		<page node="504">
			<name>supernatural_ability</name>
			<title>Supernatural Ability</title>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211058560</unix>
						<iso>2008-05-17 23:09:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''Supernatural Ability''' is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.)

Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]].

[[Canon]] provides a wide array of supernatural abilities:
* [[Summon Animals]] ([[HoHS]] 105): The ability to summon animals, provided as an example supernatual ability and used by the [[Beast Masters]].
* [[Whistle Up the Wind]] ([[HoHS]] 105): The ability to create wind, provided as an example supernatural ability and used by the [[Tempestaria]].
* [[Control Fertility]] ([[HoHS]] 105): The ability to control the "vegetative spirit" of things, presented as an example supernatural ability and used by the [[Scinfolk]].
* [[Heartbeast]] ([[ArM5]] [[??]]): The ability to assume your [[Heartbeast|heartbeast]] or human form, as posessed by [[Bjornaer]] magi.
* [[??]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1211058982</unix>
						<iso>2008-05-17 23:16:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>note on power level</comment>
					<text><![CDATA[
A '''Supernatural Ability''' is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.)

Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]].

Note that a supernatural ability is influenced by the [[Realm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn't curtail the Ability's use. 

===Canonic Abilities

[[Canon]] provides a wide array of supernatural abilitiesealm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn't curtail the Ability's use. 

===Canonic Abilities

[[Canon]] provides a wide array of supernatural abilities:
* [[Summon Animals]] ([[HoHS]] 105): The ability to summon animals,
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1211351737</unix>
						<iso>2008-05-21 08:35:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>learning sup. ab.</comment>
					<text><![CDATA[
A '''Supernatural Ability''' is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.)

Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]].

Note that a supernatural ability is influenced by the [[Realm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn't curtail the Ability's use. 

===Learning Supernatural Abilities

It is in principle possible for anyone with the [[Gift]] to learn a supernatural ability much like any other Ability. However, the source Quality is reduced substantially (see [[ArM5]] [[??]]). As a result, it is practically impossible for Hermetic magi or other powerful practitioners of magic to learn more supernatural abilities in this way, and they usually remain only with the supernatural abilities they acquired in character generation through [[Supernatural Virtue|Supernatural Virtues]].

Certain mystical traditions treat some supernatural abilities as [[Favored Ability|Favored Abilities]], which allows their members to learn them in-play and in advanced age.

Another means to gain a supernatural ability is through initiation into [[Mystery|Mysteries]], thereby attaining the appropriate Virtue. This is rather rare in [[Canon|canon]], however, as most initiations give rise to capabilities rather than Abilities. Certain mysteries, however, provide such abilities - including [[Enigmatic Wisdom]], [[Divination and Augury]], and more.

===Canonic Abilities

[[Canon]] provides a wide array of supernatural abilities the [[Gift]] to learn a supernatural ability much like any other Ability. However, the source Quality is reduced substantially (see [[ArM5]] [[??]]). As a result, it is practically impossible for Hermetic magi or other powerful practitioners of magic to learn more supernatural abilities in this way, and they usually remain only with the supernatural abilities they acquired in character generation through [[Supernatural Virtue|Supernatural Virtues]].

Certain mystical traditions treat some supernatural abilities as [[Favored Ability|Favored Abilities]], which allows their members to learn them in-play and i
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1211626445</unix>
						<iso>2008-05-24 12:54:05</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A '''Supernatural Ability''' is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.)

Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]].

Note that a supernatural ability is influenced by the [[Realm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn't curtail the Ability's use. 

===Learning Supernatural Abilities

It is in principle possible for anyone with the [[Gift]] to learn a supernatural ability much like any other Ability. However, the source Quality is reduced substantially (see [[ArM5]] [[??]]). As a result, it is practically impossible for Hermetic magi or other powerful practitioners of magic to learn more supernatural abilities in this way, and they usually remain only with the supernatural abilities they acquired in character generation through [[Supernatural Virtue|Supernatural Virtues]].

Certain mystical traditions treat some supernatural abilities as [[Favored Ability|Favored Abilities]], which allows their members to learn them in-play and in advanced age.

Another means to gain a supernatural ability is through initiation into [[Mystery|Mysteries]], thereby attaining the appropriate Virtue. This is rather rare in [[Canon|canon]], however, as most initiations give rise to capabilities rather than Abilities. Certain mysteries, however, provide such abilities - including [[Enigmatic Wisdom]], [[Divination and Augury]], and more.

===Canonic Abilities

[[Canon]] provides a wide array of supernatural abilities:
* [[Summon Animals]] ([[HoHS]] 105): The ability to summon animals, provided as an example supernatual ability and used by the [[Beast Masters]].
* [[Whistle Up the Wind]] ([[HoHS]] 105): The ability to create wind, provided as an example supernatural ability and used by the [[Tempestaria]].
* [[Control Fertility]] ([[HoHS]] 105): The ability to control the "vegetative spirit" of things, presented as an example supernatural ability and used by the [[Scinfolk]].
* [[Heartbeast]] ([[ArM5]] [[??]]): The ability to assume your [[Heartbeast|heartbeast]] or human form, as posessed by [[Bjornaer]] magi.
* [[Shapeshifterap ([[ArM5]] 67): the ability to change shape into an animal form.
* [[Craft Automata]], a supernatural ability granted by the [[Automata]] mystery.
* [[Persona]], a supernatural ability allowing the character to perfectly adopt and create personas, in use within [[House Tytalus]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1211629258</unix>
						<iso>2008-05-24 13:40:58</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A '''Supernatural Ability''' is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.)

Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]].

Note that a supernatural ability is influenced by the [[Realm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn't curtail the Ability's use. 

===Learning Supernatural Abilities

It is in principle possible for anyone with the [[Gift]] to learn a supernatural ability much like any other Ability. However, the source Quality is reduced substantially (see [[ArM5]] [[??]]). As a result, it is practically impossible for Hermetic magi or other powerful practitioners of magic to learn more supernatural abilities in this way, and they usually remain only with the supernatural abilities they acquired in character generation through [[Supernatural Virtue|Supernatural Virtues]].

Certain mystical traditions treat some supernatural abilities as [[Favored Ability|Favored Abilities]], which allows their members to learn them in-play and in advanced age.

Another means to gain a supernatural ability is through initiation into [[Mystery|Mysteries]], thereby attaining the appropriate Virtue. This is rather rare in [[Canon|canon]], however, as most initiations give rise to capabilities rather than Abilities. Certain mysteries, however, provide such abilities - including [[Enigmatic Wisdom]], [[Divination and Augury]], and more.

===Canonic Abilities

[[Canon]] provides a wide array of supernatural abilities:
* [[Summon Animals]] ([[HoHS]] 105): The ability to summon animals, provided as an example supernatual ability and used by the [[Beast Masters]].
* [[Whistle Up the Wind]] ([[HoHS]] 105): The ability to create wind, provided as an example supernatural ability and used by the [[Tempestaria]].
* [[Control Fertility]] ([[HoHS]] 105): The ability to control the "vegetative spirit" of things, presented as an example supernatural ability and used by the [[Scinfolk]].
* [[Heartbeast]] ([[ArM5]] [[??]]): The ability to assume your [[Heartbeast|heartbeast]] or human form, as posessed by [[Bjornaer]] magi.
* [[Shapeshifter]] ([[ArM5]] 67): the ability to change shape into an animal form.
* [[Craft Automata]], a supernatural ability granted by the [[Automata]] mystery.
* [[Persona]], a supernatural ability allowing the character to perfectly adopt and create personas, in use within [[House Tytalus]].
* [[Mythic Herbalism]], used to create healing potions, poisons, and more.
]]></text>
				</version>
			</history>
		</page>
		<page node="505">
			<name>orbus</name>
			<title>Orbus</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211351101</unix>
						<iso>2008-05-21 08:25:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An '''Orbus''' (literally "orphan") is a [[Magus|magus]] banished from his House. In theory, such magi must become members of another House within a year or their life would be forfeit. In practice, [[House Ex Miscellanea]] is virtually certain to accept them, although some turn to other Houses. ''Magi Orbi'' form a distinct group with [[House Ex Miscellanea]], composed of such magi and their descendants. By the information provided in [[HoHS]] 107, the descendants of orbi will not share the ancestral House's secrets, including its outer Mysteries.

===References

* [[HoHS]] 106
* See also [[Gorgiastic]], [[Dankmar]]
]]></text>
				</version>
			</history>
		</page>
		<page node="506">
			<name>favored_ability</name>
			<title>Favored Ability</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211351302</unix>
						<iso>2008-05-21 08:28:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Certain mystical traditions hold a particular set of [[Supernatural Abilities|Supernatural Ability]] as '''Favored Abilities'''. This allows them to learn them without the Quality penality usually associated with learning supernatural abilities. 

===References

* [[HoHS]] 106
* See also [[Supernatural Abilitiesw]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1211351331</unix>
						<iso>2008-05-21 08:28:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
Certain mystical traditions hold a particular set of [[Supernatural Abilities|Supernatural Ability]] as '''Favored Abilities'''. This allows them to learn them without the Quality penaly usually associated with learning supernatural abilities. 

===References

* [[HoHS]] 106
* See also [[Supernatural Abilityy
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1211351357</unix>
						<iso>2008-05-21 08:29:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>ref correction</comment>
					<text><![CDATA[
Certain mystical traditions hold a particular set of [[Supernatural Ability|Supernatural Abilities]] as '''Favored Abilities'''. This allows them to learn them without the Quality penalty usually associated with learning supernatural abilities. 

===References

* [[HoHS]] 106
* See also [[Supernatural Ability]]
]]></text>
				</version>
			</history>
		</page>
		<page node="507">
			<name>gifted_companion</name>
			<title>Gifted Companion</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211352179</unix>
						<iso>2008-05-21 08:42:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A type of [[Companion]] character described in [[HoHS]] 107, ''Gifted Companions'' ara [[House Ex Miscellanea|Ex Miscellanea]] [[Magus|magi]] whi have the [[Gift]] of Magic but maintain a tradition of non-Hermetic magic. Gifted companions are weaker than magi but generally stronger than typical companions, so the troupe should consider whether such a character should take the Magus or Companion slots.

See also [[Scinfolk]].
]]></text>
				</version>
			</history>
		</page>
		<page node="508">
			<name>companion</name>
			<title>Companion</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211573398</unix>
						<iso>2008-05-23 22:09:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica, a '''Companion''' is a [[Character Type|character type]]. They are key characters in the [[Saga|saga]], and a player may end up playing his companion character more than his [[Magus|magus]] due to [[Troupe Style Play]]. However, in general their raw power is shadowed by that of the magi and they serve a more supplementary and intermediary role in the story, with the magi being the main focus.

Companions can mingle either with wizards or among the mundane folk of Mythic Europe. They offer the most freedom of all the character types. A companion can be designed to fit any concept, can have any kind of abilities (even limited magical powers), and can experience more facets of Mythic Europe than other characters. Companions of exceptional potency are Mythic Companions, who are often played in lieu of the player's main (magus) character.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1211573430</unix>
						<iso>2008-05-23 22:10:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>see also</comment>
					<text><![CDATA[
In Ars Magica, a '''Companion''' is a [[Character Type|character type]]. They are key characters in the [[Saga|saga]], and a player may end up playing his companion character more than his [[Magus|magus]] due to [[Troupe Style Play]]. However, in general their raw power is shadowed by that of the magi and they serve a more supplementary and intermediary role in the story, with the magi being the main focus.

Companions can mingle either with wizards or among the mundane folk of Mythic Europe. They offer the most freedom of all the character types. A companion can be designed to fit any concept, can have any kind of abilities (even limited magical powers), and can experience more facets of Mythic Europe than other characters. Companions of exceptional potency are Mythic Companions, who are often played in lieu of the player's main (magus) character.

===See Also

* [[Mythic Companion]], [[Gifted Companion]]
]]></text>
				</version>
			</history>
		</page>
		<page node="509">
			<name>exotic_casting</name>
			<title>Exotic Casting</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211573608</unix>
						<iso>2008-05-23 22:13:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] presented in [[HoHS]] 107, that makes identifying which spell he casts more difficult.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268222667</unix>
						<iso>2010-03-10 13:04:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight wording change</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] presented in [[HoHS]] 107, that makes identifying which spell the magus casts more difficult.
]]></text>
				</version>
			</history>
		</page>
		<page node="51">
			<name>amicus</name>
			<title>Amicus</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206461232</unix>
						<iso>2008-03-25 17:07:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Two magi are '''Amici''' if they share close ties of friendship. See [[HoHTL]] [[??]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206461262</unix>
						<iso>2008-03-25 17:07:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>page number</comment>
					<text><![CDATA[
Two magi are '''Amici''' if they share close ties of friendship. See [[HoHTL]] 47.
]]></text>
				</version>
			</history>
		</page>
		<page node="510">
			<name>flawed_powers</name>
			<title>Flawed Powers</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211573743</unix>
						<iso>2008-05-23 22:15:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Hermetic Flaw]], limiting the use of a [[Supernatural Ability]] or virtue. See [[HoHS]] 107.
]]></text>
				</version>
			</history>
		</page>
		<page node="511">
			<name>vulnerable_to_folk_tradition</name>
			<title>Vulnerable to Folk Tradition</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211573891</unix>
						<iso>2008-05-23 22:18:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Hermetic Flaw]] presented in [[HoHS]] 106.
]]></text>
				</version>
			</history>
		</page>
		<page node="512">
			<name>damhadh-duidsan</name>
			<title>Damhadh-Duidsan</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Magic Realm</tag>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211574392</unix>
						<iso>2008-05-23 22:26:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ''Damhadh-Duidsan'' are a lineage within [[House Ex Miscellanea]] related to [[Damhan-Allaidh]], the Gaelic archnemesis of the [[Order of Hermes|Order]]. It is provided as an "idea" in [[HoHS]] 108.

===References

* See also [[Realms of Power: The Infernal]] for details on Damhan-Allaidh and the [[Incantation]] power the tradition employs.
]]></text>
				</version>
			</history>
		</page>
		<page node="513">
			<name>hermetic_haruspexes</name>
			<title>Hermetic Haruspexes</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211574514</unix>
						<iso>2008-05-23 22:28:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
''Hermetic Haruspexes'' are diviners and seers (relying on [[Divination and Augury]] from [[The Mysteries Revised Editon]]) presented as an "idea" for a magical tradition within [[House Ex Miscellanea]] in [[HoHS]] 108.
]]></text>
				</version>
			</history>
		</page>
		<page node="514">
			<name>karaites</name>
			<title>Karaites</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211574663</unix>
						<iso>2008-05-23 22:31:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica, the ''Karaites'' are a heretical Jewish sect whose magi utilize several [[Virtues and Flaws]] from [[Realms of Power: The Divine]]. As an idea for a tradition within [[House Ex Miscellanea]] they are presented in [[HoHS]] 108. More details on the Karaite religion and the related virtues can be found in [[Realms of Power: The Divine]] [[??]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268307154</unix>
						<iso>2010-03-11 12:32:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>united with Karaite page</comment>
					<text><![CDATA[
The Karaites are a Jewish heretical sect that renounces the authority of the rabbis and the Oral Law. Some Karaites belong to a [[Holy Societas]] , wielding [[Divine Methods and Powers|Divine Powers]], and there may be Karaite magi within [[House Ex Miscellanea]].

= References

* See [[Realms of Power: The Divine]] page 141.
* As an idea for a tradition within [[House Ex Miscellanea]] they are presented in [[HoHS]] 108.

= Related Topics

; Related pages within this site
* [[Mythic Judaism]]
]]></text>
				</version>
			</history>
		</page>
		<page node="515">
			<name>malocchi</name>
			<title>Malocchi</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211574758</unix>
						<iso>2008-05-23 22:32:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ''Malocchi'' are presnted as an "idea" for an Italian tradition utilizing [[Entrancement]] in [[HoHS]] 108.
]]></text>
				</version>
			</history>
		</page>
		<page node="516">
			<name>scinfolk</name>
			<title>Scinfolk</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211574860</unix>
						<iso>2008-05-23 22:34:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ''Scinfolk'' are [[Gifted Companion|Gifted Companions]] acting as herb-wives and faerie-doctors through the use of the [[Fertility]] virtue. Although common in [[Mythic Europe]], such hedge wizards may be rare in the Order, presented only as an "idea" for an [[House Ex Miscellanea|Ex Miscellanea]] tradition in [[HoHS]] 109.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1211574923</unix>
						<iso>2008-05-23 22:35:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight change</comment>
					<text><![CDATA[
The ''Scinfolk'' are [[Gifted Companion|Gifted Companions]] acting as herb-wives and faerie-doctors through the use of the [[Create Fertility]] supernatural ability supernatural ability. Although common in [[Mythic Europe]], such hedge wizards may be rare in the Order, presented only as an "idea" for an [[House Ex Miscellanea|Ex Miscellanea]] tradi
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1211626015</unix>
						<iso>2008-05-24 12:46:55</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The ''Scinfolk'' are [[Gifted Companion|Gifted Companions]] acting as herb-wives and faerie-doctors through the use of the [[Controll Fertility]] supernatural ability. Although common in [[Mythic Europe]], such hedge wizards may be rare in the Order, presented only as an "idea" for an [[House Ex Miscellanea|Ex Miscellanea]] tradition in [[HoHS]] 109
]]></text>
				</version>
			</history>
		</page>
		<page node="517">
			<name>realms_of_power</name>
			<title>Realms of Power</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211626918</unix>
						<iso>2008-05-24 13:01:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
There are four [[Realms of Power]] influencing [[Mythic Europe]]: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Each supernatural power or creature is associated with one of Realm, and is stronger in places where the Realm is powerful - locales with a supernatural [[Aura]] of that Realm.

See [[Mythic Europe]] for a brief overview of the four Realms, or follow the above links for a more in-depth look into each one.

===See Also

* The series of books "Realms of Power: X", each detailing one realm of power. Current titles include [[Realms of Power: The Divine]], [[Realms of Power: The Infernal]], and the upcoming [[Realms of Power: Magic]]. [[Realms of Power: Fearie]] is expected to see print in 2009.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245257649</unix>
						<iso>2009-06-17 18:54:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typos in links</comment>
					<text><![CDATA[
There are four [[Realms of Power]] influencing [[Mythic Europe]]: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Each supernatural power or creature is associated with one of Realm, and is stronger in places where the Realm is powerful - locales with a supernatural [[Aura]] of that Realm.

See [[Mythic Europe]] for a brief overview of the four Realms, or follow the above links for a more in-depth look into each one.

===See Also

* The series of books "Realms of Power: X", each detailing one realm of power. Current titles include [[Realms of Power: The Divine]], [[Realms of Power Infernal | Realms of Power: tfernal | Realms of Power: the Infernal]], and the upcoming [[Realms of Power: Maaec]]. [[Realms of Power: Faerie]] is exp
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245257688</unix>
						<iso>2009-06-17 18:54:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated to reflect released RoP books</comment>
					<text><![CDATA[
There are four [[Realms of Power]] influencing [[Mythic Europe]]: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Each supernatural power or creature is associated with one of Realm, and is stronger in places where the Realm is powerful - locales with a supernatural [[Aura]] of that Realm.

See [[Mythic Europe]] for a brief overview of the four Realms, or follow the above links for a more in-depth look into each one.

===See Also

* The series of books "Realms of Power: X", each detailing one realm of power. Current titles include [[Realms of Power: The Divine]], [[Realms of Power Infernal | Realms of Power: the Infernal]], : Magic]], and [[Realms of, and ower: Faerie]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1279097828</unix>
						<iso>2010-07-14 10:57:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
There are four [[Realms of Power]] influencing [[Mythic Europe]]: the [[Divine Realm]], the [[Magic Realm]], the [[Infernal Realm]], and the [[Faerie Realm]]. Each supernatural power or creature is associated with one Realm, and is stronger in places where the Realm is powerful - locales with a supernatural [[Aura]] of that Realm.

See [[Mythic Europe]] for a brief overview of the four Realms, or follow the above links for a more in-depth discussion of each one.

===See Also

* The series of books "Realms of Power: X", each detailing one realm of power. Current titles include [[Realms of Power: The Divine]], [[Realms of Power Infernal | Realms of Power: the Infernal]], [[Realms of Power: Magic]], and [[Realms of Power: Faerie]].
]]></text>
				</version>
			</history>
		</page>
		<page node="518">
			<name>summon_animals</name>
			<title>Summon Animals</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211575215</unix>
						<iso>2008-05-23 22:40:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Supernatural Ability]] presented in [[HoHS]] 105, allowing the practitioner to summon (but not control) wild animals. 

See also [[Beast Masters]].
]]></text>
				</version>
			</history>
		</page>
		<page node="519">
			<name>whistle_up_the_wind</name>
			<title>Whistle Up the Wind</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211575336</unix>
						<iso>2008-05-23 22:42:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Supernatural Ability]] presented in [[HoHS]] 105, allowing the practitioner to create powerful winds.

See also [[Tempestaria]].
]]></text>
				</version>
			</history>
		</page>
		<page node="52">
			<name>sanctum_text</name>
			<title>Sanctum Text</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1206461362</unix>
						<iso>2008-03-25 17:09:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Text (such as a book) that has been marked by the [[Sigil]] of a magus or a [[House]] symbol, offering it a measure of privacy under the [[Peripheral Code]]. See [[HoHTL]] 71.
]]></text>
				</version>
			</history>
		</page>
		<page node="520">
			<name>accelerated_ability</name>
			<title>Accelerated Ability</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211575484</unix>
						<iso>2008-05-23 22:44:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An ''Accelerated Ability'' is an [[Ability]] that is increased as if it was an [[Hermetic Art]] in terms of the experience required to raise it to a certain level. These are generally [[Supernatural Ability|Supernatural Abilities]]. 

See [[HoHS]] 104.
]]></text>
				</version>
			</history>
		</page>
		<page node="521">
			<name>tempestaria</name>
			<title>Tempestaria</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211575631</unix>
						<iso>2008-05-23 22:47:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ''Tempestaria'' are a tradition of Germanic weather-witches. As an [[Ex Miscellanea]] tradition, they are detailed as an "idea" in [[HoHS]] 109, centered around the [[Whistle Up the Wind]] [[Supernatural Ability]].
]]></text>
				</version>
			</history>
		</page>
		<page node="522">
			<name>witches_of_thessaly</name>
			<title>Witches of Thessaly</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211575838</unix>
						<iso>2008-05-23 22:50:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ''Witches of Thessaly'' is a tradition with an Infernal tint, related to the Infernally-tainted [[Daughters of Erichto]] as described in [[Realms of Power: The Infernal]]. Notably, [[Trianoma]] was of this line. 

The tradition is provided as an "idea" for an [[House Ex Miscellanea]] tradition in [[HoHS]] 109. See also [[RoP:I]] [[??]].
]]></text>
				</version>
			</history>
		</page>
		<page node="523">
			<name>columbae</name>
			<title>Columbae</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211576186</unix>
						<iso>2008-05-23 22:56:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM5]], the [[Columbae]] are masters of [[Wards|warding]], and [[Ex Miscellanea]] tradition hailing from Wales. It is one of the eight "larger traditions" detailed of the House, as per [[HoHS]].

See [[HoHS]] 110-115.
]]></text>
				</version>
			</history>
		</page>
		<page node="524">
			<name>robes_of_dusty_dawn</name>
			<title>The Robes of Dusty Dawn</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211576314</unix>
						<iso>2008-05-23 22:58:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the legendary artifacts of the Order, the '''Robes of Dusty Dawn'' are worn by the [[Primus]] of [[House Ex Miscellanea]]. No one is certain of their magical powers. They were initially enchanted by the [[Columbae]], masters of warding magic, but rumours persist [[Verditius the Founder|Verditius]] may have later augmented their power still further.

See [[HoHS]] 111.
]]></text>
				</version>
			</history>
		</page>
		<page node="525">
			<name>donatores_requietis_aeternae</name>
			<title>Donatores Requietis Aeternae</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211577639</unix>
						<iso>2008-05-23 23:20:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A young tradition of magi with religous background and connections, mainly in the [[Normandy Tribunal]]. They are described as one of the largest [[Ex Miscellanea]] traditions in [[HoHS]] 115-120. The donatores are very interested in all matters concerning the restless dead, such as [[ghosts]], animated bodies, vampires, or so on.

See also [[Cult of the Dead]], and the [[Normandy Tribunal]].
]]></text>
				</version>
			</history>
		</page>
		<page node="526">
			<name>cult_of_the_dead</name>
			<title>Cult of the Dead</title>
			<language>en</language>
			<tags>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211577784</unix>
						<iso>2008-05-23 23:23:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A cult rumoured to be behind a surge of activity of the restless dead, dating back to the 11th century. See [[HoHS]] 115 for a brief discussion of the circumstnaces and hints of possibilities. The cult may also be related to [[??]] [[TMRE]] [[??]].
]]></text>
				</version>
			</history>
		</page>
		<page node="527">
			<name>ex_miscellanea</name>
			<title>Ex Miscellanea</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211613037</unix>
						<iso>2008-05-24 09:10:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous term *Ex Miscellanea* refers to one of the following unambiguous entities:

* [[House Ex Miscellanea]]
* A single [[Magus|magus]] in his role as a member of [[House Ex Miscellanea]]

Unlike the other Houses, House Ex Miscellanea does not bear the name of its [[Founder]], [[Pralix]].
]]></text>
				</version>
			</history>
		</page>
		<page node="528">
			<name>pralix</name>
			<title>Pralix</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211613686</unix>
						<iso>2008-05-24 09:21:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Pralix was a Tytalus maga who, in the ninth century, founded [[House Ex Miscellanea]]. She was pupil to [[Guorna the Fetid]], along with [[Tytalus the Founder|Tytalus]] and [[Tremere the Founder|Tremere]], and later joined [[House Tytalus]] as the Order formed. She orchestrated the battle against [[Damhan-Allaidh]] in the British isles, which ultimately resulted in the formation of a new House under her leadership.

===References

* A brief history of the formation and early years of the House is in [[HoHS]] 102.
* Her struggle against [[Guorna the Fetid]], alogn the other apprentices, is detailed in [[HoHS]] 71, and her following history in [[House Tytalus]] in [[HoHS]] 72-74.
* See also the [[Line of Pralix]].
]]></text>
				</version>
			</history>
		</page>
		<page node="529">
			<name>cult_of_orpheus</name>
			<title>Cult of Orpheus</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211614203</unix>
						<iso>2008-05-24 09:30:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Cult of Orpheus''' is an [[Ex Miscellanea]] tradition, described as on of the largest traditions in the House in [[HoHS]] 120-123. It is a secretive  [[Mystery Cult]], pursuing the power of love that drove the great poet.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1221423993</unix>
						<iso>2008-09-14 22:26:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
The '''Cult of Orpheus''' is an [[Ex Miscellanea]] tradition, described as onee of the largest traditions in the House in [[HoHS]] 120-123. It is a secretive  [[Mystery Cult]], pursuing the power of love that drove the great poet
]]></text>
				</version>
			</history>
		</page>
		<page node="53">
			<name>eremite</name>
			<title>eremite</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205591194</unix>
						<iso>2008-03-15 15:26:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An '''eremite''' is a magus living in isolation, not affiliated with any covenant.
]]></text>
				</version>
			</history>
		</page>
		<page node="530">
			<name>line_of_pralix</name>
			<title>Line of Pralix</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211614733</unix>
						<iso>2008-05-24 09:38:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The lineage of Pralix is maintained within [[House Ex Miscellanea]]. As per [[HoHS]] 126-129, it is focused on introducing new, exotic, magi into the Order, and wield unusual powers in that regard. The Pralicians (also known as ''Filii Pralicis'' or ''The Children of Pralix'') are described as one of th largest traditions within [[House Ex Miscellanea]].
]]></text>
				</version>
			</history>
		</page>
		<page node="531">
			<name>rustic_magi</name>
			<title>Rustic Magi</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211615905</unix>
						<iso>2008-05-24 09:58:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the largest, yet most obscure, traditions within [[House Ex Miscellanea]], described in [[HoHS]] 130-133. The Rusticani (also known as ''Mechanicals'') are folk magicians living within villages and rural communities. They can wield magic through the use of their [[Craft]], and may utilize a [[Spell Focus]] when casting spells in the Hermetic manner. 

Rustic magi can utilize their Craft ability in ways other magi cannot, surpassing in some ways even the [[Verditius]] ability to make use of the Ability. 

===See Also

* [[Performance Magic]] can also allow magi to wield magic by practicing a craft or other Ability.
]]></text>
				</version>
			</history>
		</page>
		<page node="532">
			<name>hermetic_sahirs</name>
			<title>Hermetic Sahirs</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211616300</unix>
						<iso>2008-05-24 10:05:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The Hermetic Sahirs are one of the largest traditions within [[House Ex Miscellanea]], although nearly exclusive to Iberia. It is described in [[HoHS]] 133-137. 

This Islamic tradition makes use of the '''Jinn'', a variety of [[Genius Locus|Genii Loci]].
]]></text>
				</version>
			</history>
		</page>
		<page node="533">
			<name>genius_locus</name>
			<title>Genius Locus</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211617167</unix>
						<iso>2008-05-24 10:19:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A genius locus the spirit of a place, such as a mountain or river. Canon provides several options for detailing such spirits.

The most detailed option is presented in [[Guardians of the Forest]] [[??]], where [[Forest Spirit|Forest Spirits]] are discussed in detail, including their possible powers, growth, and dissolution. Taking the [[Nature Lore]] virtue into account, these rules could be extended address other natural environments.

Jinn are discussed in [[Houses of Hermes: Societates]] [[134]]. Further details can be discerned by the discussion of the Sihr Ability, [[HoHS]] 135-136.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245968606</unix>
						<iso>2009-06-26 00:23:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>De-linked page number &quot;134&quot;</comment>
					<text><![CDATA[
A genius locus the spirit of a place, such as a mountain or river. Canon provides several options for detailing such spirits.

The most detailed option is presented in [[Guardians of the Forest]] [[??]], where [[Forest Spirit|Forest Spirits]] are discussed in detail, including their possible powers, growth, and dissolution. Taking the [[Nature Lore]] virtue into account, these rules could be extended address other natural environments.

Jinn are discussed in [[Houses of Hermes: Societates]] 134. Further details can be discerned by the discussion of the Sihr Ability, [[HoHS]] 135-136.
]]></text>
				</version>
			</history>
		</page>
		<page node="534">
			<name>seirenes</name>
			<title>Seirenes</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211617597</unix>
						<iso>2008-05-24 10:26:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the eight largest traditions within [[House Ex Miscallanea]], the seirenes are a female-only feministic society that still practice the art of the siren's song.

See [[HoHS]] 137-139.
]]></text>
				</version>
			</history>
		</page>
		<page node="535">
			<name>ability</name>
			<title>Ability</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211625606</unix>
						<iso>2008-05-24 12:40:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An '''Ability''' is a character trait that has a ''level'' or ''score'', from 0 to infinity. Characters increase the ability's level by acquiring experience in it, represented as a total of Experience Points required to reach a particular level of ability. 

Abilities in [[Fifth Edition]] are divided into several types:
* [[General Ability|General abilities]] can be learned by any character during [[Character Generation|character generation]]. These include a set of abilities that can even be learned in childhood (the first 5 years). General abilities include [[Guile]], [[Awareness], [[Intrigue]], and so on.
* [[Academic Ability|Academic abilities]] can only be learned given suitable background, represented in game-terms by particular [[Virtues and Flaws]] during character generation. These are largely based on the Latin language. Academic abilities include [[Artes Liberales]], [[Medicine]], and so on.
* [[Arcane Ability|Arcane abilities]] can generally only be learned with the proper mystical training. They are accesible to [[Magus|magi]], and to other character with the appropriate [[Virtues and Flaws]] in character generation. These include the [[Parma Magica]], the [[Penetration Ability]], and more.
* [[Supernatural Ability|Supernatural abilities]] can generally only be gained in character genereation by having the appropriate [[Virtue]] granting the specific supernatural Ability. They can later be learned by people with [[The Gift|The Gift of Magic]] or similar virtues, but learning new ones on top of existing ones is difficult. Supernatural abilities include [[Second Sight]], [[Premonitions]], and more.
* [[Martial Ability|Martial abilities]] are skills in the use of weapons. They require specific virtues, or Magus status, in character generation. There are only a few martial skills, divided by weapon type - like [[Great Weapon]], [[Bows]], and so on.

It is generally possible for character to learn an Ability after character generation without any requisite virtue. They would simply need the resources (such as time, teachers, books, and so on) to do so. Supernatural abilities, however, require some specific virtue to learn in this way, like [[The Gift]], and even then are more difficult to learn - to the point where Hermetic magi find it practically impossible to learn new supernatural abilities past character generation. Certain Arcane abilities, such as Penetration, may be of little use to characters not otherwise endowed with supernatural powers, while others (such as Parma Magica) might be impossible to learn at all.

===References

* [[ArM5]] [[??]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230754053</unix>
						<iso>2008-12-31 21:07:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added references, link to Experience Points</comment>
					<text><![CDATA[
An '''Ability''' is a character trait that has a ''level'' or ''score'', from 0 to infinity. Characters increase the ability's level by acquiring experience in it, represented as a total of [[Experience Points]] re] required to reach a particular level of ability. 

Abilities in [[Fifth Edition]] are divided into several types:
* [[General Ability|General abilities]] can be learned by any character during [[Character Generation|character generation]]. These include a set of abilities that can even be learned in childhood (the first 5 years). General abilities include [[Guile]], [[Awareness], [[Intrigue]], and so on.
* [[Academic Ability|Academic abilities]] can only be learned given suitable background, represented in game-terms by particular [[Virtues and Flaws]] during character generation. These are largely based on the Latin language. Academic abilities include [[Artes Liberales]], [[Medicine]], and so on.
* [[Arcane Ability|Arcane abilities]] can generally only be learned with the proper mystical training. They are accesible to [[Magus|magi]], and to other character with the appropriate [[Virtues and Flaws]] in character generation. These include the [[Parma Magica]], the [[Penetration Ability]], and more.
* [[Supernatural Ability|Supernatural abilities]] can generally only be gained in character genereation by having the appropriate [[Virtue]] granting the specific supernatural Ability. They can later be learned by people with [[The Gift|The Gift of Magic]] or similar virtues, but learning new ones on top of existing ones is difficult. Supernatural abilities include [[Second Sight]], [[Premonitions]], and more.
* [[Martial Ability|Martial abilities]] are skills in the use of weapons. They require specific virtues, or Magus status, in character generation. There are only a few martial skills, divided by weapon type - like [[Great Weapon]], [[Bows]], and so on.

It is generally possible for character to learn an Ability after character generation without any requisite virtue. They would simply need the resources (such as time, teachers, books, and so on) to do so. Supernatural abilities, however, require some specific virtue to learn in this way, like [[The Gift]], and even then are more difficult to learn - to the point where Hermetic magi find it practically impossible to learn new supernatural abilities past character generation. Certain Arcane abilities, such as Penetration, may be of little use to characters not otherwise endowed with supernatural powers, while others (such as Parma Magica) might be impossible to learn at all.

===ReferencesBrief definition of Ability, 

* Brief18
* Abilities at character creation,  dArM5in 31
* Abilities listed by type, [[ArM5]] p. 63
* Ability descriptions, [[ArM5]] pp. 62-67
* Ability Specializations, [[ArM5]] p. 62
* Using Abilities, ArM5 p. 62
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245755968</unix>
						<iso>2009-06-23 13:19:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added category, fixed formatting</comment>
					<text><![CDATA[
An '''Ability''' is a character trait that has a ''level'' or ''score'', from 0 to infinity. Characters increase the ability's level by acquiring experience in it, represented as a total of [[Experience Points]] required to reach a particular level of ability. 

Abilities in [[Fifth Edition]] are divided into several types:
* [[General Ability|General abilities]] can be learned by any character during [[Character Generation|character generation]]. These include a set of abilities that can even be learned in childhood (the first 5 years). General abilities include [[Guile]], [[Awareness]], [[Intrigue]], and so on.
* [[Academic Ability|Academic abilities]] can only be learned given suitable background, represented in game-terms by particular [[Virtues and Flaws]] during character generation. These are largely based on the Latin language. Academic abilities include [[Artes Liberales]], [[Medicine]], and so on.
* [[Arcane Ability|Arcane abilities]] can generally only be learned with the proper mystical training. They are accesible to [[Magus|magi]], and to other character with the appropriate [[Virtues and Flaws]] in character generation. These include the [[Parma Magica]], the [[Penetration Ability]], and more.
* [[Supernatural Ability|Supernatural abilities]] can generally only be gained in character genereation by having the appropriate [[Virtue]] granting the specific supernatural Ability. They can later be learned by people with [[The Gift|The Gift of Magic]] or similar virtues, but learning new ones on top of existing ones is difficult. Supernatural abilities include [[Second Sight]], [[Premonitions]], and more.
* [[Martial Ability|Martial abilities]] are skills in the use of weapons. They require specific virtues, or Magus status, in character generation. There are only a few martial skills, divided by weapon type - like [[Great Weapon]], [[Bows]], and so on.

It is generally possible for character to learn an Ability after character generation without any requisite virtue. They would simply need the resources (such as time, teachers, books, and so on) to do so. Supernatural abilities, however, require some specific virtue to learn in this way, like [[The Gift]], and even then are more difficult to learn - to the point where Hermetic magi find it practically impossible to learn new supernatural abilities past character generation. Certain Arcane abilities, such as Penetration, may be of little use to characters not otherwise endowed with supernatural powers, while others (such as Parma Magica) might be impossible to learn at all.

===References

* Brief definition of Ability, [[ArM5]] 18
* Abilities at character creation, [[ArM5]] 31
* Abilities listed by type, [[ArM5]] p. 63
* Ability descriptions, [[ArM5]] pp. 62-67
* Ability Specializations, [[ArM5]] p. 62
* Using Abilities, ArM5 p. 62
]]></text>
				</version>
			</history>
		</page>
		<page node="536">
			<name>control_fertility</name>
			<title>Control Fertility</title>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211575153</unix>
						<iso>2008-05-23 22:39:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Supernatural Ability]] presented in [[HoHS]] 105, allowing its practitioners to control the "vegetative spirit" in living things - allowing many blessings or curses. 

See also the [[Scinfolk]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1211625996</unix>
						<iso>2008-05-24 12:46:36</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
A [[Supernatural Ability]] presented in [[HoHS]] 105, allowing its practitioners to control the "vegetative spirit" in living things - allowing them to bless or curse other creatures or people in various ways.er creatures or people in va
]]></text>
				</version>
			</history>
		</page>
		<page node="537">
			<name>pharmacopoeians</name>
			<title>Pharmacopoeians</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211628912</unix>
						<iso>2008-05-24 13:35:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the largest traditions within [[House Ex Miscellanea]], the pharmacopeians employ the curative aspects of [[Mythic Herbalism]]. Pacifist healers, they maintain close contact with [[House Criamon]] but otherwise mostly tend to the [[Mundane|mundanes]]. 

See [[HoHS]] 123-126.
]]></text>
				</version>
			</history>
		</page>
		<page node="538">
			<name>mythic_herbalism</name>
			<title>Mythic Herbalism</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211629218</unix>
						<iso>2008-05-24 13:40:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Major Virtue|Major]] [[Supernatural Virtue]] taught by the [[Pharmacopoeians]] but employed by many outside their tradition as well. The [[Supernatural Ability]] allows the practitioner to create concoctions that heal, poison, or provide various physical benefits.

See [[HoHS]] 125-126.
]]></text>
				</version>
			</history>
		</page>
		<page node="539">
			<name>realm</name>
			<title>Realm</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211664210</unix>
						<iso>2008-05-24 23:23:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Except for the mundane meaning of the word, a *Realm* almost always refers to one of the four [[Realms of Power]].
]]></text>
				</version>
			</history>
		</page>
		<page node="54">
			<name>canon</name>
			<title>Canon</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Mythic Europe</tag>
				<tag>Fan Community</tag>
			</tags>
			<history size="8">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205585187</unix>
						<iso>2008-03-15 13:46:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
"Cannon" is the setting as laid down in the current official [[ArM]] line of products. Thus playing in the 18th century is non-Cannonical, as is having House [[Tremere]] be composed of vampires.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205590115</unix>
						<iso>2008-03-15 15:08:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
"Cann" is the setting as laid down in the current official [[ArM]] line of products. Thus playing in the 18th century is non-Canoical, as is having House [[Tremere]] be composed of vampires.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205593051</unix>
						<iso>2008-03-15 15:57:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>changed link</comment>
					<text><![CDATA[
"Canon" is the setting as laid down in the current official [[ArM]] line of products. Thus playing in the 18th century is non-Canonical, as is having [[House Tremere]] be composed of vampires.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205672198</unix>
						<iso>2008-03-16 13:56:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added the fact that 5th edition reset canon</comment>
					<text><![CDATA[
'''Canon''' is the official setting as presented in the current [[ArM]] line of products. Thus a [[ Saga | saga]] set in the 18th century would be non-canonical, as would be one where [[House Tremere]] is composed of [[Tremere_Vampires | vampires]].

It's common and acceptable, even encouraged, for [[Troupe | troupes]] to change the canonical setting a little to suit their own tastes.

=Canon and Fifth Edition

When [[ArM5]] was released, [[Atlas Games]] started over in defining the canon.  Sourcebooks from past editions are no longer canonical in Fifth Edition.  They are still perfectly usable in play, but there is a chance that some current or future [[ArM5]] product will contradict them.

The major elements of the [[Order of Hermes]], Hermetic history, and [[Mythic Europe]] are unchanged, but some of the details might be different.  For example, Fifth Edition canon makes several references to [[Val-Negra]], but none to [[Doissetep]].

=Related Terms
* A non-canonical rule that players devise for their own games is called a [[House Rule]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230481352</unix>
						<iso>2008-12-28 17:22:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to alternative sagas</comment>
					<text><![CDATA[
'''Canon''' is the official setting as presented in the current [[ArM]] line of products. Thus a [[ Saga | saga]] set in the 18th century would be non-canonical, as would be one where [[House Tremere]] is composed of [[Tremere_Vampires | vampires]].

It's common and acceptable, even encouraged, for [[Troupe | troupes]] to change the canonical setting a little to suit their own tastes.

=Canon and Fifth Edition

When [[ArM5]] was released, [[Atlas Games]] started over in defining the canon.  Sourcebooks from past editions are no longer canonical in Fifth Edition.  They are still perfectly usable in play, but there is a chance that some current or future [[ArM5]] product will contradict them.

The major elements of the [[Order of Hermes]], Hermetic history, and [[Mythic Europe]] are unchanged, but some of the details might be different.  For example, Fifth Edition canon makes several references to [[Val-Negra]], but none to [[Doissetep]].

=Related Terms
* A non-canonical rule that players devise for their own games is called a [[House Rule]].
* Games set in non-canonical world are listed under [[Alternative Sagas]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1267048613</unix>
						<iso>2010-02-24 22:56:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Expanded explanation, added &quot;Importance of Canon&quot; heading</comment>
					<text><![CDATA[
The '''canon''' of Ars Magica refers to the official shared world as presented in the [[Ars Magica]] [[Products|product line]].  This includes both the [[Order of Hermes]] and [[Mythic Europe]] as a whole.

The canon of Ars Magica has evolved over time; every new product published adds to it.  For example, when [[First Edition]] came out, the [[Houses of Hermes]] hadn't been written into the game.  They became part of the canon in [[Revised Edition]] when the supplement, [[Order of Hermes book| Order of Hermes]] was published.

There are also characters, [[covenant]]s, and events that were once part of canon but have been changed or removed.

=Importance of Canon

Canon is only as important as you want it to be.  It's common and acceptable, even encouraged, for [[Troupe | troupes]] to change the canonical setting a little to suit their own tastes.  [[Robbies Mantra|Robbie's Mantra]] and the [[Golden Rule]] of Ars Magica take precedence over canon.

The [[fan community]] often talks about canon simply because it forms a common point of reference for everyone's game.  Because the canon is by definition the collection of what's published and "official," everyone more or less understands what it is, so it helps players talk about the game. 

=Canon and Fifth Edition

When [[ArM5]] was released, [[Atlas Games]] started over in defining the canon.  Sourcebooks from past editions are no longer canonical in Fifth Edition.  They are still perfectly usable in play, but there is a chance that some current or future [[ArM5]] product will contradict them.

The major elements of the [[Order of Hermes]], Hermetic history, and [[Mythic Europe]] are unchanged, but some of the details might be different.  For example, Fifth Edition canon makes several references to [[Val-Negra]], but none to [[Doissetep]].

=Related Topics

* A non-canonical rule that players devise for their own games is called a [[House Rule]].
* The acronym [[RAW]] ("rules as written") is sometimes used to refer specifically to the official [[game mechanics]].
* Games set in non-canonical world are listed under [[Alternative Sagas]]
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1267049983</unix>
						<iso>2010-02-24 23:19:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>More comparison of editions.  Fixed spelling of page title!</comment>
					<text><![CDATA[
The '''canon''' of Ars Magica refers to the official rules and setting of the game, as presented in the [[Ars Magica]] [[Products|product line]].  This is in contrast to unofficial fan fiction, [[House Rule]]s, and the like.

=Importance of Canon

Canon is only as important as you want it to be.  It's common and acceptable, even encouraged, for [[Troupe | troupes]] to change the canonical setting a little to suit their own tastes.  [[Robbies Mantra|Robbie's Mantra]] and the [[Golden Rule]] of Ars Magica take precedence over canon.

The [[fan community]] often talks about canon simply because it forms a common point of reference for everyone's game.  Because the canon is by definition the collection of what's published and "official," everyone more or less understands what it is, so it helps players talk about the game. 

=Canon and Game Editions

The canon of Ars Magica has evolved over time; every new product published adds to it.  For example, when [[First Edition]] came out, the [[Houses of Hermes]] hadn't been written into the game.  They became part of the canon in [[Revised Edition]] when the supplement, [[Order of Hermes book| Order of Hermes]] was published.

When [[ArM5]] was released, [[Atlas Games]] started over in defining the canon.  Sourcebooks from past editions are no longer canonical in Fifth Edition.  They are still perfectly usable in play, but there is a chance that some current or future [[ArM5]] product will contradict them.

The correspondence of canon to game editions works something like this:

:[[ArM1]]: There were not a lot of supplements for First Edition, so canon wasn't really well established yet.
:[[ArM2]] through [[ArM4]]: These shared a contiguous canon that was mostly self-consistent, though it got very complicated over dozens of supplements.
:[[ArM5]]: [[Atlas Games]] started over, though a lot of the canon from past editions was quickly re-adopted, sometimes with changes.  The major elements of the [[Order of Hermes]], Hermetic history, and [[Mythic Europe]] are unchanged, but noticeable details have been altered.  For example, the portrayal of [[House Tremere]] and [[House Flambeau]] have changed quite a bit, and Fifth Edition contains no reference to the covenant of [[Doissetep]].

= About the Term

The word "canon" literally means "the body of ecclesiastical law" -- note that it is spelled differently from "cannon," a large gunpowder weapon.  Taken figuratively, "canon" refers to a body of material that is accepted and sanctioned by some recognized authority.  In the case of Ars Magica, the authority is [[Atlas Games]].

=Related Topics

* A non-canonical rule that players devise for their own games is called a [[House Rule]].
* The acronym [[RAW]] ("rules as written") is sometimes used to refer specifically to the official [[game mechanics]].
* Games set in non-canonical world are listed under [[Alternative Sagas]]

=Related Sites

* [[http://en.wikipedia.org/wiki/Canon_%28fiction%29| Wikipedia: Canon (Fiction)]]
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1269267626</unix>
						<iso>2010-03-22 15:20:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed link to &quot;golden rule&quot;</comment>
					<text><![CDATA[
The '''canon''' of Ars Magica refers to the official rules and setting of the game, as presented in the [[Ars Magica]] [[Products|product line]].  This is in contrast to unofficial fan fiction, [[House Rule]]s, and the like.

=Importance of Canon

Canon is only as important as you want it to be.  It's common and acceptable, even encouraged, for [[Troupe | troupes]] to change the canonical setting a little to suit their own tastes.  [[Robbies Mantra|Robbie's Mantra]] takes precedence over canon.

The [[fan community]] often talks about canon simply because it forms a common point of reference for everyone's game.  Because the canon is by definition the collection of what's published and "official," everyone more or less understands what it is, so it helps players talk about the game. 

=Canon and Game Editions

The canon of Ars Magica has evolved over time; every new product published adds to it.  For example, when [[First Edition]] came out, the [[Houses of Hermes]] hadn't been written into the game.  They became part of the canon in [[Revised Edition]] when the supplement, [[Order of Hermes book| Order of Hermes]] was published.

When [[ArM5]] was released, [[Atlas Games]] started over in defining the canon.  Sourcebooks from past editions are no longer canonical in Fifth Edition.  They are still perfectly usable in play, but there is a chance that some current or future [[ArM5]] product will contradict them.

The correspondence of canon to game editions works something like this:

:[[ArM1]]: There were not a lot of supplements for First Edition, so canon wasn't really well established yet.
:[[ArM2]] through [[ArM4]]: These shared a contiguous canon that was mostly self-consistent, though it got very complicated over dozens of supplements.
:[[ArM5]]: [[Atlas Games]] started over, though a lot of the canon from past editions was quickly re-adopted, sometimes with changes.  The major elements of the [[Order of Hermes]], Hermetic history, and [[Mythic Europe]] are unchanged, but noticeable details have been altered.  For example, the portrayal of [[House Tremere]] and [[House Flambeau]] have changed quite a bit, and Fifth Edition contains no reference to the covenant of [[Doissetep]].

= About the Term

The word "canon" literally means "the body of ecclesiastical law" -- note that it is spelled differently from "cannon," a large gunpowder weapon.  Taken figuratively, "canon" refers to a body of material that is accepted and sanctioned by some recognized authority.  In the case of Ars Magica, the authority is [[Atlas Games]].

=Related Topics

* A non-canonical rule that players devise for their own games is called a [[House Rule]].
* The acronym [[RAW]] ("rules as written") is sometimes used to refer specifically to the official [[game mechanics]].
* Games set in non-canonical world are listed under [[Alternative Sagas]]

=Related Sites

* [[http://en.wikipedia.org/wiki/Canon_%28fiction%29| Wikipedia: Canon (Fiction)]]
]]></text>
				</version>
			</history>
		</page>
		<page node="540">
			<name>warping</name>
			<title>Warping</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211665828</unix>
						<iso>2008-05-24 23:50:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Warping''' refers to the effect of change a character undergoes due to being exposed to a mystical effect that is not accord with the character's nature. Mystical effects can be momentary, such as a spell being cast, or medium-term, such as a strong [[Aura|aura]] through which a character travels. Effects like these are always specific to one of the [[Realms of Power]]. An entity that originates from, or is in complete accordance with a specific [[Realm]], is usually considered immune to Warping from that [[Realm]]: a [[Faerie|faerie]] creature would not be considered to be subject to Warping due to living in a strong [[Faerie]] [[Aura|aura]]. A [[Hermetic]] [[Magus|magus]], though [[Gift|Gifted]], is not immune to Warping from the [[Realm]] of [[Magic]], but a spirit, a magical creature, is.

= Quantification

A character that is subject to Warping gains [[Warping Points]]. [[Warping Points]] act as “experience points” for the [[Warping Score]] of a character, that is, it takes 5 [[Warping Points]] to increase a [[Warping Score]] from 0 to 1, and another 10 to increase it to 2. Human beings that are not born in an area with a strong [[Aura|aura]], start with a [[Warping Score]] of 0.

= References

* [[ArM5]], p. 88, 167.

= See also

* [[Limits|The Limit of Warping]], [[ArM5]], p. 80.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1211666756</unix>
						<iso>2008-05-25 00:05:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Long-term effects</comment>
					<text><![CDATA[
'''Warping''' refers to the effect of change a character undergoes due to being exposed to a mystical effect that is not accord with the character's nature. Mystical effects can be momentary, such as a spell being cast, or medium-term, such as a strong [[Aura|aura]] through which a character travels. Effects like these are always specific to one of the [[Realms of Power]]. An entity that originates from, or is in complete accordance with a specific [[Realm]], is usually considered immune to Warping from that [[Realm]]: a [[Faerie|faerie]] creature would not be considered to be subject to Warping due to living in a strong [[Faerie]] [[Aura|aura]]. A [[Hermetic]] [[Magus|magus]], though [[Gift|Gifted]], is not immune to Warping from the [[Realm]] of [[Magic]], but a spirit, a magical creature, is.

= Quantification

A character that is subject to *Warping(g( gains [[Warping Points]]. [[Warping Points]] act as “experience points” for the [[Warping Score]] of a character, that is, it takes 5 [[Warping Points]] to increase a [[Warping Score]] from 0 to 1, and another 10 to increase it to 2. Human beings that are not born in an area with a strong [[Aura|aura]], start with a [[Warping Score]] of 0.As the [[Warping Score]] of a character increases, he accumulates more and more typical traits of the primary source of the mystical effects he has been exposed to. Effects of Warping are expressed via [[Virtue|Virtues]] and [[Flaw|Flaws]].

= References

* Warping, [[Warping Points]], [[Warping Score]]: [[ArM5]], p. 88, 167.
* Effects of Warping: [[ArM5]], p. 168.

= See also

* [[ accumulates more and more ty:ical traits of th
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1211746468</unix>
						<iso>2008-05-25 22:14:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Typo</comment>
					<text><![CDATA[
'''Warping''' refers to the effect of change a character undergoes due to being exposed to a mystical effect that is not accord with the character's nature. Mystical effects can be momentary, such as a spell being cast, or medium-term, such as a strong [[Aura|aura]] through which a character travels. Effects like these are always specific to one of the [[Realms of Power]]. An entity that originates from, or is in complete accordance with a specific [[Realm]], is usually considered immune to Warping from that [[Realm]]: a [[Faerie|faerie]] creature would not be considered to be subject to Warping due to living in a strong [[Faerie]] [[Aura|aura]]. A [[Hermetic]] [[Magus|magus]], though [[Gift|Gifted]], is not immune to Warping from the [[Realm]] of [[Magic]], but a spirit, a magical creature, is.

= Quantification

A character that is subject to Warpingains [[Warping Points]]. [[Warping Points]] act as “experience points” for the [[Warping Score]] of a character, that is, it takes 5 [[Warping Points]] to increase a [[Warping Score]] from 0 to 1, and another 10 to increase it to 2. Human beings that are not born in an area with a strong [[Aura|aura]], start with a [[Warping Score]] of 0.

As the [[Warping Score]] of a character increases, he accumulates more and more typical traits of the primary source of the mystical effects he has been exposed to. Effects of Warping are expressed via [[Virtue|Virtues]] and [[Flaw|Flaws]].

= References

* Warping, [[Warping Points]], [[Warping Score]]: [[ArM5]], p. 88, 167.
* Effects of Warping: [[ArM5]], p. 168.

= See also

* [[Limits|The Limit of Warping]]: [[ArM5]], p. 80.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1279109425</unix>
						<iso>2010-07-14 14:10:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>warping for aligned characters</comment>
					<text><![CDATA[
'''Warping''' refers to the effect of change a character undergoes due to being exposed to a mystical effect that is not accord with the character's nature. Mystical effects can be momentary, such as a spell being cast, or medium-term, such as a strong [[Aura|aura]] through which a character travels. Effects like these are always specific to one of the [[Realms of Power]]. An entity that originates from, or is in complete accordance with a specific [[Realm]], is usually considered immune to Warping from that [[Realm]]: a [[Faerie|faerie]] creature would not be considered to be subject to Warping due to living in a strong [[Faerie]] [[Aura|aura]]. A [[Hermetic]] [[Magus|magus]], though [[Gift|Gifted]], is not immune to Warping from the [[Realm]] of [[Magic]], but a spirit, a magical creature, is.

= Quantification

A character that is subject to Warping gains [[Warping Points]]. [[Warping Points]] act as “experience points” for the [[Warping Score]] of a character, that is, it takes 5 [[Warping Points]] to increase a [[Warping Score]] from 0 to 1, and another 10 to increase it to 2. Human beings that are not born in an area with a strong [[Aura|aura]], start with a [[Warping Score]] of 0.

As the [[Warping Score]] of a character increases, he accumulates more and more typical traits of the primary source of the mystical effects he has been exposed to. Effects of Warping are expressed via [[Virtue|Virtues]] and [[Flaw|Flaws]].

= Mystic Traditions

Various mystic traditions partly align their mortal members with one or more of the Realms. Hermetic magi, for example, are aligned with the [[Magic]] realm, and members of [[House Merinita]] are further aligned with the [[Faerie Realm]]. 

Amongst the benefits of this alignment is the fact that such characters don't suffer Warping from residing in a high [[aura]] associated with that Realm.

Furthermore, they develop a particular response to Warping that is unique to their tradition and the Realm. Instead of suffering the normal effects of Warping, they suffer tradition's effects. Hermetic magi suffer Wizard's [[Twilight]], diabolists suffer [[Vituperation]], and so on.

= References

* Warping, [[Warping Points]], [[Warping Score]]: [[ArM5]], p. 88, 167.
* Effects of Warping: [[ArM5]], p. 168.

= See also

* [[Limits|The Limit of Warping]]: [[ArM5]], p. 80.
]]></text>
				</version>
			</history>
		</page>
		<page node="541">
			<name>warping_score</name>
			<title>Warping Score</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211665996</unix>
						<iso>2008-05-24 23:53:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Measurement unit of the amount of [[Warping]] a character has gained.

= See also

* [[Warping]]
* [[Warping Points]]

= References

* [[ArM5]], p. 167.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279108981</unix>
						<iso>2010-07-14 14:03:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added notes on final twilight</comment>
					<text><![CDATA[
Measurement unit of the amount of [[Warping]] a character has gained. It is important to note that no amount of Warping is terminal - no matter how high your warping score is, you are still in the game. Magi with a high warping score are likely to find themselves in [[Final Twilight]] with a bit of bad luck, but by [[RAW]] a high score does not lead to final twilight by itself. Despite this, it is seems to be assumed by the [[Line]] that magi with a warping score of 10 will quickly find themselves in final twilight.

= See also

* [[Warping]]
* [[Warping Points]]

= References

* [[ArM5]], p. 167.
]]></text>
				</version>
			</history>
		</page>
		<page node="542">
			<name>warping_points</name>
			<title>Warping Points</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1211666071</unix>
						<iso>2008-05-24 23:54:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Intermediate measurement unit of the amount of [[Warping]] a character has gained.

= See also

* [[Warping]]
* [[Warping Score]]

= References

* [[ArM5]], p. 167.
]]></text>
				</version>
			</history>
		</page>
		<page node="543">
			<name>überblick</name>
			<title>Deutsch</title>
			<keywords>Abriss, deutsch, Überblick</keywords>
			<description>Überblick über das Projekt in deutscher Sprache</description>
			<language>de</language>
			<variants>			<variant>en:Overview</variant>
			</variants>			<tags>
				<tag>HermesWeb Project</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1214422479</unix>
						<iso>2008-06-25 21:34:39</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Diese Seite stellt einen Überblick des Projektes dar, das dieser Site zu Grunde liegt. Die Idee des Projektes an sich wird auf der Seite [[Über]] dokumentiert.

Die englischen Seiten von [[HermesWeb]] enthält mehrere hundert Seiten Text rund um das Thema [[Ars Magica]]. Um sich darin zurecht zu finden, wird im folgenden ein grober Überblick zu den wichtigsten Schlüsselseiten zusammen gestellt. Diese Zusammenfassung ist in keinster Weise als erschöpfend- oder gar als komplettes Inhaltsverzeichnis zu verstehen.

= Der Kanon

Der offizielle Hintergrund und die Regeln von [[Ars Magica]] werden als kanonischer Hintergrund bezeichnet.

* Die Seite [[Welcome To Ars Magica]] enthält Ratschläge und Informationen für den Beginn eines neuen [[Ars Magica]]-Spiels. [[Paraphernalia]] enthält verschiedene Spielhilfen, wie beispielsweise Charakterbögen.
* [[Online Ars Encyclopedia Index]] versucht verschiedene grundlegende [[Ars Magica]]-Begrifflichkeiten zusammen zu fassen und zu erklären.
* Regeltechnische Fragen sollten am besten im offiziellen, englischsprachigen [[http://www.atlas-games.com/forum/viewforum.php?f=4/|Forum]] des Herausgebers [[http://www.atlas-games.com/|Atlas Games]] diskutiert werden, das sich einer regen Teilnahme und sehr kurzer Antwortzeiten von Seiten der Community erfreut.
* Viele Fragen und Antworten werden auf der [[FAQ]]-Seite beantwortet.
* Informationen zur offiziellen Produktlinie finden sich auf folgenden Seiten: [[Ars Magica]] | [[Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]].
* Der [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica|Online Index]] bietet eine umfassende Zusammenfassung der [[Ars Magica]]-Nomenklatur. Hierbei handelt es sich um ein reines Stichwortverzeichnis und kein sinnerklärendes Wörterbuch.

Obwohl [[Ars Magica]] nicht in einem historisch korrekten Europa angesiedelt ist, basieren zahlreiche Fakten auf wahren Gegebenheiten des Mittelalters. [[Real History]] stellt eine Sammlung von Links dar, die Geschichten, Mythen, Sagen und anderes rund um diese spannende Zeit zum Thema hat.

= Inhalt von Fans

Zusätzlich zum kanonischen Inhalt gibt es zahlreiche Seiten mit Ressourcen, die von Fans zusammengestellt und/oder entwickelt wurden. Hierbei handelt es sich in erster Linie um englischsprachige Texte.

* Der [[Internet Site Index]] enthält Links zu Websites rund um das Thema [[Ars Magica]], wobei es sich hauptsächlich um nicht-kanonische Bünde und Sagas handelt.
* [[Fanzines]]: Beispielsweise das [[http://www.subrosamagazine.org/|Sub Rosa]] Fanzine.
* [[http://www.geocities.com/sanctumhr/|Sanctum Hermeticum Revisited]] enthält viele verschiedene [[Ars Magica]]-Ressourcen.
* Das [[http://arsmagica.pbwiki.com/|Spells Wiki]] enthält hunderte von Zaubersprüchen, die von Fans zusammen gestellt wurden.
* [[http://www.durenmar.de/|Durenmar]] enthält verschiedenste Artikel und Ressourcen älterer Editionen von [[Ars Magica]], die auch in der aktuellen Ausgabe mit nur wenigen Änderungen übernommen werden können.

= Online Community

Die Online Community von [[Ars Magica]] ist klein aber fein. JedeR ist eingeladen, Teil dieser Community zu werden und sich einzubringen.

* Das [[http://www.atlas-games.com/forum/viewforum.php?f=4/|offizielle (englischsprachige) Forum]] lädt jedeN zur Teilnahme an einer lebhaften Diskussion ein.
* Die berüchtigte, ebenfalls englischsprachige, [[Mailing Lists|Berkeley Mailing Liste]] tut dies ebenfalls, wobei man sich hier vor Flame Wars hüten sollten.
* Es gibt auch [[Ars Magica]] [[Conventions]], wo man sich mit anderen Aktivisten persönlich auseinander setzen kann, beispielsweise das [[http://grandtribunal.ekkaia.org/page/About|Grand Tribunal]] in England oder den [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California|USA]].

= Zu diesem Projekt beitragen

Dieses Projekt stützt sich alleinig auf die [[Ars Magica]]-Online-Community und funktioniert in Form eines [[http://de.wikipedia.org/wiki/Wiki|Wikis]]. JedeR ist eingeladen, daran teil zu nehmen und bei zu tragen.

= Mehrsprachigkeit

Um eine größtmögliche Basis zu schaffen, sind die meisten Inhalte dieses Projekts in englisch verfasst. Dennoch sind Autoren dazu aufgerufen, auch Inhalte in ihren jeweiligen Muttersprachen zu verfassen.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230759528</unix>
						<iso>2008-12-31 22:38:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Deutschsprachiges Material</comment>
					<text><![CDATA[
Diese Seite stellt einen Überblick des Projektes dar, das dieser Site zu Grunde liegt. Die Idee des Projektes an sich wird auf der Seite [[Über]] dokumentiert.

Die englischen Seiten von [[HermesWeb]] enthält mehrere hundert Seiten Text rund um das Thema [[Ars Magica]]. Um sich darin zurecht zu finden, wird im folgenden ein grober Überblick zu den wichtigsten Schlüsselseiten zusammen gestellt. Diese Zusammenfassung ist in keinster Weise als erschöpfend- oder gar als komplettes Inhaltsverzeichnis zu verstehen.

= Der Kanon

Der offizielle Hintergrund und die Regeln von [[Ars Magica]] werden als kanonischer Hintergrund bezeichnet.

* Die Seite [[Welcome To Ars Magica]] enthält Ratschläge und Informationen für den Beginn eines neuen [[Ars Magica]]-Spiels. [[Paraphernalia]] enthält verschiedene Spielhilfen, wie beispielsweise Charakterbögen.
* [[Online Ars Encyclopedia Index]] versucht verschiedene grundlegende [[Ars Magica]]-Begrifflichkeiten zusammen zu fassen und zu erklären.
* Regeltechnische Fragen sollten am besten im offiziellen, englischsprachigen [[http://www.atlas-games.com/forum/viewforum.php?f=4/|Forum]] des Herausgebers [[http://www.atlas-games.com/|Atlas Games]] diskutiert werden, das sich einer regen Teilnahme und sehr kurzer Antwortzeiten von Seiten der Community erfreut.
* Viele Fragen und Antworten werden auf der [[FAQ]]-Seite beantwortet.
* Informationen zur offiziellen Produktlinie finden sich auf folgenden Seiten: [[Ars Magica]] | [[Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]].
* Der [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica|Online Index]] bietet eine umfassende Zusammenfassung der [[Ars Magica]]-Nomenklatur. Hierbei handelt es sich um ein reines Stichwortverzeichnis und kein sinnerklärendes Wörterbuch.

Obwohl [[Ars Magica]] nicht in einem historisch korrekten Europa angesiedelt ist, basieren zahlreiche Fakten auf wahren Gegebenheiten des Mittelalters. [[Real History]] stellt eine Sammlung von Links dar, die Geschichten, Mythen, Sagen und anderes rund um diese spannende Zeit zum Thema hat.

= Deutschsprachiges Material

Während die [[ArM4|vierte Edition]] von [[Ars Magica]] in einer, von [[http://www.truant.de/|Truant]] verlegten, deutschen Version nebst diversen [[http://truant.de/arsmagica/index-am.htm|Zusatzbüchern]] erhältlich war, liegen sowohl das Grundregelwerk, als auch die Erweiterungsbände der [[ArM5|fünften Edition]] ausschließlich in [[Products|englisch]] vor. Derzeit sieht es nicht danach aus, dass die aktuelle Edition in einer deutschen Version heraus gebracht wird.

= Deutschsprachiges Material

Während die [[ArM4|vierte Edition]] von [[Ars Magica]] in einer, von [[http://www.truant.de/|Truant]] verlegten, deutschen Version nebst diversen [[http://truant.de/arsmagica/index-am.htm|Zusatzbüchern]] erhältlich war, liegen sowohl das Grundregelwerk, als auch die Erweiterungsbände der [[ArM5|fünften Edition]] ausschließlich in [[Products|englisch]] vor. Derzeit sieht es nicht danach aus, dass die aktuelle Edition in einer deutschen Version heraus gebracht wird.

= Inhalt von Fans

Zusätzlich zum kanonischen Inhalt gibt es zahlreiche Seiten mit Ressourcen, die von Fans zusammengestellt und/oder entwickelt wurden. Hierbei handelt es sich in erster Linie um englischsprachige Texte.

* Der [[Internet Site Index]] enthält Links zu Websites rund um das Thema [[Ars Magica]], wobei es sich hauptsächlich um nicht-kanonische Bünde und Sagas handelt.
* [[Fanzines]]: Beispielsweise das [[http://www.subrosamagazine.org/|Sub Rosa]] Fanzine.
* [[http://www.geocities.com/sanctumhr/|Sanctum Hermeticum Revisited]] enthält viele verschiedene [[Ars Magica]]-Ressourcen.
* Das [[http://arsmagica.pbwiki.com/|Spells Wiki]] enthält hunderte von Zaubersprüchen, die von Fans zusammen gestellt wurden.
* [[http://www.durenmar.de/|Durenmar]] enthält verschiedenste Artikel und Ressourcen älterer Editionen von [[Ars Magica]], die auch in der aktuellen Ausgabe mit nur wenigen Änderungen übernommen werden können.

= Online Community

Die Online Community von [[Ars Magica]] ist klein aber fein. JedeR ist eingeladen, Teil dieser Community zu werden und sich einzubringen.

* Das [[http://www.atlas-games.com/forum/viewforum.php?f=4/|offizielle (englischsprachige) Forum]] lädt jedeN zur Teilnahme an einer lebhaften Diskussion ein.
* Die berüchtigte, ebenfalls englischsprachige, [[Mailing Lists|Berkeley Mailing Liste]] tut dies ebenfalls, wobei man sich hier vor Flame Wars hüten sollten.
* Es gibt auch [[Ars Magica]] [[Conventions]], wo man sich mit anderen Aktivisten persönlich auseinander setzen kann, beispielsweise das [[http://grandtribunal.ekkaia.org/page/About|Grand Tribunal]] in England oder den [[http://grandtribunal.ekkaia.org/page/G
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1269342418</unix>
						<iso>2010-03-23 12:06:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated location of Sanctum Hermeticum</comment>
					<text><![CDATA[
Diese Seite stellt einen Überblick des Projektes dar, das dieser Site zu Grunde liegt. Die Idee des Projektes an sich wird auf der Seite [[Über]] dokumentiert.

Die englischen Seiten von [[HermesWeb]] enthält mehrere hundert Seiten Text rund um das Thema [[Ars Magica]]. Um sich darin zurecht zu finden, wird im folgenden ein grober Überblick zu den wichtigsten Schlüsselseiten zusammen gestellt. Diese Zusammenfassung ist in keinster Weise als erschöpfend- oder gar als komplettes Inhaltsverzeichnis zu verstehen.

= Der Kanon

Der offizielle Hintergrund und die Regeln von [[Ars Magica]] werden als kanonischer Hintergrund bezeichnet.

* Die Seite [[Welcome To Ars Magica]] enthält Ratschläge und Informationen für den Beginn eines neuen [[Ars Magica]]-Spiels. [[Paraphernalia]] enthält verschiedene Spielhilfen, wie beispielsweise Charakterbögen.
* [[Online Ars Encyclopedia Index]] versucht verschiedene grundlegende [[Ars Magica]]-Begrifflichkeiten zusammen zu fassen und zu erklären.
* Regeltechnische Fragen sollten am besten im offiziellen, englischsprachigen [[http://www.atlas-games.com/forum/viewforum.php?f=4/|Forum]] des Herausgebers [[http://www.atlas-games.com/|Atlas Games]] diskutiert werden, das sich einer regen Teilnahme und sehr kurzer Antwortzeiten von Seiten der Community erfreut.
* Viele Fragen und Antworten werden auf der [[FAQ]]-Seite beantwortet.
* Informationen zur offiziellen Produktlinie finden sich auf folgenden Seiten: [[Ars Magica]] | [[Atlas Games]] | [[ArM5]] | [[ArM4]] | [[ArM3]] | [[ArM2]] | [[ArM1]] | [[Metacreator]].
* Der [[http://arsmagica.pbwiki.com/Grand+Index+of+Ars+Magica|Online Index]] bietet eine umfassende Zusammenfassung der [[Ars Magica]]-Nomenklatur. Hierbei handelt es sich um ein reines Stichwortverzeichnis und kein sinnerklärendes Wörterbuch.

Obwohl [[Ars Magica]] nicht in einem historisch korrekten Europa angesiedelt ist, basieren zahlreiche Fakten auf wahren Gegebenheiten des Mittelalters. [[Real History]] stellt eine Sammlung von Links dar, die Geschichten, Mythen, Sagen und anderes rund um diese spannende Zeit zum Thema hat.

= Deutschsprachiges Material

Während die [[ArM4|vierte Edition]] von [[Ars Magica]] in einer, von [[http://www.truant.de/|Truant]] verlegten, deutschen Version nebst diversen [[http://truant.de/arsmagica/index-am.htm|Zusatzbüchern]] erhältlich war, liegen sowohl das Grundregelwerk, als auch die Erweiterungsbände der [[ArM5|fünften Edition]] ausschließlich in [[Products|englisch]] vor. Derzeit sieht es nicht danach aus, dass die aktuelle Edition in einer deutschen Version heraus gebracht wird.

= Inhalt von Fans

Zusätzlich zum kanonischen Inhalt gibt es zahlreiche Seiten mit Ressourcen, die von Fans zusammengestellt und/oder entwickelt wurden. Hierbei handelt es sich in erster Linie um englischsprachige Texte.

* Der [[Internet Site Index]] enthält Links zu Websites rund um das Thema [[Ars Magica]], wobei es sich hauptsächlich um nicht-kanonische Bünde und Sagas handelt.
* [[Fanzines]]: Beispielsweise das [[http://www.subrosamagazine.org/|Sub Rosa]] Fanzine.
* [[http://shrenewed.wetpaint.com/|Sanctum Hermeticum Revisited]] enthält viele verschiedene [[Ars Magica]]-Ressourcen.
* Das [[http://arsmagica.pbwiki.com/|Spells Wiki]] enthält hunderte von Zaubersprüchen, die von Fans zusammen gestellt wurden.
* [[http://www.durenmar.de/|Durenmar]] enthält verschiedenste Artikel und Ressourcen älterer Editionen von [[Ars Magica]], die auch in der aktuellen Ausgabe mit nur wenigen Änderungen übernommen werden können.

= Online Community

Die Online Community von [[Ars Magica]] ist klein aber fein. JedeR ist eingeladen, Teil dieser Community zu werden und sich einzubringen.

* Das [[http://www.atlas-games.com/forum/viewforum.php?f=4/|offizielle (englischsprachige) Forum]] lädt jedeN zur Teilnahme an einer lebhaften Diskussion ein.
* Die berüchtigte, ebenfalls englischsprachige, [[Mailing Lists|Berkeley Mailing Liste]] tut dies ebenfalls, wobei man sich hier vor Flame Wars hüten sollten.
* Es gibt auch [[Ars Magica]] [[Conventions]], wo man sich mit anderen Aktivisten persönlich auseinander setzen kann, beispielsweise das [[http://grandtribunal.ekkaia.org/page/About|Grand Tribunal]] in England oder den [[http://grandtribunal.ekkaia.org/page/Grand_Tribunal-California|USA]].

= Zu diesem Projekt beitragen

Dieses Projekt stützt sich alleinig auf die [[Ars Magica]]-Online-Community und funktioniert in Form eines [[http://de.wikipedia.org/wiki/Wiki|Wikis]]. JedeR ist eingeladen, daran teil zu nehmen und bei zu tragen.

= Mehrsprachigkeit

Um eine größtmögliche Basis zu schaffen, sind die meisten Inhalte dieses Projekts in englisch verfasst. Dennoch sind Autoren dazu aufgerufen, auch Inhalte in ihren jeweiligen Muttersprachen zu verfassen.
]]></text>
				</version>
			</history>
		</page>
		<page node="544">
			<name>about-ja</name>
			<title>Japanese</title>
			<keywords>Japanese</keywords>
			<description>Entry page for Japanese language</description>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1214493640</unix>
						<iso>2008-06-26 17:20:40</iso>
					</timestamp>
					<author>TakashiMiyamoto</author>
					<comment>Initial version; About-ja</comment>
					<text><![CDATA[
'''HermesWeb'''は世界中の[[Ars Magica]]プレーヤーの為の、ファンによる、ファンの為の、オンラインリファレンスです。内容は、[[Mythic_Europe|背景世界]]、[[FAQ]]、[[Products|製品]]などです。
'''HermesWeb'''は[[http://ja.wikipedia.org/wiki/ウィキ|Wiki]]のようなものです。誰でも[[Contributing|貢献]]できます。

== このサイトは何では無いか

このサイトはArs Magicaのルールブックの代わりではありません。詳しくは我々の[[Policy]]を参照して下さい。

= Ars Magicaとは何か

[[Ars Magica]]は、魔法と魔法使いに特化した[[http://ja.wikipedia.org/wiki/TRPG|テーブルトークRPG]]です。Ars Magicaとは"The Art of Magic"のラテン語です。Ars Magicaプレイヤーのコミュニティは比較的小さいものの活発です。

Ars MagicaはTrident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]]の商標です。

= 最初に

[[Overview-ja|概要]]ページはHermesWebを見て回るのに良い起点です。

= このサイトの構成（あとで訳す）

This site does not attempt to organize material into a strict hierarchy of categories.  The applicable model is a ''mesh'' rather than a ''tree''. The contributors and maintainers make no attempt to classify pages by subject.  Each page is a single topic that links organically to other, related topics.

There is a method to this madness.  Classification hierarchies can be difficult to consistently apply - should an article on a Jerbiton covenant in Constantinople be filed under "House Jerbiton: Covenants," "Constantinople," "Covenants: House Jerbiton," or even "Thebes Tribunal?"  In a physical filing cabinet, it could only be in one place (unless we want duplicate entries).  Of course, on the Web, we can very easily place links to our article under all of those categories, and more.  The categories start contain so many cross-references that they cease to resemble a tree and instead become ... a mesh.

A good article, which explains this rationalre in more detail, is [[http://www.shirky.com/writings/ontology_overrated.html | "Ontology is Overrated"]] by Clay Shirky.

== Navigation and Searching

Since there is no tree-like hierarchy organizing this site, there's no way to make a "site map" or similar page.  Instead, we offer three alternatives.

# Use the Find function to search for a page by title
# Use the Search function to find pages containing specific keywords
# We do have an [[Overview]] page that provides a starting point for browsing
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1280313098</unix>
						<iso>2010-07-28 12:31:38</iso>
					</timestamp>
					<author>Visitor</author>
					<comment>cBkNke  &lt;a href=&quot;http://eivgtjqguqxe.com/&quot;&gt;eivgtjqguqxe&lt;/a&gt;, [url=http://wtxophloueoi.com/]wtxophloueoi[/url], [link=http://nzbodmoeypex.com/]nzbodmoeypex[/link], http://vixmguvvjawf.com/</comment>
					<text><![CDATA[
cBkNke  <a href="http://eivgtjqguqxe.com/">eivgtjqguqxe</a>, [url=http://wtxophloueoi.com/]wtxophloueoi[/url], [link=http://nzbodmoeypex.com/]nzbodmoeypex[/link], http://vixmguvvjawf.com/
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1280322727</unix>
						<iso>2010-07-28 15:12:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>reverted to restore from spam/vandalism</comment>
					<text><![CDATA[
'''HermesWeb'''は世界中の[[Ars Magica]]プレーヤーの為の、ファンによる、ファンの為の、オンラインリファレンスです。内容は、[[Mythic_Europe|背景世界]]、[[FAQ]]、[[Products|製品]]などです。
'''HermesWeb'''は[[http://ja.wikipedia.org/wiki/ウィキ|Wiki]]のようなものです。誰でも[[Contributing|貢献]]できます。

== このサイトは何では無いか

このサイトはArs Magicaのルールブックの代わりではありません。詳しくは我々の[[Policy]]を参照して下さい。

= Ars Magicaとは何か

[[Ars Magica]]は、魔法と魔法使いに特化した[[http://ja.wikipedia.org/wiki/TRPG|テーブルトークRPG]]です。Ars Magicaとは"The Art of Magic"のラテン語です。Ars Magicaプレイヤーのコミュニティは比較的小さいものの活発です。

Ars MagicaはTrident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]]の商標です。

= 最初に

[[Overview-ja|概要]]ページはHermesWebを見て回るのに良い起点です。

= このサイトの構成（あとで訳す）

This site does not attempt to organize material into a strict hierarchy of categories.  The applicable model is a ''mesh'' rather than a ''tree''. The contributors and maintainers make no attempt to classify pages by subject.  Each page is a single topic that links organically to other, related topics.

There is a method to this madness.  Classification hierarchies can be difficult to consistently apply - should an article on a Jerbiton covenant in Constantinople be filed under "House Jerbiton: Covenants," "Constantinople," "Covenants: House Jerbiton," or even "Thebes Tribunal?"  In a physical filing cabinet, it could only be in one place (unless we want duplicate entries).  Of course, on the Web, we can very easily place links to our article under all of those categories, and more.  The categories start contain so many cross-references that they cease to resemble a tree and instead become ... a mesh.

A good article, which explains this rationalre in more detail, is [[http://www.shirky.com/writings/ontology_overrated.html | "Ontology is Overrated"]] by Clay Shirky.

== Navigation and Searching

Since there is no tree-like hierarchy organizing this site, there's no way to make a "site map" or similar page.  Instead, we offer three alternatives.

# Use the Find function to search for a page by title
# Use the Search function to find pages containing specific keywords
# We do have an [[Overview]] page that provides a starting point for browsing
]]></text>
				</version>
			</history>
		</page>
		<page node="545">
			<name>über</name>
			<title>Über dieses Projekt</title>
			<keywords>Abriss, deutsch, Überblick</keywords>
			<description>Überblick über das Projekt in deutscher Sprache</description>
			<language>de</language>
			<variants>			<variant>en:Overview</variant>
			</variants>			<tags>
				<tag>HermesWeb Project</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1214907724</unix>
						<iso>2008-07-01 12:22:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''HermesWeb''' stellt eine Online-Referenz für das [[http://de.wikipedia.org/wiki/Rollenspielsystem|Rollenspielsystem]] [[Ars Magica]] dar. Es ist ein Projekt von Fans für Fans. Es enthält Informationen über den [[Mythic Europe|Hintergrund]] des Spiels, Antworten zu [[FAQ|oft gestellten Fragen]] und dokumentiert die [[Products|Produktlinie]] und die Historie des Spiels.

'''HermesWeb''' basiert auf einem [[http://www.wiki.org/wiki.cgi?WhatIsWiki|Wiki]]. Jeder kann sich in das Projekt [[Contributing|einbringen]].

= Was HermesWeb nicht ist

'''HermesWeb''' kann und soll keinen Ersatz für die Regelbücher und sonstigen Publikationen rund um [[Ars Magica]] darstellen. Vielmehr ist dieses Projekt als freie Erweiterung und Zusammenfassung vorhandener Ressourcen, offiziellen und unabhängigen Charakters, zu sehen. Die Intension wird mit ihrem rechtlichen Beiwerk auf der Seite [[Policy]] näher ausgeführt.

= Was ist Ars Magica?

[[Ars Magica]] ist ein sogenanntes Pen & Paper [[http://de.wikipedia.org/wiki/Rollenspielsystem|Rollenspielsystem]], das seinen inhaltlichen Schwerpunkt auf Magie und Zauberei legt. Der Name _Ars Magica_ ist lateinisch und bedeutet _Die Kunst der Magie_. [[Ars Magica]] besitzt einen kleinen aber feinen Kreis aktiver Spieler.

[[Ars Magica]] ist eingetragenes Warenzeichen von Trident, Inc. d/b/a [[http://www.atlas-games.com/|Atlas Games]].

= Der Einstieg in Ars Magica

Die Seite [[Überblick]] eignet sich gut als Einstiegspunkt für das Durchforsten der vorhandenen Ressourcen.

= Der Versuch einer Strukturierung

'''HermesWeb''' versucht nicht, das vorhandene Material strikt nach Kategorien zu ordnen. Statt einer hierarchischen Baumstruktur kommt die flache, netzartige Struktur zum Einsatz, die man von gegenseitig verknüpften Sites des World Wide Web her kennt. Es wird nicht versucht, Seiten nach Namen zu klassifizieren. Jede Seite versteht sich als (mehr oder weniger) abgeschlossenes Dokument, das sich harmonisch und organisch als Teil des Ganzen einfügt. Diese Methode ermöglicht es, dass mehrere Autoren zusammen arbeiten können, ohne sich im Hinblick auf die Nomenklatur all zu sehr eingeengt fühlen zu müssen.

Als englischsprachiger Artikel zu diesem Thema sei [[http://www.shirky.com/writings/ontology_overrated.html|"Ontology is Overrated"]] von Clay Shirky empfohlen.

= Navigation, Suchen und Finden

Aufgrund der fehlenden, hierarchischen Gliederung macht eine herkömmliche Sitemap zu keinem Zeitpunkt wirklichen Sinn. Stattdessen existieren drei Alternativen, um Informationen zu einem bestimmten Thema zu finden:

# Mit der *Find* (engl. Finden) Funktion lassen sich die vorhandenen Seiten nach einem bestimmten Titel oder Begriff durchsuchen.
# Mit der *Search* (engl. Suchen) Funktion lässt sich der Inhalt aller Seiten nach einem bestimmten Begriff durchsuchen.
# Die Seite [[Überblick]] versucht, mehrere wichtige Teilbereiche der Site zusammen zu fassen und auf diese Weise einen übergeordneten Einstiegspunkt zu schaffen.
]]></text>
				</version>
			</history>
		</page>
		<page node="546">
			<name>aging_point</name>
			<title>Aging Point</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1215514527</unix>
						<iso>2008-07-08 12:55:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Characters accumulate *Aging Points* as a result of [[Aging|aging]]. Aging Points quantify the level of [[Aging|aging]] and lead towards [[Decrepitude]].

= References

* [[ArM5]], p. 169.
]]></text>
				</version>
			</history>
		</page>
		<page node="547">
			<name>decrepitude</name>
			<title>Decrepitude</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1215514966</unix>
						<iso>2008-07-08 13:02:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
During the long-term process of [[Aging|aging]], characters accumulate [[Aging Point]]s, and, once the [[Aging Point]]s have reached a new level, *Decrepitude*. Decrepitude, quite naturally, has negative effects on a character, and may lead to a [[Crisis|crisis]].

= References

* [[ArM5]], p. 170.
]]></text>
				</version>
			</history>
		</page>
		<page node="548">
			<name>crisis</name>
			<title>Crisis</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1215515208</unix>
						<iso>2008-07-08 13:06:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Aging Crisis

The result of accumulating [[Aging Point]]s, characters may suffer from a *crisis* due to the negative effects of [[Aging]].

== Reference

* [[ArM5]], p. 170.
]]></text>
				</version>
			</history>
		</page>
		<page node="549">
			<name>hermes_portal</name>
			<title>Hermes Portal</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1215550192</unix>
						<iso>2008-07-08 22:49:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
_Hermes' Portal_ was a [[Fanzine]] for Ars Magica published from 2001 to 2005.  Most of the articles were written for [[Fourth Edition]], but some articles in the last two issues were written for [[Fifth Edition]].

Many of the authors who developed supplements for [[Fifth Edition]] started writing for Ars Magica in the pages of _Hermes' Portal_.  The fanzine is generally considered to be of high quality.

_Hermes' Portal_ was published in electronic form only, not in a paper edition.  This helped control publication and distribution costs.  It contained very little advertising; it was financed almost entirely by subscription fees.

=Special Thanks=

We at HermesWeb would like to express our thanks to Eric Kouris, the publisher of _Hermes' Portal_, for his years of volunteer work editing and publishing such a fine, professional-quality magazine.

=Back Issues=

_Hermes' Portal_ was originally available by paid subscription.  Since the fanzine has gone out of print, the publisher has graciously made all back issues available free of charge.  You can download them from the [[http://pagesperso-orange.fr/styren/hermesportal/hermes.htm | Hermes Portal Web Site]]

=See Also=

* The [[http://pagesperso-orange.fr/styren/hermesportal/hermes.htm | Hermes Portal Web Site]]
* [[Sub Rosa]], the successor to _Hermes' Portal_
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1215622512</unix>
						<iso>2008-07-09 18:55:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added links to Fanzines; link FROM fanzines also needed...</comment>
					<text><![CDATA[
_Hermes' Portal_ was a [[Fanzine]] for Ars Magica published from 2001 to 2005.  Most of the articles were written for [[Fourth Edition]], but some articles in the last two issues were written for [[Fifth Edition]].

Many of the authors who developed supplements for [[Fifth Edition]] started writing for Ars Magica in the pages of _Hermes' Portal_.  The fanzine is generally considered to be of high quality.

_Hermes' Portal_ was published in electronic form only, not in a paper edition.  This helped control publication and distribution costs.  It contained very little advertising; it was financed almost entirely by subscription fees.

=Special Thanks=

We at HermesWeb would like to express our thanks to Eric Kouris, the publisher of _Hermes' Portal_, for his years of volunteer work editing and publishing such a fine, professional-quality magazine.

=Back Issues=

_Hermes' Portal_ was originally available by paid subscription.  Since the fanzine has gone out of print, the publisher has graciously made all back issues available free of charge.  You can download them from the [[http://pagesperso-orange.fr/styren/hermesportal/hermes.htm | Hermes Portal Web Site]]

=See Also=

* The [[http://pagesperso-orange.fr/styren/hermesportal/hermes.htm | Hermes Portal Web Site]]
* [[Sub Rosa]], the successor to _Hermes' Portal_
* [[Fanzines]]
]]></text>
				</version>
			</history>
		</page>
		<page node="55">
			<name>rhine_tribunal</name>
			<title>Rhine Tribunal</title>
			<language>en</language>
			<history size="9">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205590981</unix>
						<iso>2008-03-15 15:23:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Rhine Tribunal''' is the [[Regional Tribunal]] that includes modern-day Germany and Hungary north of the Alps. 

== Fifth Edition
The tribunal is described in detail by the [[Guardians of the Forest]] supplement.

== Covenants and Magi

The canonic Rhine Tribunal contains nine detailed covenants, plus one to six storyguide-added covenants, and in addition an undetermined number of [[peregrinator]] and [[eremite]] magi. The detailed covenants are [[Crintera]], [[Dankmar]], [[Durenmar]], [[Fengheld]], [[Heorot]], [[Oculus Septentrionalis]], [[Roznov]], [[Triamore]] and [[Waddenzee]].

A fan-created spreedsheet of all the magi of the tribunal [[http://lonedm.googlepages.com/RhineTribunal1220.xls|is available]], and Atlas Games has further provided a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|map]] of the tribunal.

== Other References

A variant description of [[Crinterta]] is given in [[Houses of Hermes Mystery Cults]], and the covenant is descendant from the Animal Ancestors chapter (?) in [[More Mythic Places]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205591057</unix>
						<iso>2008-03-15 15:24:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>syntax error</comment>
					<text><![CDATA[
The '''Rhine Tribunal''' is the [[Regional Tribunal]] that includes modern-day Germany and Hungary north of the Alps. 

== Fifth Edition


The tribunal is described in detail by the [[Guardians of the Forest]] supplement.

== Covenants and Magi

The canonic Rhine Tribunal contains nine detailed covenants, plus one to six storyguide-added covenants, and in addition an undetermined number of [[peregrinator]] and [[eremite]] magi. The detailed covenants are [[Crintera]], [[Dankmar]], [[Durenmar]], [[Fengheld]], [[Heorot]], [[Oculus Septentrionalis]], [[Roznov]], [[Triamore]] and [[Waddenzee]].

A fan-created spreedsheet of all the magi of the tribunal [[http://lonedm.googlepages.com/RhineTribunal1220.xls|is available]], and Atlas Games has further provided a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|map]] of the tribunal.

== Other References

A variant description of [[Crinterta]] is given in [[Houses of Hermes Mystery Cults]], and the covenant is descendant from the Animal Ancestors chapter (?) in [[More Mythic Places]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205595154</unix>
						<iso>2008-03-15 16:32:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added link to Rhine Sagas</comment>
					<text><![CDATA[
The '''Rhine Tribunal''' is the [[Regional Tribunal]] that includes modern-day Germany and Hungary north of the Alps. 

== Fifth Edition

The tribunal is described in detail by the [[Guardians of the Forest]] supplement.

== Covenants and Magi

The canonic Rhine Tribunal contains nine detailed covenants, plus one to six storyguide-added covenants, and in addition an undetermined number of [[peregrinator]] and [[eremite]] magi. The detailed covenants are [[Crintera]], [[Dankmar]], [[Durenmar]], [[Fengheld]], [[Heorot]], [[Oculus Septentrionalis]], [[Roznov]], [[Triamore]] and [[Waddenzee]].

See also [[Rhine Sagas]] for sample non-Canonic covenants.

See also [[Rhine Sagas]] for sample non-Canonic covenants.

A fan-created spreedsheet of all the magi of the tribunal [[http://lonedm.googlepages.com/RhineTribunal1220.xls|is available]], and Atlas Games has further provided a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|map]] of the tribunal.

== Other References

A variant description of [[Crinterta]] is given in [[Houses of Hermes Mystery Cults]], and the covenant is descendant from
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205651911</unix>
						<iso>2008-03-16 08:18:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>changed Crintera references</comment>
					<text><![CDATA[
The '''Rhine Tribunal''' is the [[Regional Tribunal]] that includes modern-day Germany and Hungary north of the Alps. 

== Fifth Edition

The tribunal is described in detail by the [[Guardians of the Forest]] supplement.

== Covenants and Magi

The canonic Rhine Tribunal contains nine detailed covenants, plus one to six storyguide-added covenants, and in addition an undetermined number of [[peregrinator]] and [[eremite]] magi. The detailed covenants are [[Crintera]], [[Dankmar]], [[Durenmar]], [[Fengheld]], [[Heorot]], [[Oculus Septentrionalis]], [[Roznov]], [[Triamore]] and [[Waddenzee]].

See also [[Rhine Sagas]] for sample non-Canonic covenants.

A fan-created spreedsheet of all the magi of the tribunal [[http://lonedm.googlepages.com/RhineTribunal1220.xls|is available]], and Atlas Games has further provided a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|map]] of the tribunal.

== Other References

The covenant of [[Crintera]] is partially based on the Animal Powers chapter in [[aer]] structure  Note that the description of the covenant and implied [[House Bjornaer]] structure is slightly at odds with certain aspects of the House as given in [[Houses of Hermes Mystery Cults]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205653332</unix>
						<iso>2008-03-16 08:42:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>format like Stonehedge</comment>
					<text><![CDATA[
The '''Rhine Tribunal''' is the [[Regional Tribunal]] that includes modern-day Germany and Hungary north of the Alps. 

== Fifth Edition

The tribunal is described in detail by the [[Guardians of the Forest]] supplement.

== Covenants and Magi

The canonic Rhine Tribunal is a large tribunal, containing nine detailed covenants plus one to six storyguide-added covenants, and in addition an undetermined number of [[peregrinator]] and [[eremite]] magi. The detailed covenants are 
* [[Crintera]]
* [[Dankmar]]
* [[Durenmar]]
* [[Fengheld]]
* [[Heorot]]
* [[Oculus Septentrionalis]]
* [[Roznov]]
* [[Triamore]] 
* [[Waddenzee]]

See also [[Rhine Sagas]] for sample non-Canonic covenants.

== Other References

* [[Atlas Games]] provides the map of the tribunal as a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|free download]].
A fan-created spreedsheet of all the magi of the tribunal 
* A fan-made spreadsheet collecting the Hermetic populace of the tribunal[[http://lonedm.googlepages.com/RhineTribunal1220.xls|is available]].

== Other References

The covenant of [[Crintera]] is partially based on the Animal oglepages.com/RhineTribunal1220.xls|is available]].

== Other References

The covenant of [[Crintera]] is partially based on the Animal Powers chapter in [[Mythic Places]]. Note that the description of the covenant and im
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205653743</unix>
						<iso>2008-03-16 08:49:03</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The '''Rhine Tribunal''' is the [[Regional Tribunal]] that includes modern-day Germany and Hungary north of the Alps. 

== Fifth Edition

The tribunal is described in detail by the [[Guardians of the Forest]] supplement.

== Hermetic Landscape

The canonic Rhine Tribunal is a large tribunal, containing many magi residing in nine detailed [[Covenant|covenants]] plus one to six storyguide-added covenants, and an undetermined number living as [[peregrinatores]] or [[eremites]]. 

The canonic covenants are [[Crintera]], [[Dankmar]], [[Durenmar]], [[Fengheld]], [[Heorot]], [[Oculus Septentrionalis]], [[Roznov]], [[Triamore]], and [[Waddenzee]].

For non-Canonic covenants, see [[Rhine Sagas]].

== Other References

* [[Atlas Games]] provides the map of the tribunal as a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|free download]].
* A fan-created spreadsheet collecting the Hermetic populace of the tribunal [[http://lonedm.googlepages.com/RhineTribunal1220.xls|is available]].
* The covenant of [[Crintera]] is partially based on the Animal  the covenant and implied [[House Bjornaer]] structure is slightly at odds with certain aspects of the House as given in [[Houses of Hermes Mystery Cults]].
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205852211</unix>
						<iso>2008-03-18 15:56:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
The '''Rhine Tribunal''' is the [[Regional Tribunal]] that includes modern-day Germany and Hungary north of the Alps. 

== Fifth Edition

The tribunal is described in detail by the [[Guardians of the Forest]] supplement.

== Hermetic Landscape

The canonic Rhine Tribunal is a large tribunal, containing many magi residing in nine detailed [[Covenant|covenants]] plus one to six storyguide-added covenants, and an undetermined number living as [[Peregrinator|peregrinatores]] or [[Eremite|eremites]]. 

The canonic covenants are [[Crintera]], [[Dankmar]], [[Durenmar]], [[Fengheld]], [[Heorot]], [[Oculus Septentrionalis]], [[Roznov]], [[Triamore]], and [[Waddenzee]].

For non-Canonic covenants, see [[Rhine Sagas]].

== Other References

* [[Atlas Games]] provides the map of the tribunal as a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|free download]].
* A fan-created spreadsheet collecting the Hermetic populace of the tribunal [[http://lonedm.googlepages.com/RhineTribunal1220.xls|is available]].
* The covenant of [[Crintera]] is partially based on the Animal Powers chapter in [[Mythic Places]]. Note that the description of the covenant and implied [[House Bjornaer]] structure is slightly at odds with certain aspects of the House as given in [[Houses of Hermes Mystery Cults]].
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1206455885</unix>
						<iso>2008-03-25 15:38:05</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The '''Rhine Tribunal''' is the [[Regional Tribunal]] that includes modern-day Germany and Hungary north of the Alps. 
[preview:RhineTribunalOrientation.jpg]

preview:RhineTribunalOrientation.jpg]

== Fifth Edition

The tribunal is described in detail by the [[Guardians of the Forest]] supplement.

== Hermetic Landscape

The canonic Rhine Tribunal is a large tribunal, containing many magi residing in nine detailed [[Covenant|covenants]] plus one to six storyguide-added covenants, and an undetermined number living as [[Peregrinator|peregrinatores]] or [[Eremite|eremites]]. 

The canonic covenants are [[Crintera]], [[Dankmar]], [[Durenmar]], [[Fengheld]], [[Heorot]], [[Oculus Septentrionalis]], [[Roznov]], [[Triamore]], and [[Waddenzee]].

For non-Canonic covenants, see [[Rhine Sagas]].

== Other References

* [[Atlas Games]] provides the map of the tribunal as a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|free download]].
* A fan-created spreadsheet collecting the Hermetic populace of the tribunal [[http://lonedm.googlepages.com/RhineTribunal1220.xls|is available]].
* The covenant of [[Crintera]] is partially based on the Animal Powers chapter in [[Mythic Places]]. Note that the description of the covenant and implied [[House Bjornaer]] structure is slightly at odds with certain aspects of the House as given
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1206460657</unix>
						<iso>2008-03-25 16:57:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
The '''Rhine Tribunal''' is the [[Regional Tribunal]] that includes modern-day Germany and Hungary north of the Alps. 
[preview:RhineTribunalOrientation.jpg]

== Fifth Edition

The tribunal is described in detail by the [[Guardians of the Forest]] supplement.

== Hermetic Landscape

The canonic Rhine Tribunal is a large tribunal, containing many magi residing in nine detailed [[Covenant|covenants]] plus one to six storyguide-added covenants, and an undetermined number living as [[Peregrinator|peregrinatores]] or [[Eremite|eremites]]. 

The canonic covenants are [[Crintera]], [[Dankmar]], [[Durenmar]], [[Fengheld]], [[Heorot]], [[Oculus Septentrionalis]], [[Roznov]], [[Triamore]], and [[Waddenzee]].

For non-Canonic covenants, see [[Rhine Sagas]].

== Other References

* [[Atlas Games]] provides the map of the tribunal as a [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf|free download]].
* A fan-created spreadsheet collecting the Hermetic populace of the tribunal [[http://lonedm.googlepages.com/RhineTribunal1220.xls|is available]].
* The covenant of [[Crintera]] is partially based on the Animal Powers chapter in [[Mythic Places]]. Note that the description of the covenant and implied [[House Bjornaer]] structure is slightly at odds with certain aspects of the House as given in [[Houses of Hermes:: Mystery Cults]]
]]></text>
				</version>
			</history>
		</page>
		<page node="550">
			<name>normandy_tribunal</name>
			<title>Normandy Tribunal</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1216254584</unix>
						<iso>2008-07-17 02:29:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The Normandy Tribunal is the [[Regional Tribunal]] whose territory includes most of modern-day France, plus the Low Countries.  In the 13th century, the Normandy Tribunal encompasses the duchies of Normandy, Brittany, and Burgundy, most of the Duchy of Aquitaine, the counties of Flanders, Anjou, and Champagne, the regions of Picardy and Île de France, and portions of the Lorraine.  The Normandy Tribunal is bordered by the [[Provençal Tribunal]] to the south, the [[Greater Alps Tribunal]] to the southeast, and the [[Rhine Tribunal]] to the east.

The Normandy Tribunal in [[ArM5]] is described in detail in the supplement, [[The Lion and the Lily]].  It is known specifically for the [[Hermetic Tourney]], and more generally for extent to which is magi interact with, and are influenced by, mundane society - to the extent of adopting ideas of fealty, vassalage, and chivalry.

=Notable Covenants=

The Normandy Tribunal is home to [[Fudarus]], [[Domus Magna]] of [[House Tytalus]].

=References=

* [[The Lion and the Lily]]
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf | Map of Mythic Europe]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1216255653</unix>
						<iso>2008-07-17 02:47:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed naming convention for link to Lion and the Lily</comment>
					<text><![CDATA[
The Normandy Tribunal is the [[Regional Tribunal]] whose territory includes most of modern-day France, plus the Low Countries.  In the 13th century, the Normandy Tribunal encompasses the duchies of Normandy, Brittany, and Burgundy, most of the Duchy of Aquitaine, the counties of Flanders, Anjou, and Champagne, the regions of Picardy and Île de France, and portions of the Lorraine.  The Normandy Tribunal is bordered by the [[Provençal Tribunal]] to the south, the [[Greater Alps Tribunal]] to the southeast, and the [[Rhine Tribunal]] to the east.

The Normandy Tribunal in [[ArM5]] is described in detail in the supplement, [[Lion and the Lily | Lion and the Lily | The Lion and the Lily]].  It is known specifically for the [[Hermetic Tourney]], and more generally for extent to which is magi interact with, and are influenced by, mundane society - to the extent of adopting ideas of fealty, vassalage, and chivalry.

=Notable Covenants=

The Normandy Tribunal is home to [[Fudarus]], [[Domus Magna]] of [[House Tytalus]].

=References=

* [[The Lion and the Lily]]
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf | Ma
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1216255692</unix>
						<iso>2008-07-17 02:48:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed &quot;the&quot; from another link to Lion and the Lily</comment>
					<text><![CDATA[
The Normandy Tribunal is the [[Regional Tribunal]] whose territory includes most of modern-day France, plus the Low Countries.  In the 13th century, the Normandy Tribunal encompasses the duchies of Normandy, Brittany, and Burgundy, most of the Duchy of Aquitaine, the counties of Flanders, Anjou, and Champagne, the regions of Picardy and Île de France, and portions of the Lorraine.  The Normandy Tribunal is bordered by the [[Provençal Tribunal]] to the south, the [[Greater Alps Tribunal]] to the southeast, and the [[Rhine Tribunal]] to the east.

The Normandy Tribunal in [[ArM5]] is described in detail in the supplement, [[Lion and the Lily | The Lion and the Lily]].  It is known specifically for the [[Hermetic Tourney]], and more generally for extent to which is magi interact with, and are influenced by, mundane society - to the extent of adopting ideas of fealty, vassalage, and chivalry.

=Notable Covenants=

The Normandy Tribunal is home to [[Fudarus]], [[Domus Magna]] of [[House Tytalus]].

=References=

* [[Lion and the Lily | Lion and the Lily | The Lion and the Lily]]
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf | Ma
]]></text>
				</version>
			</history>
		</page>
		<page node="551">
			<name>timothy_ferguson</name>
			<title>Timothy Ferguson</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1216255551</unix>
						<iso>2008-07-17 02:45:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Timothy Ferguson is one of the most prolific authors of Ars Magica books.  He is author or co-author of the following:

=Fifth Edition Books by Timothy Ferguson=

* [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]] (with [[Erik Dahl]], [[Matt Ryan]], and [[David Woods]])
* [[Houses of Hermes Mystery Cults | Houses of Hermes: Mystery Cults]] (with [[Erik Dahl]], [[Matt Ryan]], and [[Mark Shirley]])
* [[Covenants]] (with [[Mark Shirley]], [[Andrew Smith]], and [[Neil Taylor]])
* [[Realms of Power Infernal | Realms of Power: the Infernal]] (with [[Erik Dahl]] and [[Mark Shirley]])
* [[City and Gild]] (with [[Richard Love]], [[Matt Ryan]], and [[Sheila Thomas]])
* [[Ancient Magic]] (with [[Erik Dahl]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevia]], and [[Alexander White]])
* [[Houses of Hermes Societates | Houses of Hermes: Societates]] (with [[Erik Dahl]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Lion and the Lily | The Lion and the Lily]] (with [[Richard Love]], [[Christian Jensen Romer]], [[Mark Shirley]], [[Andrew Smith]], [[Paul Tevis]], and [[Sheila Thomas]])
* [[Realms of Power Magic | Realms of Power: Magic]] (with [[Erik Dahl]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], and [[Sheila Thomas]])
* [[Hedge Magic Revised Edition | Hedge Magic: Revised Edition]] (with [[Erik Dahl]], [[Richard Love]], and [[John Post]])  

=Fourth Edition Books by Timothy Ferguson=

* [[Sanctuary of Ice]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1216300327</unix>
						<iso>2008-07-17 15:12:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected typo: Paul Tevia-&gt;Tevis</comment>
					<text><![CDATA[
Timothy Ferguson is one of the most prolific authors of Ars Magica books.  He is author or co-author of the following:

=Fifth Edition Books by Timothy Ferguson=

* [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]] (with [[Erik Dahl]], [[Matt Ryan]], and [[David Woods]])
* [[Houses of Hermes Mystery Cults | Houses of Hermes: Mystery Cults]] (with [[Erik Dahl]], [[Matt Ryan]], and [[Mark Shirley]])
* [[Covenants]] (with [[Mark Shirley]], [[Andrew Smith]], and [[Neil Taylor]])
* [[Realms of Power Infernal | Realms of Power: the Infernal]] (with [[Erik Dahl]] and [[Mark Shirley]])
* [[City and Gild]] (with [[Richard Love]], [[Matt Ryan]], and [[Sheila Thomas]])
* [[Ancient Magic]] (with [[Erik Dahl]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevis]], and [[Alexander White]])
* [[Houses of Hermes Societates | Houses of Hermes: Societates]] (with [[Erik Dahl]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Lion and the Lily | The Lion and the Lily]] (with [[Richard Love]], [[Christian Jensen Romer]], [[Mark Shirley]], [[Andrew Smith]], [[Paul Tevis]], and [[Sheila Thomas]])
* [[Realms of Power Magic | Realms of Power: Magic]] (with [[Erik Dahl]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], and [[Sheila Thomas]])
* [[Hedge Magic Revised Edition | Hedge Magic: Revised Edition]] (with [[Erik Dahl]], [[Richard Love]], and [[John Post]])  

=Fourth Edition Books by Timothy Ferguson=

* [[Sanctuary of Ice]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230467240</unix>
						<iso>2008-12-28 13:27:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added RoP: Faerie</comment>
					<text><![CDATA[
Timothy Ferguson is one of the most prolific authors of Ars Magica books.  He is author or co-author of the following:

=Fifth Edition Books by Timothy Ferguson=

* [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]] (with [[Erik Dahl]], [[Matt Ryan]], and [[David Woods]])
* [[Houses of Hermes Mystery Cults | Houses of Hermes: Mystery Cults]] (with [[Erik Dahl]], [[Matt Ryan]], and [[Mark Shirley]])
* [[Covenants]] (with [[Mark Shirley]], [[Andrew Smith]], and [[Neil Taylor]])
* [[Realms of Power Infernal | Realms of Power: the Infernal]] (with [[Erik Dahl]] and [[Mark Shirley]])
* [[City and Gild]] (with [[Richard Love]], [[Matt Ryan]], and [[Sheila Thomas]])
* [[Ancient Magic]] (with [[Erik Dahl]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevis]], and [[Alexander White]])
* [[Houses of Hermes Societates | Houses of Hermes: Societates]] (with [[Erik Dahl]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Lion and the Lily | The Lion and the Lily]] (with [[Richard Love]], [[Christian Jensen Romer]], [[Mark Shirley]], [[Andrew Smith]], [[Paul Tevis]], and [[Sheila Thomas]])
* [[Realms of Power Magic | Realms of Power: Magic]] (with [[Erik Dahl]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], and [[Sheila Thomas]])
* [[Hedge Magic Revised Edition | Hedge Magic: Revised Edition]] (with [[Erik Dahl]], [[Richard Love]], and [[John Post]])  
* [[Realms of Power Faerie]] (with [[Erik Dahl]] and [[Mark Shirley]])

 [[Realms of Power Faerie]] (with [[Erik Dahl]] and [[Mark Shirley
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230674671</unix>
						<iso>2008-12-30 23:04:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>HoHMC link</comment>
					<text><![CDATA[
Timothy Ferguson is one of the most prolific authors of Ars Magica books.  He is author or co-author of the following:

=Fifth Edition Books by Timothy Ferguson=

* [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]] (with [[Erik Dahl]], [[Matt Ryan]], and [[David Woods]])
* [[Houses of Hermeshl]], [[Matt Ryan]], and [[Mark Shirley]])
* [[Covenants]] (with [[Mark Shirley]], [[Andrew Smith]], and [[Neil Taylor]])
* [[Realms of Power Infernal | Realms of Power: the Infernal]] (with [[Erik Dahl]] and [[Mark Shirley]])
* [[City and Gild]] (with [[Richard Love]], [[Matt Ryan]], and [[Sheila Thomas]])
* [[Ancient Magic]] (with [[Erik Dahl]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevis]], and [[Alexander White]])
* [[Houses of Hermes Societates | Houses of Hermes: Societates]] (with [[Erik Dahl]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Lion and the Lily | The Lion and the Lily]] (with [[Richard Love]], [[Christian Jensen Romer]], [[Mark Shirley]], [[Andrew Smith]], [[Paul Tevis]], and [[Sheila Thomas]])
* [[Realms of Power Magic | Realms of Power: Magic]] (with [[Erik Dahl]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], and [[Sheila Thomas]])
* [[Hedge Magic Revised Edition | Hedge Magic: Revised Edition]] (with [[Erik Dahl]], [[Richard Love]], and [[John Post]])  
* [[Realms of Power Faerie]] (with [[Erik Dahl]] and [[Mark Shirley]])

=Fourth Edition Books by Timothy Ferguson=

* [[Sanctuary of Ice]]
]]></text>
				</version>
			</history>
		</page>
		<page node="552">
			<name>lion_and_the_lily</name>
			<title>Lion and the Lily</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1216256439</unix>
						<iso>2008-07-17 03:00:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Lion and the Lily''' is the [[ArM55]] sourcebook describing the [[Normandy Tribunal]].

Obviously, this page needs some more detail...

=Authors=

[[Timothy Ferguson]], [[Richard Love]], [[Christian Jensen Romer]], [[Mark Shirley]], [[Andrew Smith]], [[Paul Tevis]], [[Sheila Thomas]] 

=References=

* [[http://www.atlas-games.com/product_tables/AG0286.php | The Lion and the Lily Product Page]] at [[http://www.atlas-games.com | Atlas Games]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1216300145</unix>
						<iso>2008-07-17 15:09:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed broken link to Atlas Games (it was redundant anyway)</comment>
					<text><![CDATA[
'''The Lion and the Lily''' is the [[ArM55]] sourcebook describing the [[Normandy Tribunal]].

Obviously, this page needs some more detail...

=Authors=

[[Timothy Ferguson]], [[Richard Love]], [[Christian Jensen Romer]], [[Mark Shirley]], [[Andrew Smith]], [[Paul Tevis]], [[Sheila Thomas]] 

=References=

* [[http://www.atlas-games.com/product_tables/AG0286.php | The Lion and the Lily Product Page]] at
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1216300222</unix>
						<iso>2008-07-17 15:10:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Another link fix: ArM55-&gt;ArM5</comment>
					<text><![CDATA[
'''The Lion and the Lily''' is the [[ArM5] sourcebook describing the [[Normandy Tribunal]].

Obviously, this page needs some more detail...

=Authors=

[[Timothy Ferguson]], [[Richard Love]], [[Christian Jensen Romer]], [[Mark Shirley]], [[Andrew Smith]], [[Paul Tevis]], [[Sheila Thomas]] 

=References=

* [[http://www.atlas-games.com/product_tables/AG0286.php | The Lion and the Lily Product Page]] at Atlas Games
]]></text>
				</version>
			</history>
		</page>
		<page node="553">
			<name>arm2</name>
			<title>ArM2</title>
			<language>en</language>
			<tags>
				<tag>ArM2</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1216487218</unix>
						<iso>2008-07-19 19:06:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
*Ars Magica Second Edition*, or *ArM2* for short, was published by [[Lion Rampant]] in 1989 as a 160-page softcover rulebook.

ArM2 maintained a loyal following even after [[ArM3]] was published, and was long called the _One True Edition_ (or [[OTE]]) by its proponents.

=Comparison with Other Editions

ArM2 introduced the [[Houses of Hermes]], though it mentioned them only briefly and left the detail to the supplement, [[Order of Hermes book | Order of Hermes]].

==ArM2 vs. [[ArM1]]

Compared to [[ArM1]], Second Edition was generally more polished and streamlined.  Many of the changes seem to have been made with playability in mind:

* ArM2 was the first edition to use seasons for laboratory work and character advancement (ArM1 used months, which were comparatively much more cumbersome)
* ArM2 converted [[Parma Magica]] into an [[Ability]] (in ArM1, Parma Magica was a [[Rego]] [[Vim]] [[General]] spell)
* Combat was revised to be somewhat simpler and faster-paced.

=Additional Information

* The [[http://index.rpg.net/display-entry.phtml?editionid=42 | Ars Magica Revised Edition]] page at RPGnet

==Awards

Unknown

==Reviews

None available yet
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1216487262</unix>
						<iso>2008-07-19 19:07:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed boldface on first sentence</comment>
					<text><![CDATA[
'''Ars Magica Second Edition'''n''', or *ArM2* for short, was published by [[Lion Rampant]] in 1989 as a 160-page softcover rulebook.

ArM2 maintained a loyal following even after [[ArM3]] was published, and was long called the _One True Edition_ (or [[OTE]]) by its proponents.

=Comparison with Other Editions

ArM2 introduced the [[Houses of Hermes]], though it mentioned them only briefly and left the detail to the supplement, [[Order of Hermes book | Order of Hermes]].

==ArM2 vs. [[ArM1]]

Compared to [[ArM1]], Second Edition was generally more polished and streamlined.  Many of the changes seem to have been made with playability in mind:

* ArM2 was the first edition to use seasons for laboratory work and character advancement (ArM1 used months, which were comparatively much more cumbersome)
* ArM2 converted [[Parma Magica]] into an [[Ability]] (in ArM1, Parma Magica was a [[Rego]] [[Vim]] [[General]] spell)
* Combat was revised to be somewhat simpler and faster-paced.

=Additional Information

* The [[http://index.rpg.net/display-entry.phtml?editionid=42 | Ars Magica Revised Edition]] page at RPGnet

==Awards

Unknown

==Reviews

None available
]]></text>
				</version>
			</history>
		</page>
		<page node="554">
			<name>magic</name>
			<title>Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1217877003</unix>
						<iso>2008-08-04 21:10:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The term '''Magic''' generally refers to what [[Ars Magica]] is mostly about, and what [[Magus|magi]] use and shape throughout the [[Ars Magica|game]] – the manifestation of magical effects. It also refers to the [[Magic Realm]], one of the four [[Realms of Power]].

= References

* [[ArM5]], p. 9, 174.
* [[RoPM]], p. 5.
]]></text>
				</version>
			</history>
		</page>
		<page node="555">
			<name>aura</name>
			<title>Aura</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Faerie Realm</tag>
				<tag>Divine Realm</tag>
				<tag>Infernal Realm</tag>
				<tag>Rules</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1217878962</unix>
						<iso>2008-08-04 21:42:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

An *aura* is a region or area where the effects of one of the [[Realms of Power]] are more or less clearly noticeable, and is always aligned to one of these [[Realm]]s. The strength of an aura is measured by its level, a higher level indicating a stronger aura. Level zero stands for the absence of an aura, which means that no mythical effect is in place, and that the local area is as mundane as it can be. If auras of different [[Realm]]s overlap, usually only the strongest and most dominant aura is noticeable.

= Effects

Auras always affect mythical effects and creatures, including the mythical effects evoked by [[Magus|magi]]. While effects and creatures that are aligned with the same [[Realm]] as the present aura are supported, those of other [[Realm]]s are usually impeded. Effects aligned to other [[Realm]]s may not function within a contrarily aligned aura; likewise, creatures aligned to an other [[Realm]] may not be able to enter such an aura at all, depending on their [[Might]] score and the level of the aura, respectively.

= References

* [[ArM5]], p. 167, *183*, 189.
* [[RoPI]], p. *10*, 16.
* [[RoPM]], p. *7*.
]]></text>
				</version>
			</history>
		</page>
		<page node="556">
			<name>tether</name>
			<title>Tether</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1217879524</unix>
						<iso>2008-08-04 21:52:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

A *tether* is a local focus responsible for concentrating enough fluid [[Vis|vis]] to create a [[Realm of Power|Magic]] [[Aura|aura]]. Tethers are known to function only in the context of the [[Realm]] of [[Magic]]; [[Aura|auras]] of other [[Realm]]s are created and fade by interaction with and exertion of certain powers that are aligned with these [[Realm]]s, respectively.

= References

* [[RoPM]], p. 8.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1254076406</unix>
						<iso>2009-09-27 20:33:26</iso>
					</timestamp>
					<author>Tyrrell</author>
					<comment></comment>
					<text><![CDATA[
= Synopsis

A *tether* is a local focus responsible for concentrating enough fluid [[Vis|vis]] to create a [[Realm of Power|Magic]] [[Aura|aura]]. Tethers are known to function only in the context of the [[Realm]] of [[Magic]]; [[Aura|auras]] of other [[Realm]]s are created and fade by interaction with and exertion of certain powers that are aligned with these [[Realm]]s, respectively. This shuould not be confused withthe ability to tether spells granted by the virtues Mutantes, Tamed Magic,and Tethered Magic

= References

* [[RoPM]], p. 8.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1254076425</unix>
						<iso>2009-09-27 20:33:45</iso>
					</timestamp>
					<author>Tyrrell</author>
					<comment></comment>
					<text><![CDATA[
= Synopsis

A *tether* is a local focus responsible for concentrating enough fluid [[Vis|vis]] to create a [[Realm of Power|Magic]] [[Aura|aura]]. Tethers are known to function only in the context of the [[Realm]] of [[Magic]]; [[Aura|auras]] of other [[Realm]]s are created and fade by interaction with and exertion of certain powers that are aligned with these [[Realm]]s, respectively. This shuould not be confused with the ability to tether spells granted by the virtues Mutantes, Tamed Magic, and Tethered Magic

= References

* [[RoPM]], p. 8.
]]></text>
				</version>
			</history>
		</page>
		<page node="557">
			<name>regio</name>
			<title>Regio</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1217880296</unix>
						<iso>2008-08-04 22:04:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

A *regio* (pl. regiones) is an area or region where special properties of one of the [[Realms of Power]] manifest. Regiones consist of multiple [[Aura|aura]] levels, the weakest being connected to the outside world, and the strongest in the (not necessarily geographical) center of the regio.

= Effects

Like [[Aura|auras]], regiones effect the exertion and manifestation of mythical powers depending on whether the exerting creature or effect is aligned with the same [[Realm]] as the regio it is evoked in.

= References

* [[ArM5]], p. 74, 183, *189*, 210. 
* [[RoPI]], p. 16.
* [[RoPM]], p. 13.
]]></text>
				</version>
			</history>
		</page>
		<page node="558">
			<name>beast</name>
			<title>Beast</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Faerie Realm</tag>
				<tag>Divine Realm</tag>
				<tag>Infernal Realm</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1217891424</unix>
						<iso>2008-08-05 01:10:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

A *beast* usually refers to a creature or entity that, for the most part, has the typical features of an animal.

= Mythical Beasts

A beast may be a mundane beast with no special qualities beyond its obvious properties. Beasts may also be aligned with one of the [[Realms of Power]], which may or may not be noticeable to a careful beholder, depending on whether the behavior of the beast (deliberately or unconsciously) is secretive or indifferent about its true nature.

Beasts aligned with a [[Realm]] almost always have at least minor mythical powers associated with that [[Realm]]. Again, it mostly depends on the creature's nature and personality whether it is willing to reveal such powers, or rather tries to remain incognito. In the latter case, the beast will most probably act and behave like a typical representative of the respective mundane species, whereas an agent of a [[Realm]] that tries to attract the beholder's attention might act atypical or intelligent, or might even appear as if acting completely randomly.

There are also mythical beasts in [[Mythic Europe]] that are quite obviously not mundane creatures. [[Dragon]]s, griffins, and pegasi would be examples of such creatures that (more or less) clearly do not belong to the mundane world. In such a case, a responsible scholar might prefer the term “creature” instead of “beast”.

= References

* [[ArM5]] p. 184, 191.
* [[RoPI]] p. 77 ([[Corrupted Beast|Corrupted Beasts]]).
* [[RoPM]] p. 55 ([[Beast of Virtue|Beasts of Virtue]]), 140.
* [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beasts]]: [[RoPM]] p. 140

= See also

* [[Heartbeast]]: a [[Bjornaer]] [[Mystery]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267047586</unix>
						<iso>2010-02-24 22:39:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-organized references,added link to medieval bestiary</comment>
					<text><![CDATA[
A '''beast''' usually refers to a creature or entity that, for the most part, has the typical features of an animal.

Beasts are usually of animal intelligence and hence have [[Cunning]] as a [[Characteristic]] instead of [[Intelligence]]. 

= Mythical Beasts

A beast may be a [[mundane]] beast with no special qualities beyond its obvious properties. Beasts may also be aligned with one of the [[Realms of Power]], which may or may not be noticeable to a careful beholder, depending on whether the behavior of the beast (deliberately or unconsciously) is secretive or indifferent about its true nature.

Beasts aligned with a [[Realm]] almost always have at least minor mythical powers associated with that [[Realm]]. Again, it mostly depends on the creature's nature and personality whether it is willing to reveal such powers, or rather tries to remain incognito. In the latter case, the beast will most probably act and behave like a typical representative of the respective mundane species, whereas an agent of a [[Realm]] that tries to attract the beholder's attention might act atypical or intelligent, or might even appear as if acting completely randomly.

There are also mythical beasts in [[Mythic Europe]] that are quite obviously not mundane creatures. [[Dragon]]s, griffins, and pegasi would be examples of such creatures that (more or less) clearly do not belong to the mundane world. In such a case, a responsible scholar might prefer the term "creature" instead of "beast".

= References

* [[ArM5]] p. 184, 191.
* [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beasts]]: [[RoPM]] p. 140

= Related Topics

* [[Beast of Virtue]], [[RoPM]] pages 55, 140
* [[Corrupted Beast]], [[RoPM]] p. 77
* [[Heartbeast]]: a [[Bjornaer]] [[Mystery]]

= Related Sites

* [[http://bestiary.ca/|The Medieval Bestiary]]
]]></text>
				</version>
			</history>
		</page>
		<page node="559">
			<name>magic_realm</name>
			<title>The Magic Realm</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1217978819</unix>
						<iso>2008-08-06 01:26:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

Not to be mistaken for the [[Realm of Magic]], one of the four [[Realms of Power]], the *Magic Realm* is the equivalent of what Heaven represents for the [[Divine]], Hell for the [[Infernal]], and [[Arcadia]] for the [[Realm]] of [[Faerie]].

= Composition

Although [[Hermetic]] [[Magic Lore]] does not offer an holistic theory on the structure of the Magic Realm, nor its overall integral functionality, there are three major theories on how it _might_ function:

# The Magic Realm consists of infinite intertwined [[Cosm|cosms]], each of which is somehow related to the mundane world, thereby forming an encapsulated reality of its own. Two sub-theories, one on [[Cosm|macrocosms]], and one on [[Cosm|microcosms]], try to explain whether a single [[Cosm|cosm]] is part of a bigger picture, or contains countless nested [[Cosm|(micro-)cosms]] within itself, respectively.
# Instead of metaphysically related [[Cosm|cosms]], the Magic Realm is made from independent [[Insula (Magic Realm)|insulae]] that behave much like secluded islands or countries. A proficient navigator who is aware of the risks can reach them by ship.
# Although not entirely detached from time, time has no real meaning for those inside the Magic Realm. Since the pockets of the Magic Realm, formerly called [[Cosm|cosms]] and [[Insula (Magic Realm)|insulae]], sometimes seem to accommodate certain distinctive events in time, the pockets, now called [[Tempus (Magic Realm)|tempora]], behave like pages, and navigating the Magic Realms is like browsing the pages of a book that holds all events since the beginning of time. Members of [[House Criamon]] particularly seem to like this theory.

In spite of all the differences, all three theories agree on the existence of the following components in the Magic Realm:

: The Twilight Void : The emptiness between the pockets of the [[Realm]], be they called [[Cosm|cosms]], [[Insula (Magic Realm)|insulae]], or [[Tempus (Magic Realm)|tempora]].
: Boundaries : Outlines of the locations inside the Magic Realm that function similarly to the boundary of a [[Regio|regio]].
: Vestiges : Semi-solid illusions, each of which is aligned with one [[Magic|magical]] [[Form]].

= Properties

This section is supposed to describe some of the special circumstances in the Magic Realm.

= Access & Travel

There are three methods known to exist that might permit a character to enter the Magic Realm:

* By the use of mythical powers.
* By (probably accidentally) crossing the boundary of a [[Regio|regio]] in a rather unexpected way.
* By a magical disaster.

Traveling the Magic Realm, that is for that matter, the [[Twilight Void]], is an endeavor better left to experts, for it is not only potentially dangerous, but may also be costly in regard of time, even if time does not play a role _inside_ the Magic Realm.

= References

* [[RoPM|Realms of Power: Magic]] p. 17

= See also

* [[Magic]] (as such)
* [[Realm of Magic]]
* The three other [[Realms of Power]]: [[Divine]], [[Infernal]], [[Faerie]]
* [[Regio]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1232584444</unix>
						<iso>2009-01-22 01:34:04</iso>
					</timestamp>
					<author>Jachra</author>
					<comment>Addendum to travel</comment>
					<text><![CDATA[
= Synopsis

Not to be mistaken for the [[Realm of Magic]], one of the four [[Realms of Power]], the *Magic Realm* is the equivalent of what Heaven represents for the [[Divine]], Hell for the [[Infernal]], and [[Arcadia]] for the [[Realm]] of [[Faerie]].

= Composition

Although [[Hermetic]] [[Magic Lore]] does not offer an holistic theory on the structure of the Magic Realm, nor its overall integral functionality, there are three major theories on how it _might_ function:

# The Magic Realm consists of infinite intertwined [[Cosm|cosms]], each of which is somehow related to the mundane world, thereby forming an encapsulated reality of its own. Two sub-theories, one on [[Cosm|macrocosms]], and one on [[Cosm|microcosms]], try to explain whether a single [[Cosm|cosm]] is part of a bigger picture, or contains countless nested [[Cosm|(micro-)cosms]] within itself, respectively.
# Instead of metaphysically related [[Cosm|cosms]], the Magic Realm is made from independent [[Insula (Magic Realm)|insulae]] that behave much like secluded islands or countries. A proficient navigator who is aware of the risks can reach them by ship.
# Although not entirely detached from time, time has no real meaning for those inside the Magic Realm. Since the pockets of the Magic Realm, formerly called [[Cosm|cosms]] and [[Insula (Magic Realm)|insulae]], sometimes seem to accommodate certain distinctive events in time, the pockets, now called [[Tempus (Magic Realm)|tempora]], behave like pages, and navigating the Magic Realms is like browsing the pages of a book that holds all events since the beginning of time. Members of [[House Criamon]] particularly seem to like this theory.

In spite of all the differences, all three theories agree on the existence of the following components in the Magic Realm:

: The Twilight Void : The emptiness between the pockets of the [[Realm]], be they called [[Cosm|cosms]], [[Insula (Magic Realm)|insulae]], or [[Tempus (Magic Realm)|tempora]].
: Boundaries : Outlines of the locations inside the Magic Realm that function similarly to the boundary of a [[Regio|regio]].
: Vestiges : Semi-solid illusions, each of which is aligned with one [[Magic|magical]] [[Form]].

= Properties

This section is supposed to describe some of the special circumstances in the Magic Realm.

= Access & Travel

There are three methods known to exist that might permit a character to enter the Magic Realm:

* By the use of mythical powers.
* By (probably accidentally) crossing the boundary of a [[Regio|regio]] in a rather unexpected way.
* By a magical disaster.

Traveling the Magic Realm, that is for that matter, the [[Twilight Void]], is an endeavor better left to experts, for it is not only potentially dangerous, but may also be costly in regard of time, even if time does not play a role _inside_ the Magic Realm.  One may also walk (or fly or swim) from one place to another if there are no barriers or other prohibitions, just as if one was travelling in Mythic Europe, for the boundaries are not necessarily solid limits.  One may also walk (or fly or swim) from one place to another if there are no barriers or other prohibitions, just as if one was travelling in Mythic Europe, for the boundaries are not necessarily s
]]></text>
				</version>
			</history>
		</page>
		<page node="56">
			<name>peregrinator</name>
			<title>peregrinator</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205591137</unix>
						<iso>2008-03-15 15:25:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The term '''oeregrinator''' was introduced in [[Guardians of the Forest]] to indicate a wandering magus, without a home covenant. See [[GotF]] ?? for more details.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205591153</unix>
						<iso>2008-03-15 15:25:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
The term '''peregrinator''' was introduced in [[Guardians of the Forest]] to indicate a wandering magus, without a home covenant. See [[GotF]] ?? for more details.
]]></text>
				</version>
			</history>
		</page>
		<page node="560">
			<name>cosm</name>
			<title>Cosm</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1217979109</unix>
						<iso>2008-08-06 01:31:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the three major theories that try to describe the composition of the [[Magic Realm]] refer to its locations as *cosms*. Depending on whether the theorist believes that the cosm is part of a greater whole, or rather the link of a chain of infinite nested cosms, the term macrocosm or microcosm applies, respectively.
]]></text>
				</version>
			</history>
		</page>
		<page node="561">
			<name>insula_(magic_realm)</name>
			<title>Insula (Magic Realm)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1217979254</unix>
						<iso>2008-08-06 01:34:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the three major theories that try to describe the composition of the [[Magic Realm]] call its locations *insulae* (sg. insula), independent islands separated from each other by the [[Twilight Void]].
]]></text>
				</version>
			</history>
		</page>
		<page node="562">
			<name>tempus_(magic_realm)</name>
			<title>Tempus</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1217979508</unix>
						<iso>2008-08-06 01:38:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the three major theories that try to describe the composition of the [[Magic Realm]] calls the locations of the realm tempora (sg. *tempus*), and treats them as the browseable pages of a book, the [[Magic Realm]]. A subject traveling from one tempus to another is thus expected to be able to travel back and forth through time.
]]></text>
				</version>
			</history>
		</page>
		<page node="563">
			<name>twilight_void</name>
			<title>The Twilight Void</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1217979637</unix>
						<iso>2008-08-06 01:40:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Magic Lore]], the term *Twilight Void* refers to the emptiness between the locations of the [[Magic Realm]].
]]></text>
				</version>
			</history>
		</page>
		<page node="564">
			<name>cabal_legacy</name>
			<title>Cabal Legacy</title>
			<language>en</language>
			<tags>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221425233</unix>
						<iso>2008-09-14 22:47:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Flaw|Minor]] [[Hermetic Flaw|Hermetic]] and [[Story Flaw]] presented in [[TMRE]] 20. The flaw allows magi to begin play as members of a [[Mystery Cult]], but only with the [[Storyguide|storyguide's]] consent.
]]></text>
				</version>
			</history>
		</page>
		<page node="565">
			<name>art_of_memory</name>
			<title>Art of Memory</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221425630</unix>
						<iso>2008-09-14 22:53:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Art of Memory''' is an [[Academic Ability]], being the skill of memorization through the construction of memory palaces and other mnemonic tricks. Detailed in [[TMRE]] 25-27, this is the only academic ability described outside of the [[ArM5]] core rules.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1221425682</unix>
						<iso>2008-09-14 22:54:42</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The '''Art of Memory''' is an [[Academic Ability]], being the skill of memorization through the construction of memory palaces and other mnemonic tricks. Detailed in [[TMRE]] 25-27, this is the only academic ability described outside of the [[ArM5]] core rules.

== See Also

* [[Memorization]]
]]></text>
				</version>
			</history>
		</page>
		<page node="566">
			<name>memorization</name>
			<title>Memorization</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221425991</unix>
						<iso>2008-09-14 22:59:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The rules for memorization are given on [[TMRE]] 25-26, as part of the description of the [[Art of Memory]]. They are based on an Intelligence roll.
]]></text>
				</version>
			</history>
		</page>
		<page node="567">
			<name>spell_index</name>
			<title>Spell Index</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221426533</unix>
						<iso>2008-09-14 23:08:53</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This page attempts to create a reference for all spells in [[Canon]]. It is, of course, not complete - feel free to add to it!

==Alphabetical List
: '''Enhanve the Memory Palace''' CrMe 20; [[TMRE]] 26
: '''Constructing the Memory Palace''' CrMe 20; [[TMRE]] 27
: '''Memory Palace of the Sage''' CrMe 25; [[TMRE]] 27
: '''Fortification of the Memory Palace''' ReMe Gen; [[TMRE]] 27
: ''Sustain a Spell of (Form)'' ReVi Gen; [[TMRE]] 27; requires the [[Spell Binding]] virtue
]]></text>
				</version>
			</history>
		</page>
		<page node="568">
			<name>spell_binding</name>
			<title>Spell Binding</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221427571</unix>
						<iso>2008-09-14 23:26:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Minor Virtue|Minor]] [[Hermetic Virtue]] presented in [[TMRE]] 27, ''Spell Binding'' allows magi to bind spirits into containers, forcing them to sustain a spell indefinitely. 

Use of this virtue requires the casting of the [[Ritual Spell]] ''Sustain a Spell of (Form)'', so that [[Raw Vis|raw vis]] is still required to create permanent-duration effects. Unlike a magical item, however, the bound spell need not emanate from the physical container, although the two are mystically linked.
]]></text>
				</version>
			</history>
		</page>
		<page node="569">
			<name>plentarch</name>
			<title>Plentarch</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221429914</unix>
						<iso>2008-09-15 00:05:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A high priest of the ancient [[Cult of Mercuty]] circa 200 BC, who united the fragmented cult in his day by inventing the [[Wizard's Communion]]. [[HoHS]] 16
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1221429932</unix>
						<iso>2008-09-15 00:05:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
A high priest of the ancient [[Cult of Mercury]] circa 200 BC, who united the fragmented cult in his day by inventing the [[Wizard's Communion]]. [[HoHS]] 16
]]></text>
				</version>
			</history>
		</page>
		<page node="57">
			<name>guardians_of_the_forest</name>
			<title>Guardians of the Forest</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205591363</unix>
						<iso>2008-03-15 15:29:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Guardians of the Forest: The Rhine Tribunal''' is a supplement for [[Ars Magica Fifth Edition]] released by [[Atlas Games]] in 2005. It details the [[Canon|canonic]] [[Rhine Tribunal]]. See also the [[http://www.atlas-games.com/product_tables/AG0276.php|official product page]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205593574</unix>
						<iso>2008-03-15 16:06:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>abbreviation</comment>
					<text><![CDATA[
'''Guardians of the Forest: The Rhine Tribunal''' (often abbreviated to [[GotF]]) ioften abbreviated to [[GotF]]) is a supplement for [[Ars Magica Fifth Edition]] released by [[Atlas Games]] in 2005. It details the [[Canon|canonic]] [[Rhine Tribunal]]. See also the [[http://www.atlas-games.com/product_tables/AG0
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205847177</unix>
						<iso>2008-03-18 14:32:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>other content</comment>
					<text><![CDATA[
'''Guardians of the Forest: The Rhine Tribunal''' (often abbreviated to [[GotF]]) is a supplement for [[Ars Magica Fifth Edition]] released by [[Atlas Games]] in 2005. It details the [[Canon|canonic]] [[Rhine Tribunal]]. See also the [[http://www.atlas-games.com/product_tables/AG0276.php|official product page]].

===Other Content

GotF introduces the concept of [[Journeyman]] on p. 20, to denote a magus not far past his gauntlet, as well as rules for becoming an [[archmage]] on p. 24. In between it introduces the idea of a [[master]] magus (p. 22-23), which is intended to be limited to the Rhine tribunal but seems to me to be applicable to many tribunals (although not all).

[[shape and material bonus]]es are presented. Material bonuses for various trees are on p. 33 (along with some Mythic information on them).

Information on [[forest paths]] of power, a means to obtain virtues preceding the Mysteries version and involving the [[Forest Lore]] arcane ability, is given on p. 35-40. Note that this system was later expanded.

Rules for studying in the [[Great Library]] of Durenmar are on p. 55-57. Note that True Lineages expands on the contents, by including folios and the "tabula geographica magica" (a catalogue of magical magical sites and regiones; p. 13).

Specific books include a mention of "[[principia magica]]", the authority on Magic Theory written by Bonisagus (p. 57).

New [[spell]]s include several shortly-described ones on p. 60, and a new Mentem spell on p. 72.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205850245</unix>
						<iso>2008-03-18 15:24:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted</comment>
					<text><![CDATA[
'''Guardians of the Forest: The Rhine Tribunal''' (often abbreviated to [[GotF]]) is a supplement for [[Ars Magica Fifth Edition]] released by [[Atlas Games]] in 2005. It details the [[Canon|canonic]] [[Rhine Tribunal]]. See also the [[http://www.atlas-games.com/product_tables/AG0276.php|official product page]].

===Other Content

GotF introduces the concept of [[Journeyman]] on p. 20, to denote a magus not far past his gauntlet, as well as rules for becoming an [[archmage]] on p. 24. In between it introduces the idea of a [[master]] magus (p. 22-23), which is intended to be limited to the Rhine tribunal but seems to me to be applicable to many tribunals (although not all).

ability, is given on p. 35-40. Note that this system was later expanded.

Rules for studying in the [[Great Library]] of Durenmar are on p. 55-57. Note that True Lineages expands on the contents, by including folios and the "tabula geographica magica" (a catalogue of magical magical sites and regiones; p. 13).

Specific books include a mention of "[[principia magica]]", the authority on Magic Theory written by Bonisagus (p. 57).

New [[spell]]s include several shortly-described ones on p. 60, and a new Mentem spell on p. 72.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205851254</unix>
						<iso>2008-03-18 15:40:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
'''Guardians of the Forest: The Rhine Tribunal''' (often abbreviated to [[GotF]]) is a supplement for [[Ars Magica Fifth Edition]] released by [[Atlas Games]] in 2005. It details the [[Canon|canonic]] [[Rhine Tribunal]]. See also the [[http://www.atlas-games.com/product_tables/AG0276.php|official product page]].

===Other Content

GotF introduces the concept of [[Journeyman]] on p. 20, to denote a magus not far past his gauntlet, as well as rules for becoming an [[archmage]] on p. 24. In between it introduces the idea of a [[master]] magus (p. 22-23), which is intended to be limited to the Rhine tribunal but seems to me to be applicable to many tribunals (although not all).

Information on [[forest paths]] of power, a means to obtain virtues preceding the Mysteries version and involving the [[Forest Lore]] arcane ability, is given on p. 35-40. Note that this system was later expanded.

Rules for studying in the [[Great Library]] of Durenmar are on p. 55-57. Note that True Lineages expands on the contents, by including folios and the "tabula geographica magica" (a catalogue of magical magical sites and regiones; p. 13).

Specific books include a mention of "[[principia magica]]", the authority on Magic Theory written by Bonisagus (p. 57).

New [[Spell]]s include several shortly-described ones on p. 60, and a new Mentem spell on p. 72.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205862563</unix>
						<iso>2008-03-18 18:49:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
'''Guardians of the Forest: The Rhine Tribunal''' (often abbreviated to [[GotF]]) is a supplement for [[Ars Magica Fifth Edition]] released by [[Atlas Games]] in 2005. It details the [[Canon|canonic]] [[Rhine Tribunal]]. See also the [[http://www.atlas-games.com/product_tables/AG0276.php|official product page]].

===Other Content

GotF introduces the concept of [[Journeyman]] on p. 20, to denote a magus not far past his gauntlet, as well as rules for becoming an [[Archmage]] on p. 24. In between it introduces the idea of a [[Master]] magus (p. 22-23), which is intended to be limited to the Rhine tribunal but seems to me to be applicable to many tribunals (although not all).

Information on [[Forest Path]] of power, a means to obtain irtues preceding the Mysteries version and involving the [[Forest Lore]] arcane ability, is given on p. 35-40. Note that this system was later expanded.

Rules for studying in the [[Great Library]] of Durenmar are on p. 55-57. Note that True Lineages expands on the contents, by including folios and the "tabula geographica magica" (a catalogue of magical magical sites and regiones; p. 13).

Specific books include a mention of "[[PPrincipia Maica]]", the authority on Magic Theory written by Bonisagus (p. 57).

New [[Spell]]s include several shortly-described ones on p. 60, and a new Mentem spell on p. 72.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1268777217</unix>
						<iso>2010-03-16 23:06:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Order of Odin reference</comment>
					<text><![CDATA[
'''Guardians of the Forest: The Rhine Tribunal''' (often abbreviated to [[GotF]]) is a supplement for [[Ars Magica Fifth Edition]] released by [[Atlas Games]] in 2005. It details the [[Canon|canonic]] [[Rhine Tribunal]]. See also the [[http://www.atlas-games.com/product_tables/AG0276.php|official product page]].

===Other Content

GotF introduces the concept of [[Journeyman]] on p. 20, to denote a magus not far past his gauntlet, as well as rules for becoming an [[Archmage]] on p. 24. In between it introduces the idea of a [[Master]] magus (p. 22-23), which is intended to be limited to the Rhine tribunal but seems to me to be applicable to many tribunals (although not all).

Information on [[Forest Path]] of power, a means to obtain virtues preceding the Mysteries version and involving the [[Forest Lore]] arcane ability, is given on p. 35-40. Note that this system was later expanded.

Rules for studying in the [[Great Library]] of Durenmar are on p. 55-57. Note that True Lineages expands on the contents, by including folios and the "tabula geographica magica" (a catalogue of magical magical sites and regiones; p. 13).

Specific books include a mention of "[[Principia Magica]]", the authority on Magic Theory written by Bonisagus (p. 57).

New [[Spell]]s include several shortly-described ones on p. 60, and a new Mentem spell on p. 72.

The [[Order of Odin]] is briefly discussed on pages 112-113.
]]></text>
				</version>
			</history>
		</page>
		<page node="570">
			<name>legion_of_mithras</name>
			<title>Legion of Mithras</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221597969</unix>
						<iso>2008-09-16 22:46:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Legion of Mithras''' is a [[Mystery Cult]] within the [[Order of Hermes]], a secret army within the Order dedicated to its defense, and cultivating the ideals of personal excellence, heroism, and loyalty. The Legion is rumoured to be closely associated with the [[Quaesitor|Quaesitors]] and just about any [[Hoplite]] is supected of being a member. Its size is unknown, but some say it is over one hundred Legionnaires.

Although related to the ancient [[Cult of Mithras]], the Legion has shed much of its pagan ways and is primarily a secular organization, focused on fostering the ideals of the ancient cult and service to the Order.

=== See Also ===

* The [[Cult of Mithras]] within [[House Flambeau]]
]]></text>
				</version>
			</history>
		</page>
		<page node="571">
			<name>philosophers_of_rome</name>
			<title>Philosophers of Rome</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221599324</unix>
						<iso>2008-09-16 23:08:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Philosophers of Rome''' is a highly secretive [[Mystery Cult]], descended from Simon Magus. Founded on gnostic principles, they seek apothesis through hedonism and their "godly" status in the eyes of their disciples and hangers-on.

=== References ===

* See [[TMRE]] 122 for the cult's description.
]]></text>
				</version>
			</history>
		</page>
		<page node="572">
			<name>children_of_hermes</name>
			<title>Children of Hermes</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221600124</unix>
						<iso>2008-09-16 23:22:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A peculiar [[Mystery Cult]] introduced in [[TMRE]] 125, the '''Children of Hermes'' are led by a charismatic figure that claims to be the incarnation of [[Hermes Trismegistus]] himself. It is a personality cult, with similarities to modern televangelism. 

Like all of the mystery cults described in [[TMRE]], the existence of the Children of Hermes is optional, and is not strictly part of [[Canon]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279193905</unix>
						<iso>2010-07-15 13:38:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
A peculiar [[Mystery Cult]] introduced in [[TMRE]] 125, the '''Children of Hermes''' are led by a charismatic figure that claims to be the incarnation of [[Hermes Trismegistus]] himself. It is a personality cult, with similarities to modern televangelism. 

Like all of the mystery cults described in [[TMRE]], the existence of the Children of Hermes is optional, and is not strictly part of [[Canon]].
]]></text>
				</version>
			</history>
		</page>
		<page node="573">
			<name>mystic_fraternity_of_samos</name>
			<title>Mystic Fraternity of Samos</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221600789</unix>
						<iso>2008-09-16 23:33:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A [[Mystery Cult]] recreating the ancient Pythagorean cult, it is highly respected in the [[Order of Hermes|Order]] and is one of the few cults where membership is publicly acknowledged (although the actual cult secrets are carefully guarded). See [[TMRE]] 127.
]]></text>
				</version>
			</history>
		</page>
		<page node="574">
			<name>disciples_of_the_worm</name>
			<title>Disciples of the Worm</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1221601766</unix>
						<iso>2008-09-16 23:49:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A secretic group of necromancers and masters of spirit magic. Only one magus openly acknowledges membership, the necromancer [[Pertinax of Tytalus]]. See [[TMRE]] 130.
]]></text>
				</version>
			</history>
		</page>
		<page node="575">
			<name>rules</name>
			<title>Rules</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230553449</unix>
						<iso>2008-12-29 13:24:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-created, added link to Game Mechanics</comment>
					<text><![CDATA[
This page contains links to other pages about rules questions, clarifications, and examples.

Because our [[Policy]] is not to reproduce copyrighted material, we do not reprint the exact text of any game rules. Instead we offer page references where to find the rules, and commentary and clarifications from the [[Fan Community]].

=Rules Topics 

    * Introduction to the [[Game Mechanics]]
    * [[FAQ|Frequently-Asked Questions]]
    * Virtues and Flaws
    * Hermetic Magic
    * Combat
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230744016</unix>
						<iso>2008-12-31 18:20:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Formatting change</comment>
					<text><![CDATA[
This page contains links to other pages about rules questions, clarifications, and examples.

Because our [[Policy]] is not to reproduce copyrighted material, we do not reprint the exact text of any game rules. Instead we offer page references where to find the rules, and commentary and clarifications from the [[Fan Community]].

=Rules Topics 

troduction to the [[Game Mechanics]]
* [[Frequently-Asked Questions]]
* Virtued Flaws
* Hermetic M
* Combat
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230747721</unix>
						<iso>2008-12-31 19:22:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added FAQ about official answers</comment>
					<text><![CDATA[
The [[Fan Community]] provides volunteer assistance with rules questions though [[Mailing Lists]] and the [[Discussion Forum]].  It is a good idea to search this site as well, since one of its main purposes is to provide lots of references, examples, and advice on the game rules.

Please bear in mind that this entire site is unofficial; it is maintained by volunteers. The only rules clarifications that are unequivocally official are the Fifth Edition [[ArM5#Errata|Errata]]. The Line Editor does sometimes answer rules questions on the [[Mailing List]] or [[Discussion Boards]] but it's unclear whether his posts are always "official."

Because our [[Policy]] is not to reproduce copyrighted material, we do not reprint the exact text of any game rules. Instead we offer page references where to find the rules, and commentary and clarifications from the [[Fan Community]].

=Rules Topics 

* Introduction to the [[Game Mechanics]]
* List of [[FAQ|Frequently-Asked Questions]]
* Virtues and Flaws
* Hermetic Magic
* Combat

=[anchor:Official_Ruling]]"Offical" Rules Answers

Newcomers to the [[Fan Community]] often ask for an "official ruling" on a given topic.  This question seems to come up most often in the official Atlas Games [[Discussion Forum]]. It may seem at first perfectly reasonable to ask for official rulings in an official forum, but I actually find this request rather irksome, for two reasons.

First, asking for an official ruling could be seen as leaving the rest of the player community out of the discussion. Only the Ars Magica [[Line Editor]] is really qualified to give official rules answers. There are plenty of other people who are experienced with the game, understand the rules quite thoroughly, may be able to answer your question quite clearly and easily. One of the great things about Ars Magica is its highly productive fan community. If one is posting a question to a community forum, I submit that courtesy suggests one be prepared to accept a community answer. If you really think the player community can't possibly help you and only the Line Editor's answer will do, then it would save our time and yours if you addressed your request directly to the Line Editor in the first place (that is, by private e-mail). (In other news, the [[Project Redcap]] maintainer gets a flogging from the Line Editor, whose inbox is suddenly flooded with rules requests). But see my next point.

Second, [[Atlas Games]] is a small company and its staff don't have unlimited time to field rules questions. [[John Nephew]] and [[David Chart]] (the current Ars Magica [[Line Editor]]) have been generous with their time and do make it a point to participate in online discussions and to answer questions. However, to expect them to personally and promptly answer every single question, is probably not realistic

The way the [[Fan Community|community]] generally operates is that one or more knowledgeable players will chime in with an answer to a rules question. Others may add supporting or dissenting opinions, a discussion may ensue, and a consensus may emerge. This process can yield correct answers to about 95% of all rules questions. For the rare 5% where the community isn't able to provide a clear answer, the Line Editor has been pretty good about stepping in to settle the issue. The key point is that about 95% of rules questions can be resolved without recourse to that authority.

Finally, speaking of authority, it seems many people who ask for "official rulings" are trying to win rules arguments they're having with other members of their gaming groups. I'm sorry to break it to you, but even an official answer may not be good enough to carry the argument in your favor. Gamers are well known for modifying the rules to suit their tastes, and if your fellow players are not listening to a given rule interpretation from you, who's to say they'll listen to the same intrepretation from the Line Editor? If you want help with a rules argument, just ask for it - simply say, "my players and I disagree on X, can you help?" The community will almost certainly be able to shed light on the matter and that may help your group reach a consensus.

["Andrew Gronosky]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230747737</unix>
						<iso>2008-12-31 19:22:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>typo</comment>
					<text><![CDATA[
The [[Fan Community]] provides volunteer assistance with rules questions though [[Mailing Lists]] and the [[Discussion Forum]].  It is a good idea to search this site as well, since one of its main purposes is to provide lots of references, examples, and advice on the game rules.

Please bear in mind that this entire site is unofficial; it is maintained by volunteers. The only rules clarifications that are unequivocally official are the Fifth Edition [[ArM5#Errata|Errata]]. The Line Editor does sometimes answer rules questions on the [[Mailing List]] or [[Discussion Boards]] but it's unclear whether his posts are always "official."

Because our [[Policy]] is not to reproduce copyrighted material, we do not reprint the exact text of any game rules. Instead we offer page references where to find the rules, and commentary and clarifications from the [[Fan Community]].

=Rules Topics 

* Introduction to the [[Game Mechanics]]
* List of [[FAQ|Frequently-Asked Questions]]
* Virtues and Flaws
* Hermetic Magic
* Combat

=[anchor:Official_Ruling]Offical" Rules Answers

Newcomers to the [[Fan Community]] often ask for an "official ruling" on a given topic.  This question seems to come up most often in the official Atlas Games [[Discussion Forum]]. It may seem at first perfectly reasonable to ask for official rulings in an official forum, but I actually find this request rather irksome, for two reasons.

First, asking for an official ruling could be seen as leaving the rest of the player community out of the discussion. Only the Ars Magica [[Line Editor]] is really qualified to give official rules answers. There are plenty of other people who are experienced with the game, understand the rules quite thoroughly, may be able to answer your question quite clearly and easily. One of the great things about Ars Magica is its highly productive fan community. If one is posting a question to a community forum, I submit that courtesy suggests one be prepared to accept a community answer. If you really think the player community can't possibly help you and only the Line Editor's answer will do, then it would save our time and yours if you addressed your request directly to the Line Editor in the first place (that is, by private e-mail). (In other news, the [[Project Redcap]] maintainer gets a flogging from the Line Editor, whose inbox is suddenly flooded with rules requests). But see my next point.

Second, [[Atlas Games]] is a small company and its staff don't have unlimited time to field rules questions. [[John Nephew]] and [[David Chart]] (the current Ars Magica [[Line Editor]]) have been generous with their time and do make it a point to participate in online discussions and to answer questions. However, to expect them to personally and promptly answer every single question, is probably not realistic

The way the [[Fan Community|community]] generally operates is that one or more knowledgeable players will chime in with an answer to a rules question. Others may add supporting or dissenting opinions, a discussion may ensue, and a consensus may emerge. This process can yield correct answers to about 95% of all rules questions. For the rare 5% where the community isn't able to provide a clear answer, the Line Editor has been pretty good about stepping in to settle the issue. The key point is that about 95% of rules questions can be resolved without recourse to that authority.

Finally, speaking of authority, it seems many people who ask for "official rulings" are trying to win rules arguments they're having with other members of their gaming groups. I'm sorry to break it to you, but even an official answer may not be good enough to carry the argument in your favor. Gamers are well known for modifying the rules to suit their tastes, and if your fellow players are not listening to a given rule interpretation from you, who's to say they'll listen to the same intrepretation from the Line Editor? If you want help with a rules argument, just ask for it - simply say, "my players and I disagree on X, can you help?" The community will almost certainly be able to shed light on the matter and that may help your group reach a consensus.

["Andrew Gronosky]
]]></text>
				</version>
			</history>
		</page>
		<page node="576">
			<name>fan_community</name>
			<title>Fan Community</title>
			<language>en</language>
			<history size="13">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230317600</unix>
						<iso>2008-12-26 19:53:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

= Conventions

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* Grand Tribunal UK 2009: Cambridge, UK, July 31-Aug 2, 2009 [[http://gt09.ekkaia.org/page/About]]
* Grand Tribunal US 2009: Dates: 31 JUL -- 2 AUG Location: Courtyard Marriot San francisco Airport, San Fransico, CA (Web page not yet available)

= Finding Players

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230386143</unix>
						<iso>2008-12-27 14:55:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

= Conventions

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* Grand Tribunal UK 2009: Cambridge, UK, July 31-Aug 2, 2009 [[http://gt09.ekkaia.org/page/About]]
* Grand Tribunal US 2009: Dates: 31 JUL -- 2 AUG Location: Courtyard Marriot San francisco Airport, San Fransico, CA (Web page not yet available)

= Finding Players

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site

And there are also many Web pages devoted to individual [[Saga|Sagas]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230476111</unix>
						<iso>2008-12-28 15:55:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added online game</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

= Conventions

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* Grand Tribunal UK 2009: Cambridge, UK, July 31-Aug 2, 2009 [[http://gt09.ekkaia.org/page/About]]
* Grand Tribunal US 2009: Dates: 31 JUL -- 2 AUG Location: Courtyard Marriot San francisco Airport, San Fransico, CA (Web page not yet available)

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing ://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.du
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230744322</unix>
						<iso>2008-12-31 18:25:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Netiquette Link</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

= Game Conventions

Ars Magica players organize [[Conventions]] where they gather to discuss, play, and enjoy the game.

Note: the following should be moved the the [[Conventions]] page.

Come to a convention and meet other Ars Magica players they gather to discuss, play, and enjoy the game.

Note: the following should be moved the the [[Conventions]] page.

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* Grand Tribunal UK 2009: Cambridge, UK, July 31-Aug 2, 2009 [[http://gt09.ekkaia.org/page/About]]
* Grand Tribunal US 2009: Dates: 31 JUL -- 2 AUG Location: Courtyard Marriot San francisco Airport, San Fransico, CA (Web page not yet available)

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.a* See also [[Netiquette]

space.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]
* See also [[Netiquette]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spel
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230744343</unix>
						<iso>2008-12-31 18:25:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed  formatting</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

= Game Conventions

Ars Magica players organize [[Conventions]] where they gather to discuss, play, and enjoy the game.

Note: the following should be moved the the [[Conventions]] page.

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* Grand Tribunal UK 2009: Cambridge, UK, July 31-Aug 2, 2009 [[http://gt09.ekkaia.org/page/About]]
* Grand Tribunal US 2009: Dates: 31 JUL -- 2 AUG Location: Courtyard Marriot San francisco Airport, San Fransico, CA (Web page not yet available)

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]
* See also [[Netiquette]]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site

And there are also many Web pages devoted to individual [[Saga|Sagas]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1230746962</unix>
						<iso>2008-12-31 19:09:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed netiquette link; decided not to create that page</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

= Game Conventions

Ars Magica players organize [[Conventions]] where they gather to discuss, play, and enjoy the game.

Note: the following should be moved the the [[Conventions]] page.

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* Grand Tribunal UK 2009: Cambridge, UK, July 31-Aug 2, 2009 [[http://gt09.ekkaia.org/page/About]]
* Grand Tribunal US 2009: Dates: 31 JUL -- 2 AUG Location: Courtyard Marriot San francisco Airport, San Fransico, CA (Web page not yet available)

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]
 [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site

And there are also many Web pages devoted to individual [[Saga|Sagas]]
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1241482754</unix>
						<iso>2009-05-05 02:19:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Grand Tribunal U.S., size of the community</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

= Game Conventions

Ars Magica players organize [[Conventions]] where they gather to discuss, play, and enjoy the game.

Note: the following should be moved the the [[Conventions]] page.

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* Grand Tribunal UK 2009: Cambridge, UK, July 31-Aug 2, 2009 [[http://gt09.ekkaia.org/page/About]]
* Grand Tribunal US 2009: Dates: 31 JUL -- 2 AUG Location: Courtyard Marriot San francisco Airport, San Fransico, CA [[http://us.grandtribunal.net/]]

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site

And there are also many Web pages devoted to individual [[Saga|Sagas]]

= [anchor:Size] Size of the Fan Community

There are no hard statistics on the actual number of active Ars Magica players, but [[John Nephew]] did post the following on the [[ http://www.atlas-games.com/forum/viewforum.php?f=4 | Atlas Games forum ]] in response to a fan's question:

[begin:.quote]
Well, as a privately held corporation, we don't as a matter of general practice share detailed sales or financial information with the public.

In terms of supplements, I'm comfortable saying that we have typically printed 1,000 to 1,500 of each Ars Magica 5th Edition supplement on its first printing. Numerous supplements have needed to be reprinted.

The core rulebook needs to be printed in larger quantities, both because of higher demand and also to make its 2-color interior printing affordable. Today we are down to the very last case of the second printing, and the third printing is due to arrive from the printer in the middle of this week, avoiding any out-of-stock time between printings.

I hope this is enough to satisfy your curiosity. :-)

["--John Nephew, 16 March 2009]

[end:.quote]

= Idiosyncrasies of the Fan Community

The Ars Magica fan community was historically centered on the [[Berk List]], which has developed its own special [[Jargon]] and even a geeky notation called the [[ArM Code]].

Since the launch of [[ArM5]], the [[ http://www.atlas-games.com/forum/viewforum.php?f=4 | Atlas Games forum ]] has developed into a distinct, but overlapping, community in its own right.  Due to the number of people who participate in both discussion groups, much of the jargon has migrated over to {enrich, corrupt} the newer forum.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1241483423</unix>
						<iso>2009-05-05 02:30:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Anchor for finding players</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

= Game Conventions

Ars Magica players organize [[Conventions]] where they gather to discuss, play, and enjoy the game.

Note: the following should be moved the the [[Conventions]] page.

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* Grand Tribunal UK 2009: Cambridge, UK, July 31-Aug 2, 2009 [[http://gt09.ekkaia.org/page/About]]
* Grand Tribunal US 2009: Dates: 31 JUL -- 2 AUG Location: Courtyard Marriot San francisco Airport, San Fransico, CA [[http://us.grandtribunal.net/]]

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= [anchor:FindPlayers] Findinr:FindPlayers] Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site

And there are also many Web pages devoted to individual [[Saga|Sagas]]

= [anchor:Size] Size of the Fan Community

There are no hard statistics on the actual number of active Ars Magica players, but [[John Nephew]] did post the following on the [[ http://www.atlas-games.com/forum/viewforum.php?f=4 | Atlas Games forum ]] in response to a fan's question:

[begin:.quote]
Well, as a privately held corporation, we don't as a matter of general practice share detailed sales or financial information with the public.

In terms of supplements, I'm comfortable saying that we have typically printed 1,000 to 1,500 of each Ars Magica 5th Edition supplement on its first printing. Numerous supplements have needed to be reprinted.

The core rulebook needs to be printed in larger quantities, both because of higher demand and also to make its 2-color interior printing affordable. Today we are down to the very last case of the second printing, and the third printing is due to arrive from the printer in the middle of this week, avoiding any out-of-stock time between printings.

I hope this is enough to satisfy your curiosity. :-)

["--John Nephew, 16 March 2009]

[end:.quote]

= Idiosyncrasies of the Fan Community

The Ars Magica fan community was historically centered on the [[Berk List]], which has developed its own special [[Jargon]] and even a geeky notation called the [[ArM Code]].

Since the launch of [[ArM5]], the [[ http://www.atlas-games.com/forum/viewforum.php?f=4 | Atlas Games forum ]] has developed into a distinct, but overlapping, community in its own right.  Due to the number of people who participate in both discussion groups, much of the jargon has migrated over to {enrich, corr
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1245114682</unix>
						<iso>2009-06-16 03:11:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added ICQ</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

= Game Conventions

Ars Magica players organize [[Conventions]] where they gather to discuss, play, and enjoy the game.

Note: the following should be moved the the [[Conventions]] page.

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* Grand Tribunal UK 2009: Cambridge, UK, July 31-Aug 2, 2009 [[http://gt09.ekkaia.org/page/About]]
* Grand Tribunal US 2009: Dates: 31 JUL -- 2 AUG Location: Courtyard Marriot San francisco Airport, San Fransico, CA [[http://us.grandtribunal.net/]]

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= [anchor:FindPlayers] Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]
* [[ICQ]]

 [[ICQ]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site

And there are also many Web pages devoted to individual [[Saga|Sagas]]

= [anchor:Size] Size of the Fan Community

There are no hard statistics on the actual number of active Ars Magica players, but [[John Nephew]] did post the following on the [[ http://www.atlas-games.com/forum/viewforum.php?f=4 | Atlas Games forum ]] in response to a fan's question:

[begin:.quote]
Well, as a privately held corporation, we don't as a matter of general practice share detailed sales or financial information with the public.

In terms of supplements, I'm comfortable saying that we have typically printed 1,000 to 1,500 of each Ars Magica 5th Edition supplement on its first printing. Numerous supplements have needed to be reprinted.

The core rulebook needs to be printed in larger quantities, both because of higher demand and also to make its 2-color interior printing affordable. Today we are down to the very last case of the second printing, and the third printing is due to arrive from the printer in the middle of this week, avoiding any out-of-stock time between printings.

I hope this is enough to satisfy your curiosity. :-)

["--John Nephew, 16 March 2009]

[end:.quote]

= Idiosyncrasies of the Fan Community

The Ars Magica fan community was historically centered on the [[Berk List]], which has developed its own special [[Jargon]] and even a geeky notation called the [[ArM Code]].

Since the launch of [[ArM5]], the [[ http://www.atlas-games.com/forum/viewforum.php?f=4 | Atlas Games forum ]] has developed into a distinct, but overlapping, community in its own right.  Due to the number of people who participate in both discussion groups, much of the jargon has migrated over to {enrich, corrupt} the ne
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1266253912</unix>
						<iso>2010-02-15 18:11:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated convention information</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

= Game Conventions

Ars Magica players organize [[Conventions]] where they gather to discuss, play, and enjoy the game.

Note: we should create a [[Conventions]] page.  It could contain information about past conventions as well as upcoming ones; for instance, photos and stories from people who attended.

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* [[http://us.grandtribunal.net/|Grand Tribunal 2010]]: The Ars Magica convention will be held in Take Tahoe, California, USA on August 20-22, 2010. Register before June 1 to avoid a extra fee.

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= {{anchor|FindPlayers}} Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]
* [[ICQ]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site

And there are also many Web pages devoted to individual [[Saga|Sagas]]

= {{anchor|Size}} Size of the Fan Community

There are no hard statistics on the actual number of active Ars Magica players, but [[John Nephew]] did post the following on the [[ http://www.atlas-games.com/forum/viewforum.php?f=4 | Atlas Games forum ]] in response to a fan's question:

<quote>
Well, as a privately held corporation, we don't as a matter of general practice share detailed sales or financial information with the public.

In terms of supplements, I'm comfortable saying that we have typically printed 1,000 to 1,500 of each Ars Magica 5th Edition supplement on its first printing. Numerous supplements have needed to be reprinted.

The core rulebook needs to be printed in larger quantities, both because of higher demand and also to make its 2-color interior printing affordable. Today we are down to the very last case of the second printing, and the third printing is due to arrive from the printer in the middle of this week, avoiding any out-of-stock time between printings.

I hope this is enough to satisfy your curiosity. :-)

""--John Nephew, 16 March 2009""

</quote>

= Idiosyncrasies of the Fan Community

The Ars Magica fan community was historically centered on the [[Berk List]], which has developed its own special [[Jargon]] and even a geeky notation called the [[ArM Code]].

Since the launch of [[ArM5]], the [[ http://www.atlas-games.com/forum/viewforum.php?f=4 | Atlas Games forum ]] has developed into a distinct, but overlapping, community in its own right.  Due to the number of people who participate in both discussion groups, much of the jargon has migrated over to {enrich, corrupt} the newer forum.
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1268997959</unix>
						<iso>2010-03-19 12:25:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Split &quot;Size of community&quot; into separate page</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

{{toc}}

= Game Conventions

Ars Magica players organize [[Conventions]] where they gather to discuss, play, and enjoy the game.

Note: we should create a [[Conventions]] page.  It could contain information about past conventions as well as upcoming ones; for instance, photos and stories from people who attended.

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* [[http://us.grandtribunal.net/|Grand Tribunal 2010]]: The Ars Magica convention will be held in Take Tahoe, California, USA on August 20-22, 2010. Register before June 1 to avoid a extra fee.

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= {{anchor|FindPlayers}} Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]
* [[ICQ]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Revisited is a collection of articles and materials: http://www.geocities.com/sanctumhr
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site

And there are also many Web pages devoted to individual [[Saga|Sagas]]

= Idiosyncrasies of the Fan Community

The Ars Magica fan community was historically centered on the [[Berk List]], which has developed its own special [[jargon]] and even a geeky notation called the [[ArM Code]].

Since the launch of [[ArM5]], the [[official discussion forum]] has developed into a distinct, but overlapping, community in its own right.  Due to the number of people who participate in both discussion groups, much of the jargon has migrated over to {enrich, corrupt} the newer forum.

= Frequently Asked Questions

* What is the [[size of the fan community]]?
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1269342001</unix>
						<iso>2010-03-23 12:00:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated dead Geocities link</comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

{{toc}}

= Game Conventions

Ars Magica players organize [[Conventions]] where they gather to discuss, play, and enjoy the game.

Note: we should create a [[Conventions]] page.  It could contain information about past conventions as well as upcoming ones; for instance, photos and stories from people who attended.

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* [[http://us.grandtribunal.net/|Grand Tribunal 2010]]: The Ars Magica convention will be held in Take Tahoe, California, USA on August 20-22, 2010. Register before June 1 to avoid a extra fee.

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= {{anchor|FindPlayers}} Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]
* [[ICQ]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Renewed is a collection of articles and materials: http://shrenewed.wetpaint.com/
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://arsmagica.pbwiki.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site

And there are also many Web pages devoted to individual [[Saga|Sagas]]

= Idiosyncrasies of the Fan Community

The Ars Magica fan community was historically centered on the [[Berk List]], which has developed its own special [[jargon]] and even a geeky notation called the [[ArM Code]].

Since the launch of [[ArM5]], the [[official discussion forum]] has developed into a distinct, but overlapping, community in its own right.  Due to the number of people who participate in both discussion groups, much of the jargon has migrated over to {enrich, corrupt} the newer forum.

= Frequently Asked Questions

* What is the [[size of the fan community]]?
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1270161032</unix>
						<iso>2010-04-02 00:30:32</iso>
					</timestamp>
					<author>Domaura</author>
					<comment></comment>
					<text><![CDATA[
Ars Magica enjoys a very active, productive fan community.  There is a great deal of unofficial Ars Magica material on the Web, and there are active online fora where fans discuss the game.

{{toc}}

= Game Conventions

Ars Magica players organize [[Conventions]] where they gather to discuss, play, and enjoy the game.

Note: we should create a [[Conventions]] page.  It could contain information about past conventions as well as upcoming ones; for instance, photos and stories from people who attended.

Come to a convention and meet other Ars Magica players!  Ars Magica fans have been organizing conventions since 2007.  Upcoming conventions are:

* [[http://us.grandtribunal.net/|Grand Tribunal 2010]]: The Ars Magica convention will be held in Take Tahoe, California, USA on August 20-22, 2010. Register before June 1 to avoid a extra fee.

= Online Play

Please list any play-by-post or play-by-e-mail games open to new players.

* Play-by-post at the Atlas Games Forums: [[http://www.atlas-games.com/forum/]]
* Not exactly Ars Magica, but using Ars Magica concepts, is the [[Tempora Heroica]] [[MUD]]

= {{anchor|FindPlayers}} Finding Players (for tabletop games, as opposed to online)

* Ars Magica Player Finder: [[ http://arsmagicafinder.atspace.com/index.html ]]

= Online Discussion Fora

* [[Mailing Lists]]
* The official Ars Magica discussion board: [[ http://www.atlas-games.com/forum/viewforum.php?f=4 ]]
* [[ICQ]]

= Fan-Created Material

* [[Fanzines]] are fan-created periodicals about Ars Magica
* ''Mythic Europe'', the Ars Magica Wiki: [[ http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki ]]
* Sanctum Hermeticum Renewed is a collection of articles and materials: http://shrenewed.wetpaint.com/
* Durenmar is another online collection (last updated 2005): [[ http://www.durenmar.de/ ]]
* The Net Wizards' Grimoire [[http://spellswiki.wikidot.com/]] is an archive of fan-created spells.
* Projekt: Ars-Magica.net [[http://www.ars-magica.net/index.php?id=29&L=1]] is a bilingual (English/German) community site

And there are also many Web pages devoted to individual [[Saga|Sagas]]

= Idiosyncrasies of the Fan Community

The Ars Magica fan community was historically centered on the [[Berk List]], which has developed its own special [[jargon]] and even a geeky notation called the [[ArM Code]].

Since the launch of [[ArM5]], the [[official discussion forum]] has developed into a distinct, but overlapping, community in its own right.  Due to the number of people who participate in both discussion groups, much of the jargon has migrated over to {enrich, corrupt} the newer forum.

= Frequently Asked Questions

* What is the [[size of the fan community]]?
]]></text>
				</version>
			</history>
		</page>
		<page node="577">
			<name>downloads</name>
			<title>Downloads</title>
			<language>en</language>
			<tags>
				<tag>Fan-Created Content</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230387274</unix>
						<iso>2008-12-27 15:14:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This is a partial list of useful electronic files for Ars Magica players.  If you know of a good resource, please [[Contributing|contribute]] by adding a link to it.

=Free Downloads
==For [[ArM5|Fifth Edition]]

===From the ArM5 Web Site
There are several useful files at the [[http://www.atlas-games.com/arm5/index.php|Official Ars Magica Web site]].

* [[http://www.atlas-games.com/pdf_storage/ArM5Charsheet-NEW.pdf|Character Sheet]], courtesy of Patrick Murphy
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf|Map of Mythic Europe]]
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf| Shape and Material Bonuses]] (courtesy of Erik Tyrell)
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|Virtues and Flaws]] (courtesy of Erik Tyrell)
* The [[Book of Mundane Beasts]]
* [[http://www.atlas-games.com/pdf_storage/ArMAbilitiesWkst.pdf|Abilities Worksheet]], courtesy of Andy Reimer.
* [[Spell Index]]
* [[http://www.atlas-games.com/pdf_storage/Item%20Sheets.zip|
* [[Certamen]] record sheet

===Other Downloads

None, yet.

==For [[ArM4|Fourth Edition]]

See [[http://www.atlas-games.com/arsmagica/index.php]]

=See Also

[[Metacreator]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230387359</unix>
						<iso>2008-12-27 15:15:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed formatting mistake</comment>
					<text><![CDATA[
This is a partial list of useful electronic files for Ars Magica players.  If you know of a good resource, please [[Contributing|contribute]] by adding a link to it.

=Free Downloads
==For [[ArM5|Fifth Edition]]

===From the ArM5 Web Site
There are several useful files at the [[http://www.atlas-games.com/arm5/index.php|Official Ars Magica Web site]].

* [[http://www.atlas-games.com/pdf_storage/ArM5Charsheet-NEW.pdf|Character Sheet]], courtesy of Patrick Murphy
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf|Map of Mythic Europe]]
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf| Shape and Material Bonuses]] (courtesy of Erik Tyrell)
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|Virtues and Flaws]] (courtesy of Erik Tyrell)
* The [[Book of Mundane Beasts]]
* [[http://www.atlas-games.com/pdf_storage/ArMAbilitiesWkst.pdf|Abilities Worksheet]], courtesy of Andy Reimer.
* [[Spell Index]]
* [[http://www.atlas-games.com/pdf_storage/Item%20Sheets.zip|Enchanted Device]] sheets, courtesy of Michael GrimesEnchanted Device]] sheets, courtesy of Michael Grimes
* [[Certamen]] record sheet

===Other Downloads

None, yet.

==For [[ArM4|Fourth Edition]]

See [[http://www.atlas-games.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230455914</unix>
						<iso>2008-12-28 10:18:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>GotF excel file</comment>
					<text><![CDATA[
This is a partial list of useful electronic files for Ars Magica players.  If you know of a good resource, please [[Contributing|contribute]] by adding a link to it.

=Free Downloads
==For [[ArM5|Fifth Edition]]

* [[http://lonedm.googlepages.com/RhineTribunal1220.xls|Rhine Tribunal magus summary]], a fan-created ledger of all magi in the Rhine Tribunal per [[Guardians of the Forest: The Rhine Tribunal]].

* [[http://lonedm.googlepages.com/RhineTribunal1220.xls|Rhine Tribunal magus summary]], a fan-created ledger of all magi in the Rhine Tribunal per [[Guardians of the Forest: The Rhine Tribunal]].

===From the ArM5 Web Site
There are several useful files at the [[http://www.atlas-games.com/arm5/index.php|Official Ars Magica Web site]].

* [[http://www.atlas-games.com/pdf_storage/ArM5Charsheet-NEW.pdf|Character Sheet]], courtesy of Patrick Murphy
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf|Map of Mythic Europe]]
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf| Shape and Material Bonuses]] (courtesy of Erik Tyrell)
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|Virtues and Flaws]] (courtesy of Erik Tyrell)
* The [[Book of Mundane Beasts]]
* [[http://www.atlas-games.com/pdf_storage/ArMAbilitiesWkst.pdf|Abilities Worksheet]], courtesy of Andy Reimer.
* [[Spell Index]]
* [[http://www.atlas-games.com/pdf_storage/Item%20Sheets.zip|Enchanted Device]] sheets, cour
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230456612</unix>
						<iso>2008-12-28 10:30:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added Rethra's library</comment>
					<text><![CDATA[
This is a partial list of useful electronic files for Ars Magica players.  If you know of a good resource, please [[Contributing|contribute]] by adding a link to it.

=Free Downloads
==For [[ArM5|Fifth Edition]]

* [[http://lonedm.googlepages.com/RhineTribunal1220.xls|Rhine Tribunal magus summary]], a fan-created ledger of all magi in the canonical [[Rhine Tribunal]], collating the information from [[GotF]].
* [[http://lonedm.googlepages.com/rethralibrary.xls|The Library of Rethra]], a covenant's library - using a [[House Rule|house rule]] treating the [[Arts|Hermetic Arts]] as [[Difficult Art|Difficult Arts]].

.
* [[http://lonedm.googlepages.com/rethralibrary.xls|The Library of Rethra]], a covenant's library - using a [[House Rule|house rule]] treating the [[Arts|Hermetic Arts]] as [[Difficult Art|Difficult Arts]].

===From the ArM5 Web Site
There are several useful files at the [[http://www.atlas-games.com/arm5/index.php|Official Ars Magica Web site]].

* [[http://www.atlas-games.com/pdf_storage/ArM5Charsheet-NEW.pdf|Character Sheet]], courtesy of Patrick Murphy
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf|Map of Mythic Europe]]
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf| Shape and Material Bonuses]] (courtesy of Erik Tyrell)
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|Virtues and Flaws]] (courtesy of Erik Tyrell)
* The [[Book of Mundane Beasts]]
* [[http://www.atlas-games.com/pdf_storage/ArMAbilitiesWkst.pdf|Abilities Worksheet]], courtesy of Andy Reimer.
* [[Spell Index]]
* [[http://www.atlas-games.com/pdf_storage/Item%20Sheets.zip|Enchanted Device]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230494419</unix>
						<iso>2008-12-28 21:00:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>changed llinks to uploaded files</comment>
					<text><![CDATA[
This is a partial list of useful electronic files for Ars Magica players.  If you know of a good resource, please [[Contributing|contribute]] by adding a link to it.

=Free Downloads
==For [[ArM5|Fifth Edition]]

* [file:rhinetribunal.xls|Rhine Tribunal magus summary], a fan-created ledger of all magi in the canonical [[Rhine Tribunal]], collating the information from [[GotF]].
* [file:rethralibrary.xls|The Library of Rethra], a coing the [[Arts|Hermetic Arts]] as [[Difficult Art|Difficult Arts]].

===From the ArM5 Web Site
There are several useful files at the [[http://www.atlas-games.com/arm5/index.php|Official Ars Magica Web site]].

* [[http://www.atlas-games.com/pdf_storage/ArM5Charsheet-NEW.pdf|Character Sheet]], courtesy of Patrick Murphy
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf|Map of Mythic Europe]]
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf| Shape and Material Bonuses]] (courtesy of Erik Tyrell)
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|Virtues and Flaws]] (courtesy of Erik Tyrell)
* The [[Book of Mundane Beasts]]
* [[http://www.atlas-games.com/pdf_storage/ArMAbilitiesWkst.pdf|Abilities Worksheet]], courtesy of Andy Reimer.
* [[Spell Index]]
* [[http://www.atlas-games.com/pdf_storage/Item%20Sheets.zip|Enchanted Device]] sheets, courtesy of Michael Grimes
* [[Certamen]] record sheet

===Other Downloads

None, yet.

==For [[ArM4|Fourth Edition]]

See [[http://www.atlas-games.com/arsmagica/index.php]]

=See Also

[[Metacreator]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1233774390</unix>
						<iso>2009-02-04 20:06:30</iso>
					</timestamp>
					<author>pm</author>
					<text><![CDATA[
This is a partial list of useful electronic files for Ars Magica players.  If you know of a good resource, please [[Contributing|contribute]] by adding a link to it.

=Free Downloads
==For [[ArM5|Fifth Edition]]

* [file:rhinetribunal.xls|Rhine Tribunal magus summary], a fan-created ledger of all magi in the canonical [[Rhine Tribunal]], collating the information from [[GotF]].
* [file:rethralibrary.xls|The Library of Rethra], a covenant's library - using a [[House Rule|house rule]] treating the [[Arts|Hermetic Arts]] as [[Difficult Art|Difficult Arts]].

===From the ArM5 Web Site
There are several useful files at the [[http://www.atlas-games.com/arm5/index.php|Official Ars Magica Web site]].

* [[http://www.atlas-games.com/pdf_storage/ArM5Charsheet-NEW.pdf|Character Sheet]], courtesy of Patrick Murphy
* [[http://www.atlas-games.com/pdf_storage/europemap.pdf|Map of Mythic Europe]]
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5IndexS&MbyShape.pdf| Shape and Material Bonuses]] (courtesy of Erik Tyrell)
* Index of [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf|Virtues and Flaws]] (courtesy of Erik Tyrell)
* The [[Book of Mundane Beasts]]
* [[http://www.atlas-games.com/pdf_storage/ArMAbilitiesWkst.pdf|Abilities Worksheet]], courtesy of Andy Reimer.
* [[Spell Index]]
* [[http://www.atlas-games.com/pdf_storage/Item%20Sheets.zip|Enchanted Device]] sheets, courtesy of Michael Grimes
* [[Certamen]] record sheet

===Other Downloads

* [file:Latin_For_Beginners.pdf|Introduction to Latin]tin_For_Beginners.pdf|Introduction to Latin]

==For [[ArM4|Fourth Edition]]

See [[http://www.atlas-games.com/arsma
]]></text>
				</version>
			</history>
		</page>
		<page node="578">
			<name>book_of_mundane_beasts</name>
			<title>Book of Mundane Beasts</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230388038</unix>
						<iso>2008-12-27 15:27:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ''Book of Mundane Beasts'' is an official [[ArM5]] supplement, available as a free PDF download from the Atlas Games Web site.  It contains statistics for the following mundane beasts:

* Adder
* Bear
* Boar
* Bull
* Cat
* Falcon
* Horse (courser and destrier)
* Hound
* Lion
* Stag
* Wolf

An exact copy of the ''Book of Mundane Beasts'' was included as an appendix in [[Realms of Power Magic|Realms of Power:Magic]].

=Downloads

''The Book of Mundane Beasts'': [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf]]

=Background

The [[ArM5]] rule book does not contain statistics for any mundane beasts.  It does have a Bestiary chapter, but that chapter is a bit shorter than in previous editions.  While discussion in the [[Fan Community]] indicated that Fifth Edition was very well-received, one persistent criticism was that statistics for animals were lacking.  This made it hard for player of [[House Bjornaer|Bjornaer]] magi, for instance, or those whose characters have an Animal Companion.

In response to the fan community, [[Atlas Games]] produced the ''Book of Mundane Beasts'' and made it available free of charge.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267063257</unix>
						<iso>2010-02-25 03:00:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to orphan</comment>
					<text><![CDATA[
The ''Book of Mundane Beasts'' is an official [[ArM5]] supplement, available as a free PDF download from the Atlas Games Web site.  It contains statistics for the following mundane beasts:

* Adder
* Bear
* Boar
* Bull
* [[Cat]]
* Falcon
* Horse (courser and destrier)
* Hound
* Lion
* Stag
* Wolf

An exact copy of the ''Book of Mundane Beasts'' was included as an appendix in [[Realms of Power Magic|Realms of Power:Magic]].

=Downloads

''The Book of Mundane Beasts'': [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf]]

=Background

The [[ArM5]] rule book does not contain statistics for any mundane beasts.  It does have a Bestiary chapter, but that chapter is a bit shorter than in previous editions.  While discussion in the [[Fan Community]] indicated that Fifth Edition was very well-received, one persistent criticism was that statistics for animals were lacking.  This made it hard for player of [[House Bjornaer|Bjornaer]] magi, for instance, or those whose characters have an Animal Companion.

In response to the fan community, [[Atlas Games]] produced the ''Book of Mundane Beasts'' and made it available free of charge.
]]></text>
				</version>
			</history>
		</page>
		<page node="579">
			<name>overview</name>
			<title>Project Redcap</title>
			<keywords>Project Redcap, overview, about</keywords>
			<description>Overview</description>
			<language>en</language>
			<history size="8">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230389106</unix>
						<iso>2008-12-27 15:45:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Project: Redcap is a major Web site in the Ars Magica [[Fan Community|fan community]].  Its goal is to be a portal to fan-created Ars Magica material on the Web.  It contains hundreds of user-contributed links to Web pages about Ars Magica, including [[House Rule|house rules]], individual [Saga|sagas]], and useful [[Downloads|downloads]].

Project: Redcap has been continuously active (and growing) since 1997.

=Relationship of Project: Redcap to HermesWeb

Project: Redcap is maintained by Andrew Gronosky, who is also a member of the ''HermesWeb'' team.  ''HermesWeb'' is intended to become a super-set of Project: Redcap: it will contain everything Redcap contains, and more.  The new portions of ''HermesWeb'' are extensive sections on the [[Rules]], the [[Order of Hermes]], and [[Mythic Europe]], plus new [[Downloads]] and fan-created articles.

The contents of Project: Redcap are being copied by hand into ''HermesWeb''.  Once this process is complete, ''HermesWeb'' will ''become'' the new Project: Redcap Web site.  It will move to the address www.redcap.org, and will be re-named to "Project: Redcap".

All the old Redcap pages will be left online, but a note will be added to each saying it is no longer being maintained and pointing the reader to the new location.  This way, the many thousands of Web links pointing to the (current, as of 2008) Redcap site will remain valid.

=Web Resources

Project: Redcap site: [[http://www.redcap.org]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268352589</unix>
						<iso>2010-03-12 01:09:49</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Totally rewrote to be ready to be the new front page.</comment>
					<text><![CDATA[
Project: Redcap is a Web site devoted to the tabletop role-playing game [[Ars Magica]].  Our goal is to be a portal to as much Ars Magica-related material as possible, including both [[canon|official]] and [[#fan-created]] content, for the worldwide [[fan community]].  

Most of the content of Project: Redcap is written in [[English]].  We also have some material in several other [[languages]].

Project: Redcap is maintained by volunteers from the Ars Magica [[fan community]].  It has been continuously active (and growing) since 1997.

{{toc}}


= About Ars Magica

'''Ars Magica''' is a [[http://en.wikipedia.org/wiki/Role-playing_game_%28pen_and_paper%29 | pen and paper roleplaying game]] focused on wizards and magic.  The game setting, [[Mythic Europe]], is much like historical Europe of the 13^^th^^ century, but where [[magus | wizards]], [[dragon | dragons]], and [[faerie | faeries]] exist.  While the game is grounded in [[real history]], the magic in Ars Magica is fictitious.  The game has nothing to do with real-world occult phenomena or beliefs.

More information about the game is available on our [[Ars Magica]] page.

== Getting Started

[[Welcome to Ars Magica]] provides an introduction for newcomers with helpful advice on how to start playing.


= Fan Community

Ars Magica boasts a highly active, worldwide fan community.  Fans organize [[conventions]] so they can travel great distances to play Ars Magica with one another.

Fans have created hundreds of web sites devoted to the game and they frequent the [[official discussion forum]] to share ideas and stories about their games, discuss and debate the rules and setting, and even play online. They also publish highly professional [[fanzines]] to share See the [[fan community]] page for more information.

= Ars Magica Resources

The original mission of Project: Redcap was to cross-link various Ars Magica sites into a network.  Volunteers have expanded this mission to make the project a repository of information in its own right.

== Frequently-Asked Questions (FAQ)

Our [[FAQ]] covers many aspects of Ars Magica, including the [[rules]] and [[Mythic Europe | setting]] of the game, the published [[products]] for the game, and the highly active [[fan community]].

== Internet Site Index

Our [[Internet Site Index]] strives to be the most comprehensive collection of links to Ars Magica resources on the Web.

== Online Encyclopedia

We also host hundreds of pages of Ars Magica related information here on this site.  See the [[online ars encyclopedia index | Online Encyclopedia index]] to get started, or use the Search and navigation features.

== Downloadable Files

Our [[paraphernalia]] page has links to useful files such as [[character sheets]], rules-reference sheets, maps, and so on.

{{anchor|fan-created}}

== Fan-Created Content

Links to fan-created Web sites are arranged by category:

* [[Interactive links]] lead to sites that accept fan-created content from the [[fan community | community]] or help you find other players, either in person or online.
* The [[Saga]] page has links to Web sites players have created for their games.  Browsing them is a great way to get inspiration for your own game.
* The [[House Rule]] page has unofficial rule changes that may interest players
* [[Miscellaneous links]] page includes fan-created resources that don't fall into the previous categories

= Contributing to Project Redcap

Project: Redcap is maintained by volunteers.  We invite contributions from the community.  If you have a Web site about Ars Magica you would like to have listed here, you can [[contact]] us to have it added to a page, or you can sign in and add it yourself.  Please see our page on [[contributing]] for further information.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268996609</unix>
						<iso>2010-03-19 12:03:29</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected startup date, revised fan community section</comment>
					<text><![CDATA[
Project: Redcap is a Web site devoted to the tabletop role-playing game [[Ars Magica]].  Our goal is to be a portal to as much Ars Magica-related material as possible, including both [[canon|official]] and [[#fan-created]] content, for the worldwide [[fan community]].  

Most of the content of Project: Redcap is written in English.  We also have some material in several other [[languages]].

Project: Redcap is maintained by volunteers from the Ars Magica [[fan community]].  It has been continuously active (and growing) since 1994.

{{toc}}


= About Ars Magica

'''Ars Magica''' is a [[http://en.wikipedia.org/wiki/Role-playing_game_%28pen_and_paper%29 | pen and paper roleplaying game]] focused on wizards and magic.  The game setting, [[Mythic Europe]], is much like historical Europe of the 13^^th^^ century, but where [[magus | wizards]], [[dragon | dragons]], and [[faerie | faeries]] exist.  While the game is grounded in [[real history]], the magic in Ars Magica is fictitious.  The game has nothing to do with real-world occult phenomena or beliefs.

More information about the game is available on our [[Ars Magica]] page.

== Getting Started

[[Welcome to Ars Magica]] provides an introduction for newcomers with helpful advice on how to start playing.


= Fan Community

Ars Magica boasts a highly active, worldwide [[fan community]].

Fans have created hundreds of web sites devoted to the game and they frequent the [[official discussion forum]] to share ideas and stories about their games, discuss and debate the rules and setting, and even play online. They also publish highly professional [[fanzines]] to share creative ideas about the game.  Fans organize [[conventions]] so they can travel great distances to play Ars Magica with one another.  See the [[fan community]] page for more information about these activities.

= Ars Magica Resources

The original mission of Project: Redcap was to cross-link various Ars Magica sites into a network.  Volunteers have expanded this mission to make the project a repository of information in its own right.

== Frequently-Asked Questions (FAQ)

Our [[FAQ]] covers many aspects of Ars Magica, including the [[rules]] and [[Mythic Europe | setting]] of the game, the published [[products]] for the game, and the highly active [[fan community]].

== Internet Site Index

Our [[Internet Site Index]] strives to be the most comprehensive collection of links to Ars Magica resources on the Web.

== Online Encyclopedia

We also host hundreds of pages of Ars Magica related information here on this site.  See the [[online ars encyclopedia index | Online Encyclopedia index]] to get started, or use the Search and navigation features.

== Downloadable Files

Our [[paraphernalia]] page has links to useful files such as [[character sheets]], rules-reference sheets, maps, and so on.

{{anchor|fan-created}}

== Fan-Created Content

Links to fan-created Web sites are arranged by category:

* [[Interactive links]] lead to sites that accept fan-created content from the [[fan community | community]] or help you find other players, either in person or online.
* The [[Saga]] page has links to Web sites players have created for their games.  Browsing them is a great way to get inspiration for your own game.
* The [[House Rule]] page has unofficial rule changes that may interest players
* [[Miscellaneous links]] page includes fan-created resources that don't fall into the previous categories

= Contributing to Project Redcap

Project: Redcap is maintained by volunteers.  We invite contributions from the community.  If you have a Web site about Ars Magica you would like to have listed here, you can [[contact]] us to have it added to a page, or you can sign in and add it yourself.  Please see our page on [[contributing]] for further information.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1269566688</unix>
						<iso>2010-03-26 02:24:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Made introduction a little briefer</comment>
					<text><![CDATA[
{{preface| Welcome to '''Project: Redcap''', a Web site devoted to the tabletop role-playing game [[Ars Magica]].  Our goals are to provide links to as much Ars Magica-related material on the Web as possible, in as many [[languages]] as possible, and to serve as an [[online ars encyclopedia index | online encyclopedia]] of both [[canon | official]] and fan-created material.

Project: Redcap is maintained by volunteers from the Ars Magica [[fan community]].  It has been continuously active (and growing) since 1994.
}}

{{toc}}


= About Ars Magica

'''Ars Magica''' is a [[http://en.wikipedia.org/wiki/Role-playing_game_%28pen_and_paper%29 | pen and paper roleplaying game]] focused on wizards and magic.  The game setting, [[Mythic Europe]], is much like historical Europe of the 13^^th^^ century, but where [[magus | wizards]], [[dragon | dragons]], and [[faerie | faeries]] exist.  While the game is grounded in [[real history]], the magic in Ars Magica is fictitious.  The game has nothing to do with real-world occult phenomena or beliefs.

More information about the game is available on our [[Ars Magica]] page.

== Getting Started

[[Welcome to Ars Magica]] provides an introduction for newcomers with helpful advice on how to start playing.


= Fan Community

Ars Magica boasts a highly active, worldwide [[fan community]].

Fans have created hundreds of web sites devoted to the game and they frequent the [[official discussion forum]] to share ideas and stories about their games, discuss and debate the rules and setting, and even play online. They also publish highly professional [[fanzines]] to share creative ideas about the game.  Fans organize [[conventions]] so they can travel great distances to play Ars Magica with one another.  See the [[fan community]] page for more information about these activities.

= Ars Magica Resources

The original mission of Project: Redcap was to cross-link various Ars Magica sites into a network.  Volunteers have expanded this mission to make the project a repository of information in its own right.

== Frequently-Asked Questions (FAQ)

Our [[FAQ]] covers many aspects of Ars Magica, including the [[rules]] and [[Mythic Europe | setting]] of the game, the published [[products]] for the game, and the highly active [[fan community]].

== Internet Site Index

Our [[Internet Site Index]] strives to be the most comprehensive collection of links to Ars Magica resources on the Web.

== Online Encyclopedia

We also host hundreds of pages of Ars Magica related information here on this site.  See the [[online ars encyclopedia index | Online Encyclopedia index]] to get started, or use the Search and navigation features.

== Downloadable Files

Our [[paraphernalia]] page has links to useful files such as [[character sheets]], rules-reference sheets, maps, and so on.

{{anchor|fan-created}}

== Fan-Created Content

Links to fan-created Web sites are arranged by category:

* [[Interactive links]] lead to sites that accept fan-created content from the [[fan community | community]] or help you find other players, either in person or online.
* The [[Saga]] page has links to Web sites players have created for their games.  Browsing them is a great way to get inspiration for your own game.
* The [[House Rule]] page has unofficial rule changes that may interest players
* [[Miscellaneous links]] page includes fan-created resources that don't fall into the previous categories

= Contributing to Project Redcap

Project: Redcap is maintained by volunteers.  We invite contributions from the community.  If you have a Web site about Ars Magica you would like to have listed here, you can [[contact]] us to have it added to a page, or you can sign in and add it yourself.  Please see our page on [[contributing]] for further information.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1269569585</unix>
						<iso>2010-03-26 03:13:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added explanatory preamble</comment>
					<text><![CDATA[
{{preface| This is going to be the new front page once we merge with Project: Redcap.  Right now, this site is still called '''HermesWeb''' until the merger takes place.  See the [[Administration]] page for plans on the merger, and the separate [[http://www.redcap.org/ | Project: Redcap]] Web page for legacy content. }}


Welcome to '''Project: Redcap''', a Web site devoted to the tabletop role-playing game [[Ars Magica]].  Our goals are to provide links to as much Ars Magica-related material on the Web as possible, in as many [[languages]] as possible, and to serve as an [[online ars encyclopedia index | online encyclopedia]] of both [[canon | official]] and fan-created material.

Project: Redcap is maintained by volunteers from the Ars Magica [[fan community]].  It has been [[about#history | continuously active]] (and growing) since 1994.


{{toc}}


= About Ars Magica

'''Ars Magica''' is a [[http://en.wikipedia.org/wiki/Role-playing_game_%28pen_and_paper%29 | pen and paper roleplaying game]] focused on wizards and magic.  The game setting, [[Mythic Europe]], is much like historical Europe of the 13^^th^^ century, but where [[magus | wizards]], [[dragon | dragons]], and [[faerie | faeries]] exist.  While the game is grounded in [[real history]], the magic in Ars Magica is fictitious.  The game has nothing to do with real-world occult phenomena or beliefs.

More information about the game is available on our [[Ars Magica]] page.

== Getting Started

[[Welcome to Ars Magica]] provides an introduction for newcomers with helpful advice on how to start playing.


= Fan Community

Ars Magica boasts a highly active, worldwide [[fan community]].

Fans have created hundreds of web sites devoted to the game and they frequent the [[official discussion forum]] to share ideas and stories about their games, discuss and debate the rules and setting, and even play online. They also publish highly professional [[fanzines]] to share creative ideas about the game.  Fans organize [[conventions]] so they can travel great distances to play Ars Magica with one another.  See the [[fan community]] page for more information about these activities.

= Ars Magica Resources

The original mission of Project: Redcap was to cross-link various Ars Magica sites into a network.  Volunteers have expanded this mission to make the project a repository of information in its own right.

== Frequently-Asked Questions (FAQ)

Our [[FAQ]] covers many aspects of Ars Magica, including the [[rules]] and [[Mythic Europe | setting]] of the game, the published [[products]] for the game, and the highly active [[fan community]].

== Internet Site Index

Our [[Internet Site Index]] strives to be the most comprehensive collection of links to Ars Magica resources on the Web.

== Online Encyclopedia

We also host hundreds of pages of Ars Magica related information here on this site.  See the [[online ars encyclopedia index | Online Encyclopedia index]] to get started, or use the Search and navigation features.

== Downloadable Files

Our [[paraphernalia]] page has links to useful files such as [[character sheets]], rules-reference sheets, maps, and so on.

{{anchor|fan-created}}

== Fan-Created Content

Links to fan-created Web sites are arranged by category:

* [[Interactive links]] lead to sites that accept fan-created content from the [[fan community | community]] or help you find other players, either in person or online.
* The [[Saga]] page has links to Web sites players have created for their games.  Browsing them is a great way to get inspiration for your own game.
* The [[House Rule]] page has unofficial rule changes that may interest players
* [[Miscellaneous links]] page includes fan-created resources that don't fall into the previous categories

= Contributing to Project Redcap

Project: Redcap is maintained by volunteers.  We invite contributions from the community.  If you have a Web site about Ars Magica you would like to have listed here, you can [[contact]] us to have it added to a page, or you can sign in and add it yourself.  Please see our page on [[contributing]] for further information.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1280313198</unix>
						<iso>2010-07-28 12:33:18</iso>
					</timestamp>
					<author>Visitor</author>
					<comment>EdrHvU  &lt;a href=&quot;http://nzextsampgzq.com/&quot;&gt;nzextsampgzq&lt;/a&gt;, [url=http://ryomnobypgph.com/]ryomnobypgph[/url], [link=http://ggqeazcfsuwd.com/]ggqeazcfsuwd[/link], http://bzzfzvkogldb.com/</comment>
					<text><![CDATA[
EdrHvU  <a href="http://nzextsampgzq.com/">nzextsampgzq</a>, [url=http://ryomnobypgph.com/]ryomnobypgph[/url], [link=http://ggqeazcfsuwd.com/]ggqeazcfsuwd[/link], http://bzzfzvkogldb.com/
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1280316752</unix>
						<iso>2010-07-28 13:32:32</iso>
					</timestamp>
					<author>Visitor</author>
					<comment>DqZMAS  &lt;a href=&quot;http://fynrbblvafhe.com/&quot;&gt;fynrbblvafhe&lt;/a&gt;, [url=http://eqpgldvzifkc.com/]eqpgldvzifkc[/url], [link=http://pdhmqtvjtvje.com/]pdhmqtvjtvje[/link], http://gtlpmybfepbs.com/</comment>
					<text><![CDATA[
DqZMAS  <a href="http://fynrbblvafhe.com/">fynrbblvafhe</a>, [url=http://eqpgldvzifkc.com/]eqpgldvzifkc[/url], [link=http://pdhmqtvjtvje.com/]pdhmqtvjtvje[/link], http://gtlpmybfepbs.com/
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1280322551</unix>
						<iso>2010-07-28 15:09:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Restored from spam/vandalism</comment>
					<text><![CDATA[
{{preface| This is going to be the new front page once we merge with Project: Redcap.  Right now, this site is still called '''HermesWeb''' until the merger takes place.  See the [[Administration]] page for plans on the merger, and the separate [[http://www.redcap.org/ | Project: Redcap]] Web page for legacy content. }}


Welcome to '''Project: Redcap''', a Web site devoted to the tabletop role-playing game [[Ars Magica]].  Our goals are to provide links to as much Ars Magica-related material on the Web as possible, in as many [[languages]] as possible, and to serve as an [[online ars encyclopedia index | online encyclopedia]] of both [[canon | official]] and fan-created material.

Project: Redcap is maintained by volunteers from the Ars Magica [[fan community]].  It has been [[about#history | continuously active]] (and growing) since 1994.


{{toc}}


= About Ars Magica

'''Ars Magica''' is a [[http://en.wikipedia.org/wiki/Role-playing_game_%28pen_and_paper%29 | pen and paper roleplaying game]] focused on wizards and magic.  The game setting, [[Mythic Europe]], is much like historical Europe of the 13^^th^^ century, but where [[magus | wizards]], [[dragon | dragons]], and [[faerie | faeries]] exist.  While the game is grounded in [[real history]], the magic in Ars Magica is fictitious.  The game has nothing to do with real-world occult phenomena or beliefs.

More information about the game is available on our [[Ars Magica]] page.

== Getting Started

[[Welcome to Ars Magica]] provides an introduction for newcomers with helpful advice on how to start playing.


= Fan Community

Ars Magica boasts a highly active, worldwide [[fan community]].

Fans have created hundreds of web sites devoted to the game and they frequent the [[official discussion forum]] to share ideas and stories about their games, discuss and debate the rules and setting, and even play online. They also publish highly professional [[fanzines]] to share creative ideas about the game.  Fans organize [[conventions]] so they can travel great distances to play Ars Magica with one another.  See the [[fan community]] page for more information about these activities.

= Ars Magica Resources

The original mission of Project: Redcap was to cross-link various Ars Magica sites into a network.  Volunteers have expanded this mission to make the project a repository of information in its own right.

== Frequently-Asked Questions (FAQ)

Our [[FAQ]] covers many aspects of Ars Magica, including the [[rules]] and [[Mythic Europe | setting]] of the game, the published [[products]] for the game, and the highly active [[fan community]].

== Internet Site Index

Our [[Internet Site Index]] strives to be the most comprehensive collection of links to Ars Magica resources on the Web.

== Online Encyclopedia

We also host hundreds of pages of Ars Magica related information here on this site.  See the [[online ars encyclopedia index | Online Encyclopedia index]] to get started, or use the Search and navigation features.

== Downloadable Files

Our [[paraphernalia]] page has links to useful files such as [[character sheets]], rules-reference sheets, maps, and so on.

{{anchor|fan-created}}

== Fan-Created Content

Links to fan-created Web sites are arranged by category:

* [[Interactive links]] lead to sites that accept fan-created content from the [[fan community | community]] or help you find other players, either in person or online.
* The [[Saga]] page has links to Web sites players have created for their games.  Browsing them is a great way to get inspiration for your own game.
* The [[House Rule]] page has unofficial rule changes that may interest players
* [[Miscellaneous links]] page includes fan-created resources that don't fall into the previous categories

= Contributing to Project Redcap

Project: Redcap is maintained by volunteers.  We invite contributions from the community.  If you have a Web site about Ars Magica you would like to have listed here, you can [[contact]] us to have it added to a page, or you can sign in and add it yourself.  Please see our page on [[contributing]] for further information.
]]></text>
				</version>
			</history>
		</page>
		<page node="58">
			<name>atlas_games</name>
			<title>Atlas Games</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205591619</unix>
						<iso>2008-03-15 15:33:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Atlas Games'' is the company that owns the [[Ars Magica]] franchise and publishes Ars Magica products. 

See the [[http://www.atlas-games.com/index.php|company webpage]] and the [[http://en.wikipedia.org/wiki/Atlas_Games|wikipedia entry]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205591633</unix>
						<iso>2008-03-15 15:33:53</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Atlas Games'''' is the company that owns the [[Ars Magica]] franchise and publishes Ars Magica products. 

See the [[http://www.atlas-games.com/index.php|company webpage]] and the [[http://en.wikipedia.org/wiki/Atlas_Games|wikipedia entry]]
]]></text>
				</version>
			</history>
		</page>
		<page node="580">
			<name>library</name>
			<title>Library</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230390674</unix>
						<iso>2008-12-27 16:11:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Ars Magica]], the '''library''' is one of the most important elements of a [[Covenant]].  Magi use [[Books]] to study the Hermetic [[Arts]] and improve their ability to do magic.

The size, breadth, and quality of a library's collection is a strong determinant of how quickly [[Magus|magi]] can advance in power.  Therefore, the library should be designed to suit the desired [[Power Level]] and advancement rate for the player-character magi.

=References

* Discussion of the power level of a covenant library may be found on page 71 of [[ArM5]].
* [[Covenants_Book|Covenants]] includes a chapter on libraries (pages 84-102).
]]></text>
				</version>
			</history>
		</page>
		<page node="581">
			<name>parma_magica</name>
			<title>Parma Magica</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230406585</unix>
						<iso>2008-12-27 20:36:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
''Parma Magica'' is a Latin phrase meaning "Magical Shield."  Parma Magica is a spell-like ritual that provides [[Hermetic]] [[Magus|Magi]] with [[Magic Resistance]].  It provides a general-purpose [[Magic Resistance]] that combines with the Magic Resistance granted by the magus's [[Form]] score.

Parma Magica was invented by [[Bonisagus the Founder|Bonisagus]].  It is one of the two great discoveries attributed to him; the other is [[Hermetic Magic]] itself.

The exact details of Parma Magica have varied a little through the lifetime of Ars Magica.

=Parma Magica in Fifth Edition

Parma Magica is the only form of all-around Magic Resistance in [[Fifth Edition]] [[Canon]].  [[Non-Hermetic]] wizards (and [[Diabolist|diabolists]]) lack anything that provides Magic Resistance against all [[Forms]].

In addition to providing [[Magic Resistance]], Parma Magica also blocks the adverse social effects of the [[Gift]].  This enables magi to have normal social interactions with one another, form friendships, and found long-lasting [[Covenant|covenants]].  In Fifth Edition canon, Parma Magica made the [[Order of Hermes]] possible ([[ArM5]], page 9).

In [[ArM5]], Parma Magica is a an [[Arcane Ability]] that can only be learned by characters who have The [[Gift]].  The secret of Parma Magica is only taught to members of the [[Order of Hermes]]; teaching it to outsiders is a serious crime ([[ArM5, page 66).  Hermetic apprentices not taught the full secret of Parma Magica until after they have passed their [[Wizards Gauntlet]] and sworn the [[Hermetic Oath]].

[[Houses of Hermes True Lineages]] includes some variations on Parma Magica that could be invented as a [[Hermetic Breakthrough]].

==Fifth Edition References

* Invention and social effects of Parma Magica, [[ArM5]] page 9.
* Ability Description, [[ArM5]] page 66.
* Activating and De-Activating Parma Magica, [[ArM5]] 85
* Formula for Magic Resistance granted by Parma, [[ArM5]] 85 
* Sharing Parma Magica, [[ArM5]] 66, 85

=Parma Magica in Fourth Edition

Mechanically, Parma Magica worked the same in Fourth Edition as it does in Fifth Edition.  There is no mention of it having any effect on the social impairment of The Gift.

=Parma Magica in Second and Third Edition

Parma Magica in Second and Third Edition provided Magic Resistance.  In addition, the text noted that Parma Magica also blocked the "everyday" magic of a beautiful sunrise or a well-prepared meal.  This set magi apart from other characters and made them think and act even more differently from mundanes.

In the Third Edition sourcebook, [[Houses of Hermes]], it was noted that some members of House Jerbiton avoid using Parma Magica so they can fully experience beauty.

=Parma Magica in First Edition

Parma Magica in [[ArM1]] was not an Ability at all, but a [[Rego]] [[Vim]] [[General Spell|General spell]]. Furthermore, Parma Magica would "go down" and need to be re-cast if a spell successfully penetrated it.  A magus would know when his Parma went down, but not necessarily why. (This is the opposite of the situation in [[ArM5]], where a magus knows when his Parma blocks a spell but not when one gets through).

The effect of having Parma Magica as a ReVi spell was to strongly encourage all magi to develop their Rego and Vim scores.  Presumably, this tended to reduce diversity among player-magi.  Parma Magica was changed to an Ability in Second Edition, presumably to weaken the incentive for magi to specialize in Rego Vim.

=Frequently-Asked Questions

See [[Magic Resistance]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230490176</unix>
						<iso>2008-12-28 19:49:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>typos</comment>
					<text><![CDATA[
''Parma Magica'' is a Latin phrase meaning "Magical Shield."  Parma Magica is a spell-like ritual that provides [[Hermetic]] [[Magus|Magi]] with [[Magic Resistance]].  It provides a general-purpose [[Magic Resistance]] that combines with the Magic Resistance granted by the magus's [[Form]] score.

Parma Magica was invented by [[Bonisagus the Founder|Bonisagus]].  It is one of the two great discoveries attributed to him; the other is [[Hermetic Magic]] itself.

The exact details of Parma Magica have varied a little through the lifetime of Ars Magica.

=Parma Magica in Fifth Edition

Parma Magica is the only form of all-around Magic Resistance in [[Fifth Edition]] [[Canon]].  [[Non-Hermetic]] wizards (and [[Diabolist|diabolists]]) lack anything that provides Magic Resistance against all [[Forms]].

In addition to providing [[Magic Resistance]], Parma Magica also blocks the adverse social effects of the [[Gift]].  This enables magi to have normal social interactions with one another, form friendships, and found long-lasting [[Covenant|covenants]].  In Fifth Edition canon, Parma Magica made the [[Order of Hermes]] possible ([[ArM5]], page 9).

In [[ArM5]], Parma Magica is a an [[Arcane Ability]] that can only be learned by characters who have The [[Gift]].  The secret of Parma Magica is only taught to members of the [[Order of Hermes]]; teaching it to outsiders is a serious crime ([[ArM5]], page 66).  Hermetic apprentices are n are not taught the full secret of Parma Magica until after they have passed their [[Wizards Gauntlet]] and sworn the [[Hermetic Oath]].

[[Houses of Hermes True Lineages]] includes some variations on Parma Magica that could be invented as a [[Hermetic Breakthrough]].

==Fifth Edition References

* Invention and social effects of Parma Magica, [[ArM5]] page 9.
* Ability Description, [[ArM5]] page 66.
* Activating and De-Activating Parma Magica, [[ArM5]] 85
* Formula for Magic Resistance granted by Parma, [[ArM5]] 85 
* Sharing Parma Magica, [[ArM5]] 66, 85

=Parma Magica in Fourth Edition

Mechanically, Parma Magica worked the same in Fourth Edition as it does in Fifth Edition.  There is no mention of it having any effect on the social impairment of The Gift.

=Parma Magica in Second and Third Edition

Parma Magica in Second and Third Edition provided Magic Resistance.  In addition, the text noted that Parma Magica also blocked the "everyday" magic of a beautiful sunrise or a well-prepared meal.  This set magi apart from other characters and made them think and act even more differently from mundanes.

In the Third Edition sourcebook, [[Houses of Hermes]], it was noted that some members of House Jerbiton avoid using Parma Magica so they can fully experience beauty.

=Parma Magica in First Edition

Parma Magica in [[ArM1]] was not an Ability at all, but a [[Rego]] [[Vim]] [[General Spell|General spell]]. Furthermore, Parma Magica would "go down" and need to be re-cast if a spell successfully penetrated it.  A magus would know when his Parma went down, but not necessarily why. (This is the opposite of the situation in [[ArM5]], where a magus knows when his Parma blocks a spell but not when one gets through).

The effect of having Parma Magica as a ReVi spell was to strongly encourage all magi to develop their Rego and Vim scores.  Presumably, this tended to reduce diversity among player-magi.  Parma Magica was changed to an Ability in Second Edition, presumably to weaken the incentive for magi to specialize in Rego Vim.

=Frequently-Asked Questions

See [[Magic Resist
]]></text>
				</version>
			</history>
		</page>
		<page node="582">
			<name>erik_dahl</name>
			<title>Erik Dahl</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230468147</unix>
						<iso>2008-12-28 13:42:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Erik Dahl is one of the most prolific authors of Ars Magica books.  The works to which he's contributed include:

=Fifth Edition Books by Erik Dahl

* The [[Broken Covenant of Calebais]] (based on the original scenario by [[Jonathan Tweet]] and [[Mark Rein•Hagen]]
* [[Houses of Hermes True Lineages]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[David Woods]])
* [[Realms of Power Divine]] (with [[Niall Christie]], [[Matt Ryan]], and [[Alex White]])
* [[Houses of Hermes Mystery Cults]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[Mark Shirley]])
* [[Realms of Power Infernal]] (with [[Timothy Ferguson]], and [[Mark Shirley]])
* [[Houses of Hermes Societates]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Realms of Power Magic]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]])
* [[Hedge Magic Revised Edition]] (with [[Timothy Ferguson]], [[Richard Love]], and [[John Post]])
* [[Realms of Power Faerie]] (with [[Timothy Ferguson]] and [[Mark Shirley]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230468674</unix>
						<iso>2008-12-28 13:51:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added ArM4 credits</comment>
					<text><![CDATA[
Erik Dahl is one of the most prolific authors of Ars Magica books.  The works to which he's contributed include:

=[[Fifth Edition]] n]] Books by Erik Dahl

* The [[Broken Covenant of Calebais]] (based on the original scenario by [[Jonathan Tweet]] and [[Mark Rein•Hagen]]
* [[Houses of Hermes True Lineages]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[David Woods]])
* [[Realms of Power Divine]] (with [[Niall Christie]], [[Matt Ryan]], and [[Alex White]])
* [[Houses of Hermes Mystery Cults]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[Mark Shirley]])
* [[Realms of Power Infernal]] (with [[Timothy Ferguson]], and [[Mark Shirley]])
* [[Houses of Hermes Societates]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Realms of Power Magic]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]])
* [[Hedge Magic Revised Edition]] (with [[Timothy Ferguson]], [[Richard Love]], and [[John Post]])
* [[Realms of Power Faerie]] (with [[Timothy Ferguson]] and [[Mark Shirl

=[[Fourth Edition]] Books by Erik Dahl

* [[Living Lore]] (with [[Robert Angeloni]], [[Keith Baker]], [[Niall Christie]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], [[Matt Ryan]], and [[Sheila Thomas]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230674583</unix>
						<iso>2008-12-30 23:03:03</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Erik Dahl is one of the most prolific authors of Ars Magica books.  The works to which he's contributed include:

=[[Fifth Edition]] Books by Erik Dahl

* The [[Broken Covenant of Calebais]] (based on the original scenario by [[Jonathan Tweet]] and [[Mark Rein•Hagen]]
* [[Houses of Hermes True Lineages]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[David Woods]])
* [[Realms of Power Divine]] (with [[Niall Christie]], [[Matt Ryan]], and [[Alex White]])
* [[Houses of Hermes:: Mystery Cults]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[Mark Shirley]])
* [[Realms of Power Infernal]] (with [[Timothy Ferguson]], and [[Mark Shirley]])
* [[Houses of Hermes Societates]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Realms of Power Magic]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]])
* [[Hedge Magic Revised Edition]] (with [[Timothy Ferguson]], [[Richard Love]], and [[John Post]])
* [[Realms of Power Faerie]] (with [[Timothy Ferguson]] and [[Mark Shirley]]

=[[Fourth Edition]] Books by Erik Dahl

* [[Living Lore]] (with [[Robert Angeloni]], [[Keith Baker]], [[Niall Christie]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], [[Matt Ryan]], and [[Sheila Thomas]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1261002639</unix>
						<iso>2009-12-16 23:30:39</iso>
					</timestamp>
					<author>ErikDahl</author>
					<comment></comment>
					<text><![CDATA[
Erik Dahl is one of the most prolific authors of Ars Magica books.  The works to which he's contributed include:

=[[Fifth Edition]] Books by Erik Dahl

* The [[Broken Covenant of Calebais]] (based on the original scenario by [[Jonathan Tweet]] and [[Mark Rein•Hagen]]
* [[Houses of Hermes True Lineages]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[David Woods]])
* [[Realms of Power Divine]] (with [[Niall Christie]], [[Matt Ryan]], and [[Alex White]])
* [[Ancient Magic]] (with [[Timothy Ferguson]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevis]], and [[Alexander White]])
* [[Houses of Hermes: Mystery Cults]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[Mark Shirley]])
* [[Realms of Power Infernal]] (with [[Timothy Ferguson]], and [[Mark Shirley]])
* [[Houses of Hermes Societates]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Realms of Power Magic]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]])
* [[Hedge Magic Revised Edition]] (with [[Timothy Ferguson]], [[Richard Love]], and [[John Post]])
* [[Realms of Power Faerie]] (with [[Timothy Ferguson]] and [[Mark Shirley]]

=[[Fourth Edition]] Books by Erik Dahl

* [[Living Lore]] (with [[Robert Angeloni]], [[Keith Baker]], [[Niall Christie]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], [[Matt Ryan]], and [[Sheila Thomas]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1261002821</unix>
						<iso>2009-12-16 23:33:41</iso>
					</timestamp>
					<author>ErikDahl</author>
					<comment></comment>
					<text><![CDATA[
Erik Dahl is one of the most prolific authors of Ars Magica books.  The works to which he's contributed include:

=[[Fifth Edition]] Books by Erik Dahl

* The [[Broken Covenant of Calebais]] (based on the original scenario by [[Jonathan Tweet]] and [[Mark Rein•Hagen]]
* [[Houses of Hermes True Lineages]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[David Woods]])
* [[The Mysteries, Revised Edition]] (by [[Christian Jensen Romer]] and [[Neil Taylor]])
* [[Realms of Power Divine]] (with [[Niall Christie]], [[Matt Ryan]], and [[Alex White]])
* [[Ancient Magic]] (with [[Timothy Ferguson]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevis]], and [[Alexander White]])
* [[Houses of Hermes: Mystery Cults]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[Mark Shirley]])
* [[Realms of Power Infernal]] (with [[Timothy Ferguson]], and [[Mark Shirley]])
* [[Houses of Hermes Societates]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Realms of Power Magic]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]])
* [[Hedge Magic Revised Edition]] (with [[Timothy Ferguson]], [[Richard Love]], and [[John Post]])
* [[Realms of Power Faerie]] (with [[Timothy Ferguson]] and [[Mark Shirley]]

=[[Fourth Edition]] Books by Erik Dahl

* [[Living Lore]] (with [[Robert Angeloni]], [[Keith Baker]], [[Niall Christie]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], [[Matt Ryan]], and [[Sheila Thomas]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1261002998</unix>
						<iso>2009-12-16 23:36:38</iso>
					</timestamp>
					<author>ErikDahl</author>
					<comment></comment>
					<text><![CDATA[
Erik Dahl is one of the most prolific authors of Ars Magica books.  The works to which he's contributed include:

=[[Fifth Edition]] Books by Erik Dahl

* The [[Broken Covenant of Calebais]] (based on the original scenario by [[Jonathan Tweet]] and [[Mark Rein•Hagen]]
* [[Houses of Hermes True Lineages]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[David Woods]])
* [[The Mysteries Revised Edition]] (by [[Christian Jensen Romer]] and [[Neil Taylor]])
* [[Realms of Power Divine]] (with [[Niall Christie]], [[Matt Ryan]], and [[Alex White]])
* [[Ancient Magic]] (with [[Timothy Ferguson]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], [[Paul Tevis]], and [[Alexander White]])
* [[Houses of Hermes: Mystery Cults]] (with [[Timothy Ferguson]], [[Matt Ryan]], and [[Mark Shirley]])
* [[Realms of Power Infernal]] (with [[Timothy Ferguson]], and [[Mark Shirley]])
* [[Houses of Hermes Societates]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Realms of Power Magic]] (with [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]])
* [[Hedge Magic Revised Edition]] (with [[Timothy Ferguson]], [[Richard Love]], and [[John Post]])
* [[Realms of Power Faerie]] (with [[Timothy Ferguson]] and [[Mark Shirley]]

=[[Fourth Edition]] Books by Erik Dahl

* [[Living Lore]] (with [[Robert Angeloni]], [[Keith Baker]], [[Niall Christie]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], [[Matt Ryan]], and [[Sheila Thomas]]
]]></text>
				</version>
			</history>
		</page>
		<page node="583">
			<name>mark_shirley</name>
			<title>Mark Shirley</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230469561</unix>
						<iso>2008-12-28 14:06:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Mark Shirley is one of the most prolific authors of [[ArM5]] supplements.  Works to which he's contributed include:

=[[Fifth Edition]] Books by Mark Shirley

* [[Guardians of the Forest]] (with [[Andrew Smith]])
* [[Covenants_Book|Covenants]] (with [[Timothy Ferguson]],
[[Andrew Smith]], and [[Neil Taylor]])
* [[Houses of Hermes Mystery Cults]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Matt Ryan]])
* [[Realms of Power Infernal]] (with [[Erik Dahl]] and [[Timothy Ferguson]]
* [[Houses of Hermes Societates]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], and [[Nick Simmonds]])
* [[Lion and the Lily]] (with [[Timothy Ferguson]], [[Richard Love]], [[Christian Jensen Romer]], [[Andrew Smith]], [[Paul Tevis]], [[Sheila Thomas]])
* [[Art and Academe]] (with [[Matt Ryan]])
* [[Realms of Power Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Andrew Smith]], and [[Sheila Thomas]])
* [[Realms of Power Faerie]] (with [[Erik Dahl]] and [[Timothy Ferguson]])

=[[Fourth Edition]] Books by Mark Shirley

* [[Land of Fire and Ice]] (with [[David Woods]])
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230469596</unix>
						<iso>2008-12-28 14:06:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed punctuation</comment>
					<text><![CDATA[
Mark Shirley is one of the most prolific authors of [[ArM5]] supplements.  Works to which he's contributed include:

=[[Fifth Edition]] Books by Mark Shirley

* [[Guardians of the Forest]] (with [[Andrew Smith]])
* [[Covenants_Book|Covenants]] (with [[Timothy Ferguson]],
[[Andrew Smith]], and [[Neil Taylor]])
* [[Houses of Hermes Mystery Cults]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Matt Ryan]])
* [[Realms of Power Infernal]] (with [[Erik Dahl]] and [[Timothy Ferguson]]))
* [[Houses of Hermes Societates]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], and [[Nick Simmonds]])
* [[Lion and the Lily]] (with [[Timothy Ferguson]], [[Richard Love]], [[Christian Jensen Romer]], [[Andrew Smith]], [[Paul Tevis]], [[Sheila Thomas]])
* [[Art and Academe]] (with [[Matt Ryan]])
* [[Realms of Power Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Andrew Smith]], and [[Sheila Thomas]])
* [[Realms of Power Faerie]] (with [[Erik Dahl]] and [[Timothy Ferguson]])

=[[Fourth Edition]] Books by Mark Shirley

* [[Land of Fire and Ice]] (with [[David Woods]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230674607</unix>
						<iso>2008-12-30 23:03:27</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Mark Shirley is one of the most prolific authors of [[ArM5]] supplements.  Works to which he's contributed include:

=[[Fifth Edition]] Books by Mark Shirley

* [[Guardians of the Forest]] (with [[Andrew Smith]])
* [[Covenants_Book|Covenants]] (with [[Timothy Ferguson]],
[[Andrew Smith]], and [[Neil Taylor]])
* [[Houses of Hermes:: Mystery Cults]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Matt Ryan]])
* [[Realms of Power Infernal]] (with [[Erik Dahl]] and [[Timothy Ferguson]])
* [[Houses of Hermes Societates]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], and [[Nick Simmonds]])
* [[Lion and the Lily]] (with [[Timothy Ferguson]], [[Richard Love]], [[Christian Jensen Romer]], [[Andrew Smith]], [[Paul Tevis]], [[Sheila Thomas]])
* [[Art and Academe]] (with [[Matt Ryan]])
* [[Realms of Power Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Andrew Smith]], and [[Sheila Thomas]])
* [[Realms of Power Faerie]] (with [[Erik Dahl]] and [[Timothy Ferguson]])

=[[Fourth Edition]] Books by Mark Shirley

* [[Land of Fire and Ice]] (with [[David Woods]]
]]></text>
				</version>
			</history>
		</page>
		<page node="584">
			<name>arm1</name>
			<title>ArM1</title>
			<language>en</language>
			<tags>
				<tag>ArM1</tag>
			</tags>
			<history size="8">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230472613</unix>
						<iso>2008-12-28 14:56:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[Image:ArM1_cover.jpg] The first edition of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Forms]] and [[Techniques]].  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Traits]], which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Traits]] were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1
On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell | General spell], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230472792</unix>
						<iso>2008-12-28 14:59:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed  formatting</comment>
					<text><![CDATA[
[Image:ArM1_cover.jpg] The first edition of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Forms]] and [[Techniques]].  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Traits]], which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Traits]] were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1


On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [ General Spell | General spell]]l]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general te
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230473302</unix>
						<iso>2008-12-28 15:08:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
[Image:ArM1_cover.jpg] The first edition of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Forms]] and [[Techniques]].  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Traits]], which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Traits]] were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General ll]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1267053480</unix>
						<iso>2010-02-25 00:18:00</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link to personality traits</comment>
					<text><![CDATA[
{{image|right|ArM1_cover.jpg}} The '''first edition''' of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Forms]] and [[Techniques]].  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Trait]]s, which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Trait]]s were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General spell]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1267053534</unix>
						<iso>2010-02-25 00:18:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed image position</comment>
					<text><![CDATA[
{{image|ArM1_cover.jpg|right}} The '''first edition''' of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Forms]] and [[Techniques]].  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Trait]]s, which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Trait]]s were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General spell]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1267053620</unix>
						<iso>2010-02-25 00:20:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed links to &quot;Form&quot;, &quot;Technique&quot;</comment>
					<text><![CDATA[
{{image|ArM1_cover.jpg|right}} The '''first edition''' of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Form]]s and [[Technique]]s.  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Trait]]s, which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Trait]]s were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General spell]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1267325505</unix>
						<iso>2010-02-28 03:51:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added notes on grogs' Virtues and Flaws</comment>
					<text><![CDATA[
{{image|ArM1_cover.jpg|right}} The '''first edition''' of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Form]]s and [[Technique]]s.  It introduced [[Troupe Style]] play, where players rotate roles like actors in a repertory troupe. It introduced [[Personality Trait]]s, which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Trait]]s were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General spell]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms
* Grogs could not have [[Virtues and Flaws]]
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1267325556</unix>
						<iso>2010-02-28 03:52:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Remark about bad Latin spelling</comment>
					<text><![CDATA[
{{image|ArM1_cover.jpg|right}} The '''first edition''' of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Form]]s and [[Technique]]s.  It introduced [[Troupe Style]] play, where players rotate roles like actors in a repertory troupe. It introduced [[Personality Trait]]s, which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1 (but some of their Latin names were misspelled)
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Trait]]s were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General spell]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms
* Grogs could not have [[Virtues and Flaws]]
]]></text>
				</version>
			</history>
		</page>
		<page node="585">
			<name>matt_ryan</name>
			<title>Matt Ryan</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230473487</unix>
						<iso>2008-12-28 15:11:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Matt Ryan is an author of several Ars Magica books, mostly for [[ArM5]].  His works include:

=[[Fifth Edition]] Books by Matt Ryan

* [[Houses of Hermes True Lineages]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[David Woods]])
* [[Realms of Power Divine]] (with [[Niall Christie]], [[Erik Dahl]], and [[Alex White]])
* [[Houses of Hermes Mystery Cults]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Mark Shirley]])
* [[City and Guild]] (with [[Timothy Ferguson]], [[Richard Love]], and [[Sheila Thomas]])
* [[Art and Academe]] (with [[Mark Shirley]])

=[[Fourth Edition]] Books by Matt Ryan

* [[Living Lore]] (with [[Robert Angeloni]], [[Keith Baker]], [[Niall Christie]], [[Erik Dahl]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], and [[Sheila Thomas]])
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230674627</unix>
						<iso>2008-12-30 23:03:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>HoHMC link</comment>
					<text><![CDATA[
Matt Ryan is an author of several Ars Magica books, mostly for [[ArM5]].  His works include:

=[[Fifth Edition]] Books by Matt Ryan

* [[Houses of Hermes True Lineages]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[David Woods]])
* [[Realms of Power Divine]] (with [[Niall Christie]], [[Erik Dahl]], and [[Alex White]])
* [[Houses of Hermes:: Mystery Cults]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Mark Shirley]])
* [[City and Guild]] (with [[Timothy Ferguson]], [[Richard Love]], and [[Sheila Thomas]])
* [[Art and Academe]] (with [[Mark Shirley]])

=[[Fourth Edition]] Books by Matt Ryan

* [[Living Lore]] (with [[Robert Angeloni]], [[Keith Baker]], [[Niall Christie]], [[Erik Dahl]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], and [[Sheila Thomas]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268174839</unix>
						<iso>2010-03-09 23:47:19</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed spelling, City and Gild</comment>
					<text><![CDATA[
Matt Ryan is an author of several Ars Magica books, mostly for [[ArM5]].  His works include:

=[[Fifth Edition]] Books by Matt Ryan

* [[Houses of Hermes True Lineages]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[David Woods]])
* [[Realms of Power Divine]] (with [[Niall Christie]], [[Erik Dahl]], and [[Alex White]])
* [[Houses of Hermes: Mystery Cults]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Mark Shirley]])
* [[City and Gild]] (with [[Timothy Ferguson]], [[Richard Love]], and [[Sheila Thomas]])
* [[Art and Academe]] (with [[Mark Shirley]])

=[[Fourth Edition]] Books by Matt Ryan

* [[Living Lore]] (with [[Robert Angeloni]], [[Keith Baker]], [[Niall Christie]], [[Erik Dahl]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], and [[Sheila Thomas]])
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268267552</unix>
						<iso>2010-03-11 01:32:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected spelling of City &amp; Guild (my bad)</comment>
					<text><![CDATA[
Matt Ryan is an author of several Ars Magica books, mostly for [[ArM5]].  His works include:

=[[Fifth Edition]] Books by Matt Ryan

* [[Houses of Hermes True Lineages]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[David Woods]])
* [[Realms of Power Divine]] (with [[Niall Christie]], [[Erik Dahl]], and [[Alex White]])
* [[Houses of Hermes: Mystery Cults]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Mark Shirley]])
* [[City and Guild]] (with [[Timothy Ferguson]], [[Richard Love]], and [[Sheila Thomas]])
* [[Art and Academe]] (with [[Mark Shirley]])

=[[Fourth Edition]] Books by Matt Ryan

* [[Living Lore]] (with [[Robert Angeloni]], [[Keith Baker]], [[Niall Christie]], [[Erik Dahl]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], and [[Sheila Thomas]])
]]></text>
				</version>
			</history>
		</page>
		<page node="586">
			<name>the_mysteries</name>
			<title>The Mysteries</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230474179</unix>
						<iso>2008-12-28 15:22:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
''The Mysteries'' was a popular and rather innovative supplement for [[ArM4]].  It introduced the concept of [[Mystery|Mysteries]], secret traditions or cults that taught powers different from [[Hermetic Magic]].  The mystical traditions in ''The Mysteries'' were based on real-world legends, helping to build a bridge between the fictional [[Order of Hermes]] and real-world medieval Hermeticism.

=Availability

[[ArM4 supplement]]; out of print.  Available as a PDF e-book from e23: [[http://e23.sjgames.com/item.html?id=AG0279]]

=Related Topics

* ''The Mysteries'' was completely re-written for [[ArM5]] as [[Mysteries Revised Edition]].  Both the mechanics, and the magical traditions covered, are different.  ''The Mysteries'' therefore has content that is not included in [[TMRE]], though this content would need considerable work to adapt to the [[ArM5]] rules.
* See the Atlas Games product page: [[http://www.atlas-games.com/product_tables/AG0265.php]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230474200</unix>
						<iso>2008-12-28 15:23:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link</comment>
					<text><![CDATA[
''The Mysteries'' was a popular and rather innovative supplement for [[ArM4]].  It introduced the concept of [[Mystery|Mysteries]], secret traditions or cults that taught powers different from [[Hermetic Magic]].  The mystical traditions in ''The Mysteries'' were based on real-world legends, helping to build a bridge between the fictional [[Order of Hermes]] and real-world medieval Hermeticism.

=Availability

[[ArM4]] supplement; out of print.  Available as a PDF e-book from e23: [[http://e23.sjgames.com/item.html?id=AG0279]]

=Related Topics

* ''The Mysteries'' was completely re-written for [[ArM5]] as [[Mysteries Revised Edition]].  Both the mechanics, and the magical traditions covered, are different.  ''The Mysteries'' therefore has content that is not included in [[TMRE]], though this content would need considerable work to adapt to the [[ArM5]] rules.
* See the Atlas Games product page: [[http://www.atlas-games.com/product_tables/AG0265.php]]
]]></text>
				</version>
			</history>
		</page>
		<page node="587">
			<name>mud</name>
			<title>MUD</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230476451</unix>
						<iso>2008-12-28 16:00:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''MUD''' is an acronym for "Multi-User Dungeon."  It's an old form of interactive, online role-playing game.  MUDs are different from a modern MMORPG ("Massively Multiplayer Online Role-Playing Game") in that:

# A MUD has a text-based interface, so the world is described with text instead of pictures and players type commands rather than clicking a mouse
# MUDs have smaller player bases, usually dozens of players rather than thousands
# MUDs are usually hosted at universities or other not-for-profit institutions, and there is no fee required to play

=Ars Magica Related MUDs

* [[Tempora Heroica]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230494810</unix>
						<iso>2008-12-28 21:06:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Types, Delimitation &amp; Popularity</comment>
					<text><![CDATA[
'''MUD''' is an acronym for "Multi-User Dungeon."  It's an old form of interactive, online role-playing game.  MUDs are different from a modern MMORPG ("Massively Multiplayer Online Role-Playing Game") in that:

# A MUD has a text-based interface, so the world is described with text instead of pictures and players type commands rather than clicking a mouse
# MUDs have smaller player bases, usually dozens of players rather than thousands
# MUDs are usually hosted at universities or other not-for-profit institutions, and there is no fee required to play

= Types & Variants

While the original acronym simply denoted a kind of game, but not a particular style of play, inveterate experts of the matter distinguish several types of [?MUD|Multi-User Dungeon]s that have been known to exist to this day. According to the teachings of these authorities, [?MUD|Multi-User Dungeon] denotes a kind of online game in which it is the characters' primary goal to explore the virtual world they find themselves in. All along the way, they solve all kinds of riddles, perform quests, and prove themselves worthy in the context of the respective scenario, thereby gaining experience, skills and power. After having played several years, and having gained enough power to reach the highest level a character can obtain, a level usually referred to as Wizard, the player may start to forge the game world according to his will by being bestowed the responsibility for a part of that world.

On the other hand, [?MUSH|Multi-User Shared Hallucination]s tend to focus on the social interaction of the characters that are involved in the game. The idea of a [?MUSH|Multi-User Shared Hallucination] is that players, actors actually, thrive by just expressing themselves, and interacting with one another when being put together in the same (virtual) room. [?MUSH|Multi-User Shared Hallucination] players tend to lack the teeth grinding sobriety of [?MUD|Multi-User Dungeon] players who, unlike the latter, usually just hang out together to discuss (virtual) matters instead of teaming up to slay monsters.

There are other types of [?MUD|Multi-User Dungeon]s, like MOOs, MUXs, and derivatives that describe variants of the types above. However, most of them merely describe variants of the software that runs on the server rather than differences of what players or characters spend their time with.

= Delimitation & Popularity

According to many [?P&P|Pen & paper] role-players, [?MUD|Multi-User Dungeon]s come closest to what a proper computer based [?RPG|Role-playing game] should look and feel like. Unlike adventures, another kind of text-based computer game where players guide just a single character, and, while exploring the world, must solve countless riddles and interact with more or less creative computer-controlled entities, [?MUD|Multi-User Dungeon]s simulate the interaction of multiple characters, protagonists as well as antagonists, within the virtual world. A similar distinction applies to the type of game in which a single player controls an entire party that sets out to confront endless waves of malicious monsters.

The golden age of [?MUD|Multi-User Dungeon]s was during the late 1980s and early 1990s. [?MUD|Multi-User Dungeon]s mainly grew in university networks were students flocked to back & green terminals to celebrate their creativity. Due to the lack of Internet access for the major part of the populace at that time, [?MUD|Multi-User Dungeon]s were usually considered an academic phenomenon, featuring a high percentage of people with geekish finesse. When the Internet reached the masses in the middle of the 1990s, and was recognized as the commercial platform it is today, it went hand in hand with a change of the type of entertainment people spend their time with. As far as games were concerned, media-heavy, resource-greedy applications swept away the former charm of text-based adventuring, and although the mudding-culture never really died it never received the quantitive push that the online community could have brought. It therefore quietly lives on relatively isolated from the eyes of masses.

= Ars Magica Related MUDs

the original acronym
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1249423830</unix>
						<iso>2009-08-05 00:10:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Mostly corrected typos and reformatting</comment>
					<text><![CDATA[
'''MUD''' is an acronym for “Multi-User Dungeon”.  It's an old form of interactive, online role-playing game.  {{abbr|MUD|Multi-User Dungeon}}s are different from a modern {{abbr|MMORPG|Massively Multiplayer Online Role-Playing Game}} in that:

* A {{abbr|MUD|Multi-User Dungeon}} has a text-based interface, so the world is described with text instead of pictures and players type commands rather than clicking a mouse
* {{abbr|MUD|Multi-User Dungeon}}s have smaller player bases, usually dozens of players rather than thousands
* {{abbr|MUD|Multi-User Dungeon}}s are usually hosted at universities or other not-for-profit institutions, and there is no fee required to play

= Types & Variants

While the original acronym simply denoted a generic kind of game and not a particular style of play, inveterate experts of the matter distinguish several types of {{abbr|MUD|Multi-User Dungeon}}s that have been known to exist to this day. According to the teachings of these authorities, {{abbr|MUD|Multi-User Dungeon}} denotes a kind of online game in which it is the characters' primary goal to explore the virtual world they find themselves in. All along the way, they solve various kinds of riddles, perform quests, thereby proving themselves worthy by gaining experience, skills and power. After having played and labored for several years, and having gained enough power to reach the highest level a character can obtain, a level usually referred to as a Wizard, the player may start to forge the game world according to his will. To do so, he is bestowed the responsibility for a part of that world.

On the other hand, {{abbr|MUSH|Multi-User Shared Hallucination}}s tend to focus on the social interaction of the characters that are involved in the game. The idea of a {{abbr|MUSH|Multi-User Shared Hallucination}} is that players, actors actually, thrive by just expressing themselves, and interacting with one another when meeting in the same (virtual) room. {{abbr|MUSH|Multi-User Shared Hallucination}} players tend to lack the teeth grinding sobriety of {{abbr|MUD|Multi-User Dungeon}} players, and usually just hang out together to discuss (virtual) matters instead of teaming up to slay monsters.

There are other types of {{abbr|MUD|Multi-User Dungeon}}s, like MOOs, MUXs, and derivatives that describe slightly different variants of the types above. However, most of these variants describe differences of the software that runs on the game server rather than differences of what players or characters spend their time with.

= Delimitation & Popularity

According to many {{abbr|P&P|Pen & paper}} role-players, {{abbr|MUD|Multi-User Dungeon}}s come closest to what a computer-based {{abbr|RPG|Role-playing game}} should look and feel like. Unlike Adventures, another kind of text-based computer game where players control just a single alter ego, and, while exploring the game world, must solve countless riddles and interact with more or less creative computer-controlled entities, {{abbr|MUD|Multi-User Dungeon}}s simulate the interaction of multiple characters controlled by real humans – protagonists as well as antagonists – within the virtual world. A similar distinction applies to the type of game (also employing the ambiguous term Role-Playing Game) in which a single player controls an entire party that sets out to confront wave after wave of malicious monsters.

The golden age of {{abbr|MUD|Multi-User Dungeon}}s was during the late 1980s and early 1990s. {{abbr|MUD|Multi-User Dungeon}}s mainly thrived in university networks were students flocked to black & white (green, actually) terminals to celebrate their creativity. Due to the lack of Internet access for the major part of the populace at that time, {{abbr|MUD|Multi-User Dungeon}}s were usually considered an academic phenomenon, and featured a high percentage of people with geekish finesse. When the Internet reached the masses in the middle of the 1990s, and was recognized as the commercial platform it is today, this development went hand in hand with a change of the type of online entertainment people spend their time with. As far as games were concerned, media-heavy, resource-greedy applications swept away the former charm of text-based adventuring, and although the mudding-culture never really died it never received the quantitative push that the online community could have brought. It therefore quietly lingers on relatively isolated from the eyes of masses.

= Ars Magica Related MUDs

* [[Tempora Heroica]]
]]></text>
				</version>
			</history>
		</page>
		<page node="588">
			<name>tempora_heroica</name>
			<title>Tempora Heroica</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230476894</unix>
						<iso>2008-12-28 16:08:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tempora Heroica''' is an online game (specifically, a [[Mud]]) that players can join for free.  It is not, strictly speaking, an Ars Magica game, but it uses some Ars Magica concepts and may be of interest for that reason.

=Play Tempora Heroica

Tempora Heroica has a Web site, which explains how to play.  No special software is required, just a Telnet client.

* Tempora Heroica Web Site: [[http://www.ibiblio.org/TH/]]

==Technical Note

Windows Users: The Windows build-in telnet client doesn't seem to work.  See the FAQ on the Tempora Heroica Web site ([[http://www.ibiblio.org/TH/faq.html]]) for suggestions on what software to use.  

==Status

The Tempora Heroica server was working and I (Andrew Gronosky) was able to log in on December 28, 2008.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230476973</unix>
						<iso>2008-12-28 16:09:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated description</comment>
					<text><![CDATA[
'''Tempora Heroica''' is an online game (specifically, a [[Mud]]) that players can join for free.  It is not, strictly speaking, an Ars Magica game, but it uses some Ars Magica concepts (such as the magic system) asuch as the magic system) and may be of interest for that reason.

=Play Tempora Heroica

Tempora Heroica has a Web site, which explains how to play.  No special software is required, just a Telnet client.

* Tempora Heroica Web Site: [[http://www.ibiblio.org/TH/]]

==Technical Note

Windows Users: The Windows build-in telnet client doesn't seem to work.  See the FAQ on the Tempora Heroica Web site ([[http://www.ibiblio.org/TH/faq.html]]) for suggestions on what software to use.  

==Status

The Tempora Heroica server was working and I (Andrew Gronosky) was able to l
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230478920</unix>
						<iso>2008-12-28 16:42:00</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link</comment>
					<text><![CDATA[
'''Tempora Heroica''' is an online game (specifically, a [[MUD]]) that players can join for free.  It is not, strictly speaking, an Ars Magica game, but it uses some Ars Magica concepts (such as the magic system) and may be of interest for that reason.

=Play Tempora Heroica

Tempora Heroica has a Web site, which explains how to play.  No special software is required, just a Telnet client.

* Tempora Heroica Web Site: [[http://www.ibiblio.org/TH/]]

==Technical Note

Windows Users: The Windows build-in telnet client doesn't seem to work.  See the FAQ on the Tempora Heroica Web site ([[http://www.ibiblio.org/TH/faq.html]]) for suggestions on what software to use.  

==Status

The Tempora Heroica server was working and I (Andrew Gronosky) was able to log in on December 28, 2008.
]]></text>
				</version>
			</history>
		</page>
		<page node="589">
			<name>alternative_sagas</name>
			<title>Alternative Sagas</title>
			<language>en</language>
			<tags>
				<tag>Fan-Created Content</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230481307</unix>
						<iso>2008-12-28 17:21:47</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
These are Saga pages that use a different setting than Ars Magica [[Canon]].  They may be set in a modified version of [[Mythic Europe]], or in a different world altogether.

:[[http://www.panix.com/~nexus/rochehaut|The Cisalpin Tribunal]]:Mythic Europe, with an alternate Tribunal division
:[[http://www.psi-13.com/eminton/giants/index.html|Giants in the Earth]]:
:[[http://knownworld.theennead.com|The Known World]]:
:[[http://www.crashbox.com/rivenrock|Rivenrock]]:A saga set in the world of Hârn. '''Link not working, 28 December 2007'''
:[[http://darmont.free.fr/arm/?page=arm-snaefell&lang=eng|Snaefellsjökull]]:
:[[http://www.pvv.ntnu.no/~leirbakk/rpg/arsmagica/arsmagica_index_e.html|Taneb's Tooth]]:
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230482050</unix>
						<iso>2008-12-28 17:34:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Copyright notice</comment>
					<text><![CDATA[
These are Saga pages that use a different setting than Ars Magica [[Canon]].  They may be set in a modified version of [[Mythic Europe]], or in a different world altogether.

:[[http://www.panix.com/~nexus/rochehaut|The Cisalpin Tribunal]]:Mythic Europe, with an alternate Tribunal division
:[[http://www.psi-13.com/eminton/giants/index.html|Giants in the Earth]]:
:[[http://knownworld.theennead.com|The Known World]]:
:[[http://www.crashbox.com/rivenrock|Rivenrock]]:A saga set in the world of Hârn. '''Link not working, 28 December 2007'''
:[[http://darmont.free.fr/arm/?page=arm-snaefell&lang=eng|Snaefellsjökull]]:
:[[http://www.pvv.ntnu.no/~leirbakk/rpg/arsmagica/arsmagica_index_e.html|Taneb's Tooth]]:

---
Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230482067</unix>
						<iso>2008-12-28 17:34:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed Copyright notice</comment>
					<text><![CDATA[
These are Saga pages that use a different setting than Ars Magica [[Canon]].  They may be set in a modified version of [[Mythic Europe]], or in a different world altogether.

:[[http://www.panix.com/~nexus/rochehaut|The Cisalpin Tribunal]]:Mythic Europe, with an alternate Tribunal division
:[[http://www.psi-13.com/eminton/giants/index.html|Giants in the Earth]]:
:[[http://knownworld.theennead.com|The Known World]]:
:[[http://www.crashbox.com/rivenrock|Rivenrock]]:A saga set in the world of Hârn. '''Link not working, 28 December 2007'''
:[[http://darmont.free.fr/arm/?page=arm-snaefell&lang=eng|Snaefellsjökull]]:
:[[http://www.pvv.ntnu.no/~leirbakk/rpg/arsmagica/arsmagica_index_e.html|Taneb's Tooth]]:

---


Based on material Copyright David Chart 1997-2000. Used with permission
]]></text>
				</version>
			</history>
		</page>
		<page node="59">
			<name>covenants_book</name>
			<title>Covenants (Fifth Edition supplement)</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205592209</unix>
						<iso>2008-03-15 15:43:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Covenants''' is an [[Ars Magica Fifth Edition]] supplement published by [[Atlas Games]] in 2006. It builds on the rules presented in core [[ArM5]] to enrich the covenant creation and maintainance with more details and options. Among other things, the book contains notes on Rego Craft magic, exended library rules, laboratory specialization rules, and  [[casting tablets]].

See also the [[http://www.atlas-games.com/product_tables/AG0280.php|official product page]]. 

== Previous Editions

A pervious supplement by the same name was published for [[ArM2 | Ars Magica Second Edition]] in 1990 by Lion Rampant. It detailed four covenants, in additon to providing general rules. See the [[http://www.atlas-games.com/product_tables/AG1010.php|official product page]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205846775</unix>
						<iso>2008-03-18 14:26:15</iso>
					</timestamp>
					<author>Yair</author>
					<comment>other content</comment>
					<text><![CDATA[
'''Covenants''' is an [[Ars Magica Fifth Edition]] supplement published by [[Atlas Games]] in 2006. It builds on the rules presented in core [[ArM5]] to enrich the covenant creation and maintainance with more details and options. Among other things, the book contains notes on Rego Craft magic, exended library rules, laboratory specialization rules, and  [[casting tablets]].

See also the [[http://www.atlas-games.com/product_tables/AG0280.php|official product page]]. 

===Other Content

In addition to enriching the covenant's description and maintainacne, Covenants offers some content of general interest.

Rules for [[Crossbow]]s are given on p. 18. Note that these have been criticized, and there are others floating around (read the Ars Magica FAQ).

A [[Spell]] enforcing instant loyalty is given on p. 41. New spells related to agriculture and craft are given on p. 51. A money-making spell is on p. 61. A minor spell is given on p. 62, another on p. 77, another on p. 79. Spells relating to book use and manufacture are on p. 96-97. Further similar spells are on p. 99-100. Sanctum wards are on p. 104. Laboratory-related spells are on p. 122.

[[Spell Guidelines]] regarding Rego [[Craft Magic]] are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.

A [[Price List]] for various things is given on p. 71. Covenants also describes a way to simulate the economical and agricultural evolution of the covenant.

An extended discussion of book-manufacture as well as options for books are presented, see in particular p. 86-91 for rules, including rules for [[Casting Tablets]].

Rules for [[Research]] are on p. 98-99.

Rules for [[Significanto]] are on p. 101, rules for [[Realia]] on p. 102.

A discussion of [[Sancta]] is on p. 103-105.

The entire library chapter is probably of use to most magi. This includes non-standard [[Laboratory Routines]] on p. 107-109, and extensive [[Laboratory Personalization]] rules on p. 109-122.

== Previous tent

In addition to enriching the covenant's description and maintainacne, Covenants offers some content of general interest.

Rules for [[Crossbow]]s are given on p. 18. Note that these have been criticized, and there are others floating around (read the Ars Magica FAQ).

A [[Spel
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205860551</unix>
						<iso>2008-03-18 18:15:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
'''Covenants''' is an [[Ars Magica Fifth Edition]] supplement published by [[Atlas Games]] in 2006. It builds on the rules presented in core [[ArM5]] to enrich the covenant creation and maintainance with more details and options. Among other things, the book contains notes on Rego Craft magic, exended library rules, laboratory specialization rules, and  [[Casting Tablet|Casting TabletsCasting Tablets]].

See also the [[http://www.atlas-games.com/product_tables/AG0280.php|official product page]]. 

===Other Content

In addition to enriching the covenant's description and maintainacne, Covenants offers some content of general interest.

Rules for [[Crossbow]]s are given on p. 18. Note that these have been criticized, and there are others floating around (read the Ars Magica FAQ).

A [[Spell]] enforcing instant loyalty is given on p. 41. New spells related to agriculture and craft are given on p. 51. A money-making spell is on p. 61. A minor spell is given on p. 62, another on p. 77, another on p. 79. Spells relating to book use and manufacture are on p. 96-97. Further similar spells are on p. 99-100. Sanctum wards are on p. 104. Laboratory-related spells are on p. 122.

[[Spell Guidelines]] regarding Rego [[Craft Magic]] are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.

A [[Price List]] for various things is given on p. 71. Covenants also describes a way to simulate the economical and agricultural evolution of the covenant.

An extended discussion of book-manufacture as well as options for books are presented, see in particular p. 86-91 for rules, including rules for [|Casting Tablets]].

Rules for [[Research]] are on p. 98-99.

Rules for [[Significanto]] are on p. 101, rules for [[Realia]] on p. 102.

A discussion of [[Sancta]] is on p. 103-105.

The entire library chapter is probably of use to most magi. This includes non-standard [[Laboratory Routine]]s on p. 10Laboratory Routine]]s on p. 107-109, and extensive [[Laboratory Personalization]] rules on p. 109-122.

== Previous Editions

A pervious supplement by the same name was published for [[ArM2 | Ars Magica Second Edition]] in 1990 by Lion Rampant. It detailed four covenants, in additon to providing general rules. See the [[http://www.atlas-games.com/product_tables/AG101
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1267063070</unix>
						<iso>2010-02-25 02:57:50</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated title, fixed some spelling mistakes</comment>
					<text><![CDATA[
'''Covenants''' is an [[Ars Magica Fifth Edition]] supplement published by [[Atlas Games]] in 2006. It builds on the rules presented in core [[ArM5]] to enrich the covenant creation and maintenance with more details and options. Among other things, the book contains notes on Rego Craft magic, extended library rules, laboratory specialization rules, and  [[Casting Tablet|Casting Tablets]].

See also the [[http://www.atlas-games.com/product_tables/AG0280.php|official product page]]. 

=Other Content

In addition to enriching the covenant's description and maintenance, Covenants offers some content of general interest.

Rules for [[crossbow]]s are given on p. 18. Note that these have been criticized, and there are alternatives floating around (read the Ars Magica [[FAQ]]).

A [[spell]] enforcing instant loyalty is given on p. 41. New spells related to agriculture and craft are given on p. 51. A money-making spell is on p. 61. A minor spell is given on p. 62, another on p. 77, another on p. 79. Spells relating to book use and manufacture are on p. 96-97. Further similar spells are on p. 99-100. Sanctum wards are on p. 104. Laboratory-related spells are on p. 122.

[[Spell Guidelines]] regarding Rego [[Craft Magic]] are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.

A [[Price List]] for various things is given on p. 71. Covenants also describes a way to simulate the economical and agricultural evolution of the covenant.

An extended discussion of book-manufacture as well as options for books are presented, see in particular p. 86-91 for rules, including rules for [[Casting Tablet|Casting Tablets]].

Rules for [[Research]] are on p. 98-99.

Rules for [[Significanto]] are on p. 101, rules for [[Realia]] on p. 102.

A discussion of [[sanctum | Sancta]] is on p. 103-105.

The entire library chapter is probably of use to most magi. This includes non-standard [[Laboratory Routine]]s on p. 107-109, and extensive [[Laboratory Personalization]] rules on p. 109-122.

= Previous Editions

A previous supplement by the same name was published for [[ArM2 | Ars Magica Second Edition]] in 1990 by Lion Rampant. It detailed four covenants, in addition to providing general rules. See the [[http://www.atlas-games.com/product_tables/AG1010.php|official product page]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268220208</unix>
						<iso>2010-03-10 12:23:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>reformat to template</comment>
					<text><![CDATA[
'''Covenants''' is an Ars Magica supplement greatly expanding the rules and background for [[covenant|covenants]] and related issues. 

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|covenants.jpg|right}}

'''Rules Edition:''' Fifth
'''Authors:'''  [[Timothy Ferguson]], [[Mark Shirley]],
[[Andrew Smith]], and [[Neil Taylor]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-083-3
'''Release Date:''' January 2006 
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print 

= Subject and Contents

Covenants builds on the rules presented in core [[ArM5]] to enrich the covenant creation and maintenance with more details and options. It greatly expands the number of [[Boon|boons]] and [[hook|hooks]], and in so doing offers many ideas and situations for the covenant. It adds new options and examples for the covenant's resources, like new types of books and example vis sources. It proposes a system for keeping tabs on the covenant's economics, and discusses its governance and charter. Overall, using this book can greatly increase the details and flavor of your covenant, but often at the cost of greater rules complexity or book-keeping.

== Other Content

In addition to enriching the covenant's description and maintenance, Covenants offers some content of general interest to the individual magus or character.

Rules for [[crossbow|crossbows]] are given on p. 18. Note that these have been criticized, and there are alternatives floating around (read the Ars Magica [[FAQ]]).

A [[spell]] enforcing instant loyalty is given on p. 41. New spells related to agriculture and craft are given on p. 51. A money-making spell is on p. 61. A minor spell is given on p. 62, another on p. 77, another on p. 79. Spells relating to book use and manufacture are on p. 96-97. Further similar spells are on p. 99-100. Sanctum wards are on p. 104. Laboratory-related spells are on p. 122.

[[Spell Guidelines]] regarding Rego [[Craft Magic]] are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51. Note also the guidelines on using spells to improve the laboratory.

A [[Price List]] for various things is given on p. 71. Covenants also describes a way to simulate the economical and agricultural evolution of the covenant.

An extended discussion of book-manufacture as well as options for books are presented, see in particular p. 86-91 for rules, including rules for [[Casting Tablet|Casting Tablets]].

Rules for [[Research]] are on p. 98-99.

Rules for [[Significanto]] are on p. 101, rules for [[Realia]] on p. 102.

A discussion of [[sanctum | Sancta]] is on p. 103-105.

The entire library chapter is probably of use to most magi. This includes non-standard [[Laboratory Routines|laboratory routines]] on p. 107-109, and extensive [[Laboratory Personalization]] rules on p. 109-122.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0280.php | Official product page]] at Atlas Games:

= Previous Editions

A previous supplement by the same name was published for [[ArM2 | Ars Magica Second Edition]] in 1990 by Lion Rampant. It detailed four covenants, in addition to providing general rules. See the [[http://www.atlas-games.com/product_tables/AG1010.php|official product page]].
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1268221731</unix>
						<iso>2010-03-10 12:48:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added picture</comment>
					<text><![CDATA[
'''Covenants''' is an Ars Magica supplement greatly expanding the rules and background for [[covenant|covenants]] and related issues. 

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|covenants.jpg|small|right}}

'''Rules Edition:''' Fifth
'''Authors:'''  [[Timothy Ferguson]], [[Mark Shirley]],
[[Andrew Smith]], and [[Neil Taylor]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-083-3
'''Release Date:''' January 2006 
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print 

= Subject and Contents

Covenants builds on the rules presented in core [[ArM5]] to enrich the covenant creation and maintenance with more details and options. It greatly expands the number of [[Boon|boons]] and [[hook|hooks]], and in so doing offers many ideas and situations for the covenant. It adds new options and examples for the covenant's resources, like new types of books and example vis sources. It proposes a system for keeping tabs on the covenant's economics, and discusses its governance and charter. Overall, using this book can greatly increase the details and flavor of your covenant, but often at the cost of greater rules complexity or book-keeping.

== Other Content

In addition to enriching the covenant's description and maintenance, Covenants offers some content of general interest to the individual magus or character.

Rules for [[crossbow|crossbows]] are given on p. 18. Note that these have been criticized, and there are alternatives floating around (read the Ars Magica [[FAQ]]).

A [[spell]] enforcing instant loyalty is given on p. 41. New spells related to agriculture and craft are given on p. 51. A money-making spell is on p. 61. A minor spell is given on p. 62, another on p. 77, another on p. 79. Spells relating to book use and manufacture are on p. 96-97. Further similar spells are on p. 99-100. Sanctum wards are on p. 104. Laboratory-related spells are on p. 122.

[[Spell Guidelines]] regarding Rego [[Craft Magic]] are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51. Note also the guidelines on using spells to improve the laboratory.

A [[Price List]] for various things is given on p. 71. Covenants also describes a way to simulate the economical and agricultural evolution of the covenant.

An extended discussion of book-manufacture as well as options for books are presented, see in particular p. 86-91 for rules, including rules for [[Casting Tablet|Casting Tablets]].

Rules for [[Research]] are on p. 98-99.

Rules for [[Significanto]] are on p. 101, rules for [[Realia]] on p. 102.

A discussion of [[sanctum | Sancta]] is on p. 103-105.

The entire library chapter is probably of use to most magi. This includes non-standard [[Laboratory Routines|laboratory routines]] on p. 107-109, and extensive [[Laboratory Personalization]] rules on p. 109-122.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0280.php | Official product page]] at Atlas Games:

= Previous Editions

A previous supplement by the same name was published for [[ArM2 | Ars Magica Second Edition]] in 1990 by Lion Rampant. It detailed four covenants, in addition to providing general rules. See the [[http://www.atlas-games.com/product_tables/AG1010.php|official product page]].
]]></text>
				</version>
			</history>
		</page>
		<page node="590">
			<name>dansk</name>
			<title>Dansk</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230497190</unix>
						<iso>2008-12-28 21:46:30</iso>
					</timestamp>
					<author>p_kofod</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Her kommer noget tekst om Ars Magica/Project Redcap, en nok først rigtigt når [url=http://redcap.org]Projekt Redcap[/url] er blevet mere fuldstændigt flyttet.

Indtil da, kig evt forbi [url=http://redcap.org/Danish/index.html]Redcap: Danmark[/url].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230497291</unix>
						<iso>2008-12-28 21:48:11</iso>
					</timestamp>
					<author>p_kofod</author>
					<comment>corrected stupid mistakes</comment>
					<text><![CDATA[
Her kommer noget tekst om Ars Magica/Project Redcap, en nok først rigtigt når Project Redcap er ttet.

Indtil da, kig evt forbi http://redcap.org/Danish/indel.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1269342488</unix>
						<iso>2010-03-23 12:08:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed Link</comment>
					<text><![CDATA[
Her kommer noget tekst om Ars Magica/Project Redcap, en nok først rigtigt når Project Redcap er blevet mere fuldstændigt flyttet.

Indtil da, kig evt forbi [[http://redcap.org/Danish/index.html]].
]]></text>
				</version>
			</history>
		</page>
		<page node="591">
			<name>guile</name>
			<title>Guile</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230584035</unix>
						<iso>2008-12-29 21:53:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Guile''' is a [[General Ability]] that represents various forms of deception: the ability to lie, certainly, but also the ability to disguise one's self, bluff, or feign emotion.

Guile is usually used in an [[Opposed Roll]], with the intended target of the deception rolling [[Perception]] + [[Folk Ken]] (or some other [[Ability]], if the [[Storyguide]] feels another Ability is more appropriate for the situation).

=References 

* Guile Ability: [[ArM5]], page 65

=Commentary

If a player rolls a zero on a Guile [[Stress Die]], the Storyguide may want to roll the botch dice in secret, so the player won't immediately know whether he botched or not.  That way, there is room for doubt whether the intended target fell for the deception anyway, or saw through it and concealed his response.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230584398</unix>
						<iso>2008-12-29 21:59:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added references from HoH books</comment>
					<text><![CDATA[
'''Guile''' is a [[General Ability]] that represents various forms of deception: the ability to lie, certainly, but also the ability to disguise one's self, bluff, or feign emotion.

Guile is usually used in an [[Opposed Roll]], with the intended target of the deception rolling [[Perception]] + [[Folk Ken]] (or some other [[Ability]], if the [[Storyguide]] feels another Ability is more appropriate for the situation).

=References 

* Guile Ability: [[ArM5]], page 65
* Using Guile to counter [[Folk Ken]] and hide one's motives, [[HoHTL]] page 25
* Using Guile for mundane disguise, [[HoHS]] page 87

 Using Guile to counter [[Folk Ken]] and hide one's motives, [[HoHTL]] page 25
* Using Guile for mundane disguise, [[HoHS]] page 87

=Commentary

If a player rolls a zero on a Guile [[Stress Die]], the Storyguide may want to roll the botch dice in secret, so the player won't immediately know whether he botched or not.  That
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230584494</unix>
						<iso>2008-12-29 22:01:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Cross-reference to HoHTL</comment>
					<text><![CDATA[
'''Guile''' is a [[General Ability]] that represents various forms of deception: the ability to lie, certainly, but also the ability to disguise one's self, bluff, or feign emotion.

Guile is usually used in an [[Opposed Roll]], with the intended target of the deception rolling [[Perception]] + [[Folk Ken]] (or some other [[Ability]], if the [[Storyguide]] feels another Ability is more appropriate for the situation).

=References 

* Guile Ability: [[ArM5]], page 65
* Using Guile to counter [[Folk Ken]] and hide one's motives, [[HoHTL]] page 25
* Using Guile for mundane disguise, [[HoHS]] page 87

=Commentary

If a player rolls a zero on a Guile [[Stress Die]], the Storyguide may want to roll the botch dice in secret, so the player won't immediately know whether he botched or not.  That way, there is room for doubt whether the intended target fell for the deception anyway, or saw through it and concealed his response.

See also the discussion of Guile and [[Folk Ken]] in [[HoHTL|House of Hermes: True Lineages]], page 25.
]]></text>
				</version>
			</history>
		</page>
		<page node="592">
			<name>house_mystery</name>
			<title>House Mystery</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230588433</unix>
						<iso>2008-12-29 23:07:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''House Mystery''' is a [[Mystery]] taught by one of the four Mystery Houses: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], or [[House Verditius]].  All House Mysteries are described in the [[ArM5]] supplement, [[HoHMC|Houses of Hermes: Mystery Cults]].

Each Mystery House teaches more than one Mystery.  The first Mystery, known by all members of the House, is called its [[Outer Mystery]].  Each Mystery House then has different terms and a different progression toward progressively deeper mysteries.

=List of Mysteries by House

The Mysteries taught by each House are as follows.  All of them, except the Outer Mysteries, are described in [[HoHMC|Houses of Hermes: Mystery Cults]]

==Bjornaer Mysteries

* [[Heartbeast]] ([[Outer Mystery]])
* [[Secret Name]]
* [[Theriomorphy]]
* [[Sensory Magic]]
* [[Mystery of the Epitome]]
* [[Mystery of the Chimera]]
* [[Mystery of the Anima]]

==Criamon Mysteries

* [[Enigmatic Wisdom]] ([[Outer Mystery]]
* The [[Path of the Body]]
* The [[Path of Seeming]]
* The [[Path of Strife]]
* The [[Path of Walking Backwards]]

==House Merinita

* [[Faerie Magic]] ([[Outer Mystery]])
* [[Binding the Gift]]
* [[Arcadian Travel]]
* [[Animae Magic]]
* [[Becoming]]
* [[Charm Magic]]
* [[Story Magic]]
* [[Symbolic Magic]]
* [[Spell Timing]]
* [[Glamour]]
* [[Perpetuity]]
* [[Nature Lore]]
* [[Awakening]]
* [[Wilding]]
* [[Guardian of Nature]]

==Verditius Mysteries

* [[Verditius Magic]] ([[Outer Mystery]]
* [[Enchant Casting Tools]]
* [[Items of Quality]]
* [[Reforging Enchanted Items]]
* [[Verditius Elder Runes]]
* [[Automata]]
* [[Bind Curse]]
* [[Bind Magical Creature]]
* [[Item Attunement]]

=Past Editions

The terms House Mysteries and Mystery Houses were introduced in ArM5.  However, the each of these Houses has always had special magical knowledge and abilities.  These Houses in past editions possessed what are now called the Outer Mysteries, but that was the limit of their unique powers.  The mechanics for House Verditius's special powers, in particular, worked quite differently.
]]></text>
				</version>
			</history>
		</page>
		<page node="593">
			<name>apprentice</name>
			<title>Apprentice</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Rules</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230646571</unix>
						<iso>2008-12-30 15:16:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Hermetic]] [[Magi]] learn their magic through apprenticeship.  An apprentice lives with his or her master in the master's [[Covenant|covenant]] and works as a servant and laboratory assistant.  The apprentice may also accompany his or her master on adventures, or perform errands on his or her master's behalf.  In exchange for his or her service, the apprentice receives tutelage in the Hermetic [[Arts]] and important [[Ability|Abilities]].  After fifteen years of apprenticeship, an apprentice can become a [[magus]].

=Training an Apprentice

Many players enjoy role-playing the process of training an apprentice, either from the point of view of playing the master, or playing the apprentice.  In some [[Troupe|troupes]], both the master and the apprentice are player characters.

[[ArM5]] has the most detailed rules to date for training an apprentice or playing one as a character.  In earlier editions, the rules don't cover most of the training process and players have to make more ad hoc decisions; also, an apprentice trained using earlier editions of the rules is less likely to resemble a starting magus character at the end of apprenticeship.

==Requirements to Teach an Apprentice

Any magus is entitled to have an apprentice, but tradition and/or the [[Peripheral Code]] establish some requirements for a magus to be considered a competent teacher.  A score of 5 in each [[Art]] is considered the minimal standard.  In [[ArM5]], it is possible (but not advisable) to train an apprentice even if one has a score less than 5 in one or more Arts.  The consequences of doing so are discussed briefly on page 53 of ArM5.

In addition to the Arts, the master should know Latin and be able to read and write.  Some skill in the [[Teaching]] Ability will help the apprentice learn more effectively.  In [[ArM5]], it's also important to have a [[Parma Magica]] score high enough to share one's Parma with the apprentice, or else the social effects of the master's [[Gift]] will be an impediment to learning (ArM5, page 106)

==Finding an Apprentice

Finding an apprentice is not easy and may require a search of many seasons.  Only individuals with The [[Gift]] are qualified to be apprentices and eventually magi, and The Gift is rare.

Young people with The Gift often stand out from the rest of medieval society.  Unless they have the [[Gentle Gift]], they will be widely disliked and possibly outcast at a young age.  Before being shaped by magical training, The [[Gift]] may manifest itself as uncontrollable, minor magical effects or naturally-occurring [[Supernatural Ability|Supernatural Abilities]].  Following tales of children or youths with strange powers can often lead to a suitable apprentice.

The search for an apprentice can be role-played, but if this is not desirable, a rule for finding an apprentice by spending seasons and rolling dice may be found on page 106 of [[ArM5]].

==Responsibilities of the Master

The master is required to provide at least one season of training every year for 15 consecutive years.  This may seem like a heavy burden, and in the early years of apprenticeship (when the apprentice is unskilled and a minimal help in the lab), it can be.  Later, when the apprentice is more proficient in [[Magic Theory]], the investment seems more worthwhile.

In addition to the [[Arts]], apprentices must be taught to speak [[Latin]] (or perhaps another arcane language) and to read and write (in [[ArM5]], this means at least one rank in [[Artes Liberales]]).  It is also a good idea to teach them [[Magic Theory]] so they can be useful assistants in the [[Laboratory]].  Early in apprenticeship, an apprentice needs a lot of training.

The master must personally instruct the apprentice.  It's not enough to simply hand the apprentice a [[Books|book]].  The master may use either [[Training]] or [[Teaching]] to instruct the apprentice.

During the seasons where no instruction takes place, the apprentice usually learns [[Arts]] or [[Abilities]] by [[Exposure]].

==The Start of Apprenticeship

In [[ArM5]], apprenticeship officially starts when a magus beings teaching the [[Arts]].  Before this time, the prospective magus does not belong to anyone and could be claimed by another magus.  (A dispute over a prospective apprentice would most likely by resolved by [[Certamen]] or by a legal motion at [[Tribunal]]).

An apprentice should at least be old enough to learn to read and write.  In medieval society, children weren't considered capable of reasoning and proper learning until about the age of seven.  In many cases, The [[Gift]] doesn't become apparent until the onset of puberty, so many apprentices begin their training as adolescents.  It is possible to even begin training a [[Gift|Gifted]] adult as an apprentice, though this may be difficult if the adult has already learned some [[Supernatural Ability|Supernatural Abilities]].

Earlier editions of the game did not make clear when, from a legal standpoint, a prospective apprentice became an actual apprentice.

==Apprentices with Supernatural Abilities

[[Non-Hermetic]] [[Supernatural Ability|Supernatural Abilities]] are generally incompatible with [[Hermetic]] training, and make it harder to teach the Arts.  This is one of the reasons magi often prefer to start their apprentices as young as possible: a character with The [[Gift]], but no formal training, might have picked up one or more Supernatual Abilities already and be harder to train in [[Hermetic]] magic.

If the apprentice already has scores in any [[Supernatural Abilities]], the master must exceed a certain [[Lab Total]] to [[#Opening|open the apprentice's Arts]] ([[ArM5]] page 107).

==[anchor:Opening]Opening the Arts

In [[ArM5]], the basics of all fifteen [[Arts]] are taught in one season, early in apprenticeship.  This is called "opening the Arts."  See ArM5, the last paragraph on page 106.

Once the Arts have been opened, the master can spend subsequent seasons teaching one Art at time to improve the apprentice's score.  This process uses the normal [[Teaching]] rules.

==Teaching Abilities

[[Ability|Abilities]] are taught using the normal [[Teaching]] rules.  Additionally, the apprentice will pick up [[Experience Point|Experience Points]] in some Abilities through [[Exposure]].  There is no strict rule saying what Abilities must be taught to an apprentice, but there are conventions:

:[[Latin]]:An apprentice who doesn't know [[Latin]] will be at a disadvantage; he will be unable to study most of the [[Book|Books]] and [[Lab Text|Lab Texts]] of the Order, and may have trouble communicating with his or her master.  In some [[Tribunal|Trinbuals]] (and some [[Saga|Sagas]]), other languages such as Greek may take the place of Latin.  Whatever language is used for magic, it is almost always taught as early in apprenticeship as possible, perhaps even before apprenticeship begins.
:[[Artes Liberales]]:Artes Liberales is necessary for the apprentice to be able to read and write.  There is no rule that a magus must be able to read and write, but an illiterate one would be unable to study from [[Book|Books]] or to use [[Lab Text|Lab Texts]] -- a severe handicap to the magus's career.  Most magi teach literacy early, so the apprentice can study independently if he or she finds the time.
:[[Magic Theory]]:It's in the master's best interest to teach Magic Theory as early as possible, since the apprentice's [[Magic Theory]] score adds to the master's [[Lab Total]] whenever the apprentice serves as an assistant.
:[[Parma Magica]]:Magi can teach the [[Parma Magica]] [[Ability]] to their apprentices, but [[Peripheral Code]] requires them to hold back one crucial secret until after the apprentice is sworn into the Order [[ArM5]], page 66.  Presumably, until this final secret is taught, the apprentice can learn the Parma Magica Ability, but can't actually activate a Parma Magica on himself or anyone else.

==Outside Tutors

It is not unusual for a magus to hire mundane tutors to teach his or her apprentice Abilities such as [[Latin]] or [[Artes Liberales]].  However, if tutors are used, they do not count toward the magus's personal obligation of one season of training per year.

It is also possible to ask another magus to teach one's apprentice in the [[Arts]] or [[Arcane Ability|Arcane Abilities]]. This usually involves payment of some kind to the magus who is doing the training.  For example, the master might order his apprentice to work in the tutor's laboratory for a few seasons.

==Fosterage

Some magi actually send their apprentices to another [[Covenant]] to live for one or seasons under the hospitality of another magus.  This practice is called [[Fosterage]] ([[HoHS]] 47).  It is most common in [[House Jerbiton]], but is not exclusive to that House.

=Playing an Apprentice

Apprentices can be viable and enjoyable as player characters.  Depending on their age and level of training, they can be weaker than a [[Grog]] or nearly as powerful as a beginning [[Magus]].

==Creating an Apprentice

To play an apprentice as a player character, create the character as if he or she were a magus of young age.  (Rules for child characters are on page 29 of ArM5).  The [[Canon|canonical]] way to choose [[Virtues and Flaws]] is to decide, at the start of apprenticeship, what Virtues and Flaws the character will have (ArM5, page 107).  However, many troupes may prefer a [[House Rule]] where [[Virtues and Flaws]] accrue gradually over the course of apprenticeship, as long as they remain approximately balanced.

Either way, the apprentice will discover as he or she learns magic that The [[Gift]] is a highly personal and idiosyncratic phenomenon. The apprentice will very likely have certain magical aptitudes ([[Hermetic Virtue|Hermetic Virtues]]) and handicaps ([[Hermetic Flaw|Flaws]]).

==Duties of an Apprentice

An apprentice gets at least one season of formal training every year, but the rest of the time, he or she must do whatever the master tells him to do.  In the early years, before the apprentice is proficient with [[Magic Theory]] and the [[Arts]], his role is limited to menial chores.  Later, the master probably makes heavy use of the apprentice as a lab assistant; the apprentice's help adds to the master's [[Lab Total]], and may enable him to complete projects that would otherwise be prohibitively difficult or time-consuming.

For every season the apprentice spends working alongside his master in the lab, he gains [[Experience Point|Experience Points]] from [[Exposure]].  Those points may be in [[Magic Theory]], the [[Arts]] being used in the project, or in any [[Ability]] the storyguide agrees is appropriate.

Some magi send their apprentices outside the covenant to perform errands or missions.  These provide plenty of opportunities for stories involving player-apprentices.  A prudent master will usually send one or more [[Grog|grogs]] or [[Companion|companions]] along with the apprentice to provide guidance and protection.

==The End of Apprenticeship

Following the fifteenth year of apprenticeship, every apprentice must pass a special test called the [[Apprentice's Gauntlet]] (also [[Wizard's Gauntlet]]).  If he or she passes, the apprentice becomes a [[Magus]] and swears the [[Hermetic Oath]].  This usually happens at a [[Tribunal]] meeting, if possible, or at a special meeting of magi called a [[Ceremony of Welcome]].  After swearing the Oath, the new magus is given a [[Voting Sigil]] (exception: [[House Tremere]]) and taught the final secret to using [[Parma Magica]].

Many apprentices feel the urge to exercise their new freedom and move away from the [[Covenant]] where they were trained, but some remain there for several years or for their whole careers.

==Playing an Apprentice in ArM1-ArM4

[[ArM5]] provides the best rules support of any edition for playing an apprentice, but it is possible to play an apprentice using earlier editions of the rules.

The main rules questions that need to be resolved are:

* How does the apprentice learn the Arts?  One at a time, or all at once as in ArM5?
* What are the rules implication of having no score in an Art?
* How and when do apprentices acquire their [[Virtues and Flaws]], especially Hermetic ones?

=Apprentices and the Code of Hermes

The [[Code of Hermes]] and the [[Peripheral Code]] have established a number of conventions related to apprentices.

==Legal Status of Apprentice

Apprentices are not magi, and according to [[Canon]], they are not personally protected by the [[Code of Hermes]] against being killed, stripped of their Gift, scried upon, etc.  However, they are considered part of their master's vital magical resources, like his [[Laboratory]] or [[Familiar]].  If another magus kills or cripples an apprentice, the offender would be guilty of an offense against the ''master'' and subject to Hermetic justice at [[Tribunal]].

An implication of this is that the [[Code of Hermes]] does not prevent a magus from killing or abusing his own apprentice.

Technically, because they are not yet magi, apprentices aren't bound by the Code's restrictions.  However, tradition holds that the master will be held responsible for any crimes or damages caused by his or her apprentice.

==Rights of an Apprentice

Apprentices have few rights under the [[Code of Hermes]].  The [[Peripheral Code]] establishes that they must be provided with a minimum of one season's training a year.  If they do not receive this training, they are entitled to leave their master for another magus.

==Liability for Apprentice's Actions

A magus is held responsible for any mischief his apprentice may cause.  This includes outright violations of the [[Code of Hermes]], as well as lesser offenses against another magus.  Whether the master is also responsible for any mundane offenses the apprentice commits, such as property damage or petty crimes, is not covered by the Code.  In general, the [[Order of Hermes]] does not consider itself subject to mundane law, but mundane authorities may feel differently (and therein lie the seeds of many a story).

A master is expected to control his or her apprentice, and is entitled to use any means, including scrying, [[Rego]] [[Mentem]] spells, or deadly force, to do so.

==House Bonisagus' Right to Claim Another's Apprentice

Magi of [[House Bonisagus]] swear a special version of the [[Hermetic Oath]].  Their version of the Oath entitles them to take another magus's apprentice for their own.  The rationale is that Bonisagus magi work for the benefit of the whole Order, and are entitled to take apprentices as a form of support.

[[Houses of Hermes True Lineages]] discusses this traditional right in detail, on page 17.

=References

More references are needed.  Please [[Contribute]] by adding some.

* Apprentices, [[ArM5]] 106-107
* Apprentices with Supernatural Abilities, [[ArM5]] 107 and 166
* Finding an Apprentice, [[ArM5]] 106
* Laboratory Assistance, [[ArM5]] 103
* Learning by [[Exposure]], [[ArM5]] 163
* Teaching, [[ArM5]] 164
* Teaching Parma Magica, [[ArM5]] 66
* Teaching without the student having [[Parma Magica]], ArM5 106
* Fosterage, [[HoHS]] 47
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268294463</unix>
						<iso>2010-03-11 09:01:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added preamble</comment>
					<text><![CDATA[
{{preface| This page is about an Hermetic apprenticeship. Apprenticeship is also used by master craftsmen and other professionals in Mythic Europe. }}

[[Hermetic]] [[Magi]] learn their magic through apprenticeship.  An apprentice lives with his or her master in the master's [[Covenant|covenant]] and works as a servant and laboratory assistant.  The apprentice may also accompany his or her master on adventures, or perform errands on his or her master's behalf.  In exchange for his or her service, the apprentice receives tutelage in the Hermetic [[Arts]] and important [[Ability|Abilities]].  After fifteen years of apprenticeship, an apprentice can become a [[magus]].

=Training an Apprentice

Many players enjoy role-playing the process of training an apprentice, either from the point of view of playing the master, or playing the apprentice.  In some [[Troupe|troupes]], both the master and the apprentice are player characters.

[[ArM5]] has the most detailed rules to date for training an apprentice or playing one as a character.  In earlier editions, the rules don't cover most of the training process and players have to make more ad hoc decisions; also, an apprentice trained using earlier editions of the rules is less likely to resemble a starting magus character at the end of apprenticeship.

==Requirements to Teach an Apprentice

Any magus is entitled to have an apprentice, but tradition and/or the [[Peripheral Code]] establish some requirements for a magus to be considered a competent teacher.  A score of 5 in each [[Art]] is considered the minimal standard.  In [[ArM5]], it is possible (but not advisable) to train an apprentice even if one has a score less than 5 in one or more Arts.  The consequences of doing so are discussed briefly on page 53 of ArM5.

In addition to the Arts, the master should know Latin and be able to read and write.  Some skill in the [[Teaching]] Ability will help the apprentice learn more effectively.  In [[ArM5]], it's also important to have a [[Parma Magica]] score high enough to share one's Parma with the apprentice, or else the social effects of the master's [[Gift]] will be an impediment to learning (ArM5, page 106)

==Finding an Apprentice

Finding an apprentice is not easy and may require a search of many seasons.  Only individuals with The [[Gift]] are qualified to be apprentices and eventually magi, and The Gift is rare.

Young people with The Gift often stand out from the rest of medieval society.  Unless they have the [[Gentle Gift]], they will be widely disliked and possibly outcast at a young age.  Before being shaped by magical training, The [[Gift]] may manifest itself as uncontrollable, minor magical effects or naturally-occurring [[Supernatural Ability|Supernatural Abilities]].  Following tales of children or youths with strange powers can often lead to a suitable apprentice.

The search for an apprentice can be role-played, but if this is not desirable, a rule for finding an apprentice by spending seasons and rolling dice may be found on page 106 of [[ArM5]].

==Responsibilities of the Master

The master is required to provide at least one season of training every year for 15 consecutive years.  This may seem like a heavy burden, and in the early years of apprenticeship (when the apprentice is unskilled and a minimal help in the lab), it can be.  Later, when the apprentice is more proficient in [[Magic Theory]], the investment seems more worthwhile.

In addition to the [[Arts]], apprentices must be taught to speak [[Latin]] (or perhaps another arcane language) and to read and write (in [[ArM5]], this means at least one rank in [[Artes Liberales]]).  It is also a good idea to teach them [[Magic Theory]] so they can be useful assistants in the [[Laboratory]].  Early in apprenticeship, an apprentice needs a lot of training.

The master must personally instruct the apprentice.  It's not enough to simply hand the apprentice a [[Books|book]].  The master may use either [[Training]] or [[Teaching]] to instruct the apprentice.

During the seasons where no instruction takes place, the apprentice usually learns [[Arts]] or [[Abilities]] by [[Exposure]].

==The Start of Apprenticeship

In [[ArM5]], apprenticeship officially starts when a magus beings teaching the [[Arts]].  Before this time, the prospective magus does not belong to anyone and could be claimed by another magus.  (A dispute over a prospective apprentice would most likely by resolved by [[Certamen]] or by a legal motion at [[Tribunal]]).

An apprentice should at least be old enough to learn to read and write.  In medieval society, children weren't considered capable of reasoning and proper learning until about the age of seven.  In many cases, The [[Gift]] doesn't become apparent until the onset of puberty, so many apprentices begin their training as adolescents.  It is possible to even begin training a [[Gift|Gifted]] adult as an apprentice, though this may be difficult if the adult has already learned some [[Supernatural Ability|Supernatural Abilities]].

Earlier editions of the game did not make clear when, from a legal standpoint, a prospective apprentice became an actual apprentice.

==Apprentices with Supernatural Abilities

[[Non-Hermetic]] [[Supernatural Ability|Supernatural Abilities]] are generally incompatible with [[Hermetic]] training, and make it harder to teach the Arts.  This is one of the reasons magi often prefer to start their apprentices as young as possible: a character with The [[Gift]], but no formal training, might have picked up one or more Supernatual Abilities already and be harder to train in [[Hermetic]] magic.

If the apprentice already has scores in any [[Supernatural Abilities]], the master must exceed a certain [[Lab Total]] to [[#Opening|open the apprentice's Arts]] ([[ArM5]] page 107).

=={{anchor|Opening}}Opening the Arts

In [[ArM5]], the basics of all fifteen [[Arts]] are taught in one season, early in apprenticeship.  This is called "opening the Arts."  See ArM5, the last paragraph on page 106.

Once the Arts have been opened, the master can spend subsequent seasons teaching one Art at time to improve the apprentice's score.  This process uses the normal [[Teaching]] rules.

==Teaching Abilities

[[Ability|Abilities]] are taught using the normal [[Teaching]] rules.  Additionally, the apprentice will pick up [[Experience Point|Experience Points]] in some Abilities through [[Exposure]].  There is no strict rule saying what Abilities must be taught to an apprentice, but there are conventions:

:[[Latin]]:An apprentice who doesn't know [[Latin]] will be at a disadvantage; he will be unable to study most of the [[Book|Books]] and [[Lab Text|Lab Texts]] of the Order, and may have trouble communicating with his or her master.  In some [[Tribunal|Trinbuals]] (and some [[Saga|Sagas]]), other languages such as Greek may take the place of Latin.  Whatever language is used for magic, it is almost always taught as early in apprenticeship as possible, perhaps even before apprenticeship begins.
:[[Artes Liberales]]:Artes Liberales is necessary for the apprentice to be able to read and write.  There is no rule that a magus must be able to read and write, but an illiterate one would be unable to study from [[Book|Books]] or to use [[Lab Text|Lab Texts]] -- a severe handicap to the magus's career.  Most magi teach literacy early, so the apprentice can study independently if he or she finds the time.
:[[Magic Theory]]:It's in the master's best interest to teach Magic Theory as early as possible, since the apprentice's [[Magic Theory]] score adds to the master's [[Lab Total]] whenever the apprentice serves as an assistant.
:[[Parma Magica]]:Magi can teach the [[Parma Magica]] [[Ability]] to their apprentices, but [[Peripheral Code]] requires them to hold back one crucial secret until after the apprentice is sworn into the Order [[ArM5]], page 66.  Presumably, until this final secret is taught, the apprentice can learn the Parma Magica Ability, but can't actually activate a Parma Magica on himself or anyone else.

==Outside Tutors

It is not unusual for a magus to hire mundane tutors to teach his or her apprentice Abilities such as [[Latin]] or [[Artes Liberales]].  However, if tutors are used, they do not count toward the magus's personal obligation of one season of training per year.

It is also possible to ask another magus to teach one's apprentice in the [[Arts]] or [[Arcane Ability|Arcane Abilities]]. This usually involves payment of some kind to the magus who is doing the training.  For example, the master might order his apprentice to work in the tutor's laboratory for a few seasons.

==Fosterage

Some magi actually send their apprentices to another [[Covenant]] to live for one or seasons under the hospitality of another magus.  This practice is called [[Fosterage]] ([[HoHS]] 47).  It is most common in [[House Jerbiton]], but is not exclusive to that House.

=Playing an Apprentice

Apprentices can be viable and enjoyable as player characters.  Depending on their age and level of training, they can be weaker than a [[Grog]] or nearly as powerful as a beginning [[Magus]].

==Creating an Apprentice

To play an apprentice as a player character, create the character as if he or she were a magus of young age.  (Rules for child characters are on page 29 of ArM5).  The [[Canon|canonical]] way to choose [[Virtues and Flaws]] is to decide, at the start of apprenticeship, what Virtues and Flaws the character will have (ArM5, page 107).  However, many troupes may prefer a [[House Rule]] where [[Virtues and Flaws]] accrue gradually over the course of apprenticeship, as long as they remain approximately balanced.

Either way, the apprentice will discover as he or she learns magic that The [[Gift]] is a highly personal and idiosyncratic phenomenon. The apprentice will very likely have certain magical aptitudes ([[Hermetic Virtue|Hermetic Virtues]]) and handicaps ([[Hermetic Flaw|Flaws]]).

==Duties of an Apprentice

An apprentice gets at least one season of formal training every year, but the rest of the time, he or she must do whatever the master tells him to do.  In the early years, before the apprentice is proficient with [[Magic Theory]] and the [[Arts]], his role is limited to menial chores.  Later, the master probably makes heavy use of the apprentice as a lab assistant; the apprentice's help adds to the master's [[Lab Total]], and may enable him to complete projects that would otherwise be prohibitively difficult or time-consuming.

For every season the apprentice spends working alongside his master in the lab, he gains [[Experience Point|Experience Points]] from [[Exposure]].  Those points may be in [[Magic Theory]], the [[Arts]] being used in the project, or in any [[Ability]] the storyguide agrees is appropriate.

Some magi send their apprentices outside the covenant to perform errands or missions.  These provide plenty of opportunities for stories involving player-apprentices.  A prudent master will usually send one or more [[Grog|grogs]] or [[Companion|companions]] along with the apprentice to provide guidance and protection.

==The End of Apprenticeship

Following the fifteenth year of apprenticeship, every apprentice must pass a special test called the [[Apprentice's Gauntlet]] (also [[Wizard's Gauntlet]]).  If he or she passes, the apprentice becomes a [[Magus]] and swears the [[Hermetic Oath]].  This usually happens at a [[Tribunal]] meeting, if possible, or at a special meeting of magi called a [[Ceremony of Welcome]].  After swearing the Oath, the new magus is given a [[Voting Sigil]] (exception: [[House Tremere]]) and taught the final secret to using [[Parma Magica]].

Many apprentices feel the urge to exercise their new freedom and move away from the [[Covenant]] where they were trained, but some remain there for several years or for their whole careers.

==Playing an Apprentice in ArM1-ArM4

[[ArM5]] provides the best rules support of any edition for playing an apprentice, but it is possible to play an apprentice using earlier editions of the rules.

The main rules questions that need to be resolved are:

* How does the apprentice learn the Arts?  One at a time, or all at once as in ArM5?
* What are the rules implication of having no score in an Art?
* How and when do apprentices acquire their [[Virtues and Flaws]], especially Hermetic ones?

=Apprentices and the Code of Hermes

The [[Code of Hermes]] and the [[Peripheral Code]] have established a number of conventions related to apprentices.

==Legal Status of Apprentice

Apprentices are not magi, and according to [[Canon]], they are not personally protected by the [[Code of Hermes]] against being killed, stripped of their Gift, scried upon, etc.  However, they are considered part of their master's vital magical resources, like his [[Laboratory]] or [[Familiar]].  If another magus kills or cripples an apprentice, the offender would be guilty of an offense against the ''master'' and subject to Hermetic justice at [[Tribunal]].

An implication of this is that the [[Code of Hermes]] does not prevent a magus from killing or abusing his own apprentice.

Technically, because they are not yet magi, apprentices aren't bound by the Code's restrictions.  However, tradition holds that the master will be held responsible for any crimes or damages caused by his or her apprentice.

==Rights of an Apprentice

Apprentices have few rights under the [[Code of Hermes]].  The [[Peripheral Code]] establishes that they must be provided with a minimum of one season's training a year.  If they do not receive this training, they are entitled to leave their master for another magus.

==Liability for Apprentice's Actions

A magus is held responsible for any mischief his apprentice may cause.  This includes outright violations of the [[Code of Hermes]], as well as lesser offenses against another magus.  Whether the master is also responsible for any mundane offenses the apprentice commits, such as property damage or petty crimes, is not covered by the Code.  In general, the [[Order of Hermes]] does not consider itself subject to mundane law, but mundane authorities may feel differently (and therein lie the seeds of many a story).

A master is expected to control his or her apprentice, and is entitled to use any means, including scrying, [[Rego]] [[Mentem]] spells, or deadly force, to do so.

==House Bonisagus' Right to Claim Another's Apprentice

Magi of [[House Bonisagus]] swear a special version of the [[Hermetic Oath]].  Their version of the Oath entitles them to take another magus's apprentice for their own.  The rationale is that Bonisagus magi work for the benefit of the whole Order, and are entitled to take apprentices as a form of support.

[[Houses of Hermes True Lineages]] discusses this traditional right in detail, on page 17.

=References

More references are needed.  Please [[Contribute]] by adding some.

* Apprentices, [[ArM5]] 106-107
* Apprentices with Supernatural Abilities, [[ArM5]] 107 and 166
* Finding an Apprentice, [[ArM5]] 106
* Laboratory Assistance, [[ArM5]] 103
* Learning by [[Exposure]], [[ArM5]] 163
* Teaching, [[ArM5]] 164
* Teaching Parma Magica, [[ArM5]] 66
* Teaching without the student having [[Parma Magica]], ArM5 106
* Fosterage, [[HoHS]] 47
]]></text>
				</version>
			</history>
		</page>
		<page node="594">
			<name>français</name>
			<title>Français</title>
			<language>en</language>
			<tags>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Fan Community</tag>
			</tags>
			<history size="24">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230666371</unix>
						<iso>2008-12-30 20:46:11</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>v0-30/12/2008</comment>
					<text><![CDATA[
Bientôt ici quelques mots sur Ars Magica en français...
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230803461</unix>
						<iso>2009-01-01 10:51:01</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>01/01/09</comment>
					<text><![CDATA[
= Gamme ArM française

Bien qu''''Ars Magica''' soit riche de cinq éditions en version originale, seule la troisième a été traduite en français en 1993, par Jeux Descartes. Bien que tenu en haute estime, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes, le destockage massif et à bas pris de la gamme '''Ars Magica''' a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu.

= Communauté

En construction...

= Liens

En construction...
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230803822</unix>
						<iso>2009-01-01 10:57:02</iso>
					</timestamp>
					<author>Mithriel</author>
					<text><![CDATA[
= Gamme ArM française

<> Bien qu'[[Ars Magica]] ssoit riche de cinq éditions en version originale, seule la troisième a été traduite en français en 1993, par Jeux Descartes. Bien que tenu en haute estime, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes, le destockage massif et à bas pris de la gamme '''Ars Magica''' a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu.

= Communauté

En construction...

= Liens

En construction..
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230803890</unix>
						<iso>2009-01-01 10:58:10</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>01/01/09</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, seule la troisième a été traduite en français en 1993, par Jeux Descartes. Malgré un bon accueil de la critique, le e succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes, le destockage massif et à bas pris de la gamme [[Ars Magica]] a[[Ars Magica]] a eux rôlistes français de découvrir et de pratiquer ce jeu.

= Gamme ArM françaiGamme ArM française

= se

= Communauté

En construction...

= Liens

En construct
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230805231</unix>
						<iso>2009-01-01 11:20:31</iso>
					</timestamp>
					<author>Mithriel</author>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu.

= Gamme ArM française

En cEn construction...

: Livre de règles :: Traduction de la 3['ème] édition d'[[Ars Magica]]
[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

: L'Alliance brisée de Calebaïs :: Traduction du scénario ''The Broken Covenant of Calebais''
[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

onstruction...

: Livre de rè (liste de diffusion, forum, fanzine ?)gles :: Traduction de la 3['ème
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1230981833</unix>
						<iso>2009-01-03 12:23:53</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>03/01/09</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

s''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1230981935</unix>
						<iso>2009-01-03 12:25:35</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>03/01/09</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.r et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Les Alliances''' (Traduction du supplément ''C
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1230989633</unix>
						<iso>2009-01-03 14:33:53</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>03/01/09</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de [[Parma Fabula]])

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation [[The Stormrider]])

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

= Communauté

En construction (liste de diffusion, forum, fanzine ?)...

= Liens

En construction...

= Communauté

En construction (liste de diffusion, forum, fanzine ?)...

= Liens

En construction...
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1230989689</unix>
						<iso>2009-01-03 14:34:49</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>010309</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

ee.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

= Communauté

En construction (liste de diffusion, forum, fanzine ?)...

= Liens

En construction...

= Communauté

En construction (liste de diffusion, forum, fanzine ?)...

= Liens

En construction...
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1230989727</unix>
						<iso>2009-01-03 14:35:27</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>030109</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

= Communauté

En construction (liste de diffusion, forum, fanzine ?)...

= Liens

En construction...

= Communauté

En construction (liste de diffusion, forum, fanzine ?)...

= Liens

En construction...
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1230990784</unix>
						<iso>2009-01-03 14:53:04</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>030109</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

= Communauté

== Lion

<> Le lien l

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion '''ArMfr'''.

http://www.armfr.fr.st/ ou http://games.groups.yahoo.com/group/armfr/

== Forum 

<> Le SDEN propose également un forum consacré à [[Ars Magica]].

http://www.sden.org/forums/viewforum.php?f=15

== Fanit e

<> '''Ars Mag''' est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

http://pagesperso-orange.fr/styren/ars/zine.htm

 fans francophones d'[[Ars
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1230991084</unix>
						<iso>2009-01-03 14:58:04</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>030109</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion '''ArMfr'''.

http://www.armfr.fr.st/ ou http://games.groups.yahoo.com/group/armfr/

== Forum 

<> Le SDEN propose également un forum consacré à [[Ars Magica]].

http://www.sden.org/forums/viewforum.php?f=15

== Fanzine

<> '''Ars Mag''' est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

http://pagesperso-orange.fr/styren/ars/zine.htm

= Sagas ga français e== Tribunal Ibérique

[[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. n trez dan l'avenuae palpitante d'Aqiae Arsanum, en
rez sur les terres andalouses et partagez, à travers la pet
te hist=ire de l'allia=ce, la grande Histoire médiévale !
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1230991207</unix>
						<iso>2009-01-03 15:00:07</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>030109</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1230991761</unix>
						<iso>2009-01-03 15:09:21</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>030109</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes] :: Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpent] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerlac] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepierre] :: 

== Tribunal Provençal

: [[http://kildor.chez.com/ars/gamme.html | Louvaillac] :: Près de Toulouse.
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1230991812</unix>
						<iso>2009-01-03 15:10:12</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>010309</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen]] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes]] :: : Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpen]t]] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerl]ac]] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepie]rre]] :: 

== Tribunal Provençal

: [[http://kildor.chez.com/ars/gamme.html | Louvai]llac]] :: Près de Tou
]]></text>
				</version>
				<version number="16">
					<timestamp tz="GMT">
						<unix>1230992518</unix>
						<iso>2009-01-03 15:21:58</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>030109</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr]]].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen]] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes]] :: Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpent]] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerlac]] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepierre]] :: 

== Tribunalde Novgorod

: [[http://www.fulgan.com/ricou/pactede.htm | Pacte de la Source]] :: Situé à quelques lieues à l'est de Gomel, il est pratiquement inconnu des autres pactes, tant il est effacé et discret dans la zone politique de l'Ordre hermétique. La maison Criamon n'y est pas représentée, mais il y aurait une dizaine de mages, dont deux Archimages. Ne vient pas souvent aux tribunaux de Novgorod.

== Tribunal Provençal

: [[http://jbh.lautre.net/amarante/ | Amarante]] :: "Cette alliance s'est dotée en quelques dizaines d'années d'une Turbula structurée. Une seconde génération de mages a récemment rejoint les fondateurs. Désormais en été, elle ambitionne de participer aux affaires du tribunal provençal... " -- Extrait de "Rapports 1228" par Protantus de Guernicus, archives de Magvillus, Tribunal de Rome

: [[http://pagesperso-orange.fr/attacus.cynthia/ | Attacus Cynthia]] :: Attacus Cynthia fut fondée en l'an de grâce 1189 sur le sommet d'un grand affleurement rocheux, connu sous le nom du Rocher du Cornillon...

: [[http://blanche.espine.free.fr/ | Blanche Espine]] :: Une Alliance créée par trois femmes mages, en 1198.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Cimes_d_Argent.htm | Les Cimes d'Argent]] :: 

: [[http://membres.lycos.fr/fenriss/ | Dominare Serpentis]] :: Subissant l'influence subtile du puits du destin, les mages de l'alliance de Dominare Serpentis vont faire bien des surprenantes découvertes qui les mèneront finalement vers une unique piste, celle du puissant esprit du mal Behemot et de son rapport secret avec l'ordre d'Hermès.

: [[http://pages.infinit.net/wezel/camp/arsmagic.html | La Funeste de Provence]] ::  Les personnages font partie d'une des communautés de magi de Provence et celle-ci est à Quatre-Vent, petit village sur le bord de la mer à l'embouchure d'une rivière à une journée à cheval du port de Marseille.

: [[http://membres.lycos.fr/nharter/ | Gastemont]] :: Une alliance de printemps sur les ruines de l'Alliance de la Crête des Brumes.

: [[http:////www.fulgan.com/ricou/pactede.htm | Pacte de la Source]] :: Situé

: [[http://darmont.free.fr/arm/?page=arm-pont | Pont d'Ariège]] :: Sur une île sur le fleuve, sur la route d'Andorre. Les mages collectent les droits de péage dudit pont.

: [[http://oliviers.experience.free.fr/arm/ | Silva Scientiae]] :: Description détaillée et actualisée (histoire) de cette alliance printanière située à 6 lieues et demie à l'Est sud-est de Pamiers.

: [[http://sden.org/jdr/arsmag/ | La Tour Émeraude]] :: Une tour de treize étages, qui protège un immense arbre féérique, donne son nom à cette alliance d'été. Cette saga met en jeu de mystérieuses forces magiques, plus anciennes que l'Ordre lui-même, entre autres un visiteur du Monde Invisible, un muwgh, un nephilim, un vampire et un éfrit.

: [[http://carnets.free.fr/ars_magica/valombreuse_base.html | Valombreuse]] :: Le vénérable mage Dorgan, disciple de Tytalus, originaire du tribunal de Transylvanie, dut s'exiler en 1187 de son alliance, deux de ses plus anciens amis lui ayant subitement déclarés une guerre des magiciens. Dorgan décida alors d'aller s'établir dans le centre culturel de l'ordre, à savoir, le tribunal Provençal. Sur sa route, il sympathisa avec 3 jeunes mages, alors tout juste sortis de l'apprentissage: Clavius (tribunal romain), Mirna (tribunal du Rhin) et Nachquor (tribunal de Normandie).
]]></text>
				</version>
				<version number="17">
					<timestamp tz="GMT">
						<unix>1230993088</unix>
						<iso>2009-01-03 15:31:28</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>030109</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr]].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen]] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes]] :: Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpent]] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerlac]] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepierre]] :: 

== Tribunal de Novgorod

: [[http://www.fulgan.com/ricou/pactede.htm | Pacte de la Source]] :: Situé à quelques lieues à l'est de Gomel, il est pratiquement inconnu des autres pactes, tant il est effacé et discret dans la zone politique de l'Ordre hermétique. La maison Criamon n'y est pas représentée, mais il y aurait une dizaine de mages, dont deux Archimages. Ne vient pas souvent aux tribunaux de Novgorod.

== Tribunal Provençal

: [[http://jbh.lautre.net/amarante/ | Amarante]] :: "Cette alliance s'est dotée en quelques dizaines d'années d'une Turbula structurée. Une seconde génération de mages a récemment rejoint les fondateurs. Désormais en été, elle ambitionne de participer aux affaires du tribunal provençal... " -- Extrait de "Rapports 1228" par Protantus de Guernicus, archives de Magvillus, Tribunal de Rome

: [[http://pagesperso-orange.fr/attacus.cynthia/ | Attacus Cynthia]] :: Attacus Cynthia fut fondée en l'an de grâce 1189 sur le sommet d'un grand affleurement rocheux, connu sous le nom du Rocher du Cornillon...

: [[http://blanche.espine.free.fr/ | Blanche Espine]] :: Une Alliance créée par trois femmes mages, en 1198.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Cimes_d_Argent.htm | Les Cimes d'Argent]] :: 

: [[http://membres.lycos.fr/fenriss/ | Dominare Serpentis]] :: Subissant l'influence subtile du puits du destin, les mages de l'alliance de Dominare Serpentis vont faire bien des surprenantes découvertes qui les mèneront finalement vers une unique piste, celle du puissant esprit du mal Behemot et de son rapport secret avec l'ordre d'Hermès.

: [[http://pages.infinit.net/wezel/camp/arsmagic.html | La Funeste de Provence]] ::  Les personnages font partie d'une des communautés de magi de Provence et celle-ci est à Quatre-Vent, petit village sur le bord de la mer à l'embouchure d'une rivière à une journée à cheval du port de Marseille.

: [[http://membres.lycos.fr/nharter/ | Gastemont]] :: Une alliance de printemps sur les ruines de l'Alliance de la Crête des Brumes.

: [[http://kildor.chez.com/ars/gamme.html | Louvaillac]] :: Près de Toulouse.

: [[http://darmont.free.fr/arm/?page=arm-pont | Pont d'Ariège]] :: Sur une île sur le fleuve, sur la route d'Andorre. Les mages collectent les droits de péage dudit pont.

: [[http://oliviers.experience.free.fr/arm/ | Silva Scientiae]] :: Description détaillée et actualisée (histoire) de cette alliance printanière située à 6 lieues et demie à l'Est sud-est de Pamiers.

: [[http://sden.org/jdr/arsmag/ | La Tour Émeraude]] :: Une tour de treize étages, qui protège un immense arbre féérique, donne son nom à cette alliance d'été. Cette saga met en jeu de mystérieuses forces magiques, plus anciennes que l'Ordre lui-même, entre autres un visiteur du Monde Invisible, un muwgh, un nephilim, un vampire et un éfrit.

: [[http://carnets.free.fr/ars_magica/valombreuse_base.html | Valombreuse]] :: Le vénérable mage Dorgan, disciple de Tytalus, originaire du tribunal de Transylvanie, dut s'exiler en 1187 de son alliance, deux de ses plus anciens amis lui ayant subitement déclarés une guerre des magiciens. Dorgan décida alors d'aller s'établir dans le centre culturel de l'ordre, à savoir, le tribunal Provençal. Sur sa route, il sympathisa avec 3 jeunes mages, alors tout juste sortis de l'apprentissage: Clavius (tribunal romain), Mirna (tribunal du Rhin) et Nachquor (tribunal de Normandie).

== Tribunal du Rhin

: [[http://www.fdn.fr/~rperinel/jdr/Conventions/ESIP/index.html | Écoute s'Il Pleut]] :: Au delà de la frontière considérée comme infranchissable de Haagendorf, il y a depuis peu, paraît-il, une convention. De jeunes inconscients, frais émoulus de l'apprentissage, ne connaissant ni la langue ni la région, se sont installés au milieu d'un marais putride et froid, dans une zone clairement revendiquée par l'Ordre d'Odin.

== Tribunal de Stonehenge

: [[http://www.gridsyndicate.org/~ars/wiki/index.php/Accueil | Draco Maris]] :: L'Alliance de Draco Maris se situe au nord du Comté du Devon, sur un ilot séparé de la côte par une étroite bande rocheuse, accessible uniquement à marée basse. Autrefois décrépite, elle est investie par de jeunes Mages qui oeuvrent à lui redonner son prestige. La Saga se déroule en 1220. Contient des modification de règle pour la 5ème édition. 

: [[http://darmont.free.fr/arm/?page=arm-ecume | L'Écume d'Argent]] :: L'Alliance de l'Écume d'Argent est située à la pointe sud-est de la Cornouaille, dans le Tribunal de Stonehenge. Elle a été fondée en 1232 suite à la Guerre d'Islande, qui a opposé une fraction de l'Ordre d'Hermès aux Gardiens de l'Islande et forcé, dans un soucis d'apaisement, les mages de Snæfellsjökull à quitter leur Alliance.

== Tribunal Transylvanien

: [[http://xavier.edd.bertou.online.fr/Ars-Mag/ | Coeris]] :: Coeris se trouve en pleine Transylvanie, au nord du Danube, sur un plateau rocheux surélevé.

== Autres temps, autres lieux

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Mercure.htm | Mercure]] :: Cette Saga a pour principales particularités de se dérouler au IXe Siècle et de ne comporter parmi les personnages que des filii de Primi.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Sentinelle_du_Bois.htm | Sentinelle du Bois]] :: 

: [[http://darmont.free.fr/arm/?page=arm-snaefell | Snæfellsjökull]] :: L'Alliance de Snæfellsjökull est située dans la lointaine contrée d'Islande, plus précisément dans un réseau de cavernes s'étendant sous le glacier Snæfellsjökull, à la pointe de la péninsule de Snæfellsnes.
]]></text>
				</version>
				<version number="18">
					<timestamp tz="GMT">
						<unix>1231606211</unix>
						<iso>2009-01-10 17:50:11</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>100109</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

== Des promesses, toujours des promesses

Pour terminer, un groupe de fans a traduit le scénario d'introduction à la 4['ème] édition d'[[Ars Magica]], ''Promises, promises''. Il est toujours disponible [[http://www.atlas-games.com/pdf_storage/promises_french.pdf | en version électronique] sur le site d'Atlas Games.

=  Des promesses, toujours des promesses

Pour terminer, un groupe de fans a traduit le scénario d'introduction à la 4['ème] édition d'[[Ars Magica]], ''Promises, promises''. Il est toujours disponible [[http://www.atlas-games.com/pdf_storage/promises_french.pdf | en version électronique] sur le site d'Atlas Games.

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr]].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen]] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes]] :: Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpent]] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerlac]] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepierre]] :: 

== Tribunal de Novgorod

: [[http://www.fulgan.com/ricou/pactede.htm | Pacte de la Source]] :: Situé à quelques lieues à l'est de Gomel, il est pratiquement inconnu des autres pactes, tant il est effacé et discret dans la zone politique de l'Ordre hermétique. La maison Criamon n'y est pas représentée, mais il y aurait une dizaine de mages, dont deux Archimages. Ne vient pas souvent aux tribunaux de Novgorod.

== Tribunal Provençal

: [[http://jbh.lautre.net/amarante/ | Amarante]] :: "Cette alliance s'est dotée en quelques dizaines d'années d'une Turbula structurée. Une seconde génération de mages a récemment rejoint les fondateurs. Désormais en été, elle ambitionne de participer aux affaires du tribunal provençal... " -- Extrait de "Rapports 1228" par Protantus de Guernicus, archives de Magvillus, Tribunal de Rome

: [[http://pagesperso-orange.fr/attacus.cynthia/ | Attacus Cynthia]] :: Attacus Cynthia fut fondée en l'an de grâce 1189 sur le sommet d'un grand affleurement rocheux, connu sous le nom du Rocher du Cornillon...

: [[http://blanche.espine.free.fr/ | Blanche Espine]] :: Une Alliance créée par trois femmes mages, en 1198.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Cimes_d_Argent.htm | Les Cimes d'Argent]] :: 

: [[http://membres.lycos.fr/fenriss/ | Dominare Serpentis]] :: Subissant l'influence subtile du puits du destin, les mages de l'alliance de Dominare Serpentis vont faire bien des surprenantes découvertes qui les mèneront finalement vers une unique piste, celle du puissant esprit du mal Behemot et de son rapport secret avec l'ordre d'Hermès.

: [[http://pages.infinit.net/wezel/camp/arsmagic.html | La Funeste de Provence]] ::  Les personnages font partie d'une des communautés de magi de Provence et celle-ci est à Quatre-Vent, petit village sur le bord de la mer à l'embouchure d'une rivière à une journée à cheval du port de Marseille.

: [[http://membres.lycos.fr/nharter/ | Gastemont]] :: Une alliance de printemps sur les ruines de l'Alliance de la Crête des Brumes.

: [[http://kildor.chez.com/ars/gamme.html | Louvaillac]] :: Près de Toulouse.

: [[http://darmont.free.fr/arm/?page=arm-pont | Pont d'Ariège]] :: Sur une île sur le fleuve, sur la route d'Andorre. Les mages collectent les droits de péage dudit pont.

: [[http://oliviers.experience.free.fr/arm/ | Silva Scientiae]] :: Description détaillée et actualisée (histoire) de cette alliance printanière située à 6 lieues et demie à l'Est sud-est de Pamiers.

: [[http://sden.org/jdr/arsmag/ | La Tour Émeraude]] :: Une tour de treize étages, qui protège un immense arbre féérique, donne son nom à cette alliance d'été. Cette saga met en jeu de mystérieuses forces magiques, plus anciennes que l'Ordre lui-même, entre autres un visiteur du Monde Invisible, un muwgh, un nephilim, un vampire et un éfrit.

: [[http://carnets.free.fr/ars_magica/valombreuse_base.html | Valombreuse]] :: Le vénérable mage Dorgan, disciple de Tytalus, originaire du tribunal de Transylvanie, dut s'exiler en 1187 de son alliance, deux de ses plus anciens amis lui ayant subitement déclar: [[http://villamanlia.wikidot.com/start | Villa Manlia]] :: La Saga débute en l'an 1200 et est centrée autour d'une petite Alliance de Printemps bâtie dans le Tribunal de Provence sur les ruines d'une ancienne villa romaine dont les thermes puisent leur eau dans une antique source magique.

s une guerre des magiciens. Dorgan décida alors d'aller s'établir dans le centre culturel de l'ordre, à savoir, le tribunal Provençal. Sur sa route, il sympathisa avec 3 jeunes mages, alors tout juste sortis de l'apprentissage: Clavius (tribunal romain), Mirna (tribunal du Rhin) et Nachquor (tribunal de Normandie).

: [[http://villamanlia.wikidot.com/start | Villa Manlia]] :: La Saga débute en l'an 1200 et est centrée autour d'une petite Alliance de Printemps bâtie dans le Tribunal de Provence sur les ruines d'une ancienne villa romaine dont les thermes puisent leur eau dans une antique source magique.

== Tribunal du Rhin

: [[http://www.fdn.fr/~rperinel/jdr/Conventions/ESIP/index.html | Écoute s'Il Pleut]] :: Au delà de la frontière considérée comme infranchissable de Haagendorf, il y a depuis peu, paraît-il, une convention. De jeunes inconscients, frais émoulus de l'apprentissage, ne connaissant ni la langue ni la région, se sont installés au milieu d'un marais putride et froid, dans une zone clairement revendiquée par l'Ordre d'Odin.

== Tribunal de Stonehenge

: [[http://www.gridsyndicate.org/~ars/wiki/index.php/Accueil | Draco Maris]] :: L'Alliance de Draco Maris se situe au nord du Comté du Devon, sur un ilot séparé de la côte par une étroite bande rocheuse, accessible uniquement à marée basse. Autrefois décrépite, elle est investie par de jeunes Mages qui oeuvrent à lui redonner son prestige. La Saga se déroule en 1220. Contient des modification de règle pour la 5ème édition. 

: [[http://darmont.free.fr/arm/?page=arm-ecume | L'Écume d'Argent]] :: L'Alliance de l'Écume d'Argent est située à la pointe sud-est de la Cornouaille, dans le Tribunal de Stonehenge. Elle a été fondée en 1232 suite à la Guerre d'Islande, qui a opposé une fraction de l'Ordre d'Hermès aux Gardiens de l'Islande et forcé, dans un soucis d'apaisement, les mages de Snæfellsjökull à quitter leur Alliance.

== Tribunal Transylvanien

: [[http://xavier.edd.bertou.online.fr/Ars-Mag/ | Coeris]] :: Coeris se trouve en pleine Transylvanie, au nord du Danube, sur un plateau rocheux surélevé.

== Autres temps, autres lieux

: [[http:/
]]></text>
				</version>
				<version number="19">
					<timestamp tz="GMT">
						<unix>1231606350</unix>
						<iso>2009-01-10 17:52:30</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>100109</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

=== Des promesses, toujours des promesses

Pour terminer, un groupe de fans a traduit le scénario d'introduction à la 4['ème] édition d'[[Ars Magica]], ''Promises, promises''. Il est toujours disponible en version électronique sur le site d'Atlas Games.

http://www.atlas-games.com/pdf_storage/promises_french.pdf

= munauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr]].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen]] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes]] :: Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpent]] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerlac]] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepierre]] :: 

== Tribunal de Novgorod

: [[http://www.fulgan.com/ricou/pactede.htm | Pacte de la Source]] :: Situé à quelques lieues à l'est de Gomel, il est pratiquement inconnu des autres pactes, tant il est effacé et discret dans la zone politique de l'Ordre hermétique. La maison Criamon n'y est pas représentée, mais il y aurait une dizaine de mages, dont deux Archimages. Ne vient pas souvent aux tribunaux de Novgorod.

== Tribunal Provençal

: [[http://jbh.lautre.net/amarante/ | Amarante]] :: "Cette alliance s'est dotée en quelques dizaines d'années d'une Turbula structurée. Une seconde génération de mages a récemment rejoint les fondateurs. Désormais en été, elle ambitionne de participer aux affaires du tribunal provençal... " -- Extrait de "Rapports 1228" par Protantus de Guernicus, archives de Magvillus, Tribunal de Rome

: [[http://pagesperso-orange.fr/attacus.cynthia/ | Attacus Cynthia]] :: Attacus Cynthia fut fondée en l'an de grâce 1189 sur le sommet d'un grand affleurement rocheux, connu sous le nom du Rocher du Cornillon...

: [[http://blanche.espine.free.fr/ | Blanche Espine]] :: Une Alliance créée par trois femmes mages, en 1198.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Cimes_d_Argent.htm | Les Cimes d'Argent]] :: 

: [[http://membres.lycos.fr/fenriss/ | Dominare Serpentis]] :: Subissant l'influence subtile du puits du destin, les mages de l'alliance de Dominare Serpentis vont faire bien des surprenantes découvertes qui les mèneront finalement vers une unique piste, celle du puissant esprit du mal Behemot et de son rapport secret avec l'ordre d'Hermès.

: [[http://pages.infinit.net/wezel/camp/arsmagic.html | La Funeste de Provence]] ::  Les personnages font partie d'une des communautés de magi de Provence et celle-ci est à Quatre-Vent, petit village sur le bord de la mer à l'embouchure d'une rivière à une journée à cheval du port de Marseille.

: [[http://membres.lycos.fr/nharter/ | Gastemont]] :: Une alliance de printemps sur les ruines de l'Alliance de la Crête des Brumes.

: [[http://kildor.chez.com/ars/gamme.html | Louvaillac]] :: Près de Toulouse.

: [[http://darmont.free.fr/arm/?page=arm-pont | Pont d'Ariège]] :: Sur une île sur le fleuve, sur la route d'Andorre. Les mages collectent les droits de péage dudit pont.

: [[http://oliviers.experience.free.fr/arm/ | Silva Scientiae]] :: Description détaillée et actualisée (histoire) de cette alliance printanière située à 6 lieues et demie à l'Est sud-est de Pamiers.

: [[http://sden.org/jdr/arsmag/ | La Tour Émeraude]] :: Une tour de treize étages, qui protège un immense arbre féérique, donne son nom à cette alliance d'été. Cette saga met en jeu de mystérieuses forces magiques, plus anciennes que l'Ordre lui-même, entre autres un visiteur du Monde Invisible, un muwgh, un nephilim, un vampire et un éfrit.

: [[http://carnets.free.fr/ars_magica/valombreuse_base.html | Valombreuse]] :: Le vénérable mage Dorgan, disciple de Tytalus, originaire du tribunal de Transylvanie, dut s'exiler en 1187 de son alliance, deux de ses plus anciens amis lui ayant subitement déclarés une guerre des magiciens. Dorgan décida alors d'aller s'établir dans le centre culturel de l'ordre, à savoir, le tribunal Provençal. Sur sa route, il sympathisa avec 3 jeunes mages, alors tout juste sortis de l'apprentissage: Clavius (tribunal romain), Mirna (tribunal du Rhin) et Nachquor (tribunal de Normandie).

: [[http://villamanlia.wikidot.com/start | Villa Manlia]] :: La Saga débute en l'an 1200 et est centrée autour d'une petite Alliance de Printemps bâtie dans le Tribunal de Provence sur les ruines d'une ancienne villa romaine dont les thermes puisent leur eau dans une antique source magique.

== Tribunal du Rhin

: [[http://www.fdn.fr/~rperinel/jdr/Conventions/ESIP/index.html | Écoute s'Il Pleut]] :: Au delà de la frontière considérée comme infranchissable de Haagendorf, il y a depuis peu, paraît-il, une convention. De jeunes inconscients, frais émoulus de l'apprentissage, ne connaissant ni la langue ni la région, se sont installés au milieu d'un marais putride et froid, dans une zone clairement revendiquée par l'Ordre d'Odin.

== Tribunal de Stonehenge

: [[http://www.gridsyndicate.org/~ars/wiki/index.php/Accueil | Draco Maris]] :: L'Alliance de Draco Maris se situe au nord du Comté du Devon, sur un ilot séparé de la côte par une étroite bande rocheuse, accessible uniquement à marée basse. Autrefois décrépite, elle est investie par de jeunes Mages qui oeuvrent à lui redonner son prestige. La Saga se déroule en 1220. Contient des modification de règle pour la 5ème édition. 

: [[http://darmont.free.fr/arm/?page=arm-ecume | L'Écume d'Argent]] :: L'Alliance de l'Écume d'Argent est située à la pointe sud-est de la Cornouaille, dans le Tribunal de Stonehenge. Elle a été fondée en 1232 suite à la Guerre d'Islande, qui a opposé une fraction de l'Ordre d'Hermès aux Gardiens de l'Islande et forcé, dans un soucis d'apaisement, les mages de Snæfellsjökull à quitter leur Alliance.

== Tribunal Transylvanien

: [[http://xavier.edd.bertou.online.fr/Ars-Mag/ | Coeris]] :: Coeris se trouve en pleine Transylvanie, au nord du Danube, sur un plateau rocheux surélevé.

== Autres temps, autres lieux

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Mercure.htm | Mercure]] :: Cette Saga a pour principales particularités de se dérouler au IXe Siècle et de ne comporter parmi les personnages que des filii de Primi.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Sentinelle_du_Bois.htm | Sentinelle du Bois]] :: 

: [[http://darmont.free.fr/arm/?page=arm-snaefell | Snæfellsjökull]] :: L'Alliance de Snæfellsjökull est située dans la lointaine contrée d'Islande, plus précisément dans un réseau de cavernes s'étendant sous le glacier Snæfellsjökull, à la pointe de la péninsule de Snæfellsnes.
]]></text>
				</version>
				<version number="20">
					<timestamp tz="GMT">
						<unix>1231606421</unix>
						<iso>2009-01-10 17:53:41</iso>
					</timestamp>
					<author>Mithriel</author>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

=== Des promesses, toujours des promesses

Pour terminer, un groupe de fans a traduit le scénario d'introduction à la 4['ème] édition d'[[Ars Magica]], ''Promises, promises''. Il est toujours disponible [[http://www.atlas-games.com/pdf_storage/promises_french.pdf | en version électronique]] sur le site d'Atlas Games.

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr]].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen]] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes]] :: Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpent]] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerlac]] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepierre]] :: 

== Tribunal de Novgorod

: [[http://www.fulgan.com/ricou/pactede.htm | Pacte de la Source]] :: Situé à quelques lieues à l'est de Gomel, il est pratiquement inconnu des autres pactes, tant il est effacé et discret dans la zone politique de l'Ordre hermétique. La maison Criamon n'y est pas représentée, mais il y aurait une dizaine de mages, dont deux Archimages. Ne vient pas souvent aux tribunaux de Novgorod.

== Tribunal Provençal

: [[http://jbh.lautre.net/amarante/ | Amarante]] :: "Cette alliance s'est dotée en quelques dizaines d'années d'une Turbula structurée. Une seconde génération de mages a récemment rejoint les fondateurs. Désormais en été, elle ambitionne de participer aux affaires du tribunal provençal... " -- Extrait de "Rapports 1228" par Protantus de Guernicus, archives de Magvillus, Tribunal de Rome

: [[http://pagesperso-orange.fr/attacus.cynthia/ | Attacus Cynthia]] :: Attacus Cynthia fut fondée en l'an de grâce 1189 sur le sommet d'un grand affleurement rocheux, connu sous le nom du Rocher du Cornillon...

: [[http://blanche.espine.free.fr/ | Blanche Espine]] :: Une Alliance créée par trois femmes mages, en 1198.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Cimes_d_Argent.htm | Les Cimes d'Argent]] :: 

: [[http://membres.lycos.fr/fenriss/ | Dominare Serpentis]] :: Subissant l'influence subtile du puits du destin, les mages de l'alliance de Dominare Serpentis vont faire bien des surprenantes découvertes qui les mèneront finalement vers une unique piste, celle du puissant esprit du mal Behemot et de son rapport secret avec l'ordre d'Hermès.

: [[http://pages.infinit.net/wezel/camp/arsmagic.html | La Funeste de Provence]] ::  Les personnages font partie d'une des communautés de magi de Provence et celle-ci est à Quatre-Vent, petit village sur le bord de la mer à l'embouchure d'une rivière à une journée à cheval du port de Marseille.

: [[http://membres.lycos.fr/nharter/ | Gastemont]] :: Une alliance de printemps sur les ruines de l'Alliance de la Crête des Brumes.

: [[http://kildor.chez.com/ars/gamme.html | Louvaillac]] :: Près de Toulouse.

: [[http://darmont.free.fr/arm/?page=arm-pont | Pont d'Ariège]] :: Sur une île sur le fleuve, sur la route d'Andorre. Les mages collectent les droits de péage dudit pont.

: [[http://oliviers.experience.free.fr/arm/ | Silva Scientiae]] :: Description détaillée et actualisée (histoire) de cette alliance printanière située à 6 lieues et demie à l'Est sud-est de Pamiers.

: [[http://sden.org/jdr/arsmag/ | La Tour Émeraude]] :: Une tour de treize étages, qui protège un immense arbre féérique, donne son nom à cette alliance d'été. Cette saga met en jeu de mystérieuses forces magiques, plus anciennes que l'Ordre lui-même, entre autres un visiteur du Monde Invisible, un muwgh, un nephilim, un vampire et un éfrit.

: [[http://carnets.free.fr/ars_magica/valombreuse_base.html | Valombreuse]] :: Le vénérable mage Dorgan, disciple de Tytalus, originaire du tribunal de Transylvanie, dut s'exiler en 1187 de son alliance, deux de ses plus anciens amis lui ayant subitement déclarés une guerre des magiciens. Dorgan décida alors d'aller s'établir dans le centre culturel de l'ordre, à savoir, le tribunal Provençal. Sur sa route, il sympathisa avec 3 jeunes mages, alors tout juste sortis de l'apprentissage: Clavius (tribunal romain), Mirna (tribunal du Rhin) et Nachquor (tribunal de Normandie).

: [[http://villamanlia.wikidot.com/start | Villa Manlia]] :: La Saga débute en l'an 1200 et est centrée autour d'une petite Alliance de Printemps bâtie dans le Tribunal de Provence sur les ruines d'une ancienne villa romaine dont les thermes puisent leur eau dans une antique source magique.

== Tribunal du Rhin

: [[http://www.fdn.fr/~rperinel/jdr/Conventions/ESIP/index.html | Écoute s'Il Pleut]] :: Au delà de la frontière considérée comme infranchissable de Haagendorf, il y a depuis peu, paraît-il, une convention. De jeunes inconscients, frais émoulus de l'apprentissage, ne connaissant ni la langue ni la région, se sont installés au milieu d'un marais putride et froid, dans une zone clairement revendiquée par l'Ordre d'Odin.

== Tribunal de Stonehenge

: [[http://www.gridsyndicate.org/~ars/wiki/index.php/Accueil | Draco Maris]] :: L'Alliance de Draco Maris se situe au nord du Comté du Devon, sur un ilot séparé de la côte par une étroite bande rocheuse, accessible uniquement à marée basse. Autrefois décrépite, elle est investie par de jeunes Mages qui oeuvrent à lui redonner son prestige. La Saga se déroule en 1220. Contient des modification de règle pour la 5ème édition. 

: [[http://darmont.free.fr/arm/?page=arm-ecume | L'Écume d'Argent]] :: L'Alliance de l'Écume d'Argent est située à la pointe sud-est de la Cornouaille, dans le Tribunal de Stonehenge. Elle a été fondée en 1232 suite à la Guerre d'Islande, qui a opposé une fraction de l'Ordre d'Hermès aux Gardiens de l'Islande et forcé, dans un soucis d'apaisement, les mages de Snæfellsjökull à quitter leur Alliance.

== Tribunal Transylvanien

: [[http://xavier.edd.bertou.online.fr/Ars-Mag/ | Coeris]] :: Coeris se trouve en pleine Transylvanie, au nord du Danube, sur un plateau rocheux surélevé.

== Autres temps, autres lieux

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Mercure.htm | Mercure]] :: Cette Saga a pour principales particularités de se dérouler au IXe Siècle et de ne comporter parmi les personnages que des filii de Primi.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Sentinelle_du_Bois.htm | Sentinelle du Bois]] :: 

: [[http://darmont.free.fr/arm/?page=arm-snaefell | Snæfellsjökull]] :: L'Alliance de Snæfellsjökull est située dans la lointaine contrée d'Islande, plus précisément dans un réseau de cavernes s'étendant sous le glacier Snæfellsjökull, à la pointe de la péninsule de Snæfellsnes.
]]></text>
				</version>
				<version number="21">
					<timestamp tz="GMT">
						<unix>1231665014</unix>
						<iso>2009-01-11 10:10:14</iso>
					</timestamp>
					<author>Mithriel</author>
					<comment>120109</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

=== Des promesses, toujours des promesses

Pour terminer, un groupe de fans a traduit le scénario d'introduction à la 4['ème] édition d'[[Ars Magica]], ''Promises, promises''. Il est toujours disponible [[http://www.atlas-games.com/pdf_storage/promises_french.pdf | en version électronique]] sur le site d'Atlas Games.

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr]].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen]] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes]] :: Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpent]] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerlac]] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepierre]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/montdor.html | Mont d'Or]] :: Comme son nom l'indique, cette alliance se trouve au sommet du Mont d'Or, au coeur du Massif Central en France. Elle fait donc partie du Tribunal de Normandie, mais cela ne l'empêche pas de s'intéresser aux affaires du Tribunal Provençal et des autres tribunaux limitrophes.

: [[http://www.sden.org/jdr/arsmag/alliances/ys/ | Veilleurs d'Ys]] :: Lors de la session du Tribunal de Normandie de 1205, il fut décidé d'envoyer 6 jeunes mages aux confins de la Bretagne, pour étudier les ruines magiques d'Ys la cité engloutie.

== Tribunal de Novgorod

: [[http://www.fulgan.com/ricou/pactede.htm | Pacte de la Source]] :: Situé à quelques lieues à l'est de Gomel, il est pratiquement inconnu des autres pactes, tant il est effacé et discret dans la zone politique de l'Ordre hermétique. La maison Criamon n'y est pas représentée, mais il y aurait une dizaine de mages, dont deux Archimages. Ne vient pas souvent aux tribunaux de Novgorod.

: [[http://darckense.online.fr/ars/index.php?page=terraludis | Vallée des Vents]] :: L'alliance de la Vallée des Vents est une jeune alliance de printemps du tribunal de Novgorod, fondée en 1200.

== Tribunal Provençal

: [[http://jbh.lautre.net/amarante/ | Amarante]] :: "Cette alliance s'est dotée en quelques dizaines d'années d'une Turbula structurée. Une seconde génération de mages a récemment rejoint les fondateurs. Désormais en été, elle ambitionne de participer aux affaires du tribunal provençal... " -- Extrait de "Rapports 1228" par Protantus de Guernicus, archives de Magvillus, Tribunal de Rome

: [[http://pagesperso-orange.fr/attacus.cynthia/ | Attacus Cynthia]] :: Attacus Cynthia fut fondée en l'an de grâce 1189 sur le sommet d'un grand affleurement rocheux, connu sous le nom du Rocher du Cornillon...

: [[http://blanche.espine.free.fr/ | Blanche Espine]] :: Une Alliance créée par trois femmes mages, en 1198.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Cimes_d_Argent.htm | Les Cimes d'Argent]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/claristra.html | Claristra]] :: L'Alliance de Claristra est montée auprès d'une rivière à l'eau claire et glacée qui lui a donné son nom. En fait, une paroi de grande hauteur impossible à escalader se dresse au sud, et une faille s'ouvre dans la paroi, laissant passer la rivière, qui s'écoule ensuite dans la vallée en-dessous. Environnée par les bois touffus des trois autres côtés, l'Alliance est ainsi isolée du fracas du monde. La verrerie, du fait de sa renommée, est cependant bien desservie en ressources, et un chemin bien entretenu y conduit.

: [[http://www.sden.org/jdr/arsmag/alliances/urfe/ | Les Cornes d'Urfé]] :: L'Alliance des Cornes d'Urfé se trouve au centre de la France, dans le sud du Duché de Bourgogne (entre Clermont-Ferrand et Lyon dans le nord du département de la Loire). Elle est située dans les bois des Monts de la Madelaine.

: [[http://membres.lycos.fr/fenriss/ | Dominare Serpentis]] :: Subissant l'influence subtile du puits du destin, les mages de l'alliance de Dominare Serpentis vont faire bien des surprenantes découvertes qui les mèneront finalement vers une unique piste, celle du puissant esprit du mal Behemot et de son rapport secret avec l'ordre d'Hermès.

: [[http://www.sden.org/jdr/arsmag/alliances/eaux-vies.html | Eaux-Vies]] :: Dans le tribunal Provençal, dans une ville proche de la mer, se trouve une cure fameuse. Ses multiples bassins sont appréciés par tous, il y en a même de gratuits ! Mais de riches commerçants et de puissants seigneurs aiment également y venir, pour les propriétés curatives et autres du lieu. La guilde locale des voleurs considère la cure comme un défi très dangereux à relevercar rare sont ceux qui ont pu y rentrer et pas un seul n'en est ressorti... 

: [[http://pages.infinit.net/wezel/camp/arsmagic.html | La Funeste de Provence]] ::  Les personnages font partie d'une des communautés de magi de Provence et celle-ci est à Quatre-Vent, petit village sur le bord de la mer à l'embouchure d'une rivière à une journée à cheval du port de Marseille.

: [[http://membres.lycos.fr/nharter/ | Gastemont]] :: Une alliance de printemps sur les ruines de l'Alliance de la Crête des Brumes.

: [[http://toque.rouge.free.fr/ | Guernac]] :: L'Alliance de Guernac est une jeune alliance située près de la ville du Puy en Velay, dans le Comté d'Auvergne, dont la fondation date de l'an 1199.

: [[http://kildor.chez.com/ars/gamme.html | Louvaillac]] :: Près de Toulouse.

: [[http://nexusdraconi.free.fr/ | Nexus Draconi]] :: L'alliance Nexus Draconi est donc située au centre du comté de Provence, dans les montagnes. Un peu à l'écart des routes commerciales, au sud de Moustier Ste Marie, les ruines qui l'abritent sont cachées dans la forêt du plateau de Canjuers, au lieu-dit de Corelasse...

: [[http://membres.lycos.fr/darthnull/index_accueil.htm | Nouvelle Calebaïs]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/cougouille/ | Pic de la Cougouille]] ::

: [[http://darmont.free.fr/arm/?page=arm-pont | Pont d'Ariège]] :: Sur une île sur le fleuve, sur la route d'Andorre. Les mages collectent les droits de péage dudit pont.

: [[http://oliviers.experience.free.fr/arm/ | Silva Scientiae]] :: Description détaillée et actualisée (histoire) de cette alliance printanière située à 6 lieues et demie à l'Est sud-est de Pamiers.

: [[http://www.sden.org/jdr/arsmag/tour/ | La Tour  monde. La verrerie, du fait de sa renommée, est cependant bien desservie en ressources, et un chemin bien entretenu y conduit.

: [[http://www.sden.org/jdr/arsmag/alliances/urfe/ | Les Cornes d'Urfé]] :: L'Alliance des Cornes d'Urfé se trouve au centre de la France, dans le sud du Duché de Bourgogne (entre Clermont-Ferrand et Lyon dans le nord du département de la Loire). Elle est située dans les bois des Monts de la Madelaine.

: [[http://membres.lycos.fr/fenriss/ | Dominare Serpentis]] :: Subissant l'influence subtile du puits du destin, les mages de l'alliance de Dominare Serpentis vont faire bien des surprenantes découvertes qui les mèneront finalement vers une unique piste, celle du puissant esprit du mal Behemot et de son rapport secret avec l'ordre d'Hermès.

: [[http://www.sden.org/jdr/arsmag/alliances/eaux-vies.html | Eaux-Vies]] :: Dans le tribunal Provençal, dans une ville proche de la mer, se trouve une cure fameuse. Ses multiples bassins sont appréciés par tous, il y en a même de gratuits ! Mais de riches commerçants et de puissants seigneurs aiment également y venir, pour les propriétés curatives et autres du lieu. La guilde locale des voleurs considère la cure comme un défi très dangereux à relevercar rare sont ceux qui ont pu y rentrer et pas un seul n'en est ressorti... 

: [[http://pages.infinit.net/wezel/camp/arsmagic.html | La Funeste de Provence]] ::  Les personnages font partie d'une des communautés de magi de Provence et celle-ci est à Quatre-Vent, petit village sur le bord de la mer à l'embouchure d'une rivière à une journée à cheval du port de Marseille.

: [[http://membres.lycos.fr/nharter/ | Gastemont]] :: Une alliance de printemps sur les ruines de l'Alliance de la Crête des Brumes.

: [[http://toque.rouge.free.fr/ | Guernac]] :: L'Alliance de Guernac est une jeune alliance située près de la ville du Puy en Velay, dans le Comté d'Auvergne, dont la fondation date de l'an 1199.

: [[http://kildor.chez.com/ars/gamme.html | Louvaillac]] :: Près de Toulouse.

: [[http://nexusdraconi.free.fr/ | Nexus Draconi]] :: L'alliance Nexus Draconi est donc située au centre du comté de Provence, dans les montagnes. Un peu à l'écart des routes commerciales, au sud de Moustier Ste Marie, les ruines qui l'abritent sont cachées dans la forêt du plateau de Canjuers, au lieu-dit de Corelasse...

: [[http://membres.lycos.fr/darthnull/index_accueil.htm | Nouvelle Calebaïs]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/cougouille/ | Pic de la Cougouille]] ::

: [[http://darmont.free.fr/arm/?page=arm-pont | Pont d'Ariège]] :: Sur une île sur le fleuve, sur la route d'Andorre. Les mages collectent les droits de péage dudit pont.

: [[http://oliviers.experience.free.fr/arm/ | Silva Scientiae]] :: Description détaillée et actualisée (histoire) de cette alliance printanière située à 6 lieues et demie à l'Est sud-est de Pamiers.

: [[http://www.sden.org/jdr/arsmag/tour/ | La Tour Émeraude]] :: Une tour de treize étages, qui protège un immense arbre féérique, donne son nom à cette alliance d'été. Cette saga met en jeu de mystérieuses forces magiques, plus anciennes que l'Ordre lui-même, entre autres un visiteur du Monde Invisible, un muwgh, un nephilim, un vampire et un éfrit.

: [[http://carnets.free.fr/ars_magica/valombreuse_base.html | Valombreuse]] :: Le vé
]]></text>
				</version>
				<version number="22">
					<timestamp tz="GMT">
						<unix>1232350968</unix>
						<iso>2009-01-19 08:42:48</iso>
					</timestamp>
					<author>guest</author>
					<text><![CDATA[
<> Bien qu'[[Ars Magica]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3['ème] édition d'[[Ars Magica]])

[Image:http://darmont.free.fr/arm/img/couv/arm3_jd.jpg]

'''Écran''' (Traduction de ''Parma Fabula'')

[Image:http://darmont.free.fr/arm/img/couv/ecran1.jpg]

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

[Image:http://darmont.free.fr/arm/img/couv/mnuees.jpg]

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

[Image:http://darmont.free.fr/arm/img/couv/calebais.jpg]

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

[Image:http://darmont.free.fr/arm/img/couv/grimoire.jpg]

'''Les Alliances''' (Traduction du supplément ''Covenants'')

[Image:http://darmont.free.fr/arm/img/couv/alliances.jpg]

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

[Image:http://darmont.free.fr/arm/img/couv/songe.jpg]

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

[Image:http://darmont.free.fr/arm/img/couv/tempete.jpg]

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

[Image:http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg]

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

[Image:http://darmont.free.fr/arm/img/couv/crete.jpg]

=== Des promesses, toujours des promesses

Pour terminer, un groupe de fans a traduit le scénario d'introduction à la 4['ème] édition d'[[Ars Magica]], ''Promises, promises''. Il est toujours disponible [[http://www.atlas-games.com/pdf_storage/promises_french.pdf | en version électronique]] sur le site d'Atlas Games.

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr]].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen]] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes]] :: Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpent]] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerlac]] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepierre]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/montdor.html | Mont d'Or]] :: Comme son nom l'indique, cette alliance se trouve au sommet du Mont d'Or, au coeur du Massif Central en France. Elle fait donc partie du Tribunal de Normandie, mais cela ne l'empêche pas de s'intéresser aux affaires du Tribunal Provençal et des autres tribunaux limitrophes.

: [[http://www.sden.org/jdr/arsmag/alliances/ys/ | Veilleurs d'Ys]] :: Lors de la session du Tribunal de Normandie de 1205, il fut décidé d'envoyer 6 jeunes mages aux confins de la Bretagne, pour étudier les ruines magiques d'Ys la cité engloutie.

== Tribunal de Novgorod

: [[http://www.fulgan.com/ricou/pactede.htm | Pacte de la Source]] :: Situé à quelques lieues à l'est de Gomel, il est pratiquement inconnu des autres pactes, tant il est effacé et discret dans la zone politique de l'Ordre hermétique. La maison Criamon n'y est pas représentée, mais il y aurait une dizaine de mages, dont deux Archimages. Ne vient pas souvent aux tribunaux de Novgorod.

: [[http://darckense.online.fr/ars/index.php?page=terraludis | Vallée des Vents]] :: L'alliance de la Vallée des Vents est une jeune alliance de printemps du tribunal de Novgorod, fondée en 1200.

== Tribunal Provençal

: [[http://jbh.lautre.net/amarante/ | Amarante]] :: "Cette alliance s'est dotée en quelques dizaines d'années d'une Turbula structurée. Une seconde génération de mages a récemment rejoint les fondateurs. Désormais en été, elle ambitionne de participer aux affaires du tribunal provençal... " -- Extrait de "Rapports 1228" par Protantus de Guernicus, archives de Magvillus, Tribunal de Rome

: [[http://pagesperso-orange.fr/attacus.cynthia/ | Attacus Cynthia]] :: Attacus Cynthia fut fondée en l'an de grâce 1189 sur le sommet d'un grand affleurement rocheux, connu sous le nom du Rocher du Cornillon...

: [[http://blanche.espine.free.fr/ | Blanche Espine]] :: Une Alliance créée par trois femmes mages, en 1198.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Cimes_d_Argent.htm | Les Cimes d'Argent]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/claristra.html | Claristra]] :: L'Alliance de Claristra est montée auprès d'une rivière à l'eau claire et glacée qui lui a donné son nom. En fait, une paroi de grande hauteur impossible à escalader se dresse au sud, et une faille s'ouvre dans la paroi, laissant passer la rivière, qui s'écoule ensuite dans la vallée en-dessous. Environnée par les bois touffus des trois autres côtés, l'Alliance est ainsi isolée du fracas du monde. La verrerie, du fait de sa renommée, est cependant bien desservie en ressources, et un chemin bien entretenu y conduit.

: [[http://www.sden.org/jdr/arsmag/alliances/urfe/ | Les Cornes d'Urfé]] :: L'Alliance des Cornes d'Urfé se trouve au centre de la France, dans le sud du Duché de Bourgogne (entre Clermont-Ferrand et Lyon dans le nord du département de la Loire). Elle est située dans les bois des Monts de la Madelaine.

: [[http://membres.lycos.fr/fenriss/ | Dominare Serpentis]] :: Subissant l'influence subtile du puits du destin, les mages de l'alliance de Dominare Serpentis vont faire bien des surprenantes découvertes qui les mèneront finalement vers une unique piste, celle du puissant esprit du mal Behemot et de son rapport secret avec l'ordre d'Hermès.

: [[http://www.sden.org/jdr/arsmag/alliances/eaux-vies.html | Eaux-Vies]] :: Dans le tribunal Provençal, dans une ville proche de la mer, se trouve une cure fameuse. Ses multiples bassins sont appréciés par tous, il y en a même de gratuits ! Mais de riches commerçants et de puissants seigneurs aiment également y venir, pour les propriétés curatives et autres du lieu. La guilde locale des voleurs considère la cure comme un défi très dangereux à relevercar rare sont ceux qui ont pu y rentrer et pas un seul n'en est ressorti... 

: [[http://pages.infinit.net/wezel/camp/arsmagic.html | La Funeste de Provence]] ::  Les personnages font partie d'une des communautés de magi de Provence et celle-ci est à Quatre-Vent, petit village sur le bord de la mer à l'embouchure d'une rivière à une journée à cheval du port de Marseille.

: [[http://membres.lycos.fr/nharter/ | Gastemont]] :: Une alliance de printemps sur les ruines de l'Alliance de la Crête des Brumes.

: [[http://toque.rouge.free.fr/ | Guernac]] :: L'Alliance de Guernac est une jeune alliance située près de la ville du Puy en Velay, dans le Comté d'Auvergne, dont la fondation date de l'an 1199.

: [[http://kildor.chez.com/ars/gamme.html | Louvaillac]] :: Près de Toulouse.

: [[http://nexusdraconi.free.fr/ | Nexus Draconi]] :: L'alliance Nexus Draconi est donc située au centre du comté de Provence, dans les montagnes. Un peu à l'écart des routes commerciales, au sud de Moustier Ste Marie, les ruines qui l'abritent sont cachées dans la forêt du plateau de Canjuers, au lieu-dit de Corelasse...

: [[http://membres.lycos.fr/darthnull/index_accueil.htm | Nouvelle Calebaïs]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/cougouille/ | Pic de la Cougouille]] ::

: [[http://darmont.free.fr/arm/?page=arm-pont | Pont d'Ariège]] :: Sur une île sur le fleuve, sur la route d'Andorre. Les mages collectent les droits de péage dudit pont.

: [[http://oliviers.experience.free.fr/arm/ | Silva Scientiae]] :: Description détaillée et actualisée (histoire) de cette alliance printanière située à 6 lieues et demie à l'Est sud-est de Pamiers.

: [[http://www.sden.org/jdr/arsmag/tour/ | La Tour Émeraude]] :: Une tour de treize étages, qui protège un immense arbre féérique, donne son nom à cette alliance d'été. Cette saga met en jeu de mystérieuses forces magiques, plus anciennes que l'Ordre lui-même, entre autres un visiteur du Monde Invisible, un muwgh, un nephilim, un vampire et un éfrit.

: [[http://carnets.free.fr/ars_magica/valombreuse_base.html | Valombreuse]] :: Le vénérable mage Dorgan, disciple de Tytalus, originaire du tribunal de Transylvanie, dut s'exiler en 1187 de son alliance, deux de ses plus anciens amis lui ayant subitement déclarés une guerre des magiciens. Dorgan décida alors d'aller s'établir dans le centre culturel de l'ordre, à savoir, le tribunal Provençal. Sur sa route, il sympathisa avec 3 jeunes mages, alors tout juste sortis de l'apprentissage: Clavius (tribunal romain), Mirna (tribunal du Rhin) et Nachquor (tribunal de Normandie).

: [[http://villamanlia.wikidot.com/start | Villa Manlia]] :: La Saga, fondée sur les règles de la 5e édition, débute en l'an 1200 et est centrée autour d'une petite Alliance de Printemps bâtie dans le Tribunal de Provence, entre Pamiers et Mirepoix, sur les ruines d'une ancienne villa romaine dont les thermes puisent leur eau dans une antique source magique. La Saga se concentre sur les conséquences de la Croisade lancée contre les Cathares et tente d'incorporer des éléments historiques authentiques. Le site internet, rédigé en français, comporte quelques scénarios prêts-à-jouer, des références à des sources historiques (livres, articles scientifiques, sites internet...) ainsi que quelques réflexions sur l'utilisation du raisonnement juridique dans l'interprétation des règles d'un jeu de rôle.maine dont les thermes puisent leur eau dans une antique source magique. La Saga se concentre sur les conséquences de la Croisade lancée contre les Cathares et tente d'incorporer des éléments historiques authentiques. Le site internet, rédigé en français, comporte quelques scénarios prêts-à-jouer, des références à des sources historiques (livres, articles scientifiques, sites internet...) ainsi que quelques réflexions sur l'utilisation du raisonnement juridique dans l'interprétation des règles d'un jeu de rôle.

== Tribunal du Rhin

: [[http://www.fdn.fr/~rperinel/jdr/Conventions/ESIP/index.html | Écoute s'Il Pleut]] :: Au delà de la frontière considérée comme infranchissable de Haagendorf, il y a depuis peu, paraît-il, une convention. De jeunes inconscients, frais émoulus de l'apprentissage, ne connaissant ni la langue ni la région, se sont installés au milieu d'un marais putride et froid, dans une zone clairement revendiquée par l'Ordre d'Odin.

== Tribunal de Stonehenge

: [[http://www.gridsyndicate.org/~ars/wiki/index.php/Accueil | Draco Maris]] :: L'Alliance de Draco Maris se situe au nord du Comté du Devon, sur un ilot séparé de la côte par une étroite bande rocheuse, accessible uniquement à marée basse. Autrefois décrépite, elle est investie par de jeunes Mages qui oeuvrent à lui redonner son prestige. La Saga se déroule en 1220. Contient des modification de règle pour la 5ème édition. 

: [[http://darmont.free.fr/arm/?page=arm-ecume | L'Écume d'Argent]] :: L'Alliance de l'Écume d'Argent est située à la pointe sud-est de la Cornouaille, dans le Tribunal de Stonehenge. Elle a été fondée en 1232 suite à la Guerre d'Islande, qui a opposé une fraction de l'Ordre d'Hermès aux Gardiens de l'Islande et forcé, dans un soucis d'apaisement, les mages de Snæfellsjökull à quitter leur Alliance.

== Tribunal Transylvanien

: [[http://xavier.edd.bertou.online.fr/Ars-Mag/ | Coeris]] :: Coeris se trouve en pleine Transylvanie, au nord du Danube, sur un plateau rocheux surélevé.

== Autres temps, autres lieux

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Mercure.htm | Mercure]] :: Cette Saga a
]]></text>
				</version>
				<version number="23">
					<timestamp tz="GMT">
						<unix>1268353046</unix>
						<iso>2010-03-12 01:17:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed links to Ars Magica (Français)</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica (Français)]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica (Français)]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica (Français)]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3^^ème^^ édition d'[[Ars Magica  (Français)]])

{{Image|http://darmont.free.fr/arm/img/couv/arm3_jd.jpg}}

'''Écran''' (Traduction de ''Parma Fabula'')

{{Image|http://darmont.free.fr/arm/img/couv/ecran1.jpg}}

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

{{Image|http://darmont.free.fr/arm/img/couv/mnuees.jpg}}

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

{{Image|http://darmont.free.fr/arm/img/couv/calebais.jpg}}

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

{{Image|http://darmont.free.fr/arm/img/couv/grimoire.jpg}}

'''Les Alliances''' (Traduction du supplément ''Covenants'')

{{Image|http://darmont.free.fr/arm/img/couv/alliances.jpg}}

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

{{Image|http://darmont.free.fr/arm/img/couv/songe.jpg}}

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

{{Image|http://darmont.free.fr/arm/img/couv/tempete.jpg}}

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

{{Image|http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg}}

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

{{Image|http://darmont.free.fr/arm/img/couv/crete.jpg}}

=== Des promesses, toujours des promesses

Pour terminer, un groupe de fans a traduit le scénario d'introduction à la 4^^ème^^ édition d'[[Ars Magica (Français)]], ''Promises, promises''. Il est toujours disponible [[http://www.atlas-games.com/pdf_storage/promises_french.pdf | en version électronique]] sur le site d'Atlas Games.

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica  (Français)]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr]].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica (Français)]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica (Français)]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen]] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes]] :: Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpent]] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerlac]] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepierre]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/montdor.html | Mont d'Or]] :: Comme son nom l'indique, cette alliance se trouve au sommet du Mont d'Or, au coeur du Massif Central en France. Elle fait donc partie du Tribunal de Normandie, mais cela ne l'empêche pas de s'intéresser aux affaires du Tribunal Provençal et des autres tribunaux limitrophes.

: [[http://www.sden.org/jdr/arsmag/alliances/ys/ | Veilleurs d'Ys]] :: Lors de la session du Tribunal de Normandie de 1205, il fut décidé d'envoyer 6 jeunes mages aux confins de la Bretagne, pour étudier les ruines magiques d'Ys la cité engloutie.

== Tribunal de Novgorod

: [[http://www.fulgan.com/ricou/pactede.htm | Pacte de la Source]] :: Situé à quelques lieues à l'est de Gomel, il est pratiquement inconnu des autres pactes, tant il est effacé et discret dans la zone politique de l'Ordre hermétique. La maison Criamon n'y est pas représentée, mais il y aurait une dizaine de mages, dont deux Archimages. Ne vient pas souvent aux tribunaux de Novgorod.

: [[http://darckense.online.fr/ars/index.php?page=terraludis | Vallée des Vents]] :: L'alliance de la Vallée des Vents est une jeune alliance de printemps du tribunal de Novgorod, fondée en 1200.

== Tribunal Provençal

: [[http://jbh.lautre.net/amarante/ | Amarante]] :: "Cette alliance s'est dotée en quelques dizaines d'années d'une Turbula structurée. Une seconde génération de mages a récemment rejoint les fondateurs. Désormais en été, elle ambitionne de participer aux affaires du tribunal provençal... " -- Extrait de "Rapports 1228" par Protantus de Guernicus, archives de Magvillus, Tribunal de Rome

: [[http://pagesperso-orange.fr/attacus.cynthia/ | Attacus Cynthia]] :: Attacus Cynthia fut fondée en l'an de grâce 1189 sur le sommet d'un grand affleurement rocheux, connu sous le nom du Rocher du Cornillon...

: [[http://blanche.espine.free.fr/ | Blanche Espine]] :: Une Alliance créée par trois femmes mages, en 1198.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Cimes_d_Argent.htm | Les Cimes d'Argent]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/claristra.html | Claristra]] :: L'Alliance de Claristra est montée auprès d'une rivière à l'eau claire et glacée qui lui a donné son nom. En fait, une paroi de grande hauteur impossible à escalader se dresse au sud, et une faille s'ouvre dans la paroi, laissant passer la rivière, qui s'écoule ensuite dans la vallée en-dessous. Environnée par les bois touffus des trois autres côtés, l'Alliance est ainsi isolée du fracas du monde. La verrerie, du fait de sa renommée, est cependant bien desservie en ressources, et un chemin bien entretenu y conduit.

: [[http://www.sden.org/jdr/arsmag/alliances/urfe/ | Les Cornes d'Urfé]] :: L'Alliance des Cornes d'Urfé se trouve au centre de la France, dans le sud du Duché de Bourgogne (entre Clermont-Ferrand et Lyon dans le nord du département de la Loire). Elle est située dans les bois des Monts de la Madelaine.

: [[http://membres.lycos.fr/fenriss/ | Dominare Serpentis]] :: Subissant l'influence subtile du puits du destin, les mages de l'alliance de Dominare Serpentis vont faire bien des surprenantes découvertes qui les mèneront finalement vers une unique piste, celle du puissant esprit du mal Behemot et de son rapport secret avec l'ordre d'Hermès.

: [[http://www.sden.org/jdr/arsmag/alliances/eaux-vies.html | Eaux-Vies]] :: Dans le tribunal Provençal, dans une ville proche de la mer, se trouve une cure fameuse. Ses multiples bassins sont appréciés par tous, il y en a même de gratuits ! Mais de riches commerçants et de puissants seigneurs aiment également y venir, pour les propriétés curatives et autres du lieu. La guilde locale des voleurs considère la cure comme un défi très dangereux à relevercar rare sont ceux qui ont pu y rentrer et pas un seul n'en est ressorti... 

: [[http://pages.infinit.net/wezel/camp/arsmagic.html | La Funeste de Provence]] ::  Les personnages font partie d'une des communautés de magi de Provence et celle-ci est à Quatre-Vent, petit village sur le bord de la mer à l'embouchure d'une rivière à une journée à cheval du port de Marseille.

: [[http://membres.lycos.fr/nharter/ | Gastemont]] :: Une alliance de printemps sur les ruines de l'Alliance de la Crête des Brumes.

: [[http://toque.rouge.free.fr/ | Guernac]] :: L'Alliance de Guernac est une jeune alliance située près de la ville du Puy en Velay, dans le Comté d'Auvergne, dont la fondation date de l'an 1199.

: [[http://kildor.chez.com/ars/gamme.html | Louvaillac]] :: Près de Toulouse.

: [[http://nexusdraconi.free.fr/ | Nexus Draconi]] :: L'alliance Nexus Draconi est donc située au centre du comté de Provence, dans les montagnes. Un peu à l'écart des routes commerciales, au sud de Moustier Ste Marie, les ruines qui l'abritent sont cachées dans la forêt du plateau de Canjuers, au lieu-dit de Corelasse...

: [[http://membres.lycos.fr/darthnull/index_accueil.htm | Nouvelle Calebaïs]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/cougouille/ | Pic de la Cougouille]] ::

: [[http://darmont.free.fr/arm/?page=arm-pont | Pont d'Ariège]] :: Sur une île sur le fleuve, sur la route d'Andorre. Les mages collectent les droits de péage dudit pont.

: [[http://oliviers.experience.free.fr/arm/ | Silva Scientiae]] :: Description détaillée et actualisée (histoire) de cette alliance printanière située à 6 lieues et demie à l'Est sud-est de Pamiers.

: [[http://www.sden.org/jdr/arsmag/tour/ | La Tour Émeraude]] :: Une tour de treize étages, qui protège un immense arbre féérique, donne son nom à cette alliance d'été. Cette saga met en jeu de mystérieuses forces magiques, plus anciennes que l'Ordre lui-même, entre autres un visiteur du Monde Invisible, un muwgh, un nephilim, un vampire et un éfrit.

: [[http://carnets.free.fr/ars_magica/valombreuse_base.html | Valombreuse]] :: Le vénérable mage Dorgan, disciple de Tytalus, originaire du tribunal de Transylvanie, dut s'exiler en 1187 de son alliance, deux de ses plus anciens amis lui ayant subitement déclarés une guerre des magiciens. Dorgan décida alors d'aller s'établir dans le centre culturel de l'ordre, à savoir, le tribunal Provençal. Sur sa route, il sympathisa avec 3 jeunes mages, alors tout juste sortis de l'apprentissage: Clavius (tribunal romain), Mirna (tribunal du Rhin) et Nachquor (tribunal de Normandie).

: [[http://villamanlia.wikidot.com/start | Villa Manlia]] :: La Saga, fondée sur les règles de la 5e édition, débute en l'an 1200 et est centrée autour d'une petite Alliance de Printemps bâtie dans le Tribunal de Provence, entre Pamiers et Mirepoix, sur les ruines d'une ancienne villa romaine dont les thermes puisent leur eau dans une antique source magique. La Saga se concentre sur les conséquences de la Croisade lancée contre les Cathares et tente d'incorporer des éléments historiques authentiques. Le site internet, rédigé en français, comporte quelques scénarios prêts-à-jouer, des références à des sources historiques (livres, articles scientifiques, sites internet...) ainsi que quelques réflexions sur l'utilisation du raisonnement juridique dans l'interprétation des règles d'un jeu de rôle.

== Tribunal du Rhin

: [[http://www.fdn.fr/~rperinel/jdr/Conventions/ESIP/index.html | Écoute s'Il Pleut]] :: Au delà de la frontière considérée comme infranchissable de Haagendorf, il y a depuis peu, paraît-il, une convention. De jeunes inconscients, frais émoulus de l'apprentissage, ne connaissant ni la langue ni la région, se sont installés au milieu d'un marais putride et froid, dans une zone clairement revendiquée par l'Ordre d'Odin.

== Tribunal de Stonehenge

: [[http://www.gridsyndicate.org/~ars/wiki/index.php/Accueil | Draco Maris]] :: L'Alliance de Draco Maris se situe au nord du Comté du Devon, sur un ilot séparé de la côte par une étroite bande rocheuse, accessible uniquement à marée basse. Autrefois décrépite, elle est investie par de jeunes Mages qui oeuvrent à lui redonner son prestige. La Saga se déroule en 1220. Contient des modification de règle pour la 5ème édition. 

: [[http://darmont.free.fr/arm/?page=arm-ecume | L'Écume d'Argent]] :: L'Alliance de l'Écume d'Argent est située à la pointe sud-est de la Cornouaille, dans le Tribunal de Stonehenge. Elle a été fondée en 1232 suite à la Guerre d'Islande, qui a opposé une fraction de l'Ordre d'Hermès aux Gardiens de l'Islande et forcé, dans un soucis d'apaisement, les mages de Snæfellsjökull à quitter leur Alliance.

== Tribunal Transylvanien

: [[http://xavier.edd.bertou.online.fr/Ars-Mag/ | Coeris]] :: Coeris se trouve en pleine Transylvanie, au nord du Danube, sur un plateau rocheux surélevé.

== Autres temps, autres lieux

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Mercure.htm | Mercure]] :: Cette Saga a pour principales particularités de se dérouler au IXe Siècle et de ne comporter parmi les personnages que des filii de Primi.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Sentinelle_du_Bois.htm | Sentinelle du Bois]] :: 

: [[http://darmont.free.fr/arm/?page=arm-snaefell | Snæfellsjökull]] :: L'Alliance de Snæfellsjökull est située dans la lointaine contrée d'Islande, plus précisément dans un réseau de cavernes s'étendant sous le glacier Snæfellsjökull, à la pointe de la péninsule de Snæfellsnes.
]]></text>
				</version>
				<version number="24">
					<timestamp tz="GMT">
						<unix>1269341908</unix>
						<iso>2010-03-23 11:58:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead Geocities links</comment>
					<text><![CDATA[
<> Bien qu'[[Ars Magica (Français)]] soit riche de cinq éditions en version originale, il n'a été traduit qu'une fois en français, en 1993 par Jeux Descartes. Malgré un bon accueil de la critique, le jeu n'a pas eu le succès commercial escompté et seule une petite dizaine de suppléments est parue. Cependant, suite à la faillite de Jeux Descartes à la fin des années 90, le destockage massif et à bas pris de la gamme [[Ars Magica (Français)]] a permis à de nombreux rôlistes français de découvrir et de pratiquer ce jeu. De nos jours, [[Ars Magica (Français)]] est plus difficile à trouver en français. Il faut le chercher dans les bacs d'occasion ou sur les sites d'enchères.

= Gamme ArM française

'''Livre de base''' (Traduction de la 3^^ème^^ édition d'[[Ars Magica  (Français)]])

{{Image|http://darmont.free.fr/arm/img/couv/arm3_jd.jpg}}

'''Écran''' (Traduction de ''Parma Fabula'')

{{Image|http://darmont.free.fr/arm/img/couv/ecran1.jpg}}

'''Le Maître des Nuées''' (Traduction du scénario d'initiation ''The Stormrider'')

{{Image|http://darmont.free.fr/arm/img/couv/mnuees.jpg}}

'''L'Alliance brisée de Calebaïs''' (Traduction du scénario ''The Broken Covenant of Calebais'')

{{Image|http://darmont.free.fr/arm/img/couv/calebais.jpg}}

'''Le Grimoire du Mage''' (Traduction du supplément ''The Wizard's Grimoire'')

{{Image|http://darmont.free.fr/arm/img/couv/grimoire.jpg}}

'''Les Alliances''' (Traduction du supplément ''Covenants'')

{{Image|http://darmont.free.fr/arm/img/couv/alliances.jpg}}

'''Le Songe d'une Nuit d'Été''' (Traduction du premier volet de la Campagne des Quatre Saisons ''A Midsummer Night's Dream'')

{{Image|http://darmont.free.fr/arm/img/couv/songe.jpg}}

'''La Tempête''' (Traduction du deuxième volet de la Campagne des Quatre Saisons ''The Tempest'')

{{Image|http://darmont.free.fr/arm/img/couv/tempete.jpg}}

'''Un Conte d'Hiver''' (Traduction du troisième volet de la Campagne des Quatre Saisons ''A Winter's Tale'' -- NB : Le quatrième volet, ''Twelth Night'' n'a jamais été traduit.)

{{Image|http://darmont.free.fr/arm/img/couv/contehiver-seul.jpg}}

'''La Crête des Brumes''' (Traduction du supplément ''Mistridge'')

{{Image|http://darmont.free.fr/arm/img/couv/crete.jpg}}

=== Des promesses, toujours des promesses

Pour terminer, un groupe de fans a traduit le scénario d'introduction à la 4^^ème^^ édition d'[[Ars Magica (Français)]], ''Promises, promises''. Il est toujours disponible [[http://www.atlas-games.com/pdf_storage/promises_french.pdf | en version électronique]] sur le site d'Atlas Games.

= Communauté

== Liste de diffusion

<> Le lien le plus étroit entre les fans francophones d'[[Ars Magica  (Français)]] est la liste de diffusion [[http://www.armfr.fr.st/ | ArMfr]].

== Forum 

<> Le SDEN propose également un [[http://www.sden.org/forums/viewforum.php?f=15 | forum]] consacré à [[Ars Magica (Français)]].

== Fanzine

<> [[http://pagesperso-orange.fr/styren/ars/zine.htm | Ars Mag]] est un fanzine en langue française consacré uniquement à [[Ars Magica (Français)]], malheureusement en sommeil depuis quelques années.

= Sagas en français

== Tribunal Ibérique

: [[http://www.lesportesdesalem.be/rubrique.php3?id_rubrique=5 | Aquae Arcanum]] :: Alors que l'Ibérie se déchire, terre d'affrontement entre la chrétienté et l'Umma musulmane, des mages sont envoyés pour découvrir et sauvegarder les trésors du savoir arabe. Surmontant leurs a-prioris, déjouant les complots et les intrigues du Tribunal, affrontant des créatures démoniaques, dépassant leurs propres tiraillements internes, ils n'ont de cesse de défendre leur objectif, voire leur idéal. Entrez dans l'aventure palpitante d'Aquae Arcanum, entrez sur les terres andalouses et partagez, à travers la petite histoire de l'alliance, la grande Histoire médiévale !

: [[http://darmont.free.fr/arm/?page=arm-isla | Isla de Encanta]] :: Une île isolée au nord de l'Espagne; Isla de Encanta, en Espagnol, peut avoir deux significations. Une interprétation possible est que ce nom signifie "île des enchantements". Dans ce cas, tout va bien. L'autre est qu'il veut dire "l'île d'Encanta". Mais alors, qui est Encanta ?

== Tribunal de Loch Leglean

: [[http://lochamdaimh.online.fr/ | Loch Amh Daimh]] :: Fondé en 1155, le covenant du Loch Am Daimh existe à l'initiative de jeunes magi dans le but de développer la présence de l'Ordre dans ces régions reculées... S'ils survivent.

: [[http://darmont.free.fr/arm/?page=arm-loch | Loch Croig Glen]] :: Une alliance de printemps de mages écossais, avec les caractéristiques des armes écossaises pour la quatrième édition.

== Tribunal de Normandie

: [[http://www.chenaiedespasperdus.info/ | Aesculetum Interae Pedes]] :: Vous trouverez ici l'histoire d'Aesculetum Interae Pedes, Alliance du Tribunal de Normandie. Découvrez la saga, les habitants, la bibliothèque, les règles, ainsi que les summae pour l'alliance, les servants, les mages ou les compagnons...

: [[http://darmont.free.fr/arm/?page=arm-combe | La Combe à la Serpent]] :: Cette Saga est basée sur la campagne de Jean-Michel Réty publiée dans Ars Mag (numéros 11-17). Elle se déroule dans la Bourgogne de la fin du XIIIème siècle.

: [[http://jflhomme.free.fr/ars/ | Gerlac]] :: À l'orée de Brocéliande. Quelques mages expérimentés, en l'an 1185.

: [[http://hautepierre.free.fr/ | Hautepierre]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/montdor.html | Mont d'Or]] :: Comme son nom l'indique, cette alliance se trouve au sommet du Mont d'Or, au coeur du Massif Central en France. Elle fait donc partie du Tribunal de Normandie, mais cela ne l'empêche pas de s'intéresser aux affaires du Tribunal Provençal et des autres tribunaux limitrophes.

: [[http://www.sden.org/jdr/arsmag/alliances/ys/ | Veilleurs d'Ys]] :: Lors de la session du Tribunal de Normandie de 1205, il fut décidé d'envoyer 6 jeunes mages aux confins de la Bretagne, pour étudier les ruines magiques d'Ys la cité engloutie.

== Tribunal de Novgorod

: [[http://www.fulgan.com/ricou/pactede.htm | Pacte de la Source]] :: Situé à quelques lieues à l'est de Gomel, il est pratiquement inconnu des autres pactes, tant il est effacé et discret dans la zone politique de l'Ordre hermétique. La maison Criamon n'y est pas représentée, mais il y aurait une dizaine de mages, dont deux Archimages. Ne vient pas souvent aux tribunaux de Novgorod.

: [[http://darckense.online.fr/ars/index.php?page=terraludis | Vallée des Vents]] :: L'alliance de la Vallée des Vents est une jeune alliance de printemps du tribunal de Novgorod, fondée en 1200.

== Tribunal Provençal

: [[http://jbh.lautre.net/amarante/ | Amarante]] :: "Cette alliance s'est dotée en quelques dizaines d'années d'une Turbula structurée. Une seconde génération de mages a récemment rejoint les fondateurs. Désormais en été, elle ambitionne de participer aux affaires du tribunal provençal... " -- Extrait de "Rapports 1228" par Protantus de Guernicus, archives de Magvillus, Tribunal de Rome

: [[http://pagesperso-orange.fr/attacus.cynthia/ | Attacus Cynthia]] :: Attacus Cynthia fut fondée en l'an de grâce 1189 sur le sommet d'un grand affleurement rocheux, connu sous le nom du Rocher du Cornillon...

: [[http://blanche.espine.free.fr/ | Blanche Espine]] :: Une Alliance créée par trois femmes mages, en 1198.

: [[http://www.sden.org/jdr/arsmag/alliances/claristra.html | Claristra]] :: L'Alliance de Claristra est montée auprès d'une rivière à l'eau claire et glacée qui lui a donné son nom. En fait, une paroi de grande hauteur impossible à escalader se dresse au sud, et une faille s'ouvre dans la paroi, laissant passer la rivière, qui s'écoule ensuite dans la vallée en-dessous. Environnée par les bois touffus des trois autres côtés, l'Alliance est ainsi isolée du fracas du monde. La verrerie, du fait de sa renommée, est cependant bien desservie en ressources, et un chemin bien entretenu y conduit.

: [[http://www.sden.org/jdr/arsmag/alliances/urfe/ | Les Cornes d'Urfé]] :: L'Alliance des Cornes d'Urfé se trouve au centre de la France, dans le sud du Duché de Bourgogne (entre Clermont-Ferrand et Lyon dans le nord du département de la Loire). Elle est située dans les bois des Monts de la Madelaine.

: [[http://membres.lycos.fr/fenriss/ | Dominare Serpentis]] :: Subissant l'influence subtile du puits du destin, les mages de l'alliance de Dominare Serpentis vont faire bien des surprenantes découvertes qui les mèneront finalement vers une unique piste, celle du puissant esprit du mal Behemot et de son rapport secret avec l'ordre d'Hermès.

: [[http://www.sden.org/jdr/arsmag/alliances/eaux-vies.html | Eaux-Vies]] :: Dans le tribunal Provençal, dans une ville proche de la mer, se trouve une cure fameuse. Ses multiples bassins sont appréciés par tous, il y en a même de gratuits ! Mais de riches commerçants et de puissants seigneurs aiment également y venir, pour les propriétés curatives et autres du lieu. La guilde locale des voleurs considère la cure comme un défi très dangereux à relevercar rare sont ceux qui ont pu y rentrer et pas un seul n'en est ressorti... 

: [[http://pages.infinit.net/wezel/camp/arsmagic.html | La Funeste de Provence]] ::  Les personnages font partie d'une des communautés de magi de Provence et celle-ci est à Quatre-Vent, petit village sur le bord de la mer à l'embouchure d'une rivière à une journée à cheval du port de Marseille.

: [[http://membres.lycos.fr/nharter/ | Gastemont]] :: Une alliance de printemps sur les ruines de l'Alliance de la Crête des Brumes.

: [[http://toque.rouge.free.fr/ | Guernac]] :: L'Alliance de Guernac est une jeune alliance située près de la ville du Puy en Velay, dans le Comté d'Auvergne, dont la fondation date de l'an 1199.

: [[http://kildor.chez.com/ars/gamme.html | Louvaillac]] :: Près de Toulouse.

: [[http://nexusdraconi.free.fr/ | Nexus Draconi]] :: L'alliance Nexus Draconi est donc située au centre du comté de Provence, dans les montagnes. Un peu à l'écart des routes commerciales, au sud de Moustier Ste Marie, les ruines qui l'abritent sont cachées dans la forêt du plateau de Canjuers, au lieu-dit de Corelasse...

: [[http://membres.lycos.fr/darthnull/index_accueil.htm | Nouvelle Calebaïs]] :: 

: [[http://www.sden.org/jdr/arsmag/alliances/cougouille/ | Pic de la Cougouille]] ::

: [[http://darmont.free.fr/arm/?page=arm-pont | Pont d'Ariège]] :: Sur une île sur le fleuve, sur la route d'Andorre. Les mages collectent les droits de péage dudit pont.

: [[http://oliviers.experience.free.fr/arm/ | Silva Scientiae]] :: Description détaillée et actualisée (histoire) de cette alliance printanière située à 6 lieues et demie à l'Est sud-est de Pamiers.

: [[http://www.sden.org/jdr/arsmag/tour/ | La Tour Émeraude]] :: Une tour de treize étages, qui protège un immense arbre féérique, donne son nom à cette alliance d'été. Cette saga met en jeu de mystérieuses forces magiques, plus anciennes que l'Ordre lui-même, entre autres un visiteur du Monde Invisible, un muwgh, un nephilim, un vampire et un éfrit.

: [[http://carnets.free.fr/ars_magica/valombreuse_base.html | Valombreuse]] :: Le vénérable mage Dorgan, disciple de Tytalus, originaire du tribunal de Transylvanie, dut s'exiler en 1187 de son alliance, deux de ses plus anciens amis lui ayant subitement déclarés une guerre des magiciens. Dorgan décida alors d'aller s'établir dans le centre culturel de l'ordre, à savoir, le tribunal Provençal. Sur sa route, il sympathisa avec 3 jeunes mages, alors tout juste sortis de l'apprentissage: Clavius (tribunal romain), Mirna (tribunal du Rhin) et Nachquor (tribunal de Normandie).

: [[http://villamanlia.wikidot.com/start | Villa Manlia]] :: La Saga, fondée sur les règles de la 5e édition, débute en l'an 1200 et est centrée autour d'une petite Alliance de Printemps bâtie dans le Tribunal de Provence, entre Pamiers et Mirepoix, sur les ruines d'une ancienne villa romaine dont les thermes puisent leur eau dans une antique source magique. La Saga se concentre sur les conséquences de la Croisade lancée contre les Cathares et tente d'incorporer des éléments historiques authentiques. Le site internet, rédigé en français, comporte quelques scénarios prêts-à-jouer, des références à des sources historiques (livres, articles scientifiques, sites internet...) ainsi que quelques réflexions sur l'utilisation du raisonnement juridique dans l'interprétation des règles d'un jeu de rôle.

== Tribunal du Rhin

: [[http://www.fdn.fr/~rperinel/jdr/Conventions/ESIP/index.html | Écoute s'Il Pleut]] :: Au delà de la frontière considérée comme infranchissable de Haagendorf, il y a depuis peu, paraît-il, une convention. De jeunes inconscients, frais émoulus de l'apprentissage, ne connaissant ni la langue ni la région, se sont installés au milieu d'un marais putride et froid, dans une zone clairement revendiquée par l'Ordre d'Odin.

== Tribunal de Stonehenge

: [[http://www.gridsyndicate.org/~ars/wiki/index.php/Accueil | Draco Maris]] :: L'Alliance de Draco Maris se situe au nord du Comté du Devon, sur un ilot séparé de la côte par une étroite bande rocheuse, accessible uniquement à marée basse. Autrefois décrépite, elle est investie par de jeunes Mages qui oeuvrent à lui redonner son prestige. La Saga se déroule en 1220. Contient des modification de règle pour la 5ème édition. 

: [[http://darmont.free.fr/arm/?page=arm-ecume | L'Écume d'Argent]] :: L'Alliance de l'Écume d'Argent est située à la pointe sud-est de la Cornouaille, dans le Tribunal de Stonehenge. Elle a été fondée en 1232 suite à la Guerre d'Islande, qui a opposé une fraction de l'Ordre d'Hermès aux Gardiens de l'Islande et forcé, dans un soucis d'apaisement, les mages de Snæfellsjökull à quitter leur Alliance.

== Tribunal Transylvanien

: [[http://xavier.edd.bertou.online.fr/Ars-Mag/ | Coeris]] :: Coeris se trouve en pleine Transylvanie, au nord du Danube, sur un plateau rocheux surélevé.

== Autres temps, autres lieux

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Mercure.htm | Mercure]] :: Cette Saga a pour principales particularités de se dérouler au IXe Siècle et de ne comporter parmi les personnages que des filii de Primi.

: [[http://www.geocities.com/TimesSquare/Ring/2308/Sagas/Sentinelle_du_Bois.htm | Sentinelle du Bois]] :: 

: [[http://darmont.free.fr/arm/?page=arm-snaefell | Snæfellsjökull]] :: L'Alliance de Snæfellsjökull est située dans la lointaine contrée d'Islande, plus précisément dans un réseau de cavernes s'étendant sous le glacier Snæfellsjökull, à la pointe de la péninsule de Snæfellsnes.
]]></text>
				</version>
			</history>
		</page>
		<page node="595">
			<name>verditius_magic</name>
			<title>Verditius Magic</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230673656</unix>
						<iso>2008-12-30 22:47:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[Outer Mystery]] of '''Verditius Magic''' sets the [[Magus|magi]]] of [[House Verditius]] apart from their brethern in the [[Order of Hermes|Order]]. It greatly enahcnes their ability to enchant items, but also limit their ability to cast [[Formulaic Spell|Formulaic spells]] by requiring the use of [[Casting Tool|casting tools]].

Verditius Magic is gained as the Free Virtue of [[House Verditius]] in character generation. As such, it is a [[Minor Virtue|Minor]] [[Hermetic Virtue]], and is shared by all Verditius magi, who are initiated into the House's [[Mystery Cult]] and its [[Outer Mystery]] in the earliest stages of their apprenticeship (see [[HoHMC]] 117-118), While it possible for a magus of another [[Houses of Hermes|House]] to adopt the [[Mystery]] and become a Verditius, this is especially difficult and dangerous (see [[HoHMC]] 119). It is virtually nonexistant outside the House, excepting perhaps some [[Orbus|Orbi Magi]]. 

A Verditius magus will typically specialize in a certain [[Craft Ability]], and fashion all his enchanted devices from raw materials using it. This allows him to take full advantage of this [[Mystery]]: the high [[Craft Ability]] both ibncreases all relevant [[Lab Total|Lab totals]]  and lowers the [[Raw Vis]] cost of [[Opening the Device|opening the item for enchantment]], 

Since the use of [[Verditius Runes]] is free, most Verditius magi have at least some modest score in [[Philosophiae]]. This allows them to increase the [[Shape and Material Bonus]] to ''all'' the effects to be invested in the device. Since this is a generic bonus, not specific like the [[Shape and Material]] bonus, a high Philosophiae score would allow the Verditius magus to forgo any use of Shape and Material sympathies in the item - however, this would require a Philosophiae score as high as the magus' [[Magic Theory]] score, and this is a high expenditure of [[Experience Point|experience points]]. Most Verditius magi therefore only use Verditius Runes to slightly increase the Shape and Material Bonus when possible. Verditius Runes are most potent when used on an item that needs to support multiple types of enchantment (so that not all can be assisted by some appropriate Shape and Material design), or whose shape needs to be unrelated to its function. They are nearly useless for items that are easily fashioned, so that the small boost to the [[Lab Total]] is insignificant; but no Verditius that respects himself will be caught dead fashioning such items anyways.

A Verditius magus may prepare items for enchantment by other magi. This has the twin advantage of lowering the [[Raw Vis]] cost and of allowing the use of [[Verditius Runes]].

The [[Mystery]] does have the disadvantage of limitng its practioners, requiring [[Casting Tool|Casting Tools]] to cast [[Formulaic Spell|Formulaic spells]]. Although it isn't clearly written in the core [[ArM5]] book, a different casting tool is required for each formulaic spell. For the most part, this is a cosmetic, flavor, requirement - the circumstances where a Verditius magus is deprived of his casting tools are rare. When this does happen, however, the effects can be dire. Note that both [[Spontanous Spell|spontanous]] and [[Ritual Spell|ritual]] spell casting does not require casting tools.

Each Verditius' casting tools should be fashioned in a form that is appropriate to his nature. Give thought also to how the magus carries them around. Are they drawn from a pouch? Worn as jewelry? Hang from a key-chain? 

=== References 

* [[ArM5]] 93
* [[HoHMC]] 117-118, and 119 for initiating magi from other Houses
* See also [[Verditus Elder Runes]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230673911</unix>
						<iso>2008-12-30 22:51:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling &amp; grammar</comment>
					<text><![CDATA[
The [[Outer Mystery]] of '''Verditius Magic''' sets the [[Magus|magi]] of [[House Verditius]] apart from their brethern in the [[Order of Hermes|Order]]. It greatly enahcnes their ability to enchant items, but also limits their ability to cast [[Formulaic Spell|Formulaic spells]] by requiring the use of [[Casting Tool|casting tools]].

Verditius Magic is gained as the Free Virtue of [[House Verditius]] in character generation. As such, it is a [[Minor Virtue|Minor]] [[Hermetic Virtue]], and is shared by all Verditius magi, who are initiated into the House's [[Mystery Cult]] and its [[Outer Mystery]] in the earliest stages of their apprenticeship (see [[HoHMC]] 117-118). While it possible for a magus of another [[Houses of Hermes|House]] to adopt the [[Mystery]] and become a Verditius, this is especially difficult and dangerous (see [[HoHMC]] 119). It is virtually nonexistant outside the House, excepting perhaps some [[Orbus|Orbi Magi]]. 

A Verditius magus will typically specialize in a certain [[Craft Ability]], and fashion all his enchanted devices from raw materials using it. This allows him to take full advantage of this [[Mystery]]: the high [[Craft Ability]] both ibncreases all relevant [[Lab Total|Lab totals]]  and lowers the [[Raw Vis]] cost of [[Opening the Device|opening the item for enchantment]].

Since the use of [[Verditius Runes]] is free, most Verditius magi have at least some modest score in [[hilosophiae]]. This allows them to increase the [[Shape and Material Bonus]] to ''all'' the effects to be invested in the device. Since this is a generic bonus, not specific like the [[Shape and Material]] bonus, a high Philosophiae score would allow the Verditius magus to forgo any use of Shape and Material sympathies in the item - however, this would require a Philosophiae score as high as the magus' [[Magic Theory]] score, and this is a high expenditure of [[Experience Point|experience points]]. Most Verditius magi therefore only use Verditius Runes to slightly increase the Shape and Material Bonus when possible. Verditius Runes are most potent when used on an item that needs to support multiple types of enchantment (so that not all can be assisted by some appropriate Shape and Material design), or whose shape needs to be unrelated to its function. They are nearly useless for items that are easily fashioned, so that the small boost to the [[Lab Total]] is insignificant; but no Verditius that respects himself will be caught dead fashioning such items anyways.

A Verditius magus may prepare items for enchantment by other magi. This has the twin advantage of lowering the [[Raw Vis]] cost and of allowing the use of [[Verditius Runes]].

The [[Mystery]] does have the disadvantage of limitng its practioners, requiring [[Casting Tool|Casting Tools]] to cast [[Formulaic Spell|Formulaic spells]]. Although it isn't clearly written in the core [[ArM5]] book, a different casting tool is required for each formulaic spell. For the most part, this is a cosmetic, flavor, requirement - the circumstances where a Verditius magus is deprived of his casting tools are rare. When this does happen, however, the effects can be dire. Note that both [[Spontanous Spell|spontanous]] and [[Ritual Spell|ritual]] spell casting does not require casting tools.

Each Verditius' casting tools should be fashioned in a form that is appropriate to his nature. Give thought also to how the magus carries them around. Are they drawn from a pouch? Worn as jewelry? Hang from a key-chain? 

=== References 

* [[ArM5]] 93
* [[HoHMC]] 117-118, and 119 for initiating magi from other Houses
* See also [[Verditus Elder Runes]].
]]></text>
				</version>
			</history>
		</page>
		<page node="596">
			<name>upcoming_products</name>
			<title>Upcoming Products</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Fan Community</tag>
			</tags>
			<history size="10">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230741650</unix>
						<iso>2008-12-31 17:40:50</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[begin:preamble]
What will be the next releases for the Ars Magica Product line?
[end:preamble]

Many members of the [[Fan Community]] eagerly await the next Ars Magica product releases. Sometimes, [[Atlas Games]] staff give an answer to that question.  When they do, the information will be posted here.

The best place for getting the latest product announcements is the front page of the Atlas Games Web site. The best place for collecting hints and rumors about what may become Ars Magica products in the distant future is the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion board]].

=Announced Products

Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Realms of Power Faerie]]

=More-Distant Products

Furthermore, a couple of products have been mentioned by Atlas Games staff but have not been formally announced, so they're more subject to delay, change, or cancellation:

* ''Tales of Mythic Europe''
* ''Magi of Hermes''

=Frequently-Asked Questions

'''Can one of the authors or playtesters leak details of (upcoming supplement)?'''

In a word, no. Authors and playtesters enter a legally binding non-disclosure agreement with [[Atlas Games]]. If one of them were to leak details about a product before it was published, he or she would be [[Jargon#Hung_Drawn_and_Quartered|hung, drawn, and quartered]].

This question seems to come up occasionally on the [[Mailing Lists]] and [[Discussion Boards]]. It's true that several Ars Magica authors are regular posters to both fora, but that doesn't mean they will let anything slip. Sorry.

["Andrew Gronosky]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230741683</unix>
						<iso>2008-12-31 17:41:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link back to Products</comment>
					<text><![CDATA[
[begin:preamble]
What will be the next releases for the Ars Magica Product line?
[end:preamble]

Many members of the [[Fan Community]] eagerly await the next Ars Magica product releases. Sometimes, [[Atlas Games]] staff give an answer to that question.  When they do, the information will be posted here.

The best place for getting the latest product announcements is the front page of the Atlas Games Web site. The best place for collecting hints and rumors about what may become Ars Magica products in the distant future is the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion board]].

=Announced Products

Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Realms of Power Faerie]]

=More-Distant Products

Furthermore, a couple of products have been mentioned by Atlas Games staff but have not been formally announced, so they're more subject to delay, change, or cancellation:

* ''Tales of Mythic Europe''
* ''Magi of Hermes''

=Frequently-Asked Questions

'''Can one of the authors or playtesters leak details of (upcoming supplement)?'''

In a word, no. Authors and playtesters enter a legally binding non-disclosure agreement with [[Atlas Games]]. If one of them were to leak details about a product before it was published, he or she would be [[Jargon#Hung_Drawn_and_Quartered|hung, drawn, and quartered]].

This question seems to come up occasionally on the [[Mailing Lists]] and [[Discussion Boards]]. It's true that several Ars Magica authors are regular posters to both fora, but that doesn't mean they will let anything slip. Sorry.

["Andrew Gronosky]

=See Also

* Existing [[Products]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230741876</unix>
						<iso>2008-12-31 17:44:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added anchor for leak FAQ</comment>
					<text><![CDATA[
[begin:preamble]
What will be the next releases for the Ars Magica Product line?
[end:preamble]

Many members of the [[Fan Community]] eagerly await the next Ars Magica product releases. Sometimes, [[Atlas Games]] staff give an answer to that question.  When they do, the information will be posted here.

The best place for getting the latest product announcements is the front page of the Atlas Games Web site. The best place for collecting hints and rumors about what may become Ars Magica products in the distant future is the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion board]].

=Announced Products

Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Realms of Power Faerie]]

=More-Distant Products

Furthermore, a couple of products have been mentioned by Atlas Games staff but have not been formally announced, so they're more subject to delay, change, or cancellation:

* ''Tales of Mythic Europe''
* ''Magi of Hermes''

=Frequently-Asked Questions

[anchor:Leak][anchor:Leak]'''Can one of the authors or playtesters leak details of (upcoming supplement)?'''

In a word, no. Authors and playtesters enter a legally binding non-disclosure agreement with [[Atlas Games]]. If one of them were to leak details about a product before it was published, he or she would be [[Jargon#Hung_Drawn_and_Quartered|hung, drawn, and quartered]].

This question seems to come up occasionally on the [[Mailing Lists]] and [[Discussion Boards]]. It's true that several Ars Magica authors are regular posters to both fora, but that doesn't mean they will let anything slip. Sorry.

["Andrew Gronosky]

=See Also

* Existing
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1240145928</unix>
						<iso>2009-04-19 14:58:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated to April 2009</comment>
					<text><![CDATA[
[begin:preamble]
What will be the next releases for the Ars Magica Product line?
[end:preamble]

Many members of the [[Fan Community]] eagerly await the next Ars Magica product releases. Sometimes, [[Atlas Games]] staff give an answer to that question.  When they do, the information will be posted here.

The best place for getting the latest product announcements is the front page of the Atlas Games Web site. The best place for collecting hints and rumors about what may become Ars Magica products in the distant future is the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion board]].

=Announced Products

Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Magi of Hermes]]
* [[Tales of Mythic Europe]]
* [[Realms of Power Faerie]] - released Feb. 3, 2009

 of Mythic Europe]]
* [[Realms of Power Faerie]] - released Feb. 3, 2009

=More-Distant Products

Furthermore, a couple of products have been mentioned by Atlas Games staff but have not been formally announced, so they're more subject to delay, change, or cancellation:

* ''Tales of Mythic Europe''
* ''Magi of Hermes''

=Frequently-Asked Questions

[anchor:Leak]'''Can one of the authors or playtesters leak details of (upcoming supplement)?'''

In a word, no. Authors and playtesters enter a legally binding non-disclosure agreement with [[Atlas Games]]. If one of them were to leak details about a product before it was published, he or she would be [[Jargon#Hung_Drawn_and_Quartered|hung, drawn, and quartered]].

This question seems to come up occasionally on the [[Mailing Lists]] and [[Discussion Boards]]. It's true that several Ars Magica authors are regular posters to both fora, but that doesn't mean they will let any
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1241560035</unix>
						<iso>2009-05-05 23:47:15</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed Realms of Power Faerie.  It's out.</comment>
					<text><![CDATA[
[begin:preamble]
What will be the next releases for the Ars Magica Product line?
[end:preamble]

Many members of the [[Fan Community]] eagerly await the next Ars Magica product releases. Sometimes, [[Atlas Games]] staff give an answer to that question.  When they do, the information will be posted here.

The best place for getting the latest product announcements is the front page of the Atlas Games Web site. The best place for collecting hints and rumors about what may become Ars Magica products in the distant future is the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion board]].

=Announced Products

Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Magi of Hermes]]
* [[Tales of Mythic Europe]]
ducts have been mentioned by Atlas Games staff but have not been formally announced, so they're more subject to delay, change, or cancellation:

* ''Tales of Mythic Europe''
* ''Magi of Hermes''

=Frequently-Asked Questions

[anchor:Leak]'''Can one of the authors or playtesters leak details of (upcoming supplement)?'''

In a word, no. Authors and playtesters enter a legally binding non-disclosure agreement with [[Atlas Games]]. If one of them were to leak details about a product before it was published, he or she would be [[Jargon#Hung_Drawn_and_Quartered|hung, drawn, and quartered]].

This question seems to come up occasionally on the [[Mailing Lists]] and [[Discussion Boards]]. It's true that several Ars Magica authors are regular posters to both fora, but that doesn't mean they will let anything slip. Sorry.

["Andrew Gronosky]

=See Also

* Existing [[Products]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1241560095</unix>
						<iso>2009-05-05 23:48:15</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Moved ToME and MoH from More-Distant to Upcoming</comment>
					<text><![CDATA[
[begin:preamble]
What will be the next releases for the Ars Magica Product line?
[end:preamble]

Many members of the [[Fan Community]] eagerly await the next Ars Magica product releases. Sometimes, [[Atlas Games]] staff give an answer to that question.  When they do, the information will be posted here.

The best place for getting the latest product announcements is the front page of the Atlas Games Web site. The best place for collecting hints and rumors about what may become Ars Magica products in the distant future is the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion board]].

=Announced Products

Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Magi of Hermes]]
* [[Tales of Mythic Europe]]

=More-Distant Products

From time to time, products have been mentioned by Atlas Games staff but have not been formally announced, so they're more subject to delay, change, or cancellation.

* Currently, none.

Leak]'''Can one of the authors or playtesters leak details of (upcoming supplement)?'''

In a word, no. Authors and playtesters enter a legally binding non-disclosure agreement with [[Atlas Games]]. If one of them were to leak details about a product before it was published, he or she would be [[Jargon#Hung_Drawn_and_Quartered|hung, drawn, and quartered]].

This question seems to come up occasionally on the [[Mailing Lists]] and [[Discussion Boards]]. It's true that several Ars Magica authors are regular posters to both fora, but that doesn't mean they will let anything slip. Sorry.

["Andrew Gronosky]

=See Also

* Existing [[Products]]
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1241638272</unix>
						<iso>2009-05-06 21:31:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>ToME publication date</comment>
					<text><![CDATA[
[begin:preamble]
What will be the next releases for the Ars Magica Product line?
[end:preamble]

Many members of the [[Fan Community]] eagerly await the next Ars Magica product releases. Sometimes, [[Atlas Games]] staff give an answer to that question.  When they do, the information will be posted here.

The best place for getting the latest product announcements is the front page of the Atlas Games Web site. The best place for collecting hints and rumors about what may become Ars Magica products in the distant future is the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion board]].

=Announced Products

Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Magi of Hermes]]
* [[Tales of Mythic Europe]] - published May 6, 2009

=More-Distant Products

From time to time, products have been mentioned by Atlas Games staff but have not been formally announced, so they're more subject to delay, change, or cancellation.

* Currently, none.

=Frequently-Asked Questions

[anchor:Leak]'''Can one of the authors or playtesters leak details of (upcoming supplement)?'''

In a word, no. Authors and playtesters enter a legally binding non-disclosure agreement with [[Atlas Games]]. If one of them were to leak details about a product before it was published, he or she would be [[Jargon#Hung_Drawn_and_Quartered|hung, drawn, and quartered]].

This question seems to come up occasionally on the [[Mailing Lists]] and [[Discussion Boards]]. It's true that several Ars Magica authors are regular posters to both fora, but that doesn't mean they will let anything slip. Sorry.

["Andrew Gronosky]

=See Also

* Existing [[Products]]
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1264963322</unix>
						<iso>2010-01-31 19:42:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated, Jan. 2010</comment>
					<text><![CDATA[
<quote>
What will be the next releases for the Ars Magica Product line?
</quote>

Many members of the [[Fan Community]] eagerly await the next Ars Magica product releases. Sometimes, [[Atlas Games]] staff give an answer to that question.  When they do, the information will be posted here.

The best place for getting the latest product announcements is the front page of the Atlas Games Web site. The best place for collecting hints and rumors about what may become Ars Magica products in the distant future is the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion board]].

=Announced Products

Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Lords of Men]]

=More-Distant Products

From time to time, products have been mentioned by Atlas Games staff but have not been formally announced, so they're more subject to delay, change, or cancellation.

* In May, 2009, there was an [[http://atlas-games.com/pdf_storage/GrogsOpenCall.rtf | Open Call for Grogs]] to be included in an upcoming book.  We can probably expect to see that printed in mid-to-late 2010.

=Frequently-Asked Questions

{{anchor|Leak}}'''Can one of the authors or playtesters leak details of (upcoming supplement)?'''

In a word, no. Authors and playtesters enter a legally binding non-disclosure agreement with [[Atlas Games]]. If one of them were to leak details about a product before it was published, he or she would be [[Jargon#Hung_Drawn_and_Quartered|hung, drawn, and quartered]].

This question seems to come up occasionally on the [[Mailing Lists]] and [[Discussion Boards]]. It's true that several Ars Magica authors are regular posters to both fora, but that doesn't mean they will let anything slip. Sorry.

""Andrew Gronosky""

=See Also

* Existing [[Products]]
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1266963894</unix>
						<iso>2010-02-23 23:24:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Format cleanup, added table of contents</comment>
					<text><![CDATA[
{{preface| What will be the next releases for the Ars Magica Product line?}}

{{toc}}

Many members of the [[Fan Community]] eagerly await the next Ars Magica product releases. Sometimes, [[Atlas Games]] staff give an answer to that question.  When they do, the information will be posted here.

The best place for getting the latest product announcements is the front page of the Atlas Games Web site. The best place for collecting hints and rumors about what may become Ars Magica products in the distant future is the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion board]].

=Announced Products

Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Lords of Men]]

=More-Distant Products

From time to time, products have been mentioned by Atlas Games staff but have not been formally announced, so they're more subject to delay, change, or cancellation.

* In May, 2009, there was an [[http://atlas-games.com/pdf_storage/GrogsOpenCall.rtf | Open Call for Grogs]] to be included in an upcoming book.  We can probably expect to see that printed in mid-to-late 2010.

=Frequently-Asked Questions

{{anchor|Leak}}'''Can one of the authors or playtesters leak details of (upcoming supplement)?'''

In a word, no. Authors and playtesters enter a legally binding non-disclosure agreement with [[Atlas Games]]. If one of them were to leak details about a product before it was published, he or she would be [[Jargon#Hung_Drawn_and_Quartered|hung, drawn, and quartered]].

This question seems to come up occasionally on the [[Mailing Lists]] and [[Discussion Boards]]. It's true that several Ars Magica authors are regular posters to both fora, but that doesn't mean they will let anything slip. Sorry.

{{cite|Andrew Gronosky}}

= See Also

* Existing [[Products]]
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1267707723</unix>
						<iso>2010-03-04 14:02:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated with a juicy leak and some announcements</comment>
					<text><![CDATA[
{{preface| What will be the next releases for the Ars Magica Product line?}}

{{toc}}

Many members of the [[Fan Community]] eagerly await the next Ars Magica product releases. Sometimes, [[Atlas Games]] staff give an answer to that question.  When they do, the information will be posted here.

The best place for getting the latest product announcements is the front page of the Atlas Games Web site. The best place for collecting hints and rumors about what may become Ars Magica products in the distant future is the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion board]].

=Announced Products

Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Lords of Men]]

=More-Distant Products

From time to time, products have been mentioned by Atlas Games staff but have not been formally announced, so they're more subject to delay, change, or cancellation.

* In February 2010, [[Michelle Nephew]] let slip on the [[http://forum.atlas-games.com/viewtopic.php?f=25&t=5524|Atlas Games Forums]] that they're working on a book called ''Rival Magic''.  No details are available.
* In the same thread, Michelle said that a sourcebook for the [[Thebes tribunal]] is in the works and will be coming out after ''Rival Magic''
* In May, 2009, there was an [[http://atlas-games.com/pdf_storage/GrogsOpenCall.rtf | Open Call for Grogs]] to be included in an upcoming book.  We can probably expect to see that printed in late 2010 or early 2011.

=Frequently-Asked Questions

{{anchor|Leak}}'''Can one of the authors or playtesters leak details of (upcoming supplement)?'''

In a word, no. Authors and playtesters enter a legally binding non-disclosure agreement with [[Atlas Games]]. If one of them were to leak details about a product before it was published, he or she would be [[Jargon#Hung_Drawn_and_Quartered|hung, drawn, and quartered]].

This question seems to come up occasionally on the [[Mailing Lists]] and [[Discussion Boards]]. It's true that several Ars Magica authors are regular posters to both fora, but that doesn't mean they will let anything slip. Sorry.

{{cite|Andrew Gronosky}}

= See Also

* Existing [[Products]]
]]></text>
				</version>
			</history>
		</page>
		<page node="597">
			<name>minor_story_flaw</name>
			<title>Minor Story Flaw</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230749879</unix>
						<iso>2008-12-31 19:57:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In ArM5, a '''Minor Story Flaw''' is a [[Story Flaw]] that is worth one point when balancing [[Virtues and Flaws]].  Minor Story Flaws include some considerable benefit, such as a friend or ally who can help the character who has this Flaw, whereas [[Major Story Flaw|Major Story Flaws]] have no benefits attached.

Flaws in Fifth Edition are not just things that hinder or limit a character. They are also things that can motivate a character to get out of the covenant and go participate in stories. At first, this seems strange to a lot of readers. Try looking at it this way. A player who chooses those Flaws for his character is making an offer to the storyguide - "I'm putting something in my character background that can be used as a story hook." That enhances the game for everyone. As a reward, the game offers an extra point's worth of Virtues.

Depending on how devious your storyguide is, all of the "benefits" of a Minor Story Flaw can definitely be made more trouble than they're worth. That is not necessarily the intent, but if you're worried about the balance concerns of a Flaw that has significant benefits, be assured: your character can be made to pay for them. Again and again, if necessary.

["Andrew Gronosky]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1231609087</unix>
						<iso>2009-01-10 18:38:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added heading for commentary</comment>
					<text><![CDATA[
In ArM5, a '''Minor Story Flaw''' is a [[Story Flaw]] that is worth one point when balancing [[Virtues and Flaws]].  Minor Story Flaws include some considerable benefit, such as a friend or ally who can help the character who has this Flaw, whereas [[Major Story Flaw|Major Story Flaws]] have no benefits attached.

= Commentary =

= Commentary =

Flaws in Fifth Edition are not just things that hinder or limit a character. They are also things that can motivate a character to get out of the covenant and go participate in stories. At first, this seems strange to a lot of readers. Try looking at it this way. A player who chooses those Flaws for his character is making an offer to the storyguide - "I'm putting something in my character background that can be used as a story hook." That enhances the game for everyone. As a reward, the game offers an extra point's worth of Virtues.

Depending on how devious your storyguide is, all of the "benefits" of a Minor Story Flaw can definitely be made more trouble than they're worth. That is not necessarily the intent, but if you're worried about the balance concerns of a Flaw that has significant benefits, be assured: your character can be made to pay for them. Again and again, if necessary.

["
]]></text>
				</version>
			</history>
		</page>
		<page node="598">
			<name>experience_points</name>
			<title>Experience Points</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230753653</unix>
						<iso>2008-12-31 21:00:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Experience Points''' are used to represent an Ars Magica character's learning and development.  Characters accrue experience points over the course of the game, and players can spend those experience points to improve the character's [[Arts]] and [[Ability|Abilities]].

=Gaining Experience Points

Characters gain experience through play by participating in stories.  Unlike many other role-playing games, [[Ars Magica]] also grants characters experience points for studying, working, and practicing their trades.

Characters in ArM5 can gain experience points in the following ways:

* By [[Exposure]]
* By "adventuring," that is, participating in stories
* By practice
* By training
* By [[Teaching]]
* By studying [[Books]] or [[Vis]]

=Spending Experience Points

Characters spend experience points to buy (or improve) scores in their [[Arts]] and [[Ability|Abilities]].  [[Virtues and Flaws]] cannot be bought with experience points.

In [[ArM5]], experience points are interchangeable between Arts and Abilities.  That is, an experience point used to improve an Art score is equivalent to an experience point used to improve an Ability -- they're the same "size."

When a character gains experience points, the storyguide will usually state that those experience points can only be spend on certain [[Arts]] or [[Ability|Abilities]].  For example, if the characters gained experience points traversing a difficult mountain pass, the storyguide might allow them to spend those points on Abilities like Athletics and Survival, perhaps even the Art of Terram, but not Carouse or Order of Hermes Lore.

The cost to increase an Art or Ability is given on page 163 of ArM5.

=[anchor:Starting]Starting Experience Points

Every character in [[ArM5]] receives a certain number of Experience Points at creation. The amount of experience points depends primarily on the character's age.

First, all characters gain a certain number of experience points for the knowledge they learned as young children.  (The exact number is given on page 31 of ArM5).  These "early childhood" experience points can only be spent on Then, all characters over the age of 5 gain additional experience points depending on their age.

All the character's initial experience points must be spent before play begins.  However, it is OK to spend them in such a way that the character's scores in Arts and/or Abilities don't come out to round numbers.  For example, it is acceptable for a starting character to spend 8 experience points in a certain Art, which would lead to a score of 3 plus two additional points toward improving it to 4.  This would be written as 3+2.

==Limitations on Starting Experience Point Use

There are some restrictions on how characters can spend their starting experience points.

Needless to say, only [[Magus|magi]] can spend experience points on [[Hermetic Art|Hermetic Arts]].

Certain categories of Abilities are restricted, and can only be purchased (at character creation) by magi.  Other characters can purchase Abilities in these categories if they have a Virtue that allows them to do so.  The restricted categories are [[Martial Ability|Martial Abilities]], [[Academic Ability|Academic Abilities]], and [[Arcane Ability|Arcane Abilities]].  [[Supernatural Ability|Supernatural Abilities]] always require a Virtue, even for magi.

Additionally, starting characters are limit in how high a score they can have in any Ability.  This Ability limit depends on the character's age; see page 31 of ArM5.

==Virtues and Starting Experience Points

Certain [[Virtues and Flaws|Virtues]], such as Warrior and Priveleged Upbringing, give the character a fixed number of experience points at character creation.  Experience points from these Virtues can usually be spent on only a limited set of [[Ability|Abilities]].  The Virtue's description will explain how the experience points may be spent.

The Wealthy Virtue affects the starting experience points for a character as noted on ArM5 p. 31 under "Later Life."  Note that magi are not allowed to take the Wealthy Virtue according to the Virtue's description.

Generally speaking, other Virtues do not affect the character's starting experience points.

There exist Virtues -- Secondary Insight, Elementalist, and so on -- that affect the number of experience points that increase how many experience points a character gains in play.  However, with the exception of Wealthy, Virtues that affect experience points in play ''do not'' affect the number of experience points a character has when created.  [[David Chart]] posted this explanation to the Berkeley [[Mailing Lists|mailing list]]:

[begin:.quote]
This is the problem, and the reason why those Virtues don't affect normal character generation.

If you want the benefit, use Ridiculously Detailed And Obscenely Slow Character Generation -- run your apprentice through all fifteen years of [[Aprrentice|apprenticeship]]. That way you have enough information to apply the Virtues.
[end:.quote]

Without knowing exactly what your character was studying at each season of apprenticeship and from what source, there is really no way to know how many bonus experience points should be applied.

=References

* Advancement Table, ArM5 pages 31 and 164 (the same table appears on both pages, for convenience)
* Early childhood experience points, ArM5 p. 31
* Experience points for starting characters, ArM5 p. 31
* Increasing Arts and Abilities, ArM5 page 163
* Gaining Experience Points, ArM5 pp. 163-165

==See Also

* [[Books]]
]]></text>
				</version>
			</history>
		</page>
		<page node="599">
			<name>puissant_ability</name>
			<title>Puissant Ability</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230832325</unix>
						<iso>2009-01-01 18:52:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Puissant Ability''' is a Minor [[General Virtue]] that makes the character especially adept with any one [[Ability]] (chosen when the character is created).  It grants the character a flat bonus while using that Ability.

=Rules Clarifications

There are errata for the text of this Ability:

[begin:.quote]
Replace the first sentence of the text with: "You are particularly adept with one Ability, and add 2 to its value whenever you use it. Note that you do not, in general, use an Ability when learning it, teaching it, or writing about it."
[end:.quote]

Therefore, Puissant [[Magic Theory]] would allow a magus to use more vis than usual in the lab, but Puissant Ability would not affect teaching, reading, or writing.

Puissant Ability does not actually change the character's Ability score, so it has no effect on the number of [[Experience Points]] needed to improve the Ability.  For example, a character with a score of 5 in a given Ability, and the Puissant Ability Virtue, would need (in [[ArM5]]) 25 Experience Points to improve his Ability score to 6 (the same as would a character without Puissant Ability).

Puissant Ability does not change the maximum starting Ability score for a new character (p. 31), so (for example) a 22-year-old character would still have a maximum starting Ability score of 5, and then a bonus added on top of that score.

=References

* [[ArM5]], page 48
* ArM5 [[http://www.atlas-games.com/arm5/arm5errata.php|Errata]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230836339</unix>
						<iso>2009-01-01 19:58:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Puissant vs. Affinity</comment>
					<text><![CDATA[
'''Puissant Ability''' is a Minor [[General Virtue]] that makes the character especially adept with any one [[Ability]] (chosen when the character is created).  It grants the character a flat bonus while using that Ability.

Puissant Ability increases the effective Ability score directly, whereas [[Affinity with Ability]] increases the [[Experience Points|experience points]] in the Ability. At low scores (up to level 8), Puissant Ability is more advantageous. From level 9 (225 experience points before multiplication), Affinity provides a higher effective score. In in-game terms, Puissant Ability represents a natural competency, a natural knack for the Ability; Affinity with Ability represents a capability to gain more from sources, to quickly pick up and improve the Ability, perhaps borne out of natural skill or perhaps from intense interest and focus.

Puissant Ability increases the effective Ability score directly, whereas [[Affinity with Ability]] increases the [[Experience Points|experience points]] in the Ability. At low scores (up to level 8), Puissant Ability is more advantageous. From level 9 (225 experience points before multiplication), Affinity provides a higher effective score. In in-game terms, Puissant Ability represents a natural competency, a natural knack for the Ability; Affinity with Ability represents a capability to gain more from sources, to quickly pick up and improve the Ability, perhaps borne out of natural skill or perhaps from intense interest and focus.

=Rules Clarifications

There are errata for the text of this Ability:

[begin:.quote]
Replace the first sentence of the text with: "You are particularly adept with one Ability, and add 2 to its value whenever you use it. Note that you do not, in general, use an Ability when learning it, teaching it, or writing about it."
[end:.quote]

Therefore, Puissant [[Magic Theory]] would allow a magus to use more vis than usual in the lab, but Puissant Ability would not affect teaching, reading, or writing.

Puissant Ability does not actually change the character's Ability score, so it has no effect on
]]></text>
				</version>
			</history>
		</page>
		<page node="6">
			<name>about</name>
			<title>About Project: Redcap</title>
			<language>en</language>
			<tags>
				<tag>HermesWeb Project</tag>
			</tags>
			<history size="26">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199893241</unix>
						<iso>2008-01-09 16:40:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= About this Site

This is an unofficial Internet index and archive for [[Ars Magica]], a fantasy [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]].  It is a resource for new players to learn about the game and its setting, and for experienced players to share knowledge and ideas.

Anyone can contribute to this community archive.  Please read our [[Writing guidelines]] and instructions for [[Editing pages]].

== Software Used in this Site

This site is powered by [[http://pie.ekkaia.org/page/News | Pie]], developed by Pitt Murmann.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1199893263</unix>
						<iso>2008-01-09 16:41:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
al Internet index and archive for [[Ars Magica]], a fantasy [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]].  It is a resource for new players to learn about the game and its setting, and for experienced players to share knowledge and ideas.

Anyone can contribute to this community archive.  Please read our [[Writing guidelines]] and instructions for [[Editing pages]].

== Software Used in this Site

This site is powered by [[http://pie.ekkaia.org/page/News | Pie]], developed by Pitt Murmann.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1199893504</unix>
						<iso>2008-01-09 16:45:04</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
This is an unofficial Internet index and archive for [[Ars Magica]], a fantasy [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]].  It is a resource for new players to learn about the game and its setting, and for experienced players to share knowledge and ideas.

Anyone can contribute to this community archive.  Please read our [[Writing guidelines]] and instructions for [[Editing pages]].  Please feel free to experiment with the [[Sandbox]] to get a feel for how the site works.  Please feel free to experiment with the [[Sandbox]] to get a feel for how the site works.

== Software Used in this Site

Th
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1199984674</unix>
						<iso>2008-01-10 18:04:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Header inserted to make contribution stand out more clearly</comment>
					<text><![CDATA[
This is an unofficial Internet index and archive for [[Ars Magica]], a fantasy [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]].  It is a resource for new players to learn about the game and its setting, and for experienced players to share knowledge and ideas.

= How To Contribute

= How To Contribute

Anyone can contribute to this community archive.  Please read our [[Writing guidelines]] and instructions for [[Editing pages]].  Please feel free to experiment with the [[Sandbox]] to get a feel for hw the site works.

= Software Used in this Site

This site is powered by [[http://pie.|aia.org/page/News|Pie]], develope
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205288500</unix>
						<iso>2008-03-12 03:21:40</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Expanded purpose, added strong words about not hurting Atlas sales, added (dis)organization section</comment>
					<text><![CDATA[
This site is a community-maintained resource for [[Ars Magica]] players worldwide.

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Purpose of This Site

This site is maintained by fans, for fans.  Its goals include:

* Serving as an index of game concepts
* Helping new players learn through rules discussion and examples
* Serving as a guide to fan-created Ars Magica material on the Web

But really, it can be anything the [[Contributing | contributors]] choose to make it.

== The Community Supporting the Game

Atlas Games has been very supportive of the Ars Magica community.  It is in the community's best interest to support Atlas Games as well.  Most importantly, that means not doing anything to hurt sales of Ars Magica books.

The maintainers of this site have a strict policy that '''content posted here must not plagiarize, paraphrase, or be usable as a replacement for''' any Ars Magica product, past or present.  If this site were to become usable at the game table as a rulebook replacement, that would cut into Ars Magica's sales.  The player base is small enough that a drop in sales could easily kill the entire product line.

The [[Contributing]] page discusses how to create useful content that will not harm Atlas Games' business.  Please [[Contributing | read it]].  If we find that contributors cannot or will not follow those simple rules, we would rather shut the site down than risk it killing the game.

= (Dis)Organization of This Site

This site does not attempt to organize material into a strict hierarchy or categories.  The applicable model is a ''mesh'' rather than a ''tree''.  The idea is to provide information is relatively small, self-contained "nuggets" -- and connect all the nuggets.

For instance, you will not find a section called "external links."  There are plenty of external links throughout this site, but they appear in the context of pages about other topics.  So, for example, you will find external (and internal) links about the Order of Hermes on the [[Order of Hermes]] page, external (and internal) links about various Ars Magica editions on the [[ArM1]], [[ArM2]], [[ArM3]], [[ArM4]], or [[ArM5]] pages, and so forth.

See the [[Overview]] page for a list of common starting points, and also note that every page has a "Search" function below the navigation bar.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205316251</unix>
						<iso>2008-03-12 11:04:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Minor edits for readability/impact</comment>
					<text><![CDATA[
This site is a community-maintained resource for [[Ars Magica]] players worldwide.

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Purpose of This Site

This site is maintained by fans, for fans.  Its goals include:

* Serving as an index of game concepts
* Helping new players learn through rules discussion and examples
* Serving as a guide to fan-created Ars Magica material on the Web

But really, it can be anything the [[Contributing | contributors]] choose to make it.

== The Community Supporting the Game

Atlas Games has been very supportive of us, the Ars Magica community.  It is our best interest to support Atlas Games as well.  Most importantly, we must not do anything to hurt sales of Ars Magica books.

The maintainers of this site have a strict policy that '''content posted here must not plagiarize, paraphrase, or serve as a replacement for''' any Ars Magica product, past or present.  If this site were usable as a rulebook replacement, that could cut into Ars Magica's sales.  The player base is small enough that a drop in sales could easily kill the entire product line.

The [[Contributing]] page discusses how to create useful content that will not harm Atlas Games' business.  Please [[Contributing | read it]].  If we find that contributors cannot or will not follow these simple rules, we would rather shut this site down than risk killing the game.

t attempt to organize material into a strict hierarchy or categories.  The applicable model is a ''mesh'' rather than a ''tree''.  The idea is to provide information is relatively small, self-contained "nuggets" -- and connect all the nuggets.

For instance, you will not find a section called "external links."  There are plenty of external links throughout this site, but they appear in the context of pages about other topics.  So, for example, you will find external (and internal) links about the Order of Hermes on the [[Order of Hermes]] page, external (and internal) links about various Ars Magica editions on the [[ArM1]], [[ArM2]], [[ArM3]], [[ArM4]], or [[ArM5]] pages, and so forth.

See the [[Overview]] page for a list of common starting points, and also note that every page has a "Search" function below the navigation bar.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205316303</unix>
						<iso>2008-03-12 11:05:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Minor edits for readability/impact</comment>
					<text><![CDATA[
This site is a community-maintained resource for [[Ars Magica]] players worldwide.

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Purpose of This Site

This site is maintained by fans, for fans.  Its goals include:

* Serving as an index of game concepts
* Helping new players learn through rules discussion and examples
* Serving as a guide to fan-created Ars Magica material on the Web

But really, it can be anything the [[Contributing | contributors]] choose to make it.

== The Community Supporting the Game

Atlas Games has been very supportive of us, the Ars Magica community.  It is our best interest to support Atlas Games as well.  Most importantly, we must not do anything to hurt sales of Ars Magica books.

The maintainers of this site have a strict policy that '''content posted here must not plagiarize, paraphrase, or serve as a replacement for''' any Ars Magica product, past or present.  If this site were usable as a rulebook replacement, that could cut into Ars Magica's sales.  The player base is small enough that a drop in sales could easily kill the entire product line.

The [[Contributing]] page discusses how to create useful content that will not harm Atlas Games' business.  Please [[Contributing | read it]].  If we find that contributors cannot or will not follow these simple rules, we would rather shut this site down than risk killing the game.

= (Dis)Organization of This Site

This site does not attempt to organize material into a strict hierarchy or categories.  The applicable model is a ''mesh'' rather than a ''tree''.  The idea is to provide information is relatively small, self-contained "nuggets" -- and connect all the nuggets.

For instance, you will not find a section called "external links."  There are plenty of external links throughout this site, but they appear in the context of pages about other topics.  So, for example, you will find external (and internal) links about the Order of Hermes on the [[Order of Hermes]] page, external (and internal) links about various Ars Magica editions on the [[ArM1]], [[ArM2]], [[ArM3]], [[ArM4]], or [[ArM5]] pages, and so forth.

See the [[Overview]] page for a list of common starting points, and also note that every page has a "Search" function below the navigation bar.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1205348906</unix>
						<iso>2008-03-12 20:08:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Revised &quot;purpose&quot; section</comment>
					<text><![CDATA[
This site is a community-maintained resource for [[Ars Magica]] players worldwide.

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Purpose of This Site

This site is maintained by fans, for fans.  It combines many diverse functions:

* A glossary of game terms and concepts
* A guidebook for newcomers to play and run Ars Magica games
* A directory of other Ars Magica sites across the World Wide Web
* A place for fans to share [[Story | story]] ideas, characters, and so forth
* A source for downloadable play aids (character sheets and the like)

But really, it can be anything the [[Contributing | contributors]] choose to make it.

== The Community Supporting the Game

Atlas Games has been very supportive of us, the Ars Magica community.  It is in our best interest to support Atlas Games as well.  Most importantly, we must not do anything to hurt sales of Ars Magica books.

The maintainers of this site have a strict policy that support Atlas Games as well.  Most importantly, we must not do anything to hurt sales of Ars Magica books.

The maintainers of this site have a strict policy that '''content posted here must not plagiarize, paraphrase, or serve as a replacement for''' any Ars Magica product, past or present.  If this site were usable as a rulebook replacement, that could cut into Ars Magica's sales.  The player base is small enough that a drop in sales could easily kill the entire product line.

The [[Contributing]] page discusses how to create useful content that will not harm Atlas Games' business.  Please [[Contributing | read it]].  If we find that contributors cannot or will not follow these simple rules, we would rather shut this site down than risk killing the game.

= (Dis)Organization of This Site

This site does not attempt to organize material into a strict hierarchy or categories.  The applicable model is a ''mesh'' rather than a ''tree''.  The idea is to provide information is relatively small, self-contained "nuggets" -- and connect all the nuggets.

For instance, you will not find a section called "external links."  There are plenty of external links throughout this site, but they appear in the context of pages about other topics.  So, for example, you will find external (and internal) links about the Order of Hermes on the [[Order of Hermes]] page, external (and internal) links about various Ars Magica editions on the [[ArM1]], [[ArM2]], [[ArM3]], [[ArM4]], or [[ArM5]] pa
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1205370039</unix>
						<iso>2008-03-13 02:00:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Toned down the &quot;don't copy ArM&quot; section a bit, rewrote (dis)organization</comment>
					<text><![CDATA[
This site is a community-maintained resource for [[Ars Magica]] players worldwide.

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Purpose of This Site

This site is maintained by fans, for fans.  It combines many diverse functions:

* A glossary of game terms and concepts
* A guidebook for newcomers on how on how to play and run Ars Magica games
* A directory of other Ars Magica sites across the World Wide Web
* A place for fans to share [[Story | story]] ideas, characters, and so forth
* A source for downloadable play aids (character sheets and the like)

But really, it can be anything the [[Contributing | contributors]] choose to make iWhat This Site is Not

Atlas Games has been very supportive of us, the Ars Magica community.  It is in our best interest to support Atlas Games as well.  

Most importantly, we must not do anything to hurt sales of Ars Magica books.  The maintainers of this site have a strict policy that '''content posted here must not copy, paraphrase, or supplant''' any Ars Magica product, past or present.  If this site were usable as a rulebook replacement, that could cut into Ars Magica's sales.  The player base is small enough that a drop in sales could easily kill the entire product line.

The sses how to create useful content that will not harm Atlas Games' business.  Please [[Contributing | read it]].

= (Dis)Organization of Thhan a ''tree''. The contributors and maintainers make no attempt to sub-divide pages into distinct categoriesf  Each page is a single topic that links organically to other, related toThe contributors and maintainers make no attempt to sub-divide pages into distinct categories.  Each page is a single topic that links organically to other, related topics.

There is a method to this madness.  Classification hierarchies are difficult to apply - should an article on a Jerbiton covenant in Constantinople be filed under "House Jerbiton: Covenants," "Constantinople," "Covenants: House Jerbiton," or even "Thebes Tribunal?"  In a physical filing cabinet (of papers), it could only be in one place (unless we want to make duplicates).  Of course, on the Web, we can very easily place links to our covenant under all of those headings, and more.  The categories start contain so many cross-references that they cease to resemble a tree and instead become ... a mesh.

So we decided to save the trouble of setting up a tree in the first place.

== Navigation and Searching

Since there is no tree-like hierarchy organizing this site, there's no way to make a "site map" or similar page.  Instead, we offer two alternatives.

# Use the Search function to find what you're looking for
# Or start browsing from the  a tree and insteS
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1205440373</unix>
						<iso>2008-03-13 21:32:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Tweaked wording of (dis)organization</comment>
					<text><![CDATA[
This site is a community-maintained resource for [[Ars Magica]] players worldwide.

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Purpose of This Site

This site is maintained by fans, for fans.  It combines many diverse functions:

* A glossary of game terms and concepts
* A guidebook for newcomers on how to play and run Ars Magica games
* A directory of other Ars Magica sites across the World Wide Web
* A place for fans to share [[Story | story]] ideas, characters, and so forth
* A source for downloadable play aids (character sheets and the like)

But really, it can be anything the [[Contributing | contributors]] choose to make it.

== What This Site is Not

The maintainers of this site have a strict policy that '''content posted here must not copy, paraphrase, or supplant''' any Ars Magica product, past or present.  This site is not a replacement for Ars Magica books and products.

Atlas Games has been very supportive of us, the Ars Magica community.  It is in our best interest to support Atlas Games as well.  Most importantly, we must not do anything to hurt sales of the Ars Magica product line. If this site were usable as a replacement for rulebooks, that could certainly hurt sales.  The player base is small enough that a significant decrease in sales could kill the product line.

The ugh that a significant decrease in sales could kill the product line.

The [[Contributing]] page discusses how to create useful content that will not harm Atlas Games' business.  Please [[Contributing | read it]].

= (Dis)Organization of This Site

This site does not attempt to organize material into a strict hierarchy of categories.  The applicable model is a ''mesh'' rclassify pages by subject.  Each page is a single topic that links organically to other, related topics.

There is a method to this madness.  Classification hierarchies can be difficult to consistently apply adness.  Classification hierarchies can be difficult to consistently apply - should an article on a Jerbiton covenant in Constantinople be filed under "House Jerbiton: Covenants," "Constantinople," "Covenants, it could only be in one place (unless we want duplicate entries).  Of course, on the Web, we can very easily place links to our article under all of those categories, and more.  The categories start contain so many cross-references that they cease to resemble a tree and instead become ... a mesh.

So we decided to skip the unnecessary step of setting up a tree in the first place.

 to skip the unnecessary step of setting up a tree in the first place.

== Navigation and Searching

Since there is no tree-like hierarchy organizing this site, threere's no way to make a "sitFind function to search for a page by title
# Use the e map" or similar page. pages containing specific keywords
# We do have an d function to sea that provides a starting point for browsing
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1205543050</unix>
						<iso>2008-03-15 02:04:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added fact that the site is Wiki-like, added link  explaining mesh approach</comment>
					<text><![CDATA[
This site is a community-maintained resource for [[Ars Magica]] players worldwide.  It is similar to a [[http://www.wiki.org/wiki.cgi?WhatIsWiki | wiki]].  Anyone can [[Contributing | contribute]].

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Purpose of This Site

This site is maintained by fans, for fans.  It combines many diverse functions:

* A glossary of game terms and concepts
* A guidebook for newcomers on how to play and run Ars Magica games
* A directory of other Ars Magica sites across the World Wide Web
* A place for fans to share [[Story | story]] ideas, characters, and so forth
* A source for downloadable play aids (character sheets and the like)

But really, it can be anything the [[Contributing | contributors]] choose to make it.

== What This Site is Not

The maintainers of this site have a strict policy that '''content posted here must not copy, paraphrase, or supplant''' any Ars Magica product, past or present.  This site is not a replacement for Ars Magica books and products.

[[Atlas Games]] has been very supportive of us, the Ars Magica community.  We want to keep good relations with them.  This means, in part, respecting their [[http://www.copyright.gov/circs/circ1.html | copyrights]].

The [[Contributing]] page discusses how to create useful content that will not harm Atlas Games' business.  Please [[Contributing | read it]].

= (Dis)Organization of This Site

This site does not attempt to organize material into a strict hierarchy of categories.  The applicable model is a ''mesh'' rather than a ''tree''. The contributors and maintainers make no attempt to classify pages by subject.  Each page is a single topic that links organically to other, related topics.

There is a method to this madness.  Classification hierarchies can be difficult to consistently apply - should an article on a Jerbiton covenant in Constantinople be filed under "House Jerbiton: Covenants," "Constantinople," "Covenants: House Jerbiton," or even "Thebes Tribunal?"  In a physical filing cabinet, it could only be in one place (unless we want duplicate entries).  Of course, on the Web, we can very easily place links to our article under all of those categories, and more.  The categories start contain so many cross-references that they cease to resemble a tree and instead become ... a mesh.

A good article, which explains this rationalre in more detail, is [[http://www.shirky.com/writings/ontology_overrated.html | "Ontology is Overrated"]] by Clay Shirky.

== Navigation and Searching

Since there is no tree-like hierarchy organizing this site, there's no way to make a "site map" or similar page.  Instead, we offer three alternatives.

# Use the Find function to search for a page by title
# Use the Search function to find pages containing specific keywords
# We do have an [[Overview]] page that provides a starting point for browsing
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1205581852</unix>
						<iso>2008-03-15 12:50:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Softened policy on replicating out-of-print material</comment>
					<text><![CDATA[
This site is a community-maintained resource for [[Ars Magica]] players worldwide.  It is similar to a [[http://www.wiki.org/wiki.cgi?WhatIsWiki | wiki]].  Anyone can [[Contributing | contribute]].

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Purpose of This Site

This site is maintained by fans, for fans.  It combines many diverse functions:

* A glossary of game terms and concepts
* A guidebook for newcomers on how to play and run Ars Magica games
* A directory of other Ars Magica sites across the World Wide Web
* A place for fans to share [[Story | story]] ideas, characters, and so forth
* A source for downloadable play aids (character sheets and the like)

But really, it can be anything the [[Contributing | contributors]] choose to make it.

== What This Site is Not

The maintainers of this site have a strict policy that '''content posted here must not copy from or replicate Ars Magica product, past or present.  This site is not a replacement for Ars Magica books and products.

[[Atlas Games]] has been very supportive of us, the Ars Magica community.  We want to keep good relations with them.  This means, in part, respecting their [[http://www.copyright.gov/circs/circ1.html | copyrights]].

The [[Contributing]] page discusses how to create useful content that will not harm Atlas Games' business.  Please [[Contributing | read it]].

= (Dis)Organization of This Site

This site does not attempt to organize material into a strict hierarchy of categories.  The applicable model is a ''mesh'' rather than a ''tree''. The contributors and maintainers make no attempt to classify pages by subject.  Each page is a single topic that links organically to other, related topics.

There is a method to this madness.  Classification hierarchies can be difficult to consistently apply - should an article on a Jerbiton covenant in Constantinople be filed under "House Jerbiton: Covenants," "Constantinople," "Covenants: House Jerbiton," or even "Thebes Tribunal?"  In a physical filing cabinet, it could only be in one place (unless we want duplicate entries).  Of course, on the Web, we can very easily place links to our article under all of those categories, and more.  The categories start contain so many cross-references that they cease to resemble a tree and instead become ... a mesh.

A good article, which explains this rationalre in more detail, is [[http://www.shirky.com/writings/ontology_overrated.html | "Ontology is Overrated"]] by Clay Shirky.

== Navigation and Searching

Since there is no tree-like hierarchy organizing this site, there's no way to make a "site map" or similar page.  Instead, we offer three alternatives.

# Use the Find function to search for a page by title
# Use the Search function to find pages containing specific keywords
# We do have an [[Overview]] page that provides a starting point for browsing
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1205869458</unix>
						<iso>2008-03-18 20:44:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>changed title</comment>
					<text><![CDATA[
'''HermesWeb'''Web''' is a community-maintained resource for [[Ars Magica]] players worldwide.  It is similar to a [[http://www.wiki.org/wiki.cgi?WhatIsWiki | wiki]].  Anyone can [[Contributing | contribute]].

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Purpose of This Site

This site is maintained by fans, for fans.  It combines many diverse functions:

* A glossary of game terms and concepts
* A guidebook for newcomers on how to play and run Ars Magica games
* A directory of other Ars Magica sites across the World Wide Web
* A place for fans to share [[Story | story]] ideas, characters, and so forth
* A source for downloadable play aids (character sheets and the like)

But really, it can be anything the [[Contributing | contributors]] choose to make it.

== What This Site is Not

The maintainers of this site have a strict policy that '''content posted here must not copy from or replicate''' any Ars Magica product, past or present.  This site is not a replacement for Ars Magica books and products.

[[Atlas Games]] has been very supportive of us, the Ars Magica community.  We want to keep good relations with them.  This means, in part, respecting their [[http://www.copyright.gov/circs/circ1.html | copyrights]].

The [[Contributing]] page discusses how to create useful content that will not harm Atlas Games' business.  Please [[Contributing | read it]].

= (Dis)Organization of This Site

This site does not attempt to organize material into a strict hierarchy of categories.  The applicable model is a ''mesh'' rather than a ''tree''. The contributors and maintainers make no attempt to classify pages by subject.  Each page is a single topic that links organically to other, related topics.

There is a method to this madness.  Classification hierarchies can be difficult to consistently apply - should an article on a Jerbiton covenant in Constantinople be filed under "House Jerbiton: Covenants," "Constantinople," "Covenants: House Jerbiton," or even "Thebes Tribunal?"  In a physical filing cabinet, it could only be in one place (unless we want duplicate entries).  Of course, on the Web, we can very easily place links to our article under all of those categories, and more.  The categories start contain so many cross-references that they cease to resemble a tree and instead become ... a mesh.

A good article, which explains this rationalre in more detail, is [[http://www.shirky.com/writings/ontology_overrated.html | "Ontology is Overrated"]] by Clay Shirky.

== Navigation and Searching

Since there is no tree-like hierarchy organizing this site, there's no way to make a "site map" or similar page.  Instead, we offer three alternatives.

# Use the Find function to search for a page by title
# Use the Search function to find pages containing specific keywords
# We do have an [[Overview]] page that provides a starting point for br
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1206280371</unix>
						<iso>2008-03-23 14:52:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Overview</comment>
					<text><![CDATA[
'''HermesWeb''' is a community-maintained resource for [[Ars Magica]] players worldwide.  It is similar to a [[http://www.wiki.org/wiki.cgi?WhatIsWiki | wiki]].  Anyone can [[Contributing | contribute]].

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Purpose of This Site

This site is maintained by fans, for fans.  It combines many diverse functions:

* A glossary of game terms and concepts
* A guidebook for newcomers on how to play and run Ars Magica games
* A directory of other Ars Magica sites across the World Wide Web
* A place for fans to share [[Story | story]] ideas, characters, and so forth
* A source for downloadable play aids (character sheets and the like)

But really, it can be anything the [[Contributing | contributors]] choose to make it.  See the [[Overview]] page for a (partial) list of topics.  See the [[Overview]] page for a (partial) list of topics.

== What This Site is Not

The maintainers of this site have a strict policy that '''content posted here must not copy from or replicate''' any Ars Magica product, past or present.  This site is not a replacement for Ars Magica books and products.

[[Atlas Games]] has been very supportive of us, the Ars Magica community.  We want to keep good relations with them.  This means, in part, respecting their [[http://www.copyright.gov/circs/circ1.html | copyrights]].

The [[Contributing]] page discusses how to create useful content that will not harm Atlas Games' business.  Please [[Contributing | read it]].

= (Dis)Organization of This Site

This site does not attempt to organize material into a strict hierarchy of categories.  The applicable model is a ''mesh'' rather than a ''tree''. The contributors and maintainers make no attempt to classify pages by subject.  Each page is a single topic that links organically to other, related topics.

There is a method to this madness.  Classification hierarchies can be difficult to consistently apply - should an article on a Jerbiton covenant in Constantinople be filed under "House Jerbiton: Covenants," "Constantinople," "Covenants: House Jerbiton," or even "Thebes Tribunal?"  In a physical filing cabinet, it could only be in one place (unless we want duplicate entries).  Of course, on the Web, we can very easily place links to our article under all of those categories, and more.  The categories start contain so many cross-references that they cease to resemble a tree and instead become ... a mesh.

A good article, which explains this rationalre in more detail, is [[http://www.shirky.com/writings/ontology_overrated.html | "Ontology is Overrated"]] by Clay Shirky.

== Navigation and Searching

Since there is no tree-like hierarchy organizing this site, there's no way to make a "site map" or similar page.  Instead, we offer three alternatives.

# Use the Find function to search for a page by title
# Use the Search function to find pages containing specific keywords
# We do have an [[
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1207182909</unix>
						<iso>2008-04-03 02:35:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
'''HermesWeb''' is a an online reference for [[Ars Magica]] players worldwide.  It is maintained by the fans, for the fans.  It has information about the game's [[Mythic_Europe|setting]], answers [[FAQ|Frequently-Asked Questions]], describes the game's [[Products|product line]] and history, and so on.

'''HermesWeb''' is similar to a [[http://www.wiki.org/wiki.cgi?WhatIsWiki | wiki]].  Anyone can [[Contributing | contribute]].

== What This Site is Not

This site is not a replacement for the Ars Magica rulebooks, though we hope it will be a useful accompaniment to them. See our [[Policy]] page for an explanation.

= What is Ars Magica?

[[Ars Magica]] is a pen-and-paper [[http://en.wikipedia.org/wiki/Role-playing_game | role-playing game]] that emphasizes magic and wizards.  Its name is Latin for "The Art of Magic."  It has a relatively small, but active player community.

Ars Magica is a [[http://www.uspto.gov/web/offices/tac/doc/basic/trade_defin.htm | trademark]] of Trident, Inc. d/b/a [[http://www.atlas-games.com" | Atlas Games]].

= Getting Started

The [[Overview]] page is a good place to start browsing HermesWeb.

= a physical filing cabinet, it could only be in one place (unless we want duplicate entries).  Of course, on the Web, we can very easily place links to our article under all of those categories, and more.  The categories start contain so many cross-references that they cease to resemble a tree and instead become ... a mesh.

A good article, which explains this rationalre in more detail, is [[http://www.shirky.com/writings/ontology_overrated.html | "Ontology is Overrated"]] by Clay Shirky.

== Navigation and Searching

Since there is no tree-like hierarchy organizing this site, there's no way to make a "site map" or similar page.  Instead, we offer three alternatives.

# Use the Find function to search for a page by title
# Use the Search function to find pages containing specific keywords
# We do have an [[Overview]] page that provides a starting point for browsing
]]></text>
				</version>
				<version number="16">
					<timestamp tz="GMT">
						<unix>1230313415</unix>
						<iso>2008-12-26 18:43:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Rewrote for brevity, added links to new topic pages</comment>
					<text><![CDATA[
'''HermesWeb''' is a an online reference for [[Ars Magica]] players worldwide.  It is maintained by the fans, for the fans. It covers all aspects of the game, including the [[Rules]], the background of [[Mythic Europe]] and the [[Order of Hermes]], the online [[Fan Community]] and the official [[Products|Product Line]].  Material is available in multiple [[Languages]].

'''HermesWeb''' is similar to a [[http://www.wiki.org/wiki.cgi?WhatIsWiki | wiki]].  Anyone can [[Contributing | contribute]].

= What This Site is Not

This site is not a replacement for the Ars Magica rulebooks, though we hope it will be a useful accompaniment to them. See our [[Policy]] page for an explanation.

= Latest News

2008-12-26: The "About" page was re-designed to be more concise.  A new navigation menu is being discussed by the maintainer.

= Navigation and Searching

Since there is no tree-like hierarchy organi
]]></text>
				</version>
				<version number="17">
					<timestamp tz="GMT">
						<unix>1230314010</unix>
						<iso>2008-12-26 18:53:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated navigation</comment>
					<text><![CDATA[
'''HermesWeb''' is a an online reference for [[Ars Magica]] players worldwide.  It is maintained by the fans, for the fans. It covers all aspects of the game, including the [[Rules]], the background of [[Mythic Europe]] and the [[Order of Hermes]], the online [[Fan Community]] and the official [[Products|Product Line]].  Material is available in multiple [[Languages]].

'''HermesWeb''' is similar to a [[http://www.wiki.org/wiki.cgi?WhatIsWiki | wiki]].  Anyone can [[Contributing | contribute]].

= What This Site is Not

This site is not a replacement for the Ars Magica rulebooks, though we hope it will be a useful accompaniment to them. See our [[Policy]] page for an explanation.

= Latest News

2008-12-26: The "About" page was re-designed to be more concise.  A new navigation menu is being discussed by the maintainer.

= Navigation and Searching

This site is not organized into strict categories; the idea is instead that the text on each individual page contains links to related topics.  Think of the site as an inter-connected mesh instead of a tree.  There are three ways to find what you're looking for:

# Use the navigation tabs at left to get an overview of each major topic.
# Use the Find function to search for a page by title
# Use the Search function to find pages containing specific words
]]></text>
				</version>
				<version number="18">
					<timestamp tz="GMT">
						<unix>1230386052</unix>
						<iso>2008-12-27 14:54:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Another re-write; added goals, encouragement to contribute</comment>
					<text><![CDATA[
''HermesWeb'' is an online reference for [[Ars Magica]] players worldwide.  It is planned as a successor to [[Project Redcap]].  It is maintained by Ars Magica fans, for the fans.  Its goals are:

# Provide a centralized "portal" to the many Ars Magica sites on the Web and a gateway to the [[Fan Community]]
# Be a guide and companion for the rules and game world of Ars Magica, providing useful rules summaries, examples, and especially page references to topics from across the game's extensive [[product line|Products]]
# Host a collection of useful [[Downloads]] for players, including ready-made characters, covenant [[Library|libraries]], character sheets, and so on.
# Offer information about [[Ars Magica]] in as many [[Languages]] as possible

=Contributing

''HermesWeb'' is similar to a Wiki ([[http://en.wikipedia.org/wiki/Wiki]]).  We encourage visitors to contribute new material or expand existing articles.  [[Become a part|Contributing]] of the HermesWeb community!  No knowledge of HTML or programming required.

=Important Policies

''HermesWeb'' respects the copyrights of other people's work.  It is very important that contributors not post material without permission.  In particular, '''do not post excerpts from Ars Magica books''' on this site.  Doing so would get the maintainers in trouble, and could also undermine sales of Ars Magica [[Products]], which would harm the fan community in the long run.  Note that this rule applies even to [[Fourth Edition | ArM4]], which is available for free (but still protected by copyright).

''HermesWeb'' is a fan-created site.  [[Atlas Games]], the publisher of [[Ars Magica]], is not responsible for its content.  Original material posted here is not official.  All trademarks used will be attributed where possible, but are used without permission.  Their use here should not be construed as a challenge to their ownership.

=How This Site is Organized

''HermesWeb'' is made up of pages on individual subjects, such as [[stress dice|Stress Die]] or the [[Grand Tribunal]].  Each page contains lots of links to other, related pages within ''HermesWeb'' and elsewhere on the Web.  For instance, the page on the [[Grand Tribunal]] might have links to topics like [[Durenmar]] or the [[Code of Hermes]].  The result is a ''web'' of topics where (if we've done our jobs right) topics are inter-connected according to semantic relationships.

This is in contrast to a hierarchy or "tree" structure where pages would be organized into categories.  There is no hierarchy in ''HermesWeb''; there are only ''relationships''.  We have no "index" or "site map" because the web of inter-related topics is growing and changing; it would be impractical to try to keep a site map up to date.

== Navigation and Searching

There are three ways to find what you're looking for:

# Use the navigation tabs at left to get an overview page with lots of links related to each major topic.  These are meant to be starting points for browsing, not comprehensive indexes.
# Use the Find function to search for a page by title.
# Use the Search function to find pages containing specific words.
]]></text>
				</version>
				<version number="19">
					<timestamp tz="GMT">
						<unix>1230388268</unix>
						<iso>2008-12-27 15:31:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed formatting mistake</comment>
					<text><![CDATA[
''HermesWeb'' is an online reference for [[Ars Magica]] players worldwide.  It is planned as a successor to [[Project Redcap]].  It is maintained by Ars Magica fans, for the fans.  Its goals are:

# Provide a centralized "portal" to the many Ars Magica sites on the Web and a gateway to the [[Fan Community]]
# Be a guide and companion for the rules and game world of Ars Magica, providing useful rules summaries, examples, and especially page references to topics from across the game's extensive [[product line|Products]]
# Host a collection of useful [[Downloads]] for players, including ready-made characters, covenant [[Library|libraries]], character sheets, and so on.
# Offer information about [[Ars Magica]] in as many [[Languages]] as possible

=Contributing

''HermesWeb'' is similar to a [[http://en.wikipedia.org/wiki/Wiki|Wiki]].  We encourage visitors to contribute new material or expand existing articles.  [[Contributing|Become a part]] of the HermesWeb community!  No knowledge of HTML or programming required.

=Important Policies

''HermesWeb'' respects the [[Copyright|copyrights]] of other people's work.  It is very important that contributors not post material without permission.  In particularn particular, '''do not post excerpts from Ars Magica books''' on this site.  Doing so would get the maintainers in trouble, and could also undermine sales of Ars Magica [[Products]], which would harm the fan community in the long run.  Note that this rule applies even to [[Fourth Edition | ArM4]], which is available for free (but still protected by copyright).

''HermesWeb'' is a fan-created site.  [[Atlas Games]], the publisher of [[Ars Magica]], is not responsible for its content.  Original material posted here is not official.  All trademarks used will be attributed where possible, but are used without permission.  Their use here should not be construed as a challenge to their ownership.

=How This Site is Organized

''HermesWeb'' is made up of pages on individual subjects, such as [[stress dice|Stress Die]] or the [[Grand Tribunal]].  Each page contains lots of links to other, related pages within ''HermesWeb'' and elsewhere on the Web.  For instance, the page on the [[Grand Tribunal]] might have links to topics like [[Durenmar]] or the [[Code of Hermes]].  The result is a ''web'' of topics where (if we've done our jobs right) topics are inter-connected according to semantic relationships.

This is in contrast to a hierarchy or "tree" structure where pages would be organized into categories.  There is no hierarchy in ''HermesWeb''; there are only ''relationships''.  We have no "index" or "site map" because the web of inter-related topics is growing and changing; it would be impractical to try to keep a site map up to date.

== Navigation and Searching

There are three ways to find what you're looking for:

# Use the navigation tabs at left to get an overview page with lots of links related to each major topic.  These are meant to be starting points for browsing, not comprehensive indexes.
# Use the Find function to search for a page by title.
# Use the Search function to find pages containing spe
]]></text>
				</version>
				<version number="20">
					<timestamp tz="GMT">
						<unix>1230389292</unix>
						<iso>2008-12-27 15:48:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed formatting mistake</comment>
					<text><![CDATA[
''HermesWeb'' is an online reference for [[Ars Magica]] players worldwide.  It is planned as a successor to [[Project Redcap]].  It is maintained by Ars Magica fans, for the fans.  Its goals are:

# Provide a centralized "portal" to the many Ars Magica sites on the Web and a gateway to the [[Fan Community]]
# Be a guide and companion for the rules and game world of Ars Magica, providing useful rules summaries, examples, and especially page references to topics from across the game's extensive [[Products|product line]]
# Host a collection of useful [[Downloads]] for players, including ready-made characters, covenant [[Library|libraries]], character sheets, and so on.
# Offer information about [[Ars Magica]] in as many [[Languages]] as possible

=Contributing

''HermesWeb'' is similar to a [[http://en.wikipedia.org/wiki/Wiki|Wiki]].  We encourage visitors to contribute new material or expand existing articles.  [[Contributing|Become a part]] of the HermesWeb community!  No knowledge of HTML or programming required.

=Important Policies

''HermesWeb'' respects the [[Copyright|copyrights]] of other people's work.  It is very important that contributors not post material without permission.  In particular, '''do not post excerpts from Ars Magica books''' on this site.  Doing so would get the maintainers in trouble, and could also undermine sales of Ars Magica [[Products]], which would harm the fan community in the long run.  Note that this rule applies even to [[Fourth Edition | ArM4]], which is available for free (but still protected by copyright).

''HermesWeb'' is a fan-created site.  [[Atlas Games]], the publisher of [[Ars Magica]], is not responsible for its content.  Original material posted here is not official.  All trademarks used will be attributed where possible, but are used without permission.  Their use here should not be construed as a challenge to their ownership.

=How This Site is Organized

''HermesWeb'' is made up of pages on individual subjects, such as [[stress dice|Stress Die]] or the [[Grand Tribunal]].  Each page contains lots of links to other, related pages within ''HermesWeb'' and elsewhere on the Web.  For instance, the page on the [[Grand Tribunal]] might have links to topics like [[Durenmar]] or the [[Code of Hermes]].  The result is a ''web'' of topics where (if we've done our jobs right) topics are inter-connected according to semantic relationships.

This is in contrast to a hierarchy or "tree" structure where pages would be organized into categories.  There is no hierarchy in ''HermesWeb''; there are only ''relationships''.  We have no "index" or "site map" because the web of inter-related topics is growing and changing; it would be impractical to try to keep a site map up to date.

== Navigation and Searching

There are three ways to find what you're looking for:

# Use the navigation tabs at left to get an overview page with lots of links related to each major topic.  These are meant to be starting points for browsing, not comprehensive indexes.
# Use the Find function to search for a page by title.
# Use the Search function to find pages containing specific words.
]]></text>
				</version>
				<version number="21">
					<timestamp tz="GMT">
						<unix>1230503206</unix>
						<iso>2008-12-28 23:26:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Shortcut info for guest account.</comment>
					<text><![CDATA[
''HermesWeb'' is an online reference for [[Ars Magica]] players worldwide.  It is planned as a successor to [[Project Redcap]].  It is maintained by Ars Magica fans, for the fans.  Its goals are:

# Provide a centralized "portal" to the many Ars Magica sites on the Web and a gateway to the [[Fan Community]]
# Be a guide and companion for the rules and game world of Ars Magica, providing useful rules summaries, examples, and especially page references to topics from across the game's extensive [[Products|product line]]
# Host a collection of useful [[Downloads]] for players, including ready-made characters, covenant [[Library|libraries]], character sheets, and so on.
# Offer information about [[Ars Magica]] in as many [[Languages]] as possible

=Contributing

''HermesWeb'' is similar to a [[http://en.wikipedia.org/wiki/Wiki|Wiki]].  We encourage visitors to contribute new material or expand existing articles.  [[Contributing|Become a part]] of the HermesWeb community!  No knowledge of HTML or programming required.

We have a guest account.  Just login with user name [_guest] and password [_magus] and you can edit pages right away.

We have a guest account.  Just login with user name [_guest] and password [_magus] and you can edit pages right away.

=Important Policies

''HermesWeb'' respects the [[Copyright|copyrights]] of other people's work.  It is very important that contributors not post material without permission.  In particular, '''do not post excerpts from Ars Magica books''' on this site.  Doing so would get the maintainers in trouble, and could also undermine sales of Ars Magica [[Products]], which would harm the fan community in the long run.  Note that this rule applies even to [[Fourth Edition | ArM4]], which is available for free (but still protected by copyright).

''HermesWeb'' is a fan-created site.  [[Atlas Games]], the publisher of [[Ars Magica]], is not responsible for its content.  Original material posted here is not official.  All trademarks used will be attributed where possible, but are used without permission.  Their use here should not be construed as a challenge to their ownership.

=How This Site is Organized

''HermesWeb'' is made up of pages on individual subjects, such as [[stress dice|Stress Die]] or the [[Grand Tribunal]].  Each page contains lots of links to other, related pages within ''HermesWeb'' and elsewhere on the Web.  For instance, the page on the [[Grand Tribunal]] might have links to topics like [[Durenmar]] or the [[Code of Hermes]].  The result is a ''web'' of topics where (if we've done our jobs right) topics are inter-connected according to semantic relationships.

This is in contrast to a hierarchy or "tree" structure where pages would be organized into categories.  There is no hierarchy in ''HermesWeb''; there are only ''relationships''.  We have no "index" or "site map" because the web of inter-related topics is growing and changing; it would be impractical to try to keep a site map up to date.

== Navigation and Searching

There are three ways to find what you're looking for:

# Use the navigation tabs at left to get an overview page with lots of links related to each major topic.  These are meant to be starting points for browsing, not comprehensive indexes.
#
]]></text>
				</version>
				<version number="22">
					<timestamp tz="GMT">
						<unix>1230552369</unix>
						<iso>2008-12-29 13:06:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Overview page</comment>
					<text><![CDATA[
''HermesWeb'' is an online reference for [[Ars Magica]] players worldwide.  It is planned as a successor to [[Project Redcap]].  It is maintained by Ars Magica fans, for the fans.  Its goals are:

# Provide a centralized "portal" to the many Ars Magica sites on the Web and a gateway to the [[Fan Community]]
# Be a guide and companion for the rules and game world of Ars Magica, providing useful rules summaries, examples, and especially page references to topics from across the game's extensive [[Products|product line]]
# Host a collection of useful [[Downloads]] for players, including ready-made characters, covenant [[Library|libraries]], character sheets, and so on.
# Offer information about [[Ars Magica]] in as many [[Languages]] as possible

=Getting Started

For now, please visit our [[Overview]] page, which contains useful entry points into various Ars Magica-related topics.

=Getting Started

For now, please visit our [[Overview]] page, which contains useful entry points into various Ars Magica-related topics.

=Contributing

''HermesWeb'' is similar to a [[http://en.wikipedia.org/wiki/Wiki|Wiki]].  We encourage visitors to contribute new material or expand existing articles.  [[Contributing|Become a part]] of the HermesWeb community!  No knowledge of HTML or programming required.

We have a guest account.  Just login with user name [_guest] and password [_magus] and you can edit pages right away.

=Important Policies

''HermesWeb'' respects the [[Copyright|copyrights]] of other people's work.  It is very important that contributors not post material without permission.  In particular, '''do not post excerpts from Ars Magica books''' on this site.  Doing so would get the maintainers in trouble, and could also undermine sales of Ars Magica [[Products]], which would harm the fan community in the long run.  Note that this rule applies even to [[Fourth Edition | ArM4]], which is available for free (but still protected by copyright).

''HermesWeb'' is a fan-created site.  [[Atlas Games]], the publisher of [[Ars Magica]], is not responsible for its content.  Original material posted here is not official.  All trademarks used will be attributed where possible, but are used without permission.  Their use here should not be construed as a challenge to their ownership.

=How This Site is Organized

''HermesWeb'' is made up of pages on individual subjects, such as [[stress dice|Stress Die]] or the [[Grand Tribunal]].  Each page contains lots of links to other, related pages within ''HermesWeb'' and elsewhere on the Web.  For instance, the page on the [[Grand Tribunal]] might have links to topics like [[Durenmar]] or the [[Code of Hermes]].  The result is a ''web'' of topics where (if we've done our jobs right) topics are inter-connected according to semantic relationships.

This is in contrast to a hierarchy or "tree" structure where pages would be organized into categories.  There is no hierarchy in ''HermesWeb''; there are only ''relationships''.  We have no "index" or "site map" because the web of inter-related topics is growing and changing; it would be impractical to try to keep a site map up to date.

== Navigation and Searching

There are three ways to find what you're looking for:

# Use the navigation tabs at left to get an overview page with lots of links related to each major topic.  These are meant to be starting points for browsing, not compr
]]></text>
				</version>
				<version number="23">
					<timestamp tz="GMT">
						<unix>1245416170</unix>
						<iso>2009-06-19 14:56:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>ToC inserted</comment>
					<text><![CDATA[
''HermesWeb'' is an online reference for [[Ars Magica]] players worldwide.  It is planned as a successor to [[Project Redcap]].  It is maintained by Ars Magica fans, for the fans.  Its goals are:

# Provide a centralized "portal" to the many Ars Magica sites on the Web and a gateway to the [[Fan Community]]
# Be a guide and companion for the rules and game world of Ars Magica, providing useful rules summaries, examples, and especially page references to topics from across the game's extensive [[Products|product line]]
# Host a collection of useful [[Downloads]] for players, including ready-made characters, covenant [[Library|libraries]], character sheets, and so on.
# Offer information about [[Ars Magica]] in as many [[Languages]] as possible

{{toc}}

=Getting Started

For now, please visit our [[Overview]] page, which contains useful entry points into various Ars Magica-related topics.

=Contributing

''HermesWeb'' is similar to a [[http://en.wikipedia.org/wiki/Wiki|Wiki]].  We encourage visitors to contribute new material or expand existing articles.  [[Contributing|Become a part]] of the HermesWeb community!  No knowledge of HTML or programming required.

We have a guest account.  Just login with user name __guest__ and password __magus__ and you can edit pages right away.

=Important Policies

''HermesWeb'' respects the [[Copyright|copyrights]] of other people's work.  It is very important that contributors not post material without permission.  In particular, '''do not post excerpts from Ars Magica books''' on this site.  Doing so would get the maintainers in trouble, and could also undermine sales of Ars Magica [[Products]], which would harm the fan community in the long run.  Note that this rule applies even to [[Fourth Edition | ArM4]], which is available for free (but still protected by copyright).

''HermesWeb'' is a fan-created site.  [[Atlas Games]], the publisher of [[Ars Magica]], is not responsible for its content.  Original material posted here is not official.  All trademarks used will be attributed where possible, but are used without permission.  Their use here should not be construed as a challenge to their ownership.

=How This Site is Organized

''HermesWeb'' is made up of pages on individual subjects, such as [[stress dice|Stress Die]] or the [[Grand Tribunal]].  Each page contains lots of links to other, related pages within ''HermesWeb'' and elsewhere on the Web.  For instance, the page on the [[Grand Tribunal]] might have links to topics like [[Durenmar]] or the [[Code of Hermes]].  The result is a ''web'' of topics where (if we've done our jobs right) topics are inter-connected according to semantic relationships.

This is in contrast to a hierarchy or "tree" structure where pages would be organized into categories.  There is no hierarchy in ''HermesWeb''; there are only ''relationships''.  We have no "index" or "site map" because the web of inter-related topics is growing and changing; it would be impractical to try to keep a site map up to date.

== Navigation and Searching

There are three ways to find what you're looking for:

# Use the navigation tabs at left to get an overview page with lots of links related to each major topic.  These are meant to be starting points for browsing, not comprehensive indexes.
# Use the Find function to search for a page by title.
# Use the Search function to find pages containing specific words.
]]></text>
				</version>
				<version number="24">
					<timestamp tz="GMT">
						<unix>1269569185</unix>
						<iso>2010-03-26 03:06:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Wrote history, re-organized</comment>
					<text><![CDATA[
'''Project: Redcap''' is named after the fictitious messengers of the [[Order of Hermes]], the [[redcap | redcaps]] of [[House Mercere]].  Its slogan is "the crossroads of the Order."  It is an online reference for fans of the [[Ars Magica]] roleplaying game.

{{toc}}

= Primary Goals

Project: Redcap has two related goals.

# Provide a centralized place to where visitors can browse and find links to as much Ars Magica material as possible, in as many [[languages]] as possible.  We want to link to everything related to Ars Magica, without passing judgment on the importance or quality of the site.  The [[Internet Site Index]] page addresses this goal.
# Be a guide and companion for the rules and game world of Ars Magica, providing useful rules summaries, examples, and especially page references to topics from across the game's extensive [[Products|product line]].  This is done by means of the [[online ars encyclopedia index]].

= This Site is Unofficial

''HermesWeb'' is a fan-created site.  [[Atlas Games]], the publisher of [[Ars Magica]], is not responsible for its content.  Original material posted here is not [[canon|official]].  All trademarks used will be attributed where possible, but are used without permission.  Their use here should not be construed as a challenge to their ownership.

The source for official information about Ars Magica is the [[Atlas Games]] [[http://www.atlas-games.com/ | Web site]].

= Important Policies

''HermesWeb'' respects the [[Copyright|copyrights]] of other people's work.  It is very important that contributors not post material without permission.  In particular, '''do not post excerpts from Ars Magica books''' on this site.  Doing so would get the maintainers in trouble, and could also undermine sales of Ars Magica [[Products]], which would harm the fan community in the long run.  Note that this rule applies even to [[Fourth Edition | ArM4]], which is available for free (but still protected by copyright).


=How This Site is Organized

''HermesWeb'' is made up of pages on individual subjects, such as [[stress dice|Stress Die]] or the [[Grand Tribunal]].  Each page contains lots of links to other, related pages within ''HermesWeb'' and elsewhere on the Web.  For instance, the page on the [[Grand Tribunal]] might have links to topics like [[Durenmar]] or the [[Code of Hermes]].  The result is a ''web'' of topics where (if we've done our jobs right) topics are inter-connected according to semantic relationships.

This is in contrast to a hierarchy or "tree" structure where pages would be organized into categories.  There is no hierarchy in ''HermesWeb''; there are only ''relationships''.  We have no "index" or "site map" because the web of inter-related topics is growing and changing; it would be impractical to try to keep a site map up to date.

== Navigation and Searching

There are three ways to find what you're looking for:

# Use the navigation tabs at left to get an overview page with lots of links related to each major topic.  These are meant to be starting points for browsing, not comprehensive indexes.
# Use the Find function to search for a page by title.
# Use the Search function to find pages containing specific words.

= History of Project: Redcap

Project: Redcap was started by Geoff Grabowski on September 9, 1994. It grew to about 25 entries in the first two years.

[[David Chart]] took over Project: Redcap on March 23, 1996.  Under his editorship the site expanded to gain a U.S. mirror.  It grew to:

 * 50 links in August of 1996
 * 100 links in November 1997
 * 141 links in January 1998
 * 200 links in June 2000

[[Andrew Gronosky]] took over on September 15, 2005 when David's time commitment as [[Line Editor]] started to make it difficult for him to regularly update the site.

In March 2008, Andrew and [[Pitt Murmann]] began working on the [[online ars encyclopedia]] with eventual plans to integrate it into Project: Redcap.  This started out as an independent site with the goal of eventually merging with Project: Redcap and providing a modern, wiki-like community hub.

The encyclopedia proved to be a much bigger job than it seemed at first.  Work continued in the background for over two years to develop the encyclopedia and migrate the Project: Redcap contents.

Meanwhile, some problems occurred in the history of Project: Redcap.

The [[contact]] address for Project: Redcap was regularly used by spammers starting around 2006.  This led to the redcap.org domain getting added to black lists, making it impossible to notify the maintainer of new or changed links.  Updates became rare due to lack of contributions from the community.

On October 27, 2009, the free Web hosting service [[http://en.wikipedia.org/wiki/Geocities | GeoCities]] closed down.  Many excellent Ars Magica pages from the mid 1990's through early 2000's disappeared from the Web.

Today, in 2010, the Ars Magica community is still strong and vibrant.  The [[official forums]] are more active than ever.  Ars Magica [[conventions]] have been annual events since 2007.  The online encyclopedia had grown to over 800 pages.  I am sure we'll have a lot of growth in the months ahead, and the new integrated site will be a great resource for many years.
]]></text>
				</version>
				<version number="25">
					<timestamp tz="GMT">
						<unix>1269569209</unix>
						<iso>2010-03-26 03:06:49</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link</comment>
					<text><![CDATA[
'''Project: Redcap''' is named after the fictitious messengers of the [[Order of Hermes]], the [[redcap | redcaps]] of [[House Mercere]].  Its slogan is "the crossroads of the Order."  It is an online reference for fans of the [[Ars Magica]] roleplaying game.

{{toc}}

= Primary Goals

Project: Redcap has two related goals.

# Provide a centralized place to where visitors can browse and find links to as much Ars Magica material as possible, in as many [[languages]] as possible.  We want to link to everything related to Ars Magica, without passing judgment on the importance or quality of the site.  The [[Internet Site Index]] page addresses this goal.
# Be a guide and companion for the rules and game world of Ars Magica, providing useful rules summaries, examples, and especially page references to topics from across the game's extensive [[Products|product line]].  This is done by means of the [[online ars encyclopedia index]].

= This Site is Unofficial

''HermesWeb'' is a fan-created site.  [[Atlas Games]], the publisher of [[Ars Magica]], is not responsible for its content.  Original material posted here is not [[canon|official]].  All trademarks used will be attributed where possible, but are used without permission.  Their use here should not be construed as a challenge to their ownership.

The source for official information about Ars Magica is the [[Atlas Games]] [[http://www.atlas-games.com/ | Web site]].

= Important Policies

''HermesWeb'' respects the [[Copyright|copyrights]] of other people's work.  It is very important that contributors not post material without permission.  In particular, '''do not post excerpts from Ars Magica books''' on this site.  Doing so would get the maintainers in trouble, and could also undermine sales of Ars Magica [[Products]], which would harm the fan community in the long run.  Note that this rule applies even to [[Fourth Edition | ArM4]], which is available for free (but still protected by copyright).


=How This Site is Organized

''HermesWeb'' is made up of pages on individual subjects, such as [[stress dice|Stress Die]] or the [[Grand Tribunal]].  Each page contains lots of links to other, related pages within ''HermesWeb'' and elsewhere on the Web.  For instance, the page on the [[Grand Tribunal]] might have links to topics like [[Durenmar]] or the [[Code of Hermes]].  The result is a ''web'' of topics where (if we've done our jobs right) topics are inter-connected according to semantic relationships.

This is in contrast to a hierarchy or "tree" structure where pages would be organized into categories.  There is no hierarchy in ''HermesWeb''; there are only ''relationships''.  We have no "index" or "site map" because the web of inter-related topics is growing and changing; it would be impractical to try to keep a site map up to date.

== Navigation and Searching

There are three ways to find what you're looking for:

# Use the navigation tabs at left to get an overview page with lots of links related to each major topic.  These are meant to be starting points for browsing, not comprehensive indexes.
# Use the Find function to search for a page by title.
# Use the Search function to find pages containing specific words.

= History of Project: Redcap

Project: Redcap was started by Geoff Grabowski on September 9, 1994. It grew to about 25 entries in the first two years.

[[David Chart]] took over Project: Redcap on March 23, 1996.  Under his editorship the site expanded to gain a U.S. mirror.  It grew to:

 * 50 links in August of 1996
 * 100 links in November 1997
 * 141 links in January 1998
 * 200 links in June 2000

[[Andrew Gronosky]] took over on September 15, 2005 when David's time commitment as [[Line Editor]] started to make it difficult for him to regularly update the site.

In March 2008, Andrew and [[Pitt Murmann]] began working on the [[online ars encyclopedia index]] with eventual plans to integrate it into Project: Redcap.  This started out as an independent site with the goal of eventually merging with Project: Redcap and providing a modern, wiki-like community hub.

The encyclopedia proved to be a much bigger job than it seemed at first.  Work continued in the background for over two years to develop the encyclopedia and migrate the Project: Redcap contents.

Meanwhile, some problems occurred in the history of Project: Redcap.

The [[contact]] address for Project: Redcap was regularly used by spammers starting around 2006.  This led to the redcap.org domain getting added to black lists, making it impossible to notify the maintainer of new or changed links.  Updates became rare due to lack of contributions from the community.

On October 27, 2009, the free Web hosting service [[http://en.wikipedia.org/wiki/Geocities | GeoCities]] closed down.  Many excellent Ars Magica pages from the mid 1990's through early 2000's disappeared from the Web.

Today, in 2010, the Ars Magica community is still strong and vibrant.  The [[official forums]] are more active than ever.  Ars Magica [[conventions]] have been annual events since 2007.  The online encyclopedia had grown to over 800 pages.  I am sure we'll have a lot of growth in the months ahead, and the new integrated site will be a great resource for many years.
]]></text>
				</version>
				<version number="26">
					<timestamp tz="GMT">
						<unix>1270033692</unix>
						<iso>2010-03-31 13:08:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>HermesWeb -&gt; Project Redcap</comment>
					<text><![CDATA[
'''Project: Redcap''' is named after the fictitious messengers of the [[Order of Hermes]], the [[redcap | redcaps]] of [[House Mercere]].  Its slogan is "the crossroads of the Order."  It is an online reference for fans of the [[Ars Magica]] roleplaying game.

{{toc}}

= Primary Goals

Project: Redcap has two related goals.

# Provide a centralized place to where visitors can browse and find links to as much Ars Magica material as possible, in as many [[languages]] as possible.  We want to link to everything related to Ars Magica, without passing judgment on the importance or quality of the site.  The [[Internet Site Index]] page addresses this goal.
# Be a guide and companion for the rules and game world of Ars Magica, providing useful rules summaries, examples, and especially page references to topics from across the game's extensive [[Products|product line]].  This is done by means of the [[online ars encyclopedia index]].

= This Site is Unofficial

''Project: Redcap'' is a fan-created site.  [[Atlas Games]], the publisher of [[Ars Magica]], is not responsible for its content.  Original material posted here is not [[canon|official]].  All trademarks used will be attributed where possible, but are used without permission.  Their use here should not be construed as a challenge to their ownership.

The source for official information about Ars Magica is the [[Atlas Games]] [[http://www.atlas-games.com/ | Web site]].

= Important Policies

''Project: Redcap'' respects the [[Copyright|copyrights]] of other people's work.  It is very important that contributors not post material without permission.  This is discussed further on our [[Policy]] page.

In particular, '''do not post excerpts from Ars Magica books''' on this site.  Doing so would get the maintainers in trouble, and could also undermine sales of Ars Magica [[Products]], which would harm the fan community in the long run.  Note that this rule applies even to [[Fourth Edition | ArM4]], which is available for free (but still protected by copyright).


=How This Site is Organized

''Project: Redcap'' is made up of pages on individual subjects, such as [[stress dice|Stress Die]] or the [[Grand Tribunal]].  Each page contains lots of links to other, related pages within ''Project: Redcap'' and elsewhere on the Web.  For instance, the page on the [[Grand Tribunal]] might have links to topics like [[Durenmar]] or the [[Code of Hermes]].  The result is a ''web'' of topics where (if we've done our jobs right) topics are inter-connected according to semantic relationships.

This is in contrast to a hierarchy or "tree" structure where pages would be organized into categories.  There is no hierarchy in ''Project: Redcap''; there are only ''relationships''.  We have no comprehensive "index" or "site map" because the web of inter-related topics is growing and changing; it would be impractical to try to keep a site map up to date.

We do, however, have overview pages that give a starting point from which to browse information on particular topics.  See the navigation links at right or go directly to the [[internet site index]], [[online ars encyclopedia index]], and [[fan community]] pages.

== Navigation and Searching

There are three ways to find what you're looking for:

# Use the navigation tabs at right to get an overview page with lots of links related to each major topic.  These are meant to be starting points for browsing, not comprehensive indexes.
# Use the Find function to search for a page by title.
# Use the Search function to find pages containing specific words.
# You can also Search for pages by category.

= History of Project: Redcap

Project: Redcap was started by Geoff Grabowski on September 9, 1994. It grew to about 25 entries in the first two years.

[[David Chart]] took over Project: Redcap on March 23, 1996.  Under his editorship the site expanded to gain a U.S. mirror.  It grew to:

 * 50 links in August of 1996
 * 100 links in November 1997
 * 141 links in January 1998
 * 200 links in June 2000

[[Andrew Gronosky]] took over on September 15, 2005 when David's time commitment as [[Line Editor]] started to make it difficult for him to regularly update the site.

In March 2008, Andrew and [[Pitt Murmann]] began working on the [[online ars encyclopedia index]] with eventual plans to integrate it into Project: Redcap.  This started out as an independent site with the goal of eventually merging with Project: Redcap and providing a modern, wiki-like community hub.

The encyclopedia proved to be a much bigger job than it seemed at first.  Work continued in the background for over two years to develop the encyclopedia and migrate the Project: Redcap contents.

Meanwhile, some problems occurred in the history of Project: Redcap.

The [[contact]] address for Project: Redcap was regularly used by spammers starting around 2006.  This led to the redcap.org domain getting added to black lists, making it impossible to notify the maintainer of new or changed links.  Updates became rare due to lack of contributions from the community.

On October 27, 2009, the free Web hosting service [[http://en.wikipedia.org/wiki/Geocities | GeoCities]] closed down.  Many excellent Ars Magica pages from the mid 1990's through early 2000's disappeared from the Web.

Today, in 2010, the Ars Magica community is still strong and vibrant.  The [[official forums]] are more active than ever.  Ars Magica [[conventions]] have been annual events since 2007.  The online encyclopedia had grown to over 800 pages.  I am sure we'll have a lot of growth in the months ahead, and the new integrated site will be a great resource for many years.
]]></text>
				</version>
			</history>
		</page>
		<page node="60">
			<name>rhine_sagas</name>
			<title>Rhine Sagas</title>
			<language>en</language>
			<history size="9">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205595407</unix>
						<iso>2008-03-15 16:36:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
These are fan-sites detailing sagas in the [[Rhine Tribunal]].

=== [[http://www.geocities.com/hyett2k/ars.html | Animus Lupi]] ===

On the Rhone, on the boundary of the Normandy and Rhine Tribunals

=== [[http://www-lib.usc.edu/~aflesch/alan.html | Dragon's Tooth Covenant]] ===

Home of the Chains of Winter Saga. The magi have found themselves warden of an ancient Faerie Lord, bound by forgotten magics. The saga is set in Bohemia, during the struggle between Guelf and Ghibelline to succeed Henry IV.

=== [[http://www.geocities.com/TimesSquare/Ring/9774/html_Files/Dragon1.htm | Dragon's Twilight]] ===

Located in Bavaria

=== [[http://www.geocities.com/leucretia/pax/ | Pax Hermetica]] ===

In the beginning of the 13th century, magi of the Order of Hermes are faced with many trials, new and old: a growing mundane presence, fierce competition for resources, an increasingly fractious Order, and the rise of competing magical traditions. As the oldest and most venerable Tribunal, these issues have become exascerbated in the Rhine. On the Hermetic landscape, more vibrant Tribunals such as Provençal have eclipsed the Rhine in power and importance.

With the ascension of a new Prima to House Bonisagus, the old power structures of the Rhine Tribunal has begun to fracture. The powers that be of the Tribunal, in an attempt to preserve the peace, have briefly put aside their many and various animosities to charter the creation of the covenant Arx Basilica, dedicated to the preservation and strengthening of the Order.

=== [[http://rabenstein.mad-irishman.net/ | Rabenstein]] ===

The authoritative source for historical fiction in Medieval Austria. The Rabenstein web site centers on the young covenant of Rabenstein in the Duchy of Steiermark, providing many story seeds, house rules, characters and background information of value to all Ars Magica players.

The Saga is set mostly in the Greater Alps, although Covenant Rabenstein itself is located in the Rhine tribunal.

=== [[http://lonedm.googlepages.com/virtusaga | The Wendish Campaign/Virtusaga]] ===

A saga set in the pagan lands at the north-east of the tribunal in the 12th century, against the background of the Wendish Crusade (a crusade against the pagan Wends of the region).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205616906</unix>
						<iso>2008-03-15 22:35:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Nocturnus added.</comment>
					<text><![CDATA[
These are fan-sites detailing sagas in the [[Rhine Tribunal]].

=== [[http://www.geocities.com/hyett2k/ars.html | Animus Lupi]] ===

On the Rhone, on the boundary of the Normandy and [[Rhine Tribunal]]s.l]]s.

=== [[http://www-lib.usc.edu/~aflesch/alan.html | Dragon's Tooth Covenant]] ===

Home of the Chains of Winter Saga. The magi have found themselves warden of an ancient Faerie Lord, bound by forgotten magics. The saga is set in Bohemia, during the struggle between Guelf and Ghibelline to succeed Henry IV.

=== [[http://www.geocities.com/TimesSquare/Ring/9774/html_Files/Dragon1.htm | Dragon's Twilight]] ===

Located in Ba.

=== [[http://nocturnus.ekkaia.org/ | Nocturnus]]

Located at the border to the [[Transylvanian Tribunal]], the homonymous [[Covenant]] is a dark place where young [[Magus|magi]] try to establish and maintain a Spring [[Covenant]].

The linked site offers extensive material and resources, but is in German only.

=== [[http://www.geocities.com/leucretia/pax/ | Pax Hermetica]] ===

In the beginning of the 13['th] century, magi of the [[Order of Hermes]] are faced with many trials, new and old: a growing mundane presence, fierce competition for resources, an increasingly fractious Order, and the rise of competing magical traditions. As the oldest and most venerable [[Tribunal]], these issues have become exascerbated in the [[Rhine Tribunal|Rhine]]. On the [[Hermetic]] landscape, more vibrant [[Tribunal]]s such as Provençal have eclipsed the [[Rhine Tribunal|Rhine]] in power and importance.

With the ascension of a new [[Primus|Prima]] to [[House]] [[Bonisagus]], the old power structures of the [[Rhine Tribunal]] has begun to fracture. The powers that be of the [[Tribunal]], in an attempt to preserve the peace, have briefly put aside their many and various animosities to charter the creation of the covenant Arx Basilica, dedicated to the preservation and strengthening of the [[Order of Hermes|Order]].

=== [[http://rabenstein.mad new [[Primus|Prima]] to [[House]] [[Bonisagus]], the old power structures of the [[Rhine Tribunal]] has begun to fracture. The powers that be of the [[Tribunal]], in an attempt to preserve the peace, have briefly put aside their many and various animosities to charter the creation of the coven[[Ars Magica]] players.

The Saga is set mostly in the [[Greater Alps Tribunal|Greater Alps]], although Covenant Rabenstein itself is located in the [[Rhine Tribunal]].

n.net/ | Rabenstein]] ===

The authoritative source for historical fiction in Medieval Austria. The Rabenstein web site centers on the young covenant of Rabens['th]in in the Duchy of Steiermark, providing many story seeds, house rules, characters and background informat
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205652363</unix>
						<iso>2008-03-16 08:26:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>liked Andrew's Stonehedge format better</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Rhine Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html | Animus Lupi]]: On the Rhone, on the boundary of the Normandy and [[Rhine Tribunal]]s.

:[[http://www-lib.usc.edu/~aflesch/alan.html | Dragon's Tooth Covenant]]: Home of the Chains of Winter Saga. The magi have found themselves warden of an ancient Faerie Lord, bound by forgotten magics. The saga is set in Bohemia, during the struggle between Guelf and Ghibelline to succeed Henry IV.

:[[http://www.geocities.com/TimesSquare/Ring/9774/html_Files/Dragon1.htm | Dragon's Twilight]]: Located in Bavaria.

:[[http://nocturnus.ekkaia.org/ | Nocturnus]]: Located at the border to the [[Transylvanian Tribunal]], the homonymous [[Covenant]] is a dark place where young [[Magus|magi]] try to establish and maintain a Spring [[Covenant]].
  
: : The linked site offers extensive material and resources, but is in German only.

:[[http://www.geocities.com/leucretia/pax/ | Pax Hermetica]]: In the beginning of the 1rman only.

:[[http://www.geocities.com/leucretia/pax/ | Pax Hermetica]]: In the beginning of the 13['th] century, magi of the [[Order of Hermes]] are faced with many trials, new and old: a growing mundane presence, fierce competition for resources, an increasingly fractious Order, and the rise of competing magical traditions. As the oldest and most venerable [[Tribunal]], these issues have become exascerbated in the [[Rhine Tribunal|Rhine]]. On the [[Hermetic]] landscape, more vibrant [[T: :  ribunal]]s such as Provençal have eclipsed the [[Rhine Tribunal|Rhine]] in power and importance.

: :  With the ascension of a new [[Primus|Prima]] to [[House]] [[Bonisagus]], the old power structures of the [[Rhine Tribunal]] has begun to fracture. The powers that be of the [[Tribunal]], in an attempt to preserve the peace, have briefly put aside their many and various animosities to charter the creation of the co:[[http://rabenstein.mad-irishman.net/ | Rabenstein]]: hening of the [[Order of Hermes|Order]].

:[[http://rabenstein.mad-irishman.net/ | Rabenstein]]: The authoritative source for historical fiction in Medieval Austria. The Rabenstein web site centers on the young covenant of Rabenstein in the Duchy of Steiermark, providing many story se: : eds, house rules, characters and background information of value to all [[Ars Magica]] players.

: : The Saga is set mostly in the [[Greater Alps:[[http://lonedm.googlepages.com/virtusaga | The Wendish Campaign/Virtusaga]]: e Tribunal]].

:[[http://lonedm.googlepages.com/virtusaga | The Wendish Campaign/Virtusaga]]: A saga set in the pagan lands at the north-east of the tribunal in the 12['th] century, ag
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205652597</unix>
						<iso>2008-03-16 08:29:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>copyright notice</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Rhine Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html | Animus Lupi]]: On the Rhone, on the boundary of the Normandy and [[Rhine Tribunal]]s.

:[[http://www-lib.usc.edu/~aflesch/alan.html | Dragon's Tooth Covenant]]: Home of the Chains of Winter Saga. The magi have found themselves warden of an ancient Faerie Lord, bound by forgotten magics. The saga is set in Bohemia, during the struggle between Guelf and Ghibelline to succeed Henry IV.

:[[http://www.geocities.com/TimesSquare/Ring/9774/html_Files/Dragon1.htm | Dragon's Twilight]]: Located in Bavaria.

:[[http://nocturnus.ekkaia.org/ | Nocturnus]]: Located at the border to the [[Transylvanian Tribunal]], the homonymous [[Covenant]] is a dark place where young [[Magus|magi]] try to establish and maintain a Spring [[Covenant]].
  
: : The linked site offers extensive material and resources, but is in German only.

:[[http://www.geocities.com/leucretia/pax/ | Pax Hermetica]]: In the beginning of the 13['th] century, magi of the [[Order of Hermes]] are faced with many trials, new and old: a growing mundane presence, fierce competition for resources, an increasingly fractious Order, and the rise of competing magical traditions. As the oldest and most venerable [[Tribunal]], these issues have become exascerbated in the [[Rhine Tribunal|Rhine]]. On the [[Hermetic]] landscape, more vibrant [[Tribunal]]s such as Provençal have eclipsed the [[Rhine Tribunal|Rhine]] in power and importance.

: :  With the ascension of a new [[Primus|Prima]] to [[House]] [[Bonisagus]], the old power structures of the [[Rhine Tribunal]] has begun to fracture. The powers that be of the [[Tribunal]], in an attempt to preserve the peace, have briefly put aside their many and various animosities to charter the creation of the covenant Arx Basilica, dedicated to the preservation and strengthening of the [[Order of Hermes|Order]].

:[[http://rabenstein.mad-irishman.net/ | Rabenstein]]: The authoritative source for historical fiction in Medieval Austria. The Rabenstein web site centers on the young covenant of Rabenstein in the Duchy of Steiermark, providing many story seeds, house rules, characters and background information of value to all [[Ars Magica]] players.

: : The Saga is set mostly in the [[Greater Alps Tribunal|Greater Alps]], although Covenant Rabenstein itself is located in the [[Rhine Tribunal]].

:[[http://lonedm.googlepages.com/virtusaga | The Wendish Campaign/Virtusaga]]: A saga set in the pagan lands at the north-east of the tribunal in the 12['th] century, against the background of the Wendish Crusade (a crusade against the pagan Wends of the region).

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205834358</unix>
						<iso>2008-03-18 10:59:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>house bonisagus</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Rhine Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html | Animus Lupi]]: On the Rhone, on the boundary of the Normandy and [[Rhine Tribunal]]s.

:[[http://www-lib.usc.edu/~aflesch/alan.html | Dragon's Tooth Covenant]]: Home of the Chains of Winter Saga. The magi have found themselves warden of an ancient Faerie Lord, bound by forgotten magics. The saga is set in Bohemia, during the struggle between Guelf and Ghibelline to succeed Henry IV.

:[[http://www.geocities.com/TimesSquare/Ring/9774/html_Files/Dragon1.htm | Dragon's Twilight]]: Located in Bavaria.

:[[http://nocturnus.ekkaia.org/ | Nocturnus]]: Located at the border to the [[Transylvanian Tribunal]], the homonymous [[Covenant]] is a dark place where young [[Magus|magi]] try to establish and maintain a Spring [[Covenant]].
  
: : The linked site offers extensive material and resources, but is in German only.

:[[http://www.geocities.com/leucretia/pax/ | Pax Hermetica]]: In the beginning of the 13['th] century, magi of the [[Order of Hermes]] are faced with many trials, new and old: a growing mundane presence, fierce competition for resources, an increasingly fractious Order, and the rise of competing magical traditions. As the oldest and most venerable [[Tribunal]], these issues have become exascerbated in the [[Rhine Tribunal|Rhine]]. On the [[Hermetic]] landscape, more vibrant [[Tribunal]]s such as Provençal have eclipsed the [[Rhine Tribunal|Rhine]] in power and importance.

: :  With the ascension of a new [[Primus|Prima]] to [[House sagus]], the old power structures of the [[Rhine Tribunal]] has begun to fracture. The powers that be of the [[Tribunal]], in an attempt to preserve the peace, have briefly put aside their many and various animosities to charter the creation of the covenant Arx Basilica, dedicated to the preservation and strengthening of the [[Order of Hermes|Order]].

:[[http://rabenstein.mad-irishman.net/ | Rabenstein]]: The authoritative source for historical fiction in Medieval Austria. The Rabenstein web site centers on the young covenant of Rabenstein in the Duchy of Steiermark, providing many story seeds, house rules, characters and background information of value to all [[Ars Magica]] players.

: : The Saga is set mostly in the [[Greater Alps Tribunal|Greater Alps]], although Covenant Rabenstein itself is located in the [[Rhine Tribunal]].

:[[http://lonedm.googlepages.com/virtusaga | The Wendish Campaign/Virtusaga]]: A saga set in the pagan lands at the north-east of the tribunal in the 12['th] century, against the background of the Wendish Crusade (a crusade against the pagan Wends of the region).

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1206029951</unix>
						<iso>2008-03-20 17:19:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added dashed line at bottom</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Rhine Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html | Animus Lupi]]: On the Rhone, on the boundary of the Normandy and [[Rhine Tribunal]]s.

:[[http://www-lib.usc.edu/~aflesch/alan.html | Dragon's Tooth Covenant]]: Home of the Chains of Winter Saga. The magi have found themselves warden of an ancient Faerie Lord, bound by forgotten magics. The saga is set in Bohemia, during the struggle between Guelf and Ghibelline to succeed Henry IV.

:[[http://www.geocities.com/TimesSquare/Ring/9774/html_Files/Dragon1.htm | Dragon's Twilight]]: Located in Bavaria.

:[[http://nocturnus.ekkaia.org/ | Nocturnus]]: Located at the border to the [[Transylvanian Tribunal]], the homonymous [[Covenant]] is a dark place where young [[Magus|magi]] try to establish and maintain a Spring [[Covenant]].
  
: : The linked site offers extensive material and resources, but is in German only.

:[[http://www.geocities.com/leucretia/pax/ | Pax Hermetica]]: In the beginning of the 13['th] century, magi of the [[Order of Hermes]] are faced with many trials, new and old: a growing mundane presence, fierce competition for resources, an increasingly fractious Order, and the rise of competing magical traditions. As the oldest and most venerable [[Tribunal]], these issues have become exascerbated in the [[Rhine Tribunal|Rhine]]. On the [[Hermetic]] landscape, more vibrant [[Tribunal]]s such as Provençal have eclipsed the [[Rhine Tribunal|Rhine]] in power and importance.

: :  With the ascension of a new [[Primus|Prima]] to [[House Bonisagus]], the old power structures of the [[Rhine Tribunal]] has begun to fracture. The powers that be of the [[Tribunal]], in an attempt to preserve the peace, have briefly put aside their many and various animosities to charter the creation of the covenant Arx Basilica, dedicated to the preservation and strengthening of the [[Order of Hermes|Order]].

:[[http://rabenstein.mad-irishman.net/ | Rabenstein]]: The authoritative source for historical fiction in Medieval Austria. The Rabenstein web site centers on the young covenant of Rabenstein in the Duchy of Steiermark, providing many story seeds, house rules, characters and background information of value to all [[Ars Magica]] players.

: : The Saga is set mostly in the [[Greater Alps Tribunal|Greater Alps]], although Covenant Rabenstein itself is located in the [[Rhine Tribunal]].

:[[http://lonedm.googlepages.com/virtusaga | The Wendish Campaign/Virtusaga]]: A saga set in the pagan lands at the north-east of the tribunal in the 12['th] century, against the background of the Wendish Crusade (a crusade against the pagan Wends of the region).

---

---

Based on material Copyright David Chart 1997-2000. Used with permis
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1207180076</unix>
						<iso>2008-04-03 01:47:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed copyright notice.  I see the Wendish Campaign is already here; no surprise since it is Yair's site.</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Rhine Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html | Animus Lupi]]: On the Rhone, on the boundary of the Normandy and [[Rhine Tribunal]]s.

:[[http://www-lib.usc.edu/~aflesch/alan.html | Dragon's Tooth Covenant]]: Home of the Chains of Winter Saga. The magi have found themselves warden of an ancient Faerie Lord, bound by forgotten magics. The saga is set in Bohemia, during the struggle between Guelf and Ghibelline to succeed Henry IV.

:[[http://www.geocities.com/TimesSquare/Ring/9774/html_Files/Dragon1.htm | Dragon's Twilight]]: Located in Bavaria.

:[[http://nocturnus.ekkaia.org/ | Nocturnus]]: Located at the border to the [[Transylvanian Tribunal]], the homonymous [[Covenant]] is a dark place where young [[Magus|magi]] try to establish and maintain a Spring [[Covenant]].
  
: : The linked site offers extensive material and resources, but is in German only.

:[[http://www.geocities.com/leucretia/pax/ | Pax Hermetica]]: In the beginning of the 13['th] century, magi of the [[Order of Hermes]] are faced with many trials, new and old: a growing mundane presence, fierce competition for resources, an increasingly fractious Order, and the rise of competing magical traditions. As the oldest and most venerable [[Tribunal]], these issues have become exascerbated in the [[Rhine Tribunal|Rhine]]. On the [[Hermetic]] landscape, more vibrant [[Tribunal]]s such as Provençal have eclipsed the [[Rhine Tribunal|Rhine]] in power and importance.

: :  With the ascension of a new [[Primus|Prima]] to [[House Bonisagus]], the old power structures of the [[Rhine Tribunal]] has begun to fracture. The powers that be of the [[Tribunal]], in an attempt to preserve the peace, have briefly put aside their many and various animosities to charter the creation of the covenant Arx Basilica, dedicated to the preservation and strengthening of the [[Order of Hermes|Order]].

:[[http://rabenstein.mad-irishman.net/ | Rabenstein]]: The authoritative source for historical fiction in Medieval Austria. The Rabenstein web site centers on the young covenant of Rabenstein in the Duchy of Steiermark, providing many story seeds, house rules, characters and background information of value to all [[Ars Magica]] players.

: : The Saga is set mostly in the [[Greater Alps Tribunal|Greater Alps]], although Covenant Rabenstein itself is located in the [[Rhine Tribunal]].

:[[http://lonedm.googlepages.com/virtusaga | The Wendish Campaign/Virtusaga]]: A saga set in the pagan lands at the north-east of the tribunal in the 12['th] century, against the background of the Wendish Crusade (a crusade against the pagan Wends of the region).
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1230488588</unix>
						<iso>2008-12-28 19:23:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added copyright notice</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Rhine Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html | Animus Lupi]]: On the Rhone, on the boundary of the Normandy and [[Rhine Tribunal]]s.

:[[http://www-lib.usc.edu/~aflesch/alan.html | Dragon's Tooth Covenant]]: Home of the Chains of Winter Saga. The magi have found themselves warden of an ancient Faerie Lord, bound by forgotten magics. The saga is set in Bohemia, during the struggle between Guelf and Ghibelline to succeed Henry IV.

:[[http://www.geocities.com/TimesSquare/Ring/9774/html_Files/Dragon1.htm | Dragon's Twilight]]: Located in Bavaria.

:[[http://nocturnus.ekkaia.org/ | Nocturnus]]: Located at the border to the [[Transylvanian Tribunal]], the homonymous [[Covenant]] is a dark place where young [[Magus|magi]] try to establish and maintain a Spring [[Covenant]].
  
: : The linked site offers extensive material and resources, but is in German only.

:[[http://www.geocities.com/leucretia/pax/ | Pax Hermetica]]: In the beginning of the 13['th] century, magi of the [[Order of Hermes]] are faced with many trials, new and old: a growing mundane presence, fierce competition for resources, an increasingly fractious Order, and the rise of competing magical traditions. As the oldest and most venerable [[Tribunal]], these issues have become exascerbated in the [[Rhine Tribunal|Rhine]]. On the [[Hermetic]] landscape, more vibrant [[Tribunal]]s such as Provençal have eclipsed the [[Rhine Tribunal|Rhine]] in power and importance.

: :  With the ascension of a new [[Primus|Prima]] to [[House Bonisagus]], the old power structures of the [[Rhine Tribunal]] has begun to fracture. The powers that be of the [[Tribunal]], in an attempt to preserve the peace, have briefly put aside their many and various animosities to charter the creation of the covenant Arx Basilica, dedicated to the preservation and strengthening of the [[Order of Hermes|Order]].

:[[http://rabenstein.mad-irishman.net/ | Rabenstein]]: The authoritative source for historical fiction in Medieval Austria. The Rabenstein web site centers on the young covenant of Rabenstein in the Duchy of Steiermark, providing many story seeds, house rules, characters and background information of value to all [[Ars Magica]] players.

: : The Saga is set mostly in the [[Greater Alps Tribunal|Greater Alps]], although Covenant Rabenstein itself is located in the [[Rhine Tribunal]].

:[[http://lonedm.googlepages.com/virtusaga | The Wendish Campaign/Virtusaga]]: A saga set in the pagan lands at the north-east of the tribunal in the 12['th] century, against the background of the Wendish Crusade (a crusade against the pagan Wends of the region).

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1241136771</unix>
						<iso>2009-05-01 02:12:51</iso>
					</timestamp>
					<author>rbrockman</author>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Rhine Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.geocities.com/hyett2k/ars.html | Animus Lupi]]: On the Rhone, on the boundary of the Normandy and [[Rhine Tribunal]]s.

:[[http://www-lib.usc.edu/~aflesch/alan.html | Dragon's Tooth Covenant]]: Home of the Chains of Winter Saga. The magi have found themselves warden of an ancient Faerie Lord, bound by forgotten magics. The saga is set in Bohemia, during the struggle between Guelf and Ghibelline to succeed Henry IV.

:[[http://www.geocities.com/TimesSquare/Ring/9774/html_Files/Dragon1.htm | Dragon's Twilight]]: Located in Bavaria.

:[[http://orderofhermes.com/ | Falterhaus]]: Located in Southern Germany.

:[[http://nocturnus.ees.com/ | Falterhaus]]: Located in Southern Germany.

:[[http://nocturnus.ekkaia.org/ | Nocturnus]]: Located at the border to the [[Transylvanian Tribunal]], the homonymous [[Covenant]] is a dark place where young [[Magus|magi]] try to establish and maintain a Spring [[Covenant]].
  
: : The linked site offers extensive material and resources, but is in German only.

:[[http://www.geocities.com/leucretia/pax/ | Pax Hermetica]]: In the beginning of the 13['th] century, magi of the [[Order of Hermes]] are faced with many trials, new and old: a growing mundane presence, fierce competition for resources, an increasingly fractious Order, and the rise of competing magical traditions. As the oldest and most venerable [[Tribunal]], these issues have become exascerbated in the [[Rhine Tribunal|Rhine]]. On the [[Hermetic]] landscape, more vibrant [[Tribunal]]s such as Provençal have eclipsed the [[Rhine Tribunal|Rhine]] in power and importance.

: :  With the ascension of a new [[Primus|Prima]] to [[House Bonisagus]], the old power structures of the [[Rhine Tribunal]] has begun to fracture. The powers that be of the [[Tribunal]], in an attempt to preserve the peace, have briefly put aside their many and various animosities to charter the creation of the covenant Arx Basilica, dedicated to the preservation and strengthening of the [[Order of Hermes|Order]].

:[[http://rabenstein.mad-irishman.net/ | Rabenstein]]: The authoritative source for historical fiction in Medieval Austria. The Rabenstein web site centers on the young covenant of Rabenstein in the Duchy of Steiermark, providing many story seeds, house rules, characters and background information of value to all [[Ars Magica]] players.

: : The Saga is set mostly in the [[Greater Alps Tribunal|Greater Alps]], although Covenant Rabenstein itself is located in the [[Rhine Tribunal]].

:[[http://lonedm.googlepages.com/virtusaga | The Wendish Campaign/Virtusaga]]: A saga set in the pagan lands at the north-east of the tribunal in the 12['th] century, against the background of the Wendish Crusade (a crusade against the pagan Wends of the region).

--
]]></text>
				</version>
			</history>
		</page>
		<page node="600">
			<name>fast_caster</name>
			<title>Fast Caster</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230832781</unix>
						<iso>2009-01-01 18:59:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fast Caster''' is a Minor [[Hermetic Virtue]] in ArM5 that improves a magus's [[Initiative]] score when casting spells in combat.

The name of the Virtue is a bit confusing. It has nothing to do with the "[[Fast Cast Spontaneous Spell|fast-casting]]" option for spontaneous spells ([[ArM5]], p. 83). All the Virtue does is give you a +3 to Initiative rolls when you cast spells in combat.

Normally when you are casting spells in combat, you roll initiative like everyone else. Spells have no weapon initiative modifier (they're not weapons) so your spell's initiative bonus is just your Qik + Enc. If you have the Fast Caster Virtue, you add an extra +3 to that.

=References

* Fast Caster Virtue, ArM5 page 42
* Magic in combat, ArM5 page 174
]]></text>
				</version>
			</history>
		</page>
		<page node="601">
			<name>shapeshifter_statistics</name>
			<title>Shapeshifter Statistics</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230833328</unix>
						<iso>2009-01-01 19:08:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[begin:.preamble]
In Mythic Europe, shape-changing is a relatively common form of magic.  Werewolves, faeries, magi of [[House Bjornaer]], characters with the [[Shapeshifter]] Virtue, and, of course, the subjects of [[Hermetic]] [[Muto]] spells can all change shape.  What are the statistics of a character who is magically transformed into another shape?
[end:.premable]

Official rules for the stastics of a shapeshifter are given in [[Houses of Hermes: Mystery Cults|Houses of Hermes Mystery Cults]] on page 23. If you don't have that supplement or aren't using it in your Saga, then you'll need to come up with your own [[House Rule]] for this situation.

=Commentary

["This would be a good place for players to post their own unofficial house rules.]

=References

* [[Houses of Hermes Mystery Cults]], page 23

= Related Subjects

* [[Book of Mundane Beasts]]
* [[Realms of Power Magic]] also contains statistics for various beasts and creature, including some with shapeshifting powers.
]]></text>
				</version>
			</history>
		</page>
		<page node="602">
			<name>line_editor</name>
			<title>Line Editor</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230833939</unix>
						<iso>2009-01-01 19:18:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Ars Magica Line Editor''' is an [[Atlas Games]] employee in charge of product development for the whole Ars Magica [[Product Line]].  He or she decides what books are needed and when, commissions authors (usually freelancers) to write them, edits the manuscripts, and enforces [[Atlas Games]] quality standards and other policies.  The Line Editor also acts as a company representative to the [[Fan Community]] and is in charge of the [[Playtest]] process.

This position was previously called the '''Line Developer'''.

=Timeline of Ars Magica Line Editors / Developers

* [[David Chart]] (January, 2002-present)
* [[Damelon Kimbrough]] (?? - 2001)
* [[Jeff Tidball]] (??-??)
]]></text>
				</version>
			</history>
		</page>
		<page node="603">
			<name>magic_theory</name>
			<title>Magic Theory</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230835015</unix>
						<iso>2009-01-01 19:36:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[begin:.preamble]
Magic Theory refers to the [[Hermetic]] theory of magic developed by [[Bonisagus the Founder]], which is the most powerful and flexible form of magic ever known to [[Mythic Europe]].
[end:.preamble]

'''Magic Theory''' is an [[Arcane Ability]] possessed by nearly all [[Magus|Magi]].  It represents an understanding of mystical principles such as the [[Laws of Magic]] and transcends the scope of any single [[Art]].

=Uses of Magic Theory

The Magic Theory Ability is very important to a magus because the character's score in Magic Theory is added to his or her [[Lab Total]].  Therefore it is important for all [[Laboratory]] activities, including learning spells, inventing new spells, enchanting devices, and creating a [[Longevity Ritual]].

A magus's Magic Theory score determines the amount of [[Vis]] he or she can use in the laboratory.  This limit can be found on page 94 of ArM5.

=Who can Learn Magic Theory

Anyone can learn [[Magic Theory]].  However, in [[ArM5]], only characters with [[The Gift]] can assist a magus in the lab.

=Alternatives to Magic Theory

Magi of [[House Merinita]] can use their score in [[Faerie Magic]] in lieu of Magic Theory in some circumstances.

Some [[Hedge Wizard|Hedge Wizards]] can perform limited [[Laboratory]] activities using their knowledge of folk magic, which is covered under the [[Magic Lore]] skill.

=Development of Magic Theory

See [[Hermetic Magic]].

=References

* Ability description, [[ArM5]] page 66 
* Vis limit, [[ArM5]] page 94
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230839666</unix>
						<iso>2009-01-01 20:54:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added uses</comment>
					<text><![CDATA[
[begin:.preamble]
Magic Theory refers to the [[Hermetic]] theory of magic developed by [[Bonisagus the Founder]], which is the most powerful and flexible form of magic ever known to [[Mythic Europe]].
[end:.preamble]

'''Magic Theory''' is an [[Arcane Ability]] possessed by nearly all [[Magus|Magi]].  It represents an understanding of mystical principles such as the [[Laws of Magic]] and transcends the scope of any single [[Art]].

=Uses of Magic Theory

The Magic Theory Ability is very important to a magus because the character's score in Magic Theory is added to his or her [[Lab Total]].  Therefore it is important for all [[Laboratory]] activities, including learning spells, inventing new spells, enchanting devices, and creating a [[Longevity Ritual]].

A magus's Magic Theory score determines the amount of [[Vis]] he or she can use in the laboratory.  This limit can be found on page 94 of ArM5. Magic Theory further limits the number of components one can incorporate into an [[Enchanted Item|invested item]] (see [[ArM5]] page 97), is required to set up an Hermetic laboratory, to copy books on magic effectively, and so on. Magic Theory further limits the number of components one can incorporate into an [[Enchanted Item|invested item]] (see [[ArM5]] page 97), is required to set up an Hermetic laboratory, to copy books on magic effectively, and so on.

=Who can Learn Magic Theory

Anyone can learn [[Magic Theory]].  However, in [[ArM5]], only characters with [[The Gift]] can assist a magus in the lab.

=Alternatives to Magic Theory

Magi of [[House Merinita]] can use their score in [[Faerie Magic]] in lieu of Magic Theory in some circumstances.

Some [[Hedge Wizard|Hedge Wizards]] can perform limited [[Laboratory]] activ
]]></text>
				</version>
			</history>
		</page>
		<page node="604">
			<name>arcane_ability</name>
			<title>Arcane Ability</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230835927</unix>
						<iso>2009-01-01 19:52:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An '''Arcane Ability''' is an [[Ability]] that represents skill or knowledge related to magic, or the supernatural generally.  In [[ArM5]], only [[Magus|magi]] can freely choose Arcane Abilities at character creation; [[Companion|companions]] and [[Grog|grogs]] must have a [[Virtue|Virtues and Flaws]] to gain access to them.

=The Arcane Abilities 

The list of Arcane Abilities from page 63 of [[ArM5]] is:

* [[Code of Hermes Ability|Code of Hermes]]
* Dominion Lore
* Faerie Lore
* [[Finesse]]
* Infernal Lore
* [[Magic Lore]]
* [[Parma Magica]]
* [[Penetration Ability|Penetration]]
]]></text>
				</version>
			</history>
		</page>
		<page node="605">
			<name>viea</name>
			<title>Viea</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230909663</unix>
						<iso>2009-01-02 16:21:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Viea''' was the twin sister to [[Trianoma]] and, like Trianoma, was skilled in the pre-[[Hermetic]] magic of the Thessalian witches.  She fought alongside Trianoma in their first confrontation with [[Bonisagus the Founder]].  Unlike Trianoma, Viea never made peace with Bonisagus.

=Commentary

Viea was an enemy of Bonisagus, yet she escaped and was never heard from again.  The [[Canon]] doesn't say what became of her.  There are several possible story seeds related to her legacy; perhaps she trained apprentices, whose lineage survives to this day.

=References

* [[Houses of Hermes True Lineages]], pages 6-7
]]></text>
				</version>
			</history>
		</page>
		<page node="606">
			<name>ad</name>
			<title>AD</title>
			<language>en</language>
			<tags>
				<tag>Mythic Europe</tag>
				<tag>Real History</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230910090</unix>
						<iso>2009-01-02 16:28:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The abbreviation '''AD''' (or A.D.) stands for the Latin phrase ''Anno Domini'', which means "the year of our Lord (Jesus Christ)".  It's used to designate years in the Christian calendar, which is used both in [[Mythic Europe]] and in the real world.  (In modern, real-world usage, the abbreviation "CE" for "Common Era" is sometimes used).

[[ArM5]] writes all dates as A.D.  This makes it easy to correlate fictional events in [[Mythic Europe]] with [[Real History]].  Earlier editions of Ars Magica recorded most dates in terms of the [[Age of Aries]].
]]></text>
				</version>
			</history>
		</page>
		<page node="607">
			<name>age_of_aries</name>
			<title>Age of Aries</title>
			<language>en</language>
			<tags>
				<tag>Mythic Europe</tag>
				<tag>Real History</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230911241</unix>
						<iso>2009-01-02 16:47:21</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Age of Aries''' is a fictional designation for years, used only in the [[Ars Magica]] game.  [[ArM5]] does not use the Age of Aries (and neither did [[ArM1]]. In [[ArM2]] through [[ArM4]], the [[Order of Hermes]] generally recorded dates in terms of the Age of Aries, abbreviated '''AA''', rather than using the [[AD|Christian Calendar]].

=Conversion from AA to AD

In Ars Magica [[Canon]], the Age of Aries began in 139 B.C.  To convert a date from AA to AD, subtract 139, so 1359 AA would be 1220 AD.

Also, according to Age of Aries reckoning, the new year begins in March rather than January.

=Astrological Ages

The Age of Aries is an [[http://en.wikipedia.org/wiki/Astrological_age|Astrological Age]] of the Zodiac.  However, it is not the correct astrological age corresponding to the real-world medieval period.  In [[Real History]], the Age of Aries was from about 1658 BC to 498 BC.  The correct astrological age for the Middle Ages would be the Age of Pisces.

None the less, Ars Magica consistently used the "Age of Aries" until astrological dates were dropped entirely with [[ArM5]].  Perhaps the world of Mythic Europe is oriented 30 degrees east relative to our world, or perhaps (more likely) [[Atlas Games]] was aware of the error but didn't consider it important enough to correct.

=References

* [[Houses of Hermes Book| Houses of Hermes]], pages 124 and 123
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241632900</unix>
						<iso>2009-05-06 20:01:40</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Age of Pisces</comment>
					<text><![CDATA[
The '''Age of Aries''' is a fictional designation for years, used only in the [[Ars Magica]] game.  [[ArM5]] does not use the Age of Aries (and neither did [[ArM1]]. In [[ArM2]] through [[ArM4]], the [[Order of Hermes]] generally recorded dates in terms of the Age of Aries, abbreviated '''AA''', rather than using the [[AD|Christian Calendar]].

=Conversion from AA to AD

In Ars Magica [[Canon]], the Age of Aries began in 139 B.C.  To convert a date from AA to AD, subtract 139, so 1359 AA would be 1220 AD.

Also, according to Age of Aries reckoning, the new year begins in March rather than January.

=Astrological Ages

The Age of Aries is an [[http://en.wikipedia.org/wiki/Astrological_age|Astrological Age]] of the Zodiac.  However, it is not the correct astrological age corresponding to the real-world medieval period.  In [[Real History]], the Age of Aries was from about 1658 BC to 498 BC.  The correct astrological age for the Middle Ages would be the [[Age of Pisces]]es]].

None the less, Ars Magica consistently used the "Age of Aries" until astrological dates were dropped entirely with [[ArM5]].  Perhaps the world of Mythic Europe is oriented 30 degrees east relative to our world, or perhaps (more likely) [[Atlas Games]] was aware of the error but didn't consider it important enough to correct.

=References

* [[Houses of Hermes Book| Houses of Hermes]], pages 124 and
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241644156</unix>
						<iso>2009-05-06 23:09:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed circular link</comment>
					<text><![CDATA[
The '''Age of Aries''' is a fictional designation for years, used only in the [[Ars Magica]] game.  [[ArM5]] does not use the Age of Aries (and neither did [[ArM1]]. In [[ArM2]] through [[ArM4]], the [[Order of Hermes]] generally recorded dates in terms of the Age of Aries, abbreviated '''AA''', rather than using the [[AD|Christian Calendar]].

=Conversion from AA to AD

In Ars Magica [[Canon]], the Age of Aries began in 139 B.C.  To convert a date from AA to AD, subtract 139, so 1359 AA would be 1220 AD.

Also, according to Age of Aries reckoning, the new year begins in March rather than January.

=Astrological Ages

The Age of Aries is an [[http://en.wikipedia.org/wiki/Astrological_age|Astrological Age]] of the Zodiac.  However, it is not the correct astrological age corresponding to the real-world medieval period.  In [[Real History]], the Age of Aries was from about 1658 BC to 498 BC.  The correct astrological age for the Middle Ages would be the Age of Piscesone the less, Ars Magica consistently used the "Age of Aries" until astrological dates were dropped entirely with [[ArM5]].  Perhaps the world of Mythic Europe is oriented 30 degrees east relative to our world, or perhaps (more likely) [[Atlas Games]] was aware of the error but didn't consider it important enough to correct.

=References

* [[Houses of Hermes Book| Houses of Hermes]], pages 124 and 123
]]></text>
				</version>
			</history>
		</page>
		<page node="608">
			<name>spontaneous_spell</name>
			<title>Spontaneous Spell</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Spells</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230916112</unix>
						<iso>2009-01-02 18:08:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[begin:.preamble]
One of the great advantages of [[Hermetic Magic]] is that magi aren't constrained to using spells they have painstakingly learned ahead of time.  With a good knowledge of the [[Arts]], a magus can improvise new spells as needed.  Magi call this '''spontaneous magic'''.
[end:.preamble]

A '''spontaneous spell''' is a spell that a magus invents on the spot, at the time of casting.  The ability to cast spells spontaneously is one of the most powerful aspects of [[Hermetic Magic]].  Used with imagination and insight, spontaneous spells can be very effective.

=Fatigue, Die Rolls, and Spontaneous Spells

When casting spontaneous spells, the caster can decide whether or not to exert himself (that is, spend a [[Fatigue Level]]) while casting.

If the caster chooses to exert himself, roll a [[Stress Die]] and add it to the [[Casting Total]].  He then loses one [[Fatigue Level]], whether the spell achieved the desired result or not.

If the caster does not exert himself, no die roll is normally required under the [[ArM5]] rules.  The rules on p. 81 are correct and are not a misprint. Non-fatiguing spontaneous spells are magical effects a magus can produce safely, easily, and consistently.  They only require a [[Stress Die]] roll if the magus is in combat or a similar emergency; in that case, still doesn't add to the [[Casting Total]]; it only creates the possibility of a [[Botch]] ([[ArM5]], page 81).

["Maintainer's note: The rules for spontaneous casting varied slightly in other editions of the rules.  Please [[Contributing|contribute]] to this site by explaining how fatigue and stress dice were used in spontaneous casting in earlier editions.]

=Fast-Casting Spontaneous Spells

It is possible to Fast-Cast spontaneous spells; those rules are explained on a [[Fast-Cast Spontaneous Spells|separate page]].

=Spontaneous Spellcasting for Beginners

Spontaneous casting is one of the most challenging tasks for new players of magi.  It basically involves inventing a whole new spell on the spot, which requires a good knowledge of the magic rules, including what all the [[Arts]] do and how to calculate the [[Magnitude]] of a spell.  With a little practice, beginners often find that it's not as daunting as it first seems.  

#'''Decide what you want the spell to do.''' The first step in casting a spontaneous spell is to figure out exactly what you want it to do.  This really is the hardest part, because there are so many possibilities.  A spell can do almost anything.  It's best to keep the effect as specific and simple as possible.  Beginners may want to start by trying to spontaneously cast one of the low-level spells from the ArM5 rule book.
#'''Determine Form and Technique.'''  Figure out what [[Form]] and [[Technique]] the spell will use.  This is another reason to start by casting spells right out of the rule book; the Form and Technique are already chosen.  Once you've decided what [[Form]] and [[Technique]] the spell uses, check with your [[Storyguide]] to make sure he or she agrees with your interpretation.
#'''Determine Requisites.'''  Some spells have [[Requisite|Requisites]], but most don't.  Requisites are most commonly used with [[Muto]] spells that turn one thing into another.
#'''Find the applicable guideline'''  Refer to the [[Spell Guidelines]] for the Form-Technique combination of your spell.  Find the guideline that best matches what you're trying to do. If nothing fits, take an educated guess based on the guidelines that you did find, and check with your [[Storyguide]].  The guideline gives the base [[Spell Level]]; it's easiest if you convert this this to [[Magnitude]] right away.
#'''Adjust for Range and Duration (and Target).'''  Decide how far away you want to be from the target when you cast the spell.  It's easiest if you use Touch range; if you chose something longer, increase the [[Magnitude]] of the spell by one for each [[Range]] category higher than Touch.  Likewise, choose a [[Duration]], and increase the [[Magnitude]] of the spell by one for each step longer than [[Momentary]].  Finally, you may also need to consider the [[Target]] category; this will usually be Individual, but may be higher if the target of your spell is large.
#'''Adjust for Other Circumstances'''  If something about your spell is particularly tricky, such as if you're trying to create a complicated shape or conjure something that moves at your command, ask your [[Storyguide]] how much this increases your spell's [[Magnitude]].  This is another reason to keep it simple.
#'''Determine Final Level.'''  Convert the spell's [[Magnitude]] back to a [[Spell Level]].
#'''Decide Whether to Exert Yourself''' Now that you know your spell's level, you have an idea whether you can possibly cast it or not, and whether you'll need to exert yourself.  Compare your Non-Fatiguing Spontaneous Magic [[Casting Total]] ([[ArM5]], page 81) to the [[Spell Level]].  If your Casting Total exceeds the level of the spell, go ahead and cast it without exerting yourself.  Otherwise, your only chance is to exert yourself.
#'''Cast the Spell'''  Now is the time to lose a [[Fatigue Level]] and roll the [[Stress Die]], if you chose to exert yourself.  Determine your [[Casting Total]] according to page 81 of [[ArM5]].  If it equals or exceeds the [[Spell Level]], then congratulations!  The spell worked.  Otherwise, the spell fails.  ["Note: This is only true in [[ArM5]], in other editions, the spell always works, but at reduced potency.]
#'''Determine Penetration.'''  If you were casting the spell on a person or creature that has (or might have) [[Magic Resistance]], subtract the [[Spell Level]] from your [[Casting Total]] and add the other factors to calculate [[Penetration]] as usual.

=References

* Spontaneous Magic, [[ArM5]] page 81
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230916223</unix>
						<iso>2009-01-02 18:10:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Correction on Casting Total</comment>
					<text><![CDATA[
[begin:.preamble]
One of the great advantages of [[Hermetic Magic]] is that magi aren't constrained to using spells they have painstakingly learned ahead of time.  With a good knowledge of the [[Arts]], a magus can improvise new spells as needed.  Magi call this '''spontaneous magic'''.
[end:.preamble]

A '''spontaneous spell''' is a spell that a magus invents on the spot, at the time of casting.  The ability to cast spells spontaneously is one of the most powerful aspects of [[Hermetic Magic]].  Used with imagination and insight, spontaneous spells can be very effective.

=Fatigue, Die Rolls, and Spontaneous Spells

When casting spontaneous spells, the caster can decide whether or not to exert himself (that is, spend a [[Fatigue Level]]) while casting.

If the caster chooses to exert himself, roll a [[Stress Die]] and calculate the [[Casting Total]] as indicated on page 81 of [[ArM5]] as indicated on page 81 of [[ArM5]].  He then loses one [[Fatigue Level]], whether the spell achieved the desired result or not.

If the caster does not exert himself, no die roll is normally required under the [[ArM5]] rules.  The rules on p. 81 are correct and are not a misprint. Non-fatiguing spontaneous spells are magical effects a magus can produce safely, easily, and consistently.  They only require a [[Stress Die]] roll if the magus is in combat or a similar emergency; in that case, still doesn't add to the [[Casting Total]]; it only creates the possibility of a [[Botch]] ([[ArM5]], page 81).

["Maintainer's note: The rules for spontaneous casting varied slightly in other editions of the rules.  Please [[Contributing|contribute]] to this site by explaining how fatigue and stress dice were used in spontaneous casting in earlier editions.]

=Fast-Casting Spontaneous Spells

It is possible to Fast-Cast spontaneous spells; those rules are explained on a [[Fast-Cast Spontaneous Spells|separate page]].

=Spontaneous Spellcasting for Beginners

Spontaneous casting is one of the most challenging tasks for new players of magi.  It basically involves inventing a whole new spell on the spot, which requires a good knowledge of the magic rules, including what all the [[Arts]] do and how to calculate the [[Magnitude]] of a spell.  With a little practice, beginners often find that it's not as daunting as it first seems.  

#'''Decide what you want the spell to do.''' The first step in casting a spontaneous spell is to figure out exactly what you want it to do.  This really is the hardest part, because there are so many possibilities.  A spell can do almost anything.  It's best to keep the effect as specific and simple as possible.  Beginners may want to start by trying to spontaneously cast one of the low-level spells from the ArM5 rule book.
#'''Determine Form and Technique.'''  Figure out what [[Form]] and [[Technique]] the spell will use.  This is another reason to start by casting spells right out of the rule book; the Form and Technique are already chosen.  Once you've decided what [[Form]] and [[Technique]] the spell uses, check with your [[Storyguide]] to make sure he or she agrees with your interpretation.
#'''Determine Requisites.'''  Some spells have [[Requisite|Requisites]], but most don't.  Requisites are most commonly used with [[Muto]] spells that turn one thing into another.
#'''Find the applicable guideline'''  Refer to the [[Spell Guidelines]] for the Form-Technique combination of your spell.  Find the guideline that best matches what you're trying to do. If nothing fits, take an educated guess based on the guidelines that you did find, and check with your [[Storyguide]].  The guideline gives the base [[Spell Level]]; it's easiest if you convert this this to [[Magnitude]] right away.
#'''Adjust for Range and Duration (and Target).'''  Decide how far away you want to be from the target when you cast the spell.  It's easiest if you use Touch range; if you chose something longer, increase the [[Magnitude]] of the spell by one for each [[Range]] category higher than Touch.  Likewise, choose a [[Duration]], and increase the [[Magnitude]] of the spell by one for each step longer than [[Momentary]].  Finally, you may also need to consider the [[Target]] category; this will usually be Individual, but may be higher if the target of your spell is large.
#'''Adjust for Other Circumstances'''  If something about your spell is particularly tricky, such as if you're trying to create a complicated shape or conjure something that moves at your command, ask your [[Storyguide]] how much this increases your spell's [[Magnitude]].  This is another reason to keep it simple.
#'''Determine Final Level.'''  Convert the spell's [[Magnitude]] back to a [[Spell Level]].
#'''Decide Whether to Exert Yourself''' Now that you know your spell's level, you have an idea whether you can possibly cast it or not, and whether you'll need to exert yourself.  Compare your Non-Fatiguing Spontaneous Magic [[Casting Total]] ([[ArM5]], page 81) to the [[Spell Level]].  If your Casting Total exceeds the level of the spell, go ahead and cast it without exerting yourself.  Otherwise, your only chance is to exert yourself.
#'''Cast the Spell'''  Now is the time to lose a [[Fatigue Level]] and roll the [[Stress Die]], if you chose to exert yourself.  Determine your [[Casting Total]] according to page 81 of [[ArM5]].  If it equals or exceeds the [[Spell Level]], then congratulations!  The spell worked.  Otherwise, the spell fails.  ["Note: This is only true in [[ArM5]], in other editions, the spell always works, but at reduced potency.]
#'''Determine Penetration.'''  If you were casting the spell on a person or creature that has (or might have) [[Magic Resistance]], subtract the [[Spell Level]] from your [[Casting Total]] and add the other factors to calculate [[Penetration]] as usual.

=References

*
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241867723</unix>
						<iso>2009-05-09 13:15:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected a typo</comment>
					<text><![CDATA[
[begin:.preamble]
One of the great advantages of [[Hermetic Magic]] is that magi aren't constrained to using spells they have painstakingly learned ahead of time.  With a good knowledge of the [[Arts]], a magus can improvise new spells as needed.  Magi call this '''spontaneous magic'''.
[end:.preamble]

A '''spontaneous spell''' is a spell that a magus invents on the spot, at the time of casting.  The ability to cast spells spontaneously is one of the most powerful aspects of [[Hermetic Magic]].  Used with imagination and insight, spontaneous spells can be very effective.

=Fatigue, Die Rolls, and Spontaneous Spells

When casting spontaneous spells, the caster can decide whether or not to exert himself (that is, spend a [[Fatigue Level]]) while casting.

If the caster chooses to exert himself, roll a [[Stress Die]] and calculate the [[Casting Total]] as indicated on page 81 of [[ArM5]].  He then loses one [[Fatigue Level]], whether the spell achieved the desired result or not.

If the caster does not exert himself, no die roll is normally required under the [[ArM5]] rules.  The rules on p. 81 are correct and are not a misprint. Non-fatiguing spontaneous spells are magical effects a magus can produce safely, easily, and consistently.  They only require a [[Stress Die]] roll if the magus is in combat or a similar emergency; in that case, the die roll the die roll still doesn't add to the [[Casting Total]]; it only creates the possibility of a [[Botch]] ([[ArM5]], page 81).

["Maintainer's note: The rules for spontaneous casting varied slightly in other editions of the rules.  Please [[Contributing|contribute]] to this site by explaining how fatigue and stress dice were used in spontaneous casting in earlier editions.]

=Fast-Casting Spontaneous Spells

It is possible to Fast-Cast spontaneous spells; those rules are explained on a [[Fast-Cast Spontaneous Spells|separate page]].

=Spontaneous Spellcasting for Beginners

Spontaneous casting is one of the most challenging tasks for new players of magi.  It basically involves inventing a whole new spell on the spot, which requires a good knowledge of the magic rules, including what all the [[Arts]] do and how to calculate the [[Magnitude]] of a spell.  With a little practice, beginners often find that it's not as daunting as it first seems.  

#'''Decide what you want the spell to do.''' The first step in casting a spontaneous spell is to figure out exactly what you want it to do.  This really is the hardest part, because there are so many possibilities.  A spell can do almost anything.  It's best to keep the effect as specific and simple as possible.  Beginners may want to start by trying to spontaneously cast one of the low-level spells from the ArM5 rule book.
#'''Determine Form and Technique.'''  Figure out what [[Form]] and [[Technique]] the spell will use.  This is another reason to start by casting spells right out of the rule book; the Form and Technique are already chosen.  Once you've decided what [[Form]] and [[Technique]] the spell uses, check with your [[Storyguide]] to make sure he or she agrees with your interpretation.
#'''Determine Requisites.'''  Some spells have [[Requisite|Requisites]], but most don't.  Requisites are most commonly used with [[Muto]] spells that turn one thing into another.
#'''Find the applicable guideline'''  Refer to the [[Spell Guidelines]] for the Form-Technique combination of your spell.  Find the guideline that best matches what you're trying to do. If nothing fits, take an educated guess based on the guidelines that you did find, and check with your [[Storyguide]].  The guideline gives the base [[Spell Level]]; it's easiest if you convert this this to [[Magnitude]] right away.
#'''Adjust for Range and Duration (and Target).'''  Decide how far away you want to be from the target when you cast the spell.  It's easiest if you use Touch range; if you chose something longer, increase the [[Magnitude]] of the spell by one for each [[Range]] category higher than Touch.  Likewise, choose a [[Duration]], and increase the [[Magnitude]] of the spell by one for each step longer than [[Momentary]].  Finally, you may also need to consider the [[Target]] category; this will usually be Individual, but may be higher if the target of your spell is large.
#'''Adjust for Other Circumstances'''  If something about your spell is particularly tricky, such as if you're trying to create a complicated shape or conjure something that moves at your command, ask your [[Storyguide]] how much this increases your spell's [[Magnitude]].  This is another reason to keep it simple.
#'''Determine Final Level.'''  Convert the spell's [[Magnitude]] back to a [[Spell Level]].
#'''Decide Whether to Exert Yourself''' Now that you know your spell's level, you have an idea whether you can possibly cast it or not, and whether you'll need to exert yourself.  Compare your Non-Fatiguing Spontaneous Magic [[Casting Total]] ([[ArM5]], page 81) to the [[Spell Level]].  If your Casting Total exceeds the level of the spell, go ahead and cast it without exerting yourself.  Otherwise, your only chance is to exert yourself.
#'''Cast the Spell'''  Now is the time to lose a [[Fatigue Level]] and roll the [[Stress Die]], if you chose to exert yourself.  Determine your [[Casting Total]] according to page 81 of [[ArM5]].  If it equals or exceeds the [[Spell Level]], then congratulations!  The spell worked.  Otherwise, the spell fails.  ["Note: This is only true in [[ArM5]], in other editions, the spell always works, but at reduced potency.]
#'''Determine Penetration.'''  If you were casting the spell on a person or creature that has (or might have) [[Magic Resistance]], subtract the [[Spell Level]] from your [[Casting Total]] and add the other factors to calculate [[Penetration]] as usual.

=References

* Spontaneous Magic, [[A
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1241868054</unix>
						<iso>2009-05-09 13:20:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Clarified failure</comment>
					<text><![CDATA[
[begin:.preamble]
One of the great advantages of [[Hermetic Magic]] is that magi aren't constrained to using spells they have painstakingly learned ahead of time.  With a good knowledge of the [[Arts]], a magus can improvise new spells as needed.  Magi call this '''spontaneous magic'''.
[end:.preamble]

A '''spontaneous spell''' is a spell that a magus invents on the spot, at the time of casting.  The ability to cast spells spontaneously is one of the most powerful aspects of [[Hermetic Magic]].  Used with imagination and insight, spontaneous spells can be very effective.

=Fatigue, Die Rolls, and Spontaneous Spells

When casting spontaneous spells, the caster can decide whether or not to exert himself (that is, spend a [[Fatigue Level]]) while casting.

If the caster chooses to exert himself, roll a [[Stress Die]] and calculate the [[Casting Total]] as indicated on page 81 of [[ArM5]].  He then loses one [[Fatigue Level]], whether the spell achieved the desired result or not.

If the caster does not exert himself, no die roll is normally required under the [[ArM5]] rules.  The rules on p. 81 are correct and are not a misprint. Non-fatiguing spontaneous spells are magical effects a magus can produce safely, easily, and consistently.  They only require a [[Stress Die]] roll if the magus is in combat or a similar emergency; in that case, the die roll still doesn't add to the [[Casting Total]]; it only creates the possibility of a [[Botch]] ([[ArM5]], page 81).

["Maintainer's note: The rules for spontaneous casting varied slightly in other editions of the rules.  Please [[Contributing|contribute]] to this site by explaining how fatigue and stress dice were used in spontaneous casting in earlier editions.]

=Success and Failure

In [[Fifth Edition]], a spontaneous spell only works if the [[Casting Total]] equals or exceeds the [[Spell Level]].  This is different from earlier editions, in which spontaneous spells always worked, but at reduced potency if the [[Casting Total]] fell short.

=Fastess and Failure

In [[Fifth Edition]], a spontaneous spell only works if the [[Casting Total]] equals or exceeds the [[Spell Level]].  This is different from earlier editions, in which spontaneous spells always worked, but at reduced potency if the [[Casting Total]] fell short.

=Fast-Casting Spontaneous Spells

It is possible to Fast-Cast spontaneous spells; those rules are explained on a [[Fast-Cast Spontaneous Spells|separate page]].

=Spontaneous Spellcasting for Beginners

Spontaneous casting is one of the most challenging tasks for new players of magi.  It basically involves inventing a whole new spell on the spot, which requires a good knowledge of the magic rules, including what all the [[Arts]] do and how to calculate the [[Magnitude]] of a spell.  With a little practice, beginners often find that it's not as daunting as it first seems.  

#'''Decide what you want the spell to do.''' The first step in casting a spontaneous spell is to figure out exactly what you want it to do.  This really is the hardest part, because there are so many possibilities.  A spell can do almost anything.  It's best to keep the effect as specific and simple as possible.  Beginners may want to start by trying to spontaneously cast one of the low-level spells from the ArM5 rule book.
#'''Determine Form and Technique.'''  Figure out what [[Form]] and [[Technique]] the spell will use.  This is another reason to start by casting spells right out of the rule book; the Form and Technique are already chosen.  Once you've decided what [[Form]] and [[Technique]] the spell uses, check with your [[Storyguide]] to make sure he or she agrees with your interpretation.
#'''Determine Requisites.'''  Some spells have [[Requisite|Requisites]], but most don't.  Requisites are most commonly used with [[Muto]] spells that turn one thing into another.
#'''Find the applicable guideline'''  Refer to the [[Spell Guidelines]] for the Form-Technique combination of your spell.  Find the guideline that best matches what you're trying to do. If nothing fits, take an educated guess based on the guidelines that you did find, and check with your [[Storyguide]].  The guideline gives the base [[Spell Level]]; it's easiest if you convert this this to [[Magnitude]] right away.
#'''Adjust for Range and Duration (and Target).'''  Decide how far away you want to be from the target when you cast the spell.  It's easiest if you use Touch range; if you chose something longer, increase the [[Magnitude]] of the spell by one for each [[Range]] category higher than Touch.  Likewise, choose a [[Duration]], and increase the [[Magnitude]] of the spell by one for each step longer than [[Momentary]].  Finally, you may also need to consider the [[Target]] category; this will usually be Individual, but may be higher if the target of your spell is large.
#'''Adjust for Other Circumstances'''  If something about your spell is particularly tricky, such as if you're trying to create a complicated shape or conjure something that moves at your command, ask your [[Storyguide]] how much this increases your spell's [[Magnitude]].  This is another reason to keep it simple.
#'''Determine Final Level.'''  Convert the spell's [[Magnitude]] back to a [[Spell Level]].
#'''Decide Whether to Exert Yourself''' Now that you know your spell's level, you have an idea whether you can possibly cast it or not, and whether you'll need to exert yourself.  Compare your Non-Fatiguing Spontaneous Magic [[Casting Total]] ([[ArM5]], page 81) to the [[Spell Level]].  If your Casting Total exceeds the level of the spell, go ahead and cast it without exerting yourself.  Otherwise, your only chance is to exert yourself.
#'''Cast the Spell'''  Now is the time to lose a [[FatiguArM5; if you\'re playing another edition, the spell may partially workermine your [[Casting Total]] according to page 81 of [[ArM5]].  If it equals or exceeds the [[Spell Level]], then congratulations!  The spell worked.  Otherwise, the spell fails.  ["Note: This is only true in ArM5; if you\'re playing another edition, the spell may partially work.]
#'''Determine Penetration
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1266929109</unix>
						<iso>2010-02-23 13:45:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-organized a bit an renamed a heading, added table of contents</comment>
					<text><![CDATA[
{{toc}}

<quote>
One of the great advantages of [[Hermetic Magic]] is that magi aren't constrained to using spells they have painstakingly learned ahead of time.  With a good knowledge of the [[Arts]], a magus can improvise new spells as needed.  Magi call this '''spontaneous magic'''.
</quote>

= Definition

A '''spontaneous spell''' is a spell that a magus invents on the spot, at the time of casting.  The ability to cast spells spontaneously is one of the most powerful aspects of [[Hermetic Magic]].  Used with imagination and insight, spontaneous spells can be very effective.

=Casting Spontaneous Spells

Spontaneous casting is one of the most challenging tasks for new players of magi.  It basically involves inventing a whole new spell on the spot, which requires a good knowledge of the magic rules, including what all the [[Arts]] do and how to calculate the [[Magnitude]] of a spell.  With a little practice, beginners often find that it's not as daunting as it first seems.  Here is the procedure, step by step.

#'''Decide what you want the spell to do.''' The first step in casting a spontaneous spell is to figure out exactly what you want it to do.  This really is the hardest part, because there are so many possibilities.  A spell can do almost anything.  It's best to keep the effect as specific and simple as possible.  Beginners may want to start by trying to spontaneously cast one of the low-level spells from the ArM5 rule book.
#'''Determine Form and Technique.'''  Figure out what [[Form]] and [[Technique]] the spell will use.  This is another reason to start by casting spells right out of the rule book; the Form and Technique are already chosen.  Once you've decided what [[Form]] and [[Technique]] the spell uses, check with your [[Storyguide]] to make sure he or she agrees with your interpretation.
#'''Determine Requisites.'''  Some spells have [[Requisite|Requisites]], but most don't.  Requisites are most commonly used with [[Muto]] spells that turn one thing into another.
#'''Find the applicable guideline'''  Refer to the [[Spell Guidelines]] for the Form-Technique combination of your spell.  Find the guideline that best matches what you're trying to do. If nothing fits, take an educated guess based on the guidelines that you did find, and check with your [[Storyguide]].  The guideline gives the base [[Spell Level]]; it's easiest if you convert this this to [[Magnitude]] right away.
#'''Adjust for Range and Duration (and Target).'''  Decide how far away you want to be from the target when you cast the spell.  It's easiest if you use Touch range; if you chose something longer, increase the [[Magnitude]] of the spell by one for each [[Range]] category higher than Touch.  Likewise, choose a [[Duration]], and increase the [[Magnitude]] of the spell by one for each step longer than [[Momentary]].  Finally, you may also need to consider the [[Target]] category; this will usually be Individual, but may be higher if the target of your spell is large.
#'''Adjust for Other Circumstances'''  If something about your spell is particularly tricky, such as if you're trying to create a complicated shape or conjure something that moves at your command, ask your [[Storyguide]] how much this increases your spell's [[Magnitude]].  This is another reason to keep it simple.
#'''Determine Final Level.'''  Convert the spell's [[Magnitude]] back to a [[Spell Level]].
#'''Decide Whether to Exert Yourself''' Now that you know your spell's level, you have an idea whether you can possibly cast it or not, and whether you'll need to exert yourself.  Compare your Non-Fatiguing Spontaneous Magic [[Casting Total]] ([[ArM5]], page 81) to the [[Spell Level]].  If your Casting Total exceeds the level of the spell, go ahead and cast it without exerting yourself.  Otherwise, your only chance is to exert yourself.
#'''Cast the Spell'''  Now is the time to lose a [[Fatigue Level]] and roll the [[Stress Die]], if you chose to exert yourself.  Determine your [[Casting Total]] according to page 81 of [[ArM5]].  If it equals or exceeds the [[Spell Level]], then congratulations!  The spell worked.  Otherwise, the spell fails.  ""Note: This is only true in ArM5; if you\'re playing another edition, the spell may partially work.""
#'''Determine Penetration.'''  If you were casting the spell on a person or creature that has (or might have) [[Magic Resistance]], subtract the [[Spell Level]] from your [[Casting Total]] and add the other factors to calculate [[Penetration]] as usual.

==Fatigue, Die Rolls, and Spontaneous Spells

When casting spontaneous spells, the caster can decide whether or not to exert himself (that is, spend a [[Fatigue Level]]) while casting.

If the caster chooses to exert himself, roll a [[Stress Die]] and calculate the [[Casting Total]] as indicated on page 81 of [[ArM5]].  He then loses one [[Fatigue Level]], whether the spell achieved the desired result or not.

If the caster does not exert himself, no die roll is normally required under the [[ArM5]] rules.  The rules on p. 81 are correct and are not a misprint. Non-fatiguing spontaneous spells are magical effects a magus can produce safely, easily, and consistently.  They only require a [[Stress Die]] roll if the magus is in combat or a similar emergency; in that case, the die roll still doesn't add to the [[Casting Total]]; it only creates the possibility of a [[Botch]] ([[ArM5]], page 81).

{{cite|Maintainer's note: The rules for spontaneous casting varied slightly in other editions of the rules.  Please [[Contributing|contribute]] to this site by explaining how fatigue and stress dice were used in spontaneous casting in earlier editions.}}

==Success and Failure

In [[Fifth Edition]], a spontaneous spell only works if the [[Casting Total]] equals or exceeds the [[Spell Level]].  This is different from earlier editions, in which spontaneous spells always worked, but at reduced potency if the [[Casting Total]] fell short.

==Fast-Casting Spontaneous Spells

It is possible to Fast-Cast spontaneous spells; those rules are explained on a [[Fast-Cast Spontaneous Spells|separate page]].


=References

* Spontaneous Magic, [[ArM5]] page 81
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1266929375</unix>
						<iso>2010-02-23 13:49:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixedd link to fast-casting, cleaned up some more formatting</comment>
					<text><![CDATA[
{{toc}}

One of the great advantages of [[Hermetic Magic]] is that magi aren't constrained to using spells they have painstakingly learned ahead of time.  With a good knowledge of the [[Arts]], a magus can improvise new spells as needed.  Magi call this '''spontaneous magic'''.

= Definition

A '''spontaneous spell''' is a spell that a magus invents on the spot, at the time of casting.  The ability to cast spells spontaneously is one of the most powerful aspects of [[Hermetic Magic]].  Used with imagination and insight, spontaneous spells can be very effective.

=Casting Spontaneous Spells

Spontaneous casting is one of the most challenging tasks for new players of magi.  It basically involves inventing a whole new spell on the spot, which requires a good knowledge of the magic rules, including what all the [[Arts]] do and how to calculate the [[Magnitude]] of a spell.  With a little practice, beginners often find that it's not as daunting as it first seems.  Here is the procedure, step by step.

#'''Decide what you want the spell to do.''' The first step in casting a spontaneous spell is to figure out exactly what you want it to do.  This really is the hardest part, because there are so many possibilities.  A spell can do almost anything.  It's best to keep the effect as specific and simple as possible.  Beginners may want to start by trying to spontaneously cast one of the low-level spells from the ArM5 rule book.
#'''Determine Form and Technique.'''  Figure out what [[Form]] and [[Technique]] the spell will use.  This is another reason to start by casting spells right out of the rule book; the Form and Technique are already chosen.  Once you've decided what [[Form]] and [[Technique]] the spell uses, check with your [[Storyguide]] to make sure he or she agrees with your interpretation.
#'''Determine Requisites.'''  Some spells have [[Requisite|Requisites]], but most don't.  Requisites are most commonly used with [[Muto]] spells that turn one thing into another.
#'''Find the applicable guideline'''  Refer to the [[Spell Guidelines]] for the Form-Technique combination of your spell.  Find the guideline that best matches what you're trying to do. If nothing fits, take an educated guess based on the guidelines that you did find, and check with your [[Storyguide]].  The guideline gives the base [[Spell Level]]; it's easiest if you convert this this to [[Magnitude]] right away.
#'''Adjust for Range and Duration (and Target).'''  Decide how far away you want to be from the target when you cast the spell.  It's easiest if you use Touch range; if you chose something longer, increase the [[Magnitude]] of the spell by one for each [[Range]] category higher than Touch.  Likewise, choose a [[Duration]], and increase the [[Magnitude]] of the spell by one for each step longer than [[Momentary]].  Finally, you may also need to consider the [[Target]] category; this will usually be Individual, but may be higher if the target of your spell is large.
#'''Adjust for Other Circumstances'''  If something about your spell is particularly tricky, such as if you're trying to create a complicated shape or conjure something that moves at your command, ask your [[Storyguide]] how much this increases your spell's [[Magnitude]].  This is another reason to keep it simple.
#'''Determine Final Level.'''  Convert the spell's [[Magnitude]] back to a [[Spell Level]].
#'''Decide Whether to Exert Yourself''' Now that you know your spell's level, you have an idea whether you can possibly cast it or not, and whether you'll need to exert yourself.  Compare your Non-Fatiguing Spontaneous Magic [[Casting Total]] ([[ArM5]], page 81) to the [[Spell Level]].  If your Casting Total exceeds the level of the spell, go ahead and cast it without exerting yourself.  Otherwise, your only chance is to exert yourself.
#'''Cast the Spell'''  Now is the time to lose a [[Fatigue Level]] and roll the [[Stress Die]], if you chose to exert yourself.  Determine your [[Casting Total]] according to page 81 of [[ArM5]].  If it equals or exceeds the [[Spell Level]], then congratulations!  The spell worked.  Otherwise, the spell fails.  ''Note: This is only true in ArM5; if you\'re playing another edition, the spell may partially work.''
#'''Determine Penetration.'''  If you were casting the spell on a person or creature that has (or might have) [[Magic Resistance]], subtract the [[Spell Level]] from your [[Casting Total]] and add the other factors to calculate [[Penetration]] as usual.

==Fatigue, Die Rolls, and Spontaneous Spells

When casting spontaneous spells, the caster can decide whether or not to exert himself (that is, spend a [[Fatigue Level]]) while casting.

If the caster chooses to exert himself, roll a [[Stress Die]] and calculate the [[Casting Total]] as indicated on page 81 of [[ArM5]].  He then loses one [[Fatigue Level]], whether the spell achieved the desired result or not.

If the caster does not exert himself, no die roll is normally required under the [[ArM5]] rules.  The rules on p. 81 are correct and are not a misprint. Non-fatiguing spontaneous spells are magical effects a magus can produce safely, easily, and consistently.  They only require a [[Stress Die]] roll if the magus is in combat or a similar emergency; in that case, the die roll still doesn't add to the [[Casting Total]]; it only creates the possibility of a [[Botch]] ([[ArM5]], page 81).

{{cite|Maintainer's note: The rules for spontaneous casting varied slightly in other editions of the rules.  Please [[Contributing|contribute]] to this site by explaining how fatigue and stress dice were used in spontaneous casting in earlier editions.}}

==Success and Failure

In [[Fifth Edition]], a spontaneous spell only works if the [[Casting Total]] equals or exceeds the [[Spell Level]].  This is different from earlier editions, in which spontaneous spells always worked, but at reduced potency if the [[Casting Total]] fell short.

==Fast-Casting Spontaneous Spells

It is possible to Fast-Cast spontaneous spells; those rules are explained on a [[Fast Casting|separate page]].


=References

* Spontaneous Magic, [[ArM5]] page 81
]]></text>
				</version>
			</history>
		</page>
		<page node="609">
			<name>three_lakes</name>
			<title>Three Lakes</title>
			<language>en</language>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230927086</unix>
						<iso>2009-01-02 21:11:26</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
123The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

=== Canon resources

The revised Hedge Magic book reworks the Kolduni as a native Russian tradition and the upcoming Realms of Power: Faerie promises a rework of the Volkhv. Ancient Magic provides some useful stats for Mongol troopers, generals and shamens.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260|Dragon and the Bear]]: 4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes|Three Lakes]], [[1000 Caves|1000 Caves]], [[Pripet Maior|Pripet Maior]], [[Leczyca|Leczyca]] 

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230927107</unix>
						<iso>2009-01-02 21:11:47</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

=== Canon resources

The revised Hedge Magic book reworks the Kolduni as a native Russian tradition and the upcoming Realms of Power: Faerie promises a rework of the Volkhv. Ancient Magic provides some useful stats for Mongol troopers, generals and shamens.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260|Dragon and the Bear]]: 4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes|Three Lakes]], [[1000 Caves|1000 Caves]], [[Pripet Maior|Pripet Maior]], [[Leczyca|Leczyca]] 

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230927229</unix>
						<iso>2009-01-02 21:13:49</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
123123The following [[Saga|saga]] websites are set in, or otherwise related to, the [[Novgorod Tribunal]]. Feel free to [[Contributing|add]] your own site to the list; please insert it in alphabetical order.

=== Canon resources

The revised Hedge Magic book reworks the Kolduni as a native Russian tradition and the upcoming Realms of Power: Faerie promises a rework of the Volkhv. Ancient Magic provides some useful stats for Mongol troopers, generals and shamens.

== Active links

:[[http://arxp.homepage.dk/|Arx Prudentiae]]: A spring covenant in the heart of Pagan Lithuania, founded to help create a Pagan Lithuanian empire loyal to the Order of Hermes ...we have learned from the Albigensian Crusade: never forget, never forgive!

:[[http://www.erzo.org/~shannon/ars-magica/novgorod/|Nature's Teeth]]: A covenant of mages living at the heart of an eternal storm on an island seeped with mystery... and the dead. Logs of the first 26 games. Set in the same universe as the later Prospectus Locus (Iberia) campaign.

:[[http://e23.sjgames.com/item.html?id=AG0260|Dragon and the Bear]]: 4th edition Ars Magica published a fairly high powered fantasy setting for Russia on the eve of the Mongol invasions. Now out of print but available as a $15 download at e23. The supplement detailed 4 covenants and numerous cataclysmic plot lines. Please find below rough conversions to 5th edition, following the destruction of Pripet Maior in a Wizards War in 1234.
[[Three Lakes|Three Lakes]], [[1000 Caves|1000 Caves]], [[Pripet Maior|Pripet Maior]], [[Leczyca|Leczyca]] 

:[[http://www.geocities.com/TimesSquare/Labyrinth/5921/|Sanctus Trismegistus]]: Ours is a campaign based around the Millennium (1000 A.D.), currently just before the start of the Mage Wars. The Spring Covenant is located in the Black Forest, near Freiburg, but is not currently "part" of the Rhine Tribunal (we're "hiding out"). Lots of "house rules", as we are adapting things from other gamesystems: Primal Order, The Fantasy Trip, and Chivalry & Sorcery.

:[[http://games.groups.yahoo.com/group/trialsofnovgorod/|Trials of Novgorod]]: On the banks of the river Kapsa, in the marshes to the north of the city of Novgorod, lurks a Covenant of young scholars and magicians. After 14 years of battling a series of infernal manifestations, the intrigues of the Sword Brethren, and skirmishes with the local faeries the Covenant of Paparotno has established a learned bastion against the storms approaching from the East. Around them the Novgorod Tribunal decays into chaos, with a wizards march against the rogue covenant Priper Maior now looming. The conflict threatens the interests of Crintera, House Bjornaer and offers Lebensraum to the Rhine Tribunal. As the time of reckonings approaches, the hidden hand of the infernal grows ever stronger....

:[[http://www.auko62.dsl.pipex.com/index.html|Vida's Tear]]: Vida’s Tear is the focus of an Ars Magica 5th Edition campaign set in and around north-western Bulgaria in the years following the Bulgarian uprising of 1185.

== Inactive links

:[[http://members.aol.com/amighty/ars_magica/arspage.html|Black Oak]]: Located inside of the dense Forest of Ruskia about three days North of the ruins of Radom and seven days east of Gneizno (modern Poland). '''Link not working, 28 December 2008'''

:[[http://www.pvv.ntnu.no/~hmg/rp/eiswald/eiswald-e.html|Eiswald]]: The Covenant of Eiswald is a spring covenant in the world of Ars Magica. The Covenant was founded in 1198 AD in Russia, not far from Novgorod. At the moment six magi live there. (Almost all of the original founders live there still, although a few of them has been missing now and then) The Saga is focused on raising a small covenant deep in the forests of Russia, and on the faeries that live in the forest nearby. '''Link not working, 28 December 2008'''

:[[http://www.portalogy.com/arsmagica/thedoor/|Covenant of the Door]]: '''Link not working, 28 December 2008'''

:[[http://groups.yahoo.com/group/ArsMagicaRPG/|A Nameless Adventure]]: Story based on a small Hermetic party descretely traveling up the Don and Volga rivers in 1204. PBeM using yahoo groups. Applications to participate are entertained. '''Link not working, 28 December 2008'''

---

Based on material Copyright David Chart 1997-2000. Used with permissi
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230927801</unix>
						<iso>2009-01-02 21:23:21</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
= Three Lakes Covenant (c1235)

'''Symbol''': A golden sunburst at the centre of a triangle formed by three blue ovals
'''Season''': Autumn Founded: 1012 (223 years on) 

'''Members (11)'''
* Andrei Soitkchin (137): Guernicus, Chief Quaesitor of the Tribunal,Chairman of the Three Lakes council, formidable, scrupulous, conservative magus
*Pavel Chedyav (113): Guernicus, Quasesitor, Arrogant, ingenious, Polish magus
*Yury Beslavich (132): Jerbiton, Patriarch of the Beslavichi clan (public leader of Three Lakes), Gregarious, sociable, paternal magus
*Georgi Yurivich (108): Jerbiton, Yury’s son and heir. Close friend of Malincka Capcek (Thousand Caves), Traveling, adventurous, mercantile magus
*Batiba an Khatiba (101): Ex Miscellanea, Cuman Shaman. Publicly allied with Thousand Caves, Pagan, Asiatic, spirit magus
*Zashya Pavlova (134): Bjornaer, Senior Magus of Three Lakes, Senior magus of House Bjornaer, Beautiful, gentle, conciliatory magus
*Susan of Wicklow (134): Mercere, Chief Redcap of the Tribunal, Powerful, traveling, apolitical magus
*Nicollo Parelli (119): Verditius, Fat, formidable, easygoing dreamer of a magus
*Boris Davidovich (91): Bjornaer, Focused, dangerous magus, Parens: Zashya Pavlova 
*Mina Dankovna (36): Verditius, Recently gauntleted Magus, Parens Nicollo Parelli
*Ratibor Peslav (35): Bjornaer, Recently gauntleted Magus, Parens Boris Davidovich 
*Dankya Yostavna (33): Mercere, parens Susan
*Kassim ibn Fadal (35): Ex Miscellanea, parens Batiba

'''Apprentices (2)'''
*Dalibor Grigor'ev (22): Nicollo’s apprentice
*Spita Kuz'min (11): Pavel’s apprentice

'''Site'''
Aura +4 (minor boon)
Difficult access (minor boon)
Castle (major boon)
Tower keep (minor boon)
Wooden (minor hook)

'''Resources'''
Wealth (minor boon)

'''Residents'''
Tribe of hunters/trappers/fisherfolk (free)

'''External Relations'''
Informants (minor boon)
Local ally (minor boon)
Prestige (minor boon)

'''Enchanted items (384bp)'''
Hermes Portal (ReTe 75 lvl effect)
10 sleds with enchanted runnersfor smooth running (MuHe lvl 19effect)
20 enchanted swords/lances (MuTe as Edge of Razor, sun, 2xday, trigger 24 lvl effect
Eye of Magic (InVi effect 175 lvls of effect)
Crystal ball (special, cost as lvl 40 effect
Many others in possessions on individual wizards.

'''Laboratories (220bp)'''
11 good laboratories (size +1, minor virtue)

'''Laboratory texts (600bp)'''
3000 spell levels (specialist areas InMe, ReMe, MuCo, Aegis 35)
Substantial range of unique spells, and texts on original researcg

'''Library (2722bp)'''
Summae: An 10/14, Aq 12/14, Au 15/11, Co 14/16, Cr 15/13, He 17/11, Ig 11/10, 
Im 15/16, In 19/13, Me 21/16, Mu 12/15, Pe 12/15, Re 18/14, Te 12/11, Vi 15/10
Summae: CoH 5/14, Con 6/10, DL 4/12, FL 5/12, Fin 4/12, IL 7/10, ML 4/10, MT 8/12, 
 Pen 5/11, Parma 6/10, Various spell mastert
Tractatus: An (x7) 6,7,8,10,10,14,14 Aq (x5) 6,7,8,11,18 Au (x4) 6,10,10,10 
Co (x8) 10,10,10,10,10,11,14,18 Cr (x12) 4,5,5,6,6,6,6,7,7,10,14,17 
He (x2) 11,12 Ig (x8) 7,9,10,11,11,13,14,14 Im (x4) 6,6,7,8 In (x4) 3,7,7,10 
Me (x8) 7,10,10,11,11,12,17 Mu (x6) 6,8,11,11,13 
Pe (x8) 5,6,6,10,10,10,10,12 Re (x5) 4,5,7,10,14 Te (x7) 8,9,10,10,10,11,15 
Vi (x14) 6,7,7,7,8,9,9,9,10,10,10,11,15,18
Tractatus: FL 12, Fin (x2) 7,7 ML 12 MT (x19) 6,6,6,7,7,7,7,7,7,7,7,7,7,8,8,8,9,9,11 
 Parma (x4) 7,8,9,9 Pen (x3) 6,8,11
Tractatus: Spell Mastery in 22 spells av Q 10 

480 points of other Summae, as per detailed spreadsheet including set of Kabbalistic works. 270 points of mundane Tractatus not detailed.
Various others in personal collections

'''Grogs/Covenfolk/Specialists (783bp)'''
11 grogs (free)
89 additional grogs (average ability 5)
22 covenfolk (free)
178 additional covenfolk
40 specialists (average ability 4)
Total 240

'''Money (700bp)'''
7000 GR stockpiles

'''Vis (bp)'''
500 pawns stockpiled 
(An40, Aq40, Au30, Co30, Cr30, He65, Ig30, Im25, In20, Me50, Mu15, Pe20, Re15, Te60, Vi30)
50 pawns income (An5, Aq8, Au4, Co4, He15, Me4, Te10)
Various personal stockpiles in hands of wizards 
'''
Total 5800 pts (legendary)'''

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230927838</unix>
						<iso>2009-01-02 21:23:58</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
= Three Lakes Covenant (c1235)

'''Symbol''': A golden sunburst at the centre of a triangle formed by three blue ovals
'''Season''': Autumn Founded: 1012 (223 years on) 

'''Members (13)'''
* Andrei Soitkchin (137): Guernicus, Chief Quaesitor of the Tribunal,Chairman of the Three Lakes council, formidable, scrupulous, conservative magus
*Pavel Chedyav (113): Guernicus, Quasesitor, Arrogant, ingenious, Polish magus
*Yury Beslavich (132): Jerbiton, Patriarch of the Beslavichi clan (public leader of Three Lakes), Gregarious, sociable, paternal magus
*Georgi Yurivich (108): Jerbiton, Yury’s son and heir. Close friend of Malincka Capcek (Thousand Caves), Traveling, adventurous, mercantile magus
*Batiba an Khatiba (101): Ex Miscellanea, Cuman Shaman. Publicly allied with Thousand Caves, Pagan, Asiatic, spirit magus
*Zashya Pavlova (134): Bjornaer, Senior Magus of Three Lakes, Senior magus of House Bjornaer, Beautiful, gentle, conciliatory magus
*Susan of Wicklow (134): Mercere, Chief Redcap of the Tribunal, Powerful, traveling, apolitical magus
*Nicollo Parelli (119): Verditius, Fat, formidable, easygoing dreamer of a magus
*Boris Davidovich (91): Bjornaer, Focused, dangerous magus, Parens: Zashya Pavlova 
*Mina Dankovna (36): Verditius, Recently gauntleted Magus, Parens Nicollo Parelli
*Ratibor Peslav (35): Bjornaer, Recently gauntleted Magus, Parens Boris Davidovich 
*Dankya Yostavna (33): Mercere, parens Susan
*Kassim ibn Fadal (35): Ex Miscellanea, parens Batiba

'''Apprentices (2)'''
*Dalibor Grigor'ev (22): Nicollo’s apprentice
*Spita Kuz'min (11): Pavel’s apprentice

'''Site'''
Aura +4 (minor boon)
Difficult access (minor boon)
Castle (major boon)
Tower keep (minor boon)
Wooden (minor hook)

'''Resources'''
Wealth (minor boon)

'''Residents'''
Tribe of hunters/trappers/fisherfolk (free)

'''External Relations'''
Informants (minor boon)
Local ally (minor boon)
Prestige (minor boon)

'''Enchanted items (384bp)'''
Hermes Portal (ReTe 75 lvl effect)
10 sleds with enchanted runnersfor smooth running (MuHe lvl 19effect)
20 enchanted swords/lances (MuTe as Edge of Razor, sun, 2xday, trigger 24 lvl effect
Eye of Magic (InVi effect 175 lvls of effect)
Crystal ball (special, cost as lvl 40 effect
Many others in possessions on individual wizards.

'''Laboratories (220bp)'''
11 good laboratories (size +1, minor virtue)

'''Laboratory texts (600bp)'''
3000 spell levels (specialist areas InMe, ReMe, MuCo, Aegis 35)
Substantial range of unique spells, and texts on original researcg

'''Library (2722bp)'''
Summae: An 10/14, Aq 12/14, Au 15/11, Co 14/16, Cr 15/13, He 17/11, Ig 11/10, 
Im 15/16, In 19/13, Me 21/16, Mu 12/15, Pe 12/15, Re 18/14, Te 12/11, Vi 15/10
Summae: CoH 5/14, Con 6/10, DL 4/12, FL 5/12, Fin 4/12, IL 7/10, ML 4/10, MT 8/12, 
 Pen 5/11, Parma 6/10, Various spell mastert
Tractatus: An (x7) 6,7,8,10,10,14,14 Aq (x5) 6,7,8,11,18 Au (x4) 6,10,10,10 
Co (x8) 10,10,10,10,10,11,14,18 Cr (x12) 4,5,5,6,6,6,6,7,7,10,14,17 
He (x2) 11,12 Ig (x8) 7,9,10,11,11,13,14,14 Im (x4) 6,6,7,8 In (x4) 3,7,7,10 
Me (x8) 7,10,10,11,11,12,17 Mu (x6) 6,8,11,11,13 
Pe (x8) 5,6,6,10,10,10,10,12 Re (x5) 4,5,7,10,14 Te (x7) 8,9,10,10,10,11,15 
Vi (x14) 6,7,7,7,8,9,9,9,10,10,10,11,15,18
Tractatus: FL 12, Fin (x2) 7,7 ML 12 MT (x19) 6,6,6,7,7,7,7,7,7,7,7,7,7,8,8,8,9,9,11 
 Parma (x4) 7,8,9,9 Pen (x3) 6,8,11
Tractatus: Spell Mastery in 22 spells av Q 10 

480 points of other Summae, as per detailed spreadsheet including set of Kabbalistic works. 270 points of mundane Tractatus not detailed.
Various others in personal collections

'''Grogs/Covenfolk/Specialists (783bp)'''
11 grogs (free)
89 additional grogs (average ability 5)
22 covenfolk (free)
178 additional covenfolk
40 specialists (average ability 4)
Total 240

'''Money (700bp)'''
7000 GR stockpiles

'''Vis (bp)'''
500 pawns stockpiled 
(An40, Aq40, Au30, Co30, Cr30, He65, Ig30, Im25, In20, Me50, Mu15, Pe20, Re15, Te60, Vi30)
50 pawns income (An5, Aq8, Au4, Co4, He15, Me4, Te10)
Various personal stockpiles in hands of wizards 
tal 5800 pts (legendary)'''

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1230928178</unix>
						<iso>2009-01-02 21:29:38</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
= Three Lakes Covenant (c1235)

'''Symbol''': A golden sunburst at the centre of a triangle formed by three blue ovals
'''Season''': Autumn Founded: 1012 (223 years on) 

'''Members (13)'''
* Andrei Soitkchin (137): Guernicus, Chief Quaesitor of the Tribunal,Chairman of the Three Lakes council, formidable, scrupulous, conservative magus
*Pavel Chedyav (113): Guernicus, Quasesitor, Arrogant, ingenious, Polish magus
*Yury Beslavich (132): Jerbiton, Patriarch of the Beslavichi clan (public leader of Three Lakes), Gregarious, sociable, paternal magus
*Georgi Yurivich (108): Jerbiton, Yury’s son and heir. Close friend of Malincka Capcek (Thousand Caves), Traveling, adventurous, mercantile magus
*Batiba an Khatiba (101): Ex Miscellanea, Cuman Shaman. Publicly allied with Thousand Caves, Pagan, Asiatic, spirit magus
*Zashya Pavlova (134): Bjornaer, Senior Magus of Three Lakes, Senior magus of House Bjornaer, Beautiful, gentle, conciliatory magus
*Susan of Wicklow (134): Mercere, Chief Redcap of the Tribunal, Powerful, traveling, apolitical magus
*Nicollo Parelli (119): Verditius, Fat, formidable, easygoing dreamer of a magus
*Boris Davidovich (91): Bjornaer, Focused, dangerous magus, Parens: Zashya Pavlova 
*Mina Dankovna (36): Verditius, Recently gauntleted Magus, Parens Nicollo Parelli
*Ratibor Peslav (35): Bjornaer, Recently gauntleted Magus, Parens Boris Davidovich 
*Dankya Yostavna (33): Mercere, parens Susan
*Kassim ibn Fadal (35): Ex Miscellanea, parens Batiba

'''Apprentices (2)'''
*Dalibor Grigor'ev (22): Nicollo’s apprentice
*Spita Kuz'min (11): Pavel’s apprentice

'''Site'''
Aura +4 (minor boon)
Difficult access (minor boon)
Castle (major boon)
Tower keep (minor boon)
Wooden (minor hook)

'''Resources'''
Wealth (minor boon)

'''Residents'''
Tribe of hunters/trappers/fisherfolk (free)

'''External Relations'''
Informants (minor boon)
Local ally (minor boon)
Prestige (minor boon)

'''Enchanted items (384bp)'''
Hermes Portal (ReTe 75 lvl effect)
10 sleds with enchanted runnersfor smooth running (MuHe lvl 19effect)
20 enchanted swords/lances (MuTe as Edge of Razor, sun, 2xday, trigger 24 lvl effect
Eye of Magic (InVi effect 175 lvls of effect)
Crystal ball (special, cost as lvl 40 effect
Many others in possessions on individual wizards.

'''Laboratories (220bp)'''
11 good laboratories (size +1, minor virtue)

'''Laboratory texts (600bp)'''
3000 spell levels (specialist areas InMe, ReMe, MuCo, Aegis 35)
Substantial range of unique spells, and texts on original researcg

'''Library (2722bp)'''
Summae: An 10/14, Aq 12/14, Au 15/11, Co 14/16, Cr 15/13, He 17/11, Ig 11/10, 
Im 15/16, In 19/13, Me 21/16, Mu 12/15, Pe 12/15, Re 18/14, Te 12/11, Vi 15/10
Summae: CoH 5/14, Con 6/10, DL 4/12, FL 5/12, Fin 4/12, IL 7/10, ML 4/10, MT 8/12, 
 Pen 5/11, Parma 6/10, Various spell mastert
Tractatus: An (x7) 6,7,8,10,10,14,14 Aq (x5) 6,7,8,11,18 Au (x4) 6,10,10,10 
Co (x8) 10,10,10,10,10,11,14,18 Cr (x12) 4,5,5,6,6,6,6,7,7,10,14,17 
He (x2) 11,12 Ig (x8) 7,9,10,11,11,13,14,14 Im (x4) 6,6,7,8 In (x4) 3,7,7,10 
Me (x8) 7,10,10,11,11,12,17 Mu (x6) 6,8,11,11,13 
Pe (x8) 5,6,6,10,10,10,10,12 Re (x5) 4,5,7,10,14 Te (x7) 8,9,10,10,10,11,15 
Vi (x14) 6,7,7,7,8,9,9,9,10,10,10,11,15,18
Tractatus: FL 12, Fin (x2) 7,7 ML 12 MT (x19) 6,6,6,7,7,7,7,7,7,7,7,7,7,8,8,8,9,9,11 
 Parma (x4) 7,8,9,9 Pen (x3) 6,8,11
Tractatus: Spell Mastery in 22 spells av Q 10 

480 points of other Summae, as per detailed spreadsheet including set of Kabbalistic works. 270 points of mundane Tractatus not detailed.
Various others in personal collections

'''Grogs/Covenfolk/Specialists (783bp)'''
11 grogs (free)
89 additional grogs (average ability 5)
22 covenfolk (free)
178 additional covenfolk
40 specialists (average ability 4)
Total 240

'''Money (700bp)'''
7000 GR stockpiles

'''Vis (bp)'''
500 pawns stockpiled 
(An40, Aq40, Au30, Co30, Cr30, He65, Ig30, Im25, In20, Me50, Mu15, Pe20, Re15, Te60, Vi30)
50 pawns income (An5, Aq8, Au4, Co4, He15, Me4, Te10)
Various personal stockpiles in hands of wizards 

'''Total 5800 pts (legendary)'''

---
-
Based on material Copyright David Chart 1997-2000. Used with permissio
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1230928197</unix>
						<iso>2009-01-02 21:29:57</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
= Three Lakes Covenant (c1235)

'''Symbol''': A golden sunburst at the centre of a triangle formed by three blue ovals
'''Season''': Autumn Founded: 1012 (223 years on) 

'''Members (13)'''
* Andrei Soitkchin (137): Guernicus, Chief Quaesitor of the Tribunal,Chairman of the Three Lakes council, formidable, scrupulous, conservative magus
*Pavel Chedyav (113): Guernicus, Quasesitor, Arrogant, ingenious, Polish magus
*Yury Beslavich (132): Jerbiton, Patriarch of the Beslavichi clan (public leader of Three Lakes), Gregarious, sociable, paternal magus
*Georgi Yurivich (108): Jerbiton, Yury’s son and heir. Close friend of Malincka Capcek (Thousand Caves), Traveling, adventurous, mercantile magus
*Batiba an Khatiba (101): Ex Miscellanea, Cuman Shaman. Publicly allied with Thousand Caves, Pagan, Asiatic, spirit magus
*Zashya Pavlova (134): Bjornaer, Senior Magus of Three Lakes, Senior magus of House Bjornaer, Beautiful, gentle, conciliatory magus
*Susan of Wicklow (134): Mercere, Chief Redcap of the Tribunal, Powerful, traveling, apolitical magus
*Nicollo Parelli (119): Verditius, Fat, formidable, easygoing dreamer of a magus
*Boris Davidovich (91): Bjornaer, Focused, dangerous magus, Parens: Zashya Pavlova 
*Mina Dankovna (36): Verditius, Recently gauntleted Magus, Parens Nicollo Parelli
*Ratibor Peslav (35): Bjornaer, Recently gauntleted Magus, Parens Boris Davidovich 
*Dankya Yostavna (33): Mercere, parens Susan
*Kassim ibn Fadal (35): Ex Miscellanea, parens Batiba

'''Apprentices (2)'''
*Dalibor Grigor'ev (22): Nicollo’s apprentice
*Spita Kuz'min (11): Pavel’s apprentice

'''Site'''
Aura +4 (minor boon)
Difficult access (minor boon)
Castle (major boon)
Tower keep (minor boon)
Wooden (minor hook)

'''Resources'''
Wealth (minor boon)

'''Residents'''
Tribe of hunters/trappers/fisherfolk (free)

'''External Relations'''
Informants (minor boon)
Local ally (minor boon)
Prestige (minor boon)

'''Enchanted items (384bp)'''
Hermes Portal (ReTe 75 lvl effect)
10 sleds with enchanted runnersfor smooth running (MuHe lvl 19effect)
20 enchanted swords/lances (MuTe as Edge of Razor, sun, 2xday, trigger 24 lvl effect
Eye of Magic (InVi effect 175 lvls of effect)
Crystal ball (special, cost as lvl 40 effect
Many others in possessions on individual wizards.

'''Laboratories (220bp)'''
11 good laboratories (size +1, minor virtue)

'''Laboratory texts (600bp)'''
3000 spell levels (specialist areas InMe, ReMe, MuCo, Aegis 35)
Substantial range of unique spells, and texts on original researcg

'''Library (2722bp)'''
Summae: An 10/14, Aq 12/14, Au 15/11, Co 14/16, Cr 15/13, He 17/11, Ig 11/10, 
Im 15/16, In 19/13, Me 21/16, Mu 12/15, Pe 12/15, Re 18/14, Te 12/11, Vi 15/10
Summae: CoH 5/14, Con 6/10, DL 4/12, FL 5/12, Fin 4/12, IL 7/10, ML 4/10, MT 8/12, 
 Pen 5/11, Parma 6/10, Various spell mastert
Tractatus: An (x7) 6,7,8,10,10,14,14 Aq (x5) 6,7,8,11,18 Au (x4) 6,10,10,10 
Co (x8) 10,10,10,10,10,11,14,18 Cr (x12) 4,5,5,6,6,6,6,7,7,10,14,17 
He (x2) 11,12 Ig (x8) 7,9,10,11,11,13,14,14 Im (x4) 6,6,7,8 In (x4) 3,7,7,10 
Me (x8) 7,10,10,11,11,12,17 Mu (x6) 6,8,11,11,13 
Pe (x8) 5,6,6,10,10,10,10,12 Re (x5) 4,5,7,10,14 Te (x7) 8,9,10,10,10,11,15 
Vi (x14) 6,7,7,7,8,9,9,9,10,10,10,11,15,18
Tractatus: FL 12, Fin (x2) 7,7 ML 12 MT (x19) 6,6,6,7,7,7,7,7,7,7,7,7,7,8,8,8,9,9,11 
 Parma (x4) 7,8,9,9 Pen (x3) 6,8,11
Tractatus: Spell Mastery in 22 spells av Q 10 

480 points of other Summae, as per detailed spreadsheet including set of Kabbalistic works. 270 points of mundane Tractatus not detailed.
Various others in personal collections

'''Grogs/Covenfolk/Specialists (783bp)'''
11 grogs (free)
89 additional grogs (average ability 5)
22 covenfolk (free)
178 additional covenfolk
40 specialists (average ability 4)
Total 240

'''Money (700bp)'''
7000 GR stockpiles

'''Vis (bp)'''
500 pawns stockpiled 
(An40, Aq40, Au30, Co30, Cr30, He65, Ig30, Im25, In20, Me50, Mu15, Pe20, Re15, Te60, Vi30)
50 pawns income (An5, Aq8, Au4, Co4, He15, Me4, Te10)
Various personal stockpiles in hands of wizards 

'''Total 5800 pts (legendary)'''

---


Based on material Copyright David Chart 1997-2000. Used with permission
]]></text>
				</version>
			</history>
		</page>
		<page node="61">
			<name>simple_die</name>
			<title>Simple Die</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205611184</unix>
						<iso>2008-03-15 20:59:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Rolling a simple die refers to a method of [[Ars Magica]] game mechanics to determine the quality or the outcome of an action or event by involving a random factor. You roll a single ten-sided die, and read the unmodified number as the result of the roll. On dice labeled 0–9 instead of 1–10, a zero counts as 10.

As far as actions are concerned, a simple die is usually employed to reflect a situation where a character is relaxed. For stressful situations, a [[Stress Die]] is used instead.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205614841</unix>
						<iso>2008-03-15 22:00:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Game mechanics</comment>
					<text><![CDATA[
Rolling a simple die refers to a method of the [[Ars Magica]] [[Game Mechanics|game mechanics]] tnics|game mechanics]] to determine the quality or the outcome of an action or event by involving a random factor. You roll a single ten-sided die, and read the unmodified number as the result of the roll. On dice labeled 0–9 instead of 1–10, a zero counts as 10.

As far as actions are concerned, a simple die is usually employed to reflect a situation where a character is relaxed. For stressful situations, a [[Stress
]]></text>
				</version>
			</history>
		</page>
		<page node="610">
			<name>1000_caves</name>
			<title>1000 Caves</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230928133</unix>
						<iso>2009-01-02 21:28:53</iso>
					</timestamp>
					<author>emptyhand</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= 1000 Caves Covenant (c1235)

'''Symbol:'''  A labyrinth 
'''Season:''' Summer Founded: 1185 (50 years on) 

'''Members (9)'''
*Malincka Capcek (85): Bonisagus, founder and ideological leader.
*Nastasia Baromov (69): 'the Firebird': Bjornaer (Eagle Heartbeast), charismatic leader.
*Rehamchi Danichev (86): Volkhv. Ex Miscellenea.
*Pettya Danichev (65): Volkhv. Ex Miscellenea.
*Basyl Karrimichi (66): Merinita. Otto Rattstein (137): Bjornaer (Lynx Heartbeast). 
*Yakim ibn Rassur (74): Flambeau (from Great Bulgar), Nastasia's lover. 
*Narina Cheminov (60): Bjornaer (Horse Heartbeast).
*Krabava Amvrosii (53) Bjornaer (Bear Heartbeast)
*Obolen Sviatoslavna (27): Flambeau, Yakim’s former apprentice

'''Apprentices (4)'''
*Stennya Vassanovna (15) Voice of Hermes, Malincka’s apprentice
*Caska Milobratik (12): Pettya’s apprentice
*Ladota Onkudinov (12): Rehamchi’s apprentice
*Pravoi Pribyshinits (10): Narina’s apprentice 

'''Site'''
Difficult access (minor boon) - sheltered mountain gorge beneath the Earth Crown
Difficult access (minor boon) – caves in the side of the gorge, only accessible by flying
Vivid environment (minor boon) – Earth Crown and surrounds a mystical site
Faerie aura (minor hook) - Slavic aura +6, equivalent to +3 magic

'''Resources'''
Indebted (minor hook) - 700GR in debt

'''Residents'''
Hunter gatherer society (free)
Strong community (minor boon)
Rights and Customs (minor hook)

'''External Relations'''
Local allies (minor boon) – friendly local villagers / tribes
Local allies (minor boon) – friendly faeries (to 1235)
Rival (major hook) – enemies of Pripet Maior (to 1235)

'''Enchanted items (30bp)'''
Cloak of feathers (MuCo as Cloak of Black Feathers, Sun, 2xday, trigger, lvl 34 effect)
2xFire Javelin (CrIg as Pilum of Fire, once use, lvl 20 effect)

'''Laboratories (40bp)'''
9 standard laboratories (free)
1 exception laboratory (Size +1, 2 minor virtues)

'''Laboratory texts (240bps)'''
1200 spell levels (specialist areas CrVi, InVi & MuVi)
Various wizards own spell texts

'''Library (560bp)'''
Summae: Lvl 5 Quality 12 in all 15 arts
Summae: Cr 8/8, In 9/8, Mu 7/7, An 8/7, Au 7/7, Co 6/8, Ig 9/8, Im 8/7, Me 8/8, Vi 9/9
Summae: MT 6/12, Pen 3/10, Parma 2/8
Tractatus: Cr (x3) 7,9&10 In 8 Mu 10
Tractatus: An (x2) 7&9 Au 10 Ig (x2) 8&11 Me 8 Vi (x3) 8,8 & 11
Summae: ML 6/10, FL 5/9, AL 4/10, Ph 3/11, CoH 3/10
Tractatus: ML (x2) 8&10, FL (x3) 9,9,10
Various others in personal collections notably Malinka’s non hermetic works on Volkhv

'''Grogs/Covenfolk/Specialists (210)'''
10 grogs (free)
15 additional grogs (average ability 5)
20 covenfolk (free)
145 additional covenfolk
10 specialists (average ability 4)
Total 200

'''Vis (370)'''
350 pawns stockpiled 
(An50, Aq40, Cr20, Co45, He40, Ig20, Te40, Vi35) + 10 in all others
60 pawns income (Cr4, An10, Aq8, Co10, He8, Ig 5, Te10, Vi5
Various personal stockpiles in hands of wizards and local Volkhv

Total 1450 pts (high)
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230928229</unix>
						<iso>2009-01-02 21:30:29</iso>
					</timestamp>
					<author>emptyhand</author>
					<text><![CDATA[
= 1000 Caves Covenant (c1235)

'''Symbol:'''  A labyrinth 
'''Season:''' Summer Founded: 1185 (50 years on) 

'''Members (9)'''
*Malincka Capcek (85): Bonisagus, founder and ideological leader.
*Nastasia Baromov (69): 'the Firebird': Bjornaer (Eagle Heartbeast), charismatic leader.
*Rehamchi Danichev (86): Volkhv. Ex Miscellenea.
*Pettya Danichev (65): Volkhv. Ex Miscellenea.
*Basyl Karrimichi (66): Merinita. Otto Rattstein (137): Bjornaer (Lynx Heartbeast). 
*Yakim ibn Rassur (74): Flambeau (from Great Bulgar), Nastasia's lover. 
*Narina Cheminov (60): Bjornaer (Horse Heartbeast).
*Krabava Amvrosii (53) Bjornaer (Bear Heartbeast)
*Obolen Sviatoslavna (27): Flambeau, Yakim’s former apprentice

'''Apprentices (4)'''
*Stennya Vassanovna (15) Voice of Hermes, Malincka’s apprentice
*Caska Milobratik (12): Pettya’s apprentice
*Ladota Onkudinov (12): Rehamchi’s apprentice
*Pravoi Pribyshinits (10): Narina’s apprentice 

'''Site'''
Difficult access (minor boon) - sheltered mountain gorge beneath the Earth Crown
Difficult access (minor boon) – caves in the side of the gorge, only accessible by flying
Vivid environment (minor boon) – Earth Crown and surrounds a mystical site
Faerie aura (minor hook) - Slavic aura +6, equivalent to +3 magic

'''Resources'''
Indebted (minor hook) - 700GR in debt

'''Residents'''
Hunter gatherer society (free)
Strong community (minor boon)
Rights and Customs (minor hook)

'''External Relations'''
Local allies (minor boon) – friendly local villagers / tribes
Local allies (minor boon) – friendly faeries (to 1235)
Rival (major hook) – enemies of Pripet Maior (to 1235)

'''Enchanted items (30bp)'''
Cloak of feathers (MuCo as Cloak of Black Feathers, Sun, 2xday, trigger, lvl 34 effect)
2xFire Javelin (CrIg as Pilum of Fire, once use, lvl 20 effect)

'''Laboratories (40bp)'''
9 standard laboratories (free)
1 exception laboratory (Size +1, 2 minor virtues)

'''Laboratory texts (240bps)'''
1200 spell levels (specialist areas CrVi, InVi & MuVi)
Various wizards own spell texts

'''Library (560bp)'''
Summae: Lvl 5 Quality 12 in all 15 arts
Summae: Cr 8/8, In 9/8, Mu 7/7, An 8/7, Au 7/7, Co 6/8, Ig 9/8, Im 8/7, Me 8/8, Vi 9/9
Summae: MT 6/12, Pen 3/10, Parma 2/8
Tractatus: Cr (x3) 7,9&10 In 8 Mu 10
Tractatus: An (x2) 7&9 Au 10 Ig (x2) 8&11 Me 8 Vi (x3) 8,8 & 11
Summae: ML 6/10, FL 5/9, AL 4/10, Ph 3/11, CoH 3/10
Tractatus: ML (x2) 8&10, FL (x3) 9,9,10
Various others in personal collections notably Malinka’s non hermetic works on Volkhv

'''Grogs/Covenfolk/Specialists (210)'''
10 grogs (free)
15 additional grogs (average ability 5)
20 covenfolk (free)
145 additional covenfolk
10 specialists (average ability 4)
Total 200

'''Vis (370)'''
350 pawns stockpiled 
(An50, Aq40, Cr20, Co45, He40, Ig20, Te40, Vi35) + 10 in all others
60 pawns income (Cr4, An10, Aq8, Co10, He8, Ig 5, Te10, Vi5
Various personal stockpiles in hands of wizards and local Volkhv

''''''Total 1450 pts (hi'''
]]></text>
				</version>
			</history>
		</page>
		<page node="611">
			<name>leczyca</name>
			<title>Leczyca</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230928804</unix>
						<iso>2009-01-02 21:40:04</iso>
					</timestamp>
					<author>emptyhand</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Lecyzca Covenant (c1235)

'''Symbol:''' A quill, point upright, with a swords hilt
'''Season: '''Autumn Founded: 1052 (183 years on) 

'''Members (7)'''
*Stanis Chechenko (116): Jerbiton, Public leader of the Covenant, Ambitious, weak, politicking magus
*Kasina Popovich (106): Merinita, Wild, flamboyant magus with a wicked sense of humour. Twin to Frania
*Frania Popovich (105): Tremere, Reserved, dignified, politically adept magus. 
*Ruprecht de Solange (84) Tremere. Noble, ambitious warrior like magus
*Tomaszi Klimowicz (148) Verditius, deformed, elderly irritable magus
*Sanya Tianowicz (99): Bjornaer, Steadfast, stable, resolute magus
*Barchek Ocowski (105) Mercere, Lean, humorous mundane redcap

'''Apprentices (none)'''

'''Site'''
Aura +4 (minor boon)
Castle (major hook)
Curtain wall (major boon)
Tower keep (minor boon)

'''Resources'''
Residents
Tame nobleman (major boon)
Veteran fighters (minor boon)

'''External Relations'''
Mundane politics (major hook)
Tribunal boundary (major hook)

'''Surroundings'''
Enchanted items (222bp)
Hermes Portal (ReTe 75 lvl effect)
20 enchanted swords/lances (MuTe as Edge of Razor, sun, 2xday, trigger 24 lvl effect

'''Laboratories (20bp)'''
5 standard laboratories (free)
2 good laboratories (1 minor virtues)
Various guest laboratories as per pact of Lecyzca

'''Laboratory texts (540bp)'''
2700 spell levels (specialist areas CrAu, CrIg, PeMe, MuMe, PeCo, MuCo, ReTe, PeTe)
Various wizards own spell texts including several lab texts describing the construction of unique Verditius items.

'''Library (1660bp)'''
Summae: Cr 17/10, In 12/15, Mu 12/15, Pe 17/12, Re 12/12
Summae: An 10/10, Aq 8/10, Au 15/13, Co 10/13, He 10/11, Ig 11/11, Im 12/12, 
Me 16/14Te 14/12, Vi 9/10
Summae: Con 3/10, EncMus 2/10. FL 2/10, Fin 2/9, MT 3/15, Parma 2/9, Pen 3/10
Tractatus: Cr (x6) 4,5,5,6,6,10 In (x2) 3,7 Mu (x3) 5,10,11 Pe (x4) 5,6,10,10 
Re (x3) 4,5,10)
Tracatus: An (x4) 7,8,10,10 Aq (x5) 5,6,6,8,11 Au (x5) 6,10,10,10,13 
Co (x6) 4,9,10,10,10,11 He (x3) 7,8,11) Ig (x5) 5,10,11,13,15 Im (x3) 6,6,7 
Me (x6) 5,8,10,10,12,13 Te (x5) 6,9,10,10,10 Vi (x10) 3,4,7,9,9,10,10,10,10,12
Tracatus: FL 12, ML 12, MT (x2) 9,11, Parma 9, Pen 11
390 points of other Summae, as per detailed spreadsheet including set of Kabbalistic works. 120 points of mundane Tractatus not detailed.
Various others in personal collections

'''Grogs/Covenfolk/Specialists (960bp)'''
7 grogs (free)
143 additional grogs (average ability 5)
14 covenfolk (free)
166 additional covenfolk
20 specialists (average ability 4)
Total 450

'''Money (350)'''
3500 GR stockpiles

'''Vis (360bp)'''
300 pawns stockpiled 
(An 15, Aq10, Au10, Co25, Cr10, He25, Ig25, Im5, In30, Me25, Mu5, Pe30, 
Re 20Te35, Vi10)
60 pawns income (Au4, Co6, He6, Ig6, In6, Me6, Pe8, Re8, Te10
Various personal stockpiles in hands of wizards 

'''Total 4110 pts (legendary)'''
]]></text>
				</version>
			</history>
		</page>
		<page node="612">
			<name>fast_cast_spontaneous_spell</name>
			<title>Fast Casting</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230984952</unix>
						<iso>2009-01-03 13:15:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[begin:.preamble]
Magi can '''Fast-Cast''' spells in response to an attack or other emergency.  For example, a magus could fast-cast a spell to parry aside an enemy's sword, to to block a hostile spell, or to save himself from falling off a bridge.
[end:.preamble]

Whenever a magus comes under attack or is suddenly endangered, he can try to defend himself by fast-casting.  Success is not guaranteed; first, the magus needs to react in time, and then needs to cast an appropriate spell of high enough [[Spell Level}level]].

=What Spells can be Fast-Cast

In [[ArM5]], the only spells a magus can fast-cast are [[Spontaneous Spell|spontaneous spells]], or spells he has [[Spell Mastery|mastered]] and chosen the "Fast Casting" [[Mastery Ability]].  Ordinary [[Formulaic]] spells take too long.

=[anchor:Initiative]Fast Casting and Initiative

You do not need to roll [[Initiative]] to fast-cast a spell. You can fast-cast at any time, usually in response to something bad happening like getting attacked or having a spell cast at you. You can do this even at the start of battle before your first turn has come up yet. If you fast-cast, that's basically a free action and it does not stop you taking another action, even casting another spell, that combat round.

However, while you can attempt a fast-cast spell at any time, you aren't always fast enough to actually defend against the attack. That's what the fast-casting speed roll is for ([[ArM5]], page 83): to determine if you fast-cast the spell in time for it to do any good. As noted on p. 83, if you fail the speed roll, you can choose to abort the spell, which is probably a good idea because there is no point in risking fatigue loss or a botch if it's too late for your spell to protect you.

=Casting Total and Level

Fast-Casting is always done with a firm voice and bold gestures.  The caster gets the normal bonuses for these [[Words and Gestures]] ([[ArM5]], page 83).  There is an additional penalty to the [[Casting Total]] due to fast-casting, and fast-cast spells incur extra [[Both Die|botch dice]] ([[ArM5]], page 83).

Against physical attacks, the Fast-Cast spell must meet the normal [[Spell Level|level]] needed to stop that attack, according to the [[Spell Guidelines]].  For example, to deflect a single blow from a wooden weapon using a fast-cast [[Rego]] [[Herbam]] spell, the magus would need to duplicate the effects of ''Repel the Wooden Shafts'' ([[ArM5]], page 138), at the same [[Spell Level]].

Against spells, a Fast-Cast defensive spell of one-half the [[Spell Level|level]] of the incoming spell is usually sufficient to defend against it [[ArM5]], page 83.  The [[Storyguide]] should use his or her best judgment as to whether a given Fast-Cast defensive spell will be effective, and whether its level needs to be slightly above or below this rule of thumb.

=References

* Fast Casting, [[ArM5]] page 83

==Related Topics

* [[Spontaneous Spell]]
* Spell [[Mastery Ability]]
* [[Ward]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1231609417</unix>
						<iso>2009-01-10 18:43:37</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added heading to make FAQ answer more obvious</comment>
					<text><![CDATA[
[begin:.preamble]
Magi can '''Fast-Cast''' spells in response to an attack or other emergency.  For example, a magus could fast-cast a spell to parry aside an enemy's sword, to to block a hostile spell, or to save himself from falling off a bridge.
[end:.preamble]

Whenever a magus comes under attack or is suddenly endangered, he can try to defend himself by fast-casting.  Success is not guaranteed; first, the magus needs to react in time, and then needs to cast an appropriate spell of high enough [[Spell Level}level]].

=What Spells can be Fast-Cast

In [[ArM5]], the only spells a magus can fast-cast are [[Spontaneous Spell|spontaneous spells]], or spells he has [[Spell Mastery|mastered]] and chosen the "Fast Casting" [[Mastery Ability]].  Ordinary [[Formulaic]] spells take too long.

=[anchor:Initiative]Fast Casting and Initiative

You do not need to roll [[Initiative]] to fast-cast a spell. You can fast-cast at any time, usually in response to something bad happening like getting attacked or having a spell cast at you. You can do this even at the start of battle before your first turn has come up yet. If you fast-cast, that's basically a free action and it does not stop you taking another action, even casting another spell, that combat round.

== Fast-Casting Speed Roll

Although  Speed Roll

Although you can attempt a fast-cast spell at any time, you aren't always fast enough to actually defend against the attack. That's what the fast-casting speed roll is for ([[ArM5]], page 83): to determine if you fast-cast the spell in time for it to do any good. As noted on p. 83, if you fail the speed roll, you can choose to abort the spell, which is probably a good idea because there is no point in risking fatigue loss or a botch if it's too late for your spell to protect you.

=Casting Total and Level

Fast-Casting is always done with a firm voice and bold gestures.  The caster gets the normal bonuses for these [[Words and Gestures]] ([[ArM5]], page 83).  There is an additional penalty to the [[Casting Total]] due to fast-casting, and fast-cast spells incur extra [[Both Die|botch dice]] ([[ArM5]], page 83).

Against physical attacks, the Fast-Cast spell must meet the normal [[Spell Level|level]] needed to stop that attack, according to the [[Spell Guidelines]].  For example, to deflect a single blow from a wooden weapon using a fast-cast [[Rego]] [[Herbam]] spell, the magus would need to duplicate the effects of ''Repel the Wooden Shafts'' ([[ArM5]], page 138), at the same [[Spell Level]].

Against spells, a Fast-Cast defensive spell of one-half the [[Spell Level|level]] of the incoming spell is usually sufficient to defend against it [[ArM5]], page 83.  The [[Storyguide]] should use his or her best judgment as to whether a given Fast-Cast defensive spell will be effective, and whether its level needs to be slightly above or below this rule of thumb.

=References

* Fast Casting, [[ArM5]] page 83

==Related Topics

* [[Spontaneous Spell]]
* Spell [[Master
]]></text>
				</version>
			</history>
		</page>
		<page node="613">
			<name>permanent_effects</name>
			<title>Permanent Magical Effects</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230989094</unix>
						<iso>2009-01-03 14:24:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In the basic [[Fifth Edition]] rules, the [[Permanent Duration]] does not exist. there are two ways to get a permanent magical effect, and a third way to create long-lasting effects that approximate permanency.

=Enchanted Devices

First, just about any effect can be made permanent via an [[Enchanted Device]]. One way to do this is to make a "constant effect device" as explained in the sidebar on p. 99. For instance, to turn someone permanently into a frog, you could make an enchanted device that attaches to the victim, say a collar or cloak, with a constant effect. Then design the effect so it can only be activated or deactivated by you ("Effect Use", p. 99) and build in a [[Requisite]] so the item changes along with the wearer, becoming part of the animal form. Then, if you manage to get someone to put on the item (and it penetrates his [[Magic Resistance]]), poof! he's a frog, he cannot voluntarily change back, the item can't fall off, and the effect does not expire. Of course, you had to spend one or more seasons in the lab to make the item, which is a big investment just to turn one person into a frog. Also, the item would cause [[Warping]] as a continuous effect (p. 167).

=Rituals

The other way to get a permanent effect is with a [[Momentary]] [[Creo]] [[Ritual]] as explained on p. 112. Some people are a bit confused by this, so here is re-phrased explanation. Normally a [[Momentary]] spell happens and then is gone: if you conjure an apple with Momentary duration, an apple flickers into existence and then the spell wears off and it flickers back out. As a special exception, if you use a Ritual, then the apple would become real and non-magical during that moment, and it would act like a non-magical apple when the Momentary duration wore off. Non-magical apples keep existing, so the apple would be "permanent" and indeed it could not be dispelled.

=Ring Duration

The [[Ring Duration]] can create long-lasting effects with no pre-determined expiration date.  If the ring is graven into a durable material such as stone or metal, the spell will last indefinitely until the contents of the Ring are moved.

=Other Permanent Effects

[[TMRE|The Mysteries: Revised Edition]] includes some new options for magi who've been Initiated into certain mysteries, including a way to create permanent effects.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230989131</unix>
						<iso>2009-01-03 14:25:31</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Momentary-&gt;Momentary Duration</comment>
					<text><![CDATA[
In the basic [[Fifth Edition]] rules, the [[Permanent Duration]] does not exist. there are two ways to get a permanent magical effect, and a third way to create long-lasting effects that approximate permanency.

=Enchanted Devices

First, just about any effect can be made permanent via an [[Enchanted Device]]. One way to do this is to make a "constant effect device" as explained in the sidebar on p. 99. For instance, to turn someone permanently into a frog, you could make an enchanted device that attaches to the victim, say a collar or cloak, with a constant effect. Then design the effect so it can only be activated or deactivated by you ("Effect Use", p. 99) and build in a [[Requisite]] so the item changes along with the wearer, becoming part of the animal form. Then, if you manage to get someone to put on the item (and it penetrates his [[Magic Resistance]]), poof! he's a frog, he cannot voluntarily change back, the item can't fall off, and the effect does not expire. Of course, you had to spend one or more seasons in the lab to make the item, which is a big investment just to turn one person into a frog. Also, the item would cause [[Warping]] as a continuous effect (p. 167).

=Rituals

The other way to get a permanent effect is with a [[Momentary Duration]] [[Creo]] [[Ritual]] as explained on p. 112. Some people are a bit confused by this, so here is re-phrased explanation. Normally a [[Momentary Duration]] spell happens and then is ppens and then is gone: if you conjure an apple with Momentary duration, an apple flickers into existence and then the spell wears off and it flickers back out. As a special exception, if you use a Ritual, then the apple would become real and non-magical during that moment, and it would act like a non-magical apple when the Momentary duration wore off. Non-magical apples keep existing, so the apple would be "permanent" and indeed it could not be dispelled.

=Ring Duration

The [[Ring Duration]] can create long-lasting effects with no pre-determined expiration date.  If the ring is graven into a durable material such as stone or metal, the spell will last indefinitely until the contents of the Ring are moved.

=Other Permanent Effects

[[TMRE|The Mysteries: Revised Edition]] includes some new options for magi who've been Initiated into certain mysteries, including a way to create
]]></text>
				</version>
			</history>
		</page>
		<page node="614">
			<name>momentary_duration</name>
			<title>Momentary Duration</title>
			<keywords>casting, duration, momentary, spell, spell casting</keywords>
			<description>Duration: Momentary for spell casting</description>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230989447</unix>
						<iso>2009-01-03 14:30:47</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Momentary''' is a spell [[Duration]] category in [[ArM5]].  A Momentary spell lasts for a very brief time (no longer than a couple of seconds) and then expires.

Note that a Momentary spell can have lasting effects even though its duration is very brief. If a magus blasts a pig carcass with a Momentary [[Creo]] [[Ignem]] spell, then the carcass is going to get roasted and stay roasted after the spell expires. Likewise, if he overcooked the pig and wants to get rid of it with a Momentary [[Perdo]] [[Animal]] spell, then the spell destroys the carcass but the carcass stays destroyed after the spell wears off.

=[anchor:damage]Momentary Spells and Damage

A Momentary Perdo spell does its damage and then the magic expires, so there is nothing that would prevent natural healing. A Momentary spell that damages a non-living object would do normal damage that could be repaired.

If the spell had some Duration other than Momentary, then the spell would prevent that damage from being healed or repaired while it remained in effect. After the spell wore off, the damage would remain but it could be healed or repaired as normal. That is, the only difference between a Momentary and a non-Momentary Perdo spell is that damage from a non-Momentary Perdo spell can't be repaired until after the spell ends.

There is some confusion arising from older editions, where many Perdo spells were given a Duration category called "[[Instant Duration|Instant]]" and the text implied in some places that damage from Instant spells could not be naturally healed. The Instant Duration has been eliminated for clarity: [[Perdo]] spells that simply do damage in an eye-blink are now categorized as Momentary. Nothing in the ArM5 rules suggests that damage from Momentary-Duration spells can't be healed.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1230989722</unix>
						<iso>2009-01-03 14:35:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added FAQ about natural properties</comment>
					<text><![CDATA[
'''Momentary''' is a spell [[Duration]] category in [[ArM5]].  A Momentary spell lasts for a very brief time (no longer than a couple of seconds) and then expires.

Note that a Momentary spell can have lasting effects even though its duration is very brief. If a magus blasts a pig carcass with a Momentary [[Creo]] [[Ignem]] spell, then the carcass is going to get roasted and stay roasted after the spell expires. Likewise, if he overcooked the pig and wants to get rid of it with a Momentary [[Perdo]] [[Animal]] spell, then the spell destroys the carcass but the carcass stays destroyed after the spell wears off.

=[anchor:Damage]Momentary Spells and Damage

A Momentary Perdo spell does its damage and then the magic expires, so there is nothing that would prevent natural healing. A Momentary spell that damages a non-living object would do normal damage that could be repaired.

If the spell had some Duration other than Momentary, then the spell would prevent that damage from being healed or repaired while it remained in effect. After the spell wore off, the damage would remain but it could be healed or repaired as normal. That is, the only difference between a Momentary and a non-Momentary Perdo spell is that damage from a non-Momentary Perdo spell can't be repaired until after the spell ends.

There is some confusion arising from older editions, where many Perdo spells were given a Duration category called "[[Instant Duration|Instant]]" and the text implied in some places that damage from Instant spells could not be naturally healed. The Instant Duration has been eliminated for clarity: [[Perdo]] spells that simply do damage in an eye-blink are now categorized as Momentary. Nothing in the ArM5 rules suggests that damage from Momentary-Duration spells can't be healed.

=[anchor:Properties]Momentary Spells and Natural Properties

As noted under the description of the Technique Perdo on [[ArM5]] p. 78, Perdo magic can destroy properties of things. So a Perdo spell can destroy an object's weight and make it weightless. The following paragraph goes on to say that items can only permanently lose properties that can be lost naturally, like freshness. Properties that cannot naturally be lost, such as weight, would return after the spell ended.

It is up to the Troupe or storyguide exactly what properties can be lost naturally. Indeed, some decisions may need to be made about what properties Perdo can affect at all - is size a property? Weight is clearly something than an object can't natually lose, but other properties like hardness or flexibility are more of a grey area.
]]></text>
				</version>
			</history>
		</page>
		<page node="615">
			<name>aruam</name>
			<title>Aruam</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1230989942</unix>
						<iso>2009-01-03 14:39:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Auram''' (Latin for "air") is the [[Form]] that affects air, wind, weather, and gases.  It includes lightning and electricity.
]]></text>
				</version>
			</history>
		</page>
		<page node="616">
			<name>specialist</name>
			<title>Specialist</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1231182025</unix>
						<iso>2009-01-05 20:00:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In the context of [[Hermetic Magic]], a *specialist* is someone who, unsurprisingly, is specialized in a narrow field of expertise. As the proficiency of a [[Magus|magus]] in terms of creating a certain [[Magic|magical effect]] is based on his score in the corresponding [[Arts]], a specialist tends to focus on one or two [[Form]]/[[Technique]]-combinations at which he is very (often excessively) good, while his other [[Arts]], lower prioritized interests at best, are kept low.

Under normal circumstances, it takes a specialist in a certain field to create a really powerful magical effect. Only specialists have [[Form]]/[[Technique]]-combinations high enough to casts a high level [[Spell|spell]], develop such a spell in a reasonable amount of time, or likewise create a [[Magical item|magical item]] with considerable power. Specialists are often sought-after by other members of the [[Order]] for reasons that are as varied as there are [[Form]]/[[Technique]]-combinations. The blasting [[Creo|Cr]][[Ignem|Ig]]-[[Flambeau]] springs to mind, as does the [[Creo|Cr]][[Corpus|Co]]-animist, the latter of which can be a life safer when it comes to [[Longevity ritual|longevity rituals]]. Many a [[Quaesitor]] has at least some competence in [[Intellego|In]][[Mentem|Me]].

The opposite of a specialist is a [[Generalist|generalist]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1231192678</unix>
						<iso>2009-01-05 22:57:58</iso>
					</timestamp>
					<author>Yair</author>
					<comment>more detailed analysis</comment>
					<text><![CDATA[
In the context of [[Hermetic Magic]], a *specialist* is someone who, unsurprisingly, is specialized in a narrow field of expertise. As the proficiency of a [[Magus|magus]] in terms of creating a certain [[Magic|magical effect]] is based on his score in the corresponding [[Arts]], a specialist tends to focus on one or two [[Form]]/[[Technique]]-combinations at which he is very (often excessively) good, while his other [[Arts]], lower prioritized interests at best, are kept low.

Under normal circumstances, it takes a specialist in a certain field to create a really powerful magical effect. Only specialists have [[Form]]/[[Technique]]-combinations high enough to casts a high level [[Spell|spell]], develop such a spell in a reasonable amount of time, or likewise create a [[Magical item|magical item]] with considerable power. Specialists are often sought-after by other members of the [[Order]] for reasons that are as varied as there are [[Form]]/[[Technique]]-combinations. The blasting [[Creo|Cr]][[Ignem|Ig]]-[[Flambeau]] springs to mind, as does the [[Creo|Cr]][[Corpus|Co]]-animist, the latter of which can be a life safer when it comes to [[Longevity ritual|longevity rituals]]. Many a [[Quaesitor]] has at least some competence in [[Intellego|In]][[Mentem|Me]].

The opposite of a specialist is a [[Generalist|generalist]].

=== Specialists in Your Saga

The [[Troupe]] should consider the power and availability of specialists in its [[Saga|saga]]. These depend on the saga’s assumptions, and can vary the power-level of the setting widely. 

The availability of specialists relates to the social structure and traditions of the Order. In most sagas, for example, a [[House Tremere|Tremere]] magus can likely procure the aid of many specialists through his House, while an [[House Ex Miscellenea]] magus will need to resort to the “general market”. It is also possible that some specializations are available, while others are rare or nonexistant. Some specializations to consider include…
* Longevity: Creo Corpus specialists to fashion [[Longevity Ritual|longevity rituals]]. Longevity specialists are generally assumed to be available in the [[Canon|canon]].
* Healing: Creo Corpus specialists, which naturally leads to an interest in longevity and in corporeal necromancy as well. Since [[Hermetic Magic|Hermetic magic]] finds healing somewhat difficult (requiring [[Raw Vis]] and [[Ritual Spell|Rituals]]), non-Hermetic traditions can be of great use here. Healing traditions mentioned in canon include the [[Leper Magi]] of [[House Tytalus]], and the [[Pharmacopoeians]] of [[House Ex Miscellanea]].
* Investigation: Intellego specialists, possibly augmented by non-Hermetic traditions and [[Virtue|Virtues]], such as [[Divination]] or [[Astrology]]. Investigators are particularly valued in [[House Guernicus]], for their capability of uncovering Hermetic crimes.
* Combat: There are various combat specializations, mainly include fire magic (Creo Ignem), destructive magic (Perdo Corpus), and earth-magic (Rego Terram). Combat-focused magi are associated with [[House Flambeau]], but capable specialists may be found in any [[Houses of Hermes|House]]. 
* Magic Items: Usually Verditius magi. Crafting magic items with specific kinds of effects will require specific specializations, so no single magus will just make 'magic items' in general - magi will specialize in creating magic items with speific kinds of effects.

Specialists may also be devoted to particular areas, such as [[Magic Theory]] or the [[Faerie Realm]].

The level of power of specialists is heavily dependant on the resources and virtues available to them, as well the acceptable social practices. At the low end of the specturm, the guidelines for elder magi indicate a Lab Total of about 90 (two Arts at 40, plus aura, intelligence, and so on). At the high-end, specialists may reach far, far higher lab totals. Here are some considerations:
* How high are their Arts? The guidelines indicate an Art score of 40 as the practical maximum, but does this include the effect of [[Affinity with Art|Affinities]] and other virtues? 
* How many assistants? The base Lab Total may very reasonably be increased by a [[Familiar|familiar]] and [[Apprentice|apprentice]]. It is also fair to expect the aid of the commisioning magus, and perhaps that of his own familiar and possibly even his own apprentice. The addition of other magi to the broth, even at the expense of less effective contributers, can greatly increase the final Lab Total.
* What Intelligence? A few rituals and a modest investment of [[Raw Vis]] can increase the intelligence of any magus, his familiar, and apprentice to +5. Do all involved share this intelligence score, or are intelligence scores lower? Who has what Intelligence score?
* Are the lab specialization rules for [[Covenants]] applied?
* How common and available are certain virtues, like [[Magical Focus]], to [[NPC]] magi?

Depending on the options that are allowed, magi can reach very high lab totals. For example, here are three cooperating magi:

40  Technique 
#3 Puissant Technique 
40  Form 
#3 Puissant Form 
#43 Focus 
#11 Magic Theory 
#2 Puissant Magic Theory 
#1 Magic Theory specialty in spell design 
#5 Intelligence 
#3 Inventive Genius 
#9 Aura 
#5 Apprentice's Intelligence 
#5 Apprentice's Magic Theory 
#1 Magic Theory specialty in spell design 
#3 Apprentice's Inventive Genius 
#5 Familiar's Intelligence 
#9 Familiar's Magic Theory 
#1 Magic Theory specialty in spell design 
#5 Familiar 2's Intelligence 
#9 Familiar 2's Magic Theory 
#1 Magic Theory (2) specialty in lab assistance 
#5 Familiar 3's Intelligence 
#9 Familiar 3's Magic Theory 
#1 Magic Theory (3) specialty in lab assistance 
#5 Magus 2 Intelligence 
#11 Magus 2 Magic Theory 
#5 Magus 3 Intelligence 
#11 Magus 3 Magic Theory 
#1 Superior Equipment (Free lab virtue)
#4 Greater Horde (Major lab virtue, +2 to General Quality and +2 to specialty) 
#1 Highly Organized (Free lab virtue)
#3 Greater Feature (Major lab virtue) 
#2 Greater Focus (Major lab flaw, -2 to General Quality and +4 to specialty) 
--- 
262

=== References

* [[site:http://www.atlas-games.com/forum/viewtopic.php?t=62&start=15|The High Level Limit of Ars Magica (Atlas forum thread)]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1231192930</unix>
						<iso>2009-01-05 23:02:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor changes</comment>
					<text><![CDATA[
In the context of [[Hermetic Magic]], a *specialist* is someone who, unsurprisingly, is specialized in a narrow field of expertise. As the proficiency of a [[Magus|magus]] in terms of creating a certain [[Magic|magical effect]] is based on his score in the corresponding [[Arts]], a specialist tends to focus on one or two [[Form]]/[[Technique]]-combinations at which he is very (often excessively) good, while his other [[Arts]], lower prioritized interests at best, are kept low.

Under normal circumstances, it takes a specialist in a certain field to create a really powerful magical effect. Only specialists have [[Form]]/[[Technique]]-combinations high enough to casts a high level [[Spell|spell]], develop such a spell in a reasonable amount of time, or likewise create a [[Magical item|magical item]] with considerable power. Specialists are often sought-after by other members of the [[Order]] for reasons that are as varied as there are [[Form]]/[[Technique]]-combinations. The blasting [[Creo|Cr]][[Ignem|Ig]]-[[Flambeau]] springs to mind, as does the [[Creo|Cr]][[Corpus|Co]]-animist, the latter of which can be a life safer when it comes to [[Longevity ritual|longevity rituals]]. Many a [[Quaesitor]] has at least some competence in [[Intellego|In]][[Mentem|Me]].

The opposite of a specialist is a [[Generalist|generalist]].

=== Specialists in Your Saga

The [[Troupe]] should consider the power and availability of specialists in its [[Saga|saga]]. These depend on the saga’s assumptions, and can vary the power-level of the setting widely. 

The availability of specialists relates to the social structure and traditions of the Order. In most sagas, for example, a [[House Tremere|Tremere]] magus can likely procure the aid of many specialists through his House, while an [[House Ex Miscellenea]] magus will need to resort to the “general market”. It is also possible that some specializations are available, while others are rare or nonexistant. Some specializations to consider include…
* Longevity: Creo Corpus specialists to fashion [[Longevity Ritual|longevity rituals]]. Longevity specialists are generally assumed to be available in the [[Canon|canon]].
* Healing: Creo Corpus specialists, which naturally leads to an interest in longevity and in corporeal necromancy as well. Since [[Hermetic Magic|Hermetic magic]] finds healing somewhat difficult (requiring [[Raw Vis]] and [[Ritual Spell|Rituals]]), non-Hermetic traditions can be of great use here. Healing traditions mentioned in canon include the [[Leper Magi]] of [[House Tytalus]], and the [[Pharmacopoeians]] of [[House Ex Miscellanea]].
* Investigation: Intellego specialists, possibly augmented by non-Hermetic traditions and [[Virtue|Virtues]], such as [[Divination]] or [[Astrology]]. Investigators are particularly valued in [[House Guernicus]], for their capability of uncovering Hermetic crimes.
* Combat: There are various combat specializations, mainly include fire magic (Creo Ignem), destructive magic (Perdo Corpus), and earth-magic (Rego Terram). Combat-focused magi are associated with [[House Flambeau]], but capable specialists may be found in any [[Houses of Hermes|House]]. 
* Magic Items: Usually Verditius magi. Crafting magic items with specific kinds of effects will require specific specializations, so no single magus will just make 'magic items' in general - magi will specialize in creating magic items with speific kinds of effects.

Specialists may also be devoted to particular areas, such as [[Magic Theory]] or the [[Faerie Realm]].

The level of power of specialists is heavily dependant on the resources and virtues available to them, as well the acceptable social practices. At the low end of the specturm, the guidelines for elder magi indicate a Lab Total of about 90 (two Arts at 40, plus aura, intelligence, and so on). At the high-end, specialists may reach far, far higher lab totals. Here are some considerations:
* How high are their Arts? The guidelines indicate an Art score of 40 as the practical maximum, but does this include the effect of [[Affinity with Art|Affinities]] and other virtues? 
* How many assistants? The base Lab Total may very reasonably be increased by a [[Familiar|familiar]] and [[Apprentice|apprentice]]. It is also fair to expect the aid of the commisioning magus, and perhaps that of his own familiar and possibly even his own apprentice. The addition of other magi to the broth, even at the expense of less effective contributers, can greatly increase the final Lab Total.
* What Intelligence? A few rituals and a modest investment of [[Raw Vis]] can increase the intelligence of any magus, his familiar, and apprentice to +5. Do all involved share this intelligence score, or are intelligence scores lower? Who has what Intelligence score?
* Are the lab specialization rules for [[Covenants]] applied?
* How common and available are certain virtues, like [[Magical Focus]], to [[NPC]] magi?

Depending on the options that are allowed, magi can reach very high lab totals. For example, here are three cooperating magi:

[begin:.quote] 40  Technique 
 +3 Puissant Technique 
 40  Form 
 +3 Puissant Form 
 +43 Focus 
 +11 Magic Theory 
 +2 Puissant Magic Theory 
 +1 Magic Theory specialty in spell design 
 +5 Intelligence 
 +3 Inventive Genius 
 +9 Aura 
 +5 Apprentice's Intelligence 
 +5 Apprentice's Magic Theory 
 +1 Magic Theory specialty in spell design 
 +3 Apprentice's Inventive Genius 
 +5 Familiar's Intelligence 
 +9 Familiar's Magic Theory 
 +1 Magic Theory specialty in spell design 
 +5 Familiar 2's Intelligence 
 +9 Familiar 2's Magic Theory 
 +1 Magic Theory (2) specialty in lab assistance 
 +5 Familiar 3's Intelligence 
 +9 Familiar 3's Magic Theory 
 +1 Magic Theory (3) specialty in lab assistance 
 +5 Magus 2 Intelligence 
 +11 Magus 2 Magic Theory 
 +5 Magus 3 Intelligence 
 +11 Magus 3 Magic Theory 
 +1 Superior Equipment (Free lab virtue)
 +4 Greater Horde (Major lab virtue, +2 to General Quality and +2 to specialty) 
 +1 Highly Organized (Free lab virtue)
 +3 Greater Feature (Major lab virtue) 
 +2 Greater Focus (Major lab flaw, -2 to General Quality and +4 to specialty) 
 --- 
 262[end:.quote]

=== References

* [[http:alty) 
 --- 
 262[end:.quote]

=== References

* [[http://www.atlas-games.com/forum/viewtopic.php?t=62&start=15|Th
]]></text>
				</version>
			</history>
		</page>
		<page node="617">
			<name>generalist</name>
			<title>Generalist</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1231182229</unix>
						<iso>2009-01-05 20:03:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The opposite of a [[Specialist|specialist]], a *generalist* is a [[Magus|magus]] who does not specialize in a certain [[Form]]/[[Technique]]-combination, or, less specifically, a certain field of expertise, but prefers a more or less evenly leveled spectrum of [[Arts]].
]]></text>
				</version>
			</history>
		</page>
		<page node="618">
			<name>longevity_ritual</name>
			<title>Longevity ritual</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1231182765</unix>
						<iso>2009-01-05 20:12:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

According to [[RAW]], the effects of [[Aging|aging]] of healthy human beings begins to manifest at the age of 35. At this time, at the latest, a [[Magus|magus]] will think about his *longevity ritual*, an [[Hermetic]] ritual that slows the effect of [[Aging|aging]] considerably.

= References

* [[ArM5]], p. *101*, 108.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1231189284</unix>
						<iso>2009-01-05 22:01:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>some extension</comment>
					<text><![CDATA[
[[RAW]], the effects of [[Aging|aging]] of healthy human beings begins to manifest at the age of 35. At this time, a [[Magus|mag [[Magus|magus]] may wish to create a rmetic]] ritual that slows the effect of [[Aging|aging]] considerably. Longevity rituals may also Longevity rituals may also be created for others, including ones made for trusted [[Mundane|mundanes]] or noble clients. 

The longevity ritual slows down aging, but at the cost of accruing [[Warping Points]]. The rituals can be highly effective if made by a [[Specialist|specialist]], so that generally magi may end up remaining relatively young and the barrier to their life turns out to be warping rather than aging. Being a longevity specialist is also likely to be lucrative, bringing many interesting clients into your debt - including, potentially, powerful mundanes.

Those wishing to live as long as possible, however, may wish to postpone undertaking a longevity ritual. This will allow them to accrue a few more decades before starting to accumulate warping points. In good living conditions, and with some care, as many as three decades or so can be added to one's expected lifespan. Doing the opposite, refraining from undergoing the ritual once old age is reached, is generally less efficient as by that time aging effects accumulate much more rapidly. 

A longevity ritual requires plenty of [[Raw Vis]]. especially if undertaken at old age. It is therefore advantageous to invest in over-the-top rituals, that will fail only with a very low likelihood. Even if these require vast amounts of raw vis, it would be cheaper than having to recast the longevity ritual every time it fails.

=== Prior Editions

In prior editions, the longevity ritual was often referred to as a [[Longevity Potion]]. In [[ArM5]], the ritual can take any form, from preparing and imbibing a potion to immersion in fire or any other imaginable procedure.

= References

others, including ones mad
]]></text>
				</version>
			</history>
		</page>
		<page node="619">
			<name>enchanted_device</name>
			<title>Enchanted item</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1231183402</unix>
						<iso>2009-01-05 20:23:22</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
An *enchanted item*, also known as magical item, or enchanted device, is an item that has been enchanted by a [[Magus|magus]]. Enchanting an item means to instill a magical effect into it, a tedious process that takes at least a [[Season|season]] of work in the [[Laboratory|laboratory]] of a [[Magus|magus]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267108643</unix>
						<iso>2010-02-25 15:37:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added categories of enchanted item</comment>
					<text><![CDATA[
An '''enchanted item''', also known as ''magical item'' or ''enchanted device'', is an item that has been enchanted by a [[Magus|magus]] or other wizard. Enchanting an item means to instill a magical effect into it, a tedious process that takes at least a [[Season|season]] of work in the [[Laboratory|laboratory]].

= Varieties of Enchanted Items

:[[Invested Device]]: An item with potentially many different powers, that takes several seasons to create
:[[Talisman]]: A special invested device intimately attuned to a particular [[magus]], which helps him cast [[spell|spells]]
:[[Lesser Enchanted Device]]: A device which has only one power or effect, but is simpler and cheaper to make than an invested device
:[[Charged Item]]: An enchanted item that can only be used a finite number of times.

In addition, past editions of Ars Magica ([[ArM4]] and earlier) included a category of items called [[Potion|potions]], which are now considered simply a special type of [[charged item]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279096958</unix>
						<iso>2010-07-14 10:42:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added notes on penetration</comment>
					<text><![CDATA[
An '''enchanted item''', also known as ''magical item'' or ''enchanted device'', is an item that has been enchanted by a [[Magus|magus]] or other wizard. Enchanting an item means to instill a magical effect into it, a tedious process that takes at least a [[Season|season]] of work in the [[Laboratory|laboratory]].

= Varieties of Enchanted Items

:[[Invested Device]]: An item with potentially many different powers, that takes several seasons to create
:[[Talisman]]: A special invested device intimately attuned to a particular [[magus]], which helps him cast [[spell|spells]]
:[[Lesser Enchanted Device]]: A device which has only one power or effect, but is simpler and cheaper to make than an invested device
:[[Charged Item]]: An enchanted item that can only be used a finite number of times.

= Items under an Aura or Aegis

It is unclear whether enchanted devices are affected by a [[supernatural aura]] in the same way that casting spells and using supernatural abilities are. One option is to let the aura affect the [[Penetration]] of the effects, and interpret negative penetration as a suppression and fizzling of the effect. Another is to ignore the aura, allowing items to function consistently in hostile auras. This appears to be the [[RAW]], as no explicit mention of affecting devices is noted in the Realm Interaction Chart, but appears inconsistent with the otherwise universal affect of auras.

Since devices activate without any rolls involved, they offer a means of using magic in hostile auras without a risk of a [[botch]].

Items brought to a foreign [[Aegis of the Hearth]] would be "resisted" by it.

= Past Editions

Past editions of Ars Magica ([[ArM4]] and earlier) included a category of items called [[Potion|potions]], which are now considered simply a special type of [[charged item]].
]]></text>
				</version>
			</history>
		</page>
		<page node="62">
			<name>stress_die</name>
			<title>Stress Die</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205612635</unix>
						<iso>2008-03-15 21:23:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Rolling a stress die refers to a method of the [[Ars Magica]] game mechanics to determine the quality or the outcome of an action or event under stressful circumstances.

First, you roll a single ten-sided die. A zero (or 10) is special in that it usually means that the rolling of [[Botch Die|botch dice]] is called for. A 1, on the other hand, allows the player to roll again, thereby doubling the result of the next roll. Additional 1s multiply the result by four, eight, sixteen, and so forth, until a number other than 1 is rolled. All other numbers (2–9) count as their actual values. On the second and subsequent roll, a zero (or 10) stands for a value of 10.

# example: You roll 3. The result is 3.
# example: You roll 0. This usually calls for a certain number of [[Botch Die|botch dice]].
# example: You roll 1, 4. The result is 8 (= 2 × 4).
# example: You roll 1, 1, 1, 0. The result is 80 (= 2 × 2 × 2 × 10)

Unlike a [[Simple Die]] that is used in relaxed situations, a Stress Die is used to reflect stressful circumstances. Combat and most spell casting are both examples for the use of a Stress Die. Due to the exploding-dice mechanics, rolling a Stress Die can yield spectacular results.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205614950</unix>
						<iso>2008-03-15 22:02:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Game mechanics</comment>
					<text><![CDATA[
Rolling a stress die refers to a method of the [[Ars Magica]] [[Game Mechanics|game mechanics]] to determine the quality, or the outcome oty, or the outcome of an action or event under stressful circumstances.

First, you roll a single ten-sided die. A zero (or 10) is special in that it usually means that the rolling of [[Botch Die|botch dice]] is called for. A 1, on the other hand, allows the player to roll again, thereby doubling the result of the next roll. Additional 1s multiply the result by four, eight, sixteen, and so forth, until a number other than 1 is rolled. All other numbers (2–9) count as their actual values. On the second and subsequent roll, a zero (or 10) stands * Example: You roll 3. The result is 3.
* Example: You roll 0. This usually calls for a certain number of [[Botch Die|botch dice]].
* Example: You roll 1, 4. The result is 8 (= 2 × 4).
* Example: You roll 1, 1, 1, 0. The result is 80 (= 2 × 2 × 2 × 10)

2 × 2 × 2 × 10)

Unlike a [[Simple Die]] that is used in relaxed situations, a Stress Die is used to reflect stressful circumstances. Combat and most spell casting are both examples for the use of a Stress Die. Due to the exploding-dice mechanics, rolling a Stress Die can yield
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241822274</unix>
						<iso>2009-05-09 00:37:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added reference, light edit for clairity</comment>
					<text><![CDATA[
Rolling a '''stress die''' refers to a method of the [[Ars Magica]] [[Game Mechanics|game mechanics]] to determine the outcome of an action or event under stressful circumstances.  A stress die carries with it the possibility of spectacular success or catastrophic failure.

First, you roll a single ten-sided die, which is typically numbered 0 through 9. A zero is special: there is a chance of great failure and the player must then roll [[Botch Die|botch dice]].

A 1, on the other hand, allows the player to roll again, thereby doubling the result of the next roll. Additional 1's multiply the result by four, eight, sixteen, and so forth, until a number other than 1 is rolled. All other numbers (2–9) count as their actual values. On the second and subsequent roll, a zero stands for a value of 10.

er numbers (2–9) count as their actual values. On the second and subsequent roll, a zero stands for a value of 10.

* Example: You roll 3. The result is 3.
* Example: You roll 0. This usually calls for a certain number of [[Botch Die|botch dice]].
* Example: You roll 1, 4. The result is 8 (= 2 × 4).
* Example: You roll 1, 1, 1, 0. The result is 80 (= 2 × 2 × 2 × 10)

Unlike a [[Simple Die]] that is used in relaxed situations, a Stress Die is used to refopen-ended multiplication from rolling consecutive 1's, a  and most spell(rarely) ycasting are both examples

= References

* Stress Die (inset) [[ArM5]], page 6
* Stress Die, [[ArM5]] page 6 column 3

= See Also

* [[Botch Die]]
* [[Simple Die]]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1241822578</unix>
						<iso>2009-05-09 00:42:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Clarified botch</comment>
					<text><![CDATA[
Rolling a '''stress die''' refers to a method of the [[Ars Magica]] [[Game Mechanics|game mechanics]] to determine the outcome of an action or event under stressful circumstances.  A stress die carries with it the possibility of spectacular success or [[Botch | catastrophic failure]].

First, you roll a single ten-sided die, which is typically numbered 0 through 9. A zero is special: there is a chance the character will [[Botch]], and the player must roll [[Botch Die|botch dice]] to see whether that happens.  Even if no botch occurs, the roll is treated as zero.

A 1, on the other hand, allows the player to roll again, doubling the result of the next roll. Additional 1's multiply the next result by four, eight, sixteen, and so forth, until a number other than 1 is rolled. All other numbers (2–9) count as their actual values. On the second and subsequent roll, a zero stands for a value of 10.

* Example: You roll 3. The result is 3.
* Example: You roll 0. The result is 0, and you must roll a certain number of [[Botch Die|botch dice]] determined by the [[Storyguide]] to see if you [[Botch]].
* Example: You roll 1, roll 0. The result is 0, and you must roll a certain number of [[Botch Die|botch dice]] determined by the [[Storyguide]] to see if you [[Botch]].
* Example: You roll 1, 4. The result is 8 (= 2 × 4).
* Example: You roll 1, 1, 1, 0. The result is 80 (= 2 × 2 × 2 × 10)

Unlike a [[Simple Die]] that is used in relaxed situations, a Stress Die is used to reflect stressful circumstances. Combat and most spell casting are both examples for the use of a Stress Die. Due to the open-ended multiplication from rolling consecutive 1's]]
* [[Botch  a Stress Die can (rar
* [[Quality Die]]
* [[Low Die]]
]]></text>
				</version>
			</history>
		</page>
		<page node="620">
			<name>flambeau</name>
			<title>Flambeau</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1231200705</unix>
						<iso>2009-01-06 01:11:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Proxy page</comment>
					<text><![CDATA[
The ambiguous term *Flambeau* refers to one of the following unambiguous terms:

* [[Flambeau the Founder]]
* [[House Flambeau]] as a whole
* A single [[Magus|magus]] in his role as a member of [[House Flambeau]]
]]></text>
				</version>
			</history>
		</page>
		<page node="621">
			<name>npc</name>
			<title>NPC</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1231201792</unix>
						<iso>2009-01-06 01:29:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Not specifically related to [[Ars Magica]] in particular, but to [[RPG|role-playing games]] in general, *NPC* is an acronym that stands for Non-Player Character. An [?NPC|Non-player character] is a character that is played exclusively by the [[Story guide|story guide]], and whose motives and incitement are therefore hidden from the [[Troupe]]. Not necessarily antagonists, the [[Story guide|guide]] uses [?NPC|Non-player character]s to confront player characters in myriads of facettes and levels of power.

The opposite of an [?NPC|Non-player character] is a [[PC]], a player character.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268997119</unix>
						<iso>2010-03-19 12:11:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to player character</comment>
					<text><![CDATA[
Not specifically related to [[Ars Magica]] in particular, but to [[RPG|role-playing games]] in general, *NPC* is an acronym that stands for Non-Player Character. An {{abbr|NPC|Non-player character}} is a character that is played exclusively by the [[Story guide|story guide]], and whose motives and incitement are therefore hidden from the [[Troupe]]. Not necessarily antagonists, the [[Story guide|guide]] uses {{abbr|NPC|Non-player character}}s to confront player characters in myriads of facettes and levels of power.

The opposite of an {{abbr|NPC|Non-player character}} is a [[PC]], a [[player character]].
]]></text>
				</version>
			</history>
		</page>
		<page node="623">
			<name>rpg</name>
			<title>RPG</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1231203433</unix>
						<iso>2009-01-06 01:57:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''RPG''' is an acronym that stands for Role-Playing Game. [[Ars Magica]], the central dogma of this site, is a [?RPG|Role-playing game], too. [?RPG|Role-playing game]s, in all their breadth and depth, are an extremely complex topic.

= See also

Selected sources for the restless reader:

* [[http://en.wikipedia.org/wiki/Role-playing_game|Wikipedia]]
* [[http://www.rpg.net/|RPG.net]]
* [[http://www.atlas-games.com/|Atlas Games]]
* [[http://www.dmoz.org/Games/Roleplaying/|ODP]]
* [[http://groups.google.com/groups/dir?sel=usenet%3Drec.games.frp|Usenet]]
]]></text>
				</version>
			</history>
		</page>
		<page node="624">
			<name>casting_from_text</name>
			<title>Casting From Text</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1231609870</unix>
						<iso>2009-01-10 18:51:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[ArM5]], magi cannot cast spells directly from books.  Books of spells are actually [[Laboratory Text | Laboratory Texts]], and contain instructions for inventing the spells, not for casting them.

= Casting From Text in Previous Editions

In [[ArM3]] and [[ArM4]], covenants' spell books were called grimoires and magi could cast formulaic spells they didn't know by reading directly from a grimoire.  This was risky, entailing extra botch dice.  ''Maintainer's note: More details needed.  What about ArM2?''

= See Also

* [[Casting Tablet]], the ArM5 equivalent to casting from a text
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1231661507</unix>
						<iso>2009-01-11 09:11:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added casting-tablet to main text</comment>
					<text><![CDATA[
In [[ArM5]], magi cannot cast spells directly from books.  Books of spells are actually [[Laboratory Text | Laboratory Texts]], and contain instructions for inventing the spells, not for casting them.

The supplement [[Covenants]] did add the possibility of casting spells from a [[Casting Tablet]], however. A casting tablet allows a magus to cast a spell, although not to learn or invent it. 

The supplement [[Covenants]] did add the possibility of casting spells from a [[Casting Tablet]], however. A casting tablet allows a magus to cast a spell, although not to learn or invent it. 

= Casting From Text in Previous Editions

In [[ArM3]] and [[ArM4]], covenants' spell books were called grimoires and magi could cast formulaic spells they didn't know by reading directly from a g
]]></text>
				</version>
			</history>
		</page>
		<page node="625">
			<name>multiple_casting</name>
			<title>Multiple Casting</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1231610233</unix>
						<iso>2009-01-10 18:57:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Multiple Casting''' is an ArM5 [[Spell Mastery Special Ability]] that lets a magus cast the spell several times at once.  This allows the caster to affect multiple targets in a single combat round.

The wording of the rules is a little unclear about exactly how many versions of the spell a magus may cast. Consider the following to be errata:

[begin:.cite]
Multiple Casting (p. 87): Replace the the last sentence of the first paragraph with "You may cast a number of additional copies of the spell equal to or less than your Mastery Score."

--[[David Chart]], [[Mailing List | Berkeley Ars Magica List]], 17 Oct. 2005
[end:.cite]

So if your mastery score is 2 and you have the Multiple Casting special ability, you could cast up to 3 instances of the spell simultaneously: the original plus two additional copies.

The reason this is a Frequently-Asked Question is that the above errata were not corrected until several months after ArM5 was published.

= References

* ArM5, page 87
]]></text>
				</version>
			</history>
		</page>
		<page node="626">
			<name>grand_tribunal_(convention)</name>
			<title>Grand Tribunal (convention)</title>
			<keywords>Grand Tribunal, Cheltenham, California, England, U. K., USA, con, convention, fan, meeting</keywords>
			<description>Grand Tribunal role-playing game convention</description>
			<language>en</language>
			<tags>
				<tag>Fan Community</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1231630033</unix>
						<iso>2009-01-11 00:27:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= History

'''Grand Tribunal''' was brought to life by [[Chris Romer]], [[Ars Magica]] author and activist, in 2007 as a [[RPG]]-convention entirely dedicated to [[Ars Magica]]. It took place in Cheltenham, England. [[http://gt07.ekkaia.org/|The event]] was quite a success, and attracted enthusiasts from all over (real) Europe, as well as two authors from the new world.

In 2008, [[http://gt08.ekkaia.org/|Grand Tribunal]] was held again, and again was considered a success, attracting not only more activists than in 2007, but also [[Line Editor]] [[David Chart]]. Furthermore, an equally successful convention, [[http://gt08.ekkaia.org/page/Grand_Tribunal-California|Grand Tribunal California]], was organized by [[Erik Dahl]], and took place in California at exactly the same time.

= Future

[[Neil Taylor]] and [[Sheila Thomas]], authors and participants of the other two conventions, have volunteered to organize Grand Tribunal in 2009, this time as part of a larger [[http://www.constitution-con.org.uk/|RPG-convention]] that will take place in Cambridge, England.

= See also

* [[http://gt.ekkaia.org/|Website of the Grand Tribunal convention]]
* The term [[Grand Tribunal]] in the context of [[Hermetic]] society
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268353569</unix>
						<iso>2010-03-12 01:26:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added &quot;Next Convention&quot; right at the top</comment>
					<text><![CDATA[
'''Grand Tribunal''' is the name of the fan-organized Ars Magica gaming convention. 

= Next Convention

[[http://us.grandtribunal.net/ | Grand Tribunal U.S. 2010]] will be held in Squaw Valley (Lake Tahoe), California, on August 20-22, 2010.

= History

'''Grand Tribunal''' was brought to life by [[Chris Romer]], [[Ars Magica]] author and activist, in 2007 as a [[RPG]]-convention entirely dedicated to [[Ars Magica]]. It took place in Cheltenham, England. [[http://gt07.ekkaia.org/|The event]] was quite a success, and attracted enthusiasts from all over (real) Europe, as well as two authors from the new world.

In 2008, [[http://gt08.ekkaia.org/|Grand Tribunal]] was held again, and again was considered a success, attracting not only more activists than in 2007, but also [[Line Editor]] [[David Chart]]. Furthermore, an equally successful convention, [[http://gt08.ekkaia.org/page/Grand_Tribunal-California|Grand Tribunal California]], was organized by [[Erik Dahl]], and took place in California at exactly the same time.

In 2009, [[Neil Taylor]] and [[Sheila Thomas]], authors and participants of the other two conventions, volunteered to organize Grand Tribunal in 2009, this time as part of a larger [[http://www.constitution-con.org.uk/|RPG-convention]] that will took place in Cambridge, England.

= See also

* [[http://gt.ekkaia.org/|Website of the Grand Tribunal convention]]
* The term [[Grand Tribunal]] in the context of [[Hermetic]] society
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1276883926</unix>
						<iso>2010-06-18 19:58:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>2010 updated, history extended, UK/USA</comment>
					<text><![CDATA[
= Synopsis

'''Grand Tribunal''' is the name of the fan-organized [[Ars Magica]] gaming convention. 

= Next Convention

[[http://us.grandtribunal.net/ | Grand Tribunal U.S. 2010]] will be held in Squaw Valley (Lake Tahoe), California, on August 20-22, 2010. The [[http://gt10.ekkaia.org/|old-world counterpart]] will traditionally take place at exactly the same time (August 20^^th^^ – 22^^nd^^) in Cheltenham, England.

= History

'''Grand Tribunal''' was brought to life by [[Chris Romer]], [[Ars Magica]] author and activist, in 2007 as a [[RPG]]-convention entirely dedicated to [[Ars Magica]]. It took place in Cheltenham, England. [[http://gt07.ekkaia.org/|The event]] was quite a success, and attracted enthusiasts from all over (real) Europe, as well as two authors from the new world.

In 2008, [[http://gt08.ekkaia.org/|Grand Tribunal]] was held again, and again was considered a success, attracting not only more activists than in 2007, but also [[Line Editor]] [[David Chart]]. Furthermore, an equally successful convention, [[http://gt08.ekkaia.org/page/Grand_Tribunal-California|Grand Tribunal California]], was organized by [[Erik Dahl]], and took place in California at exactly the same time.

In 2009, [[Neil Taylor]] and [[Sheila Thomas]], authors and participants of the other two conventions held in Cheltenham, volunteered to organize [[http://gt09.ekkaia.org/|Grand Tribunal in 2009]], this time as part of a larger [[http://www.constitution-con.org.uk/|RPG-convention]] that took place in Cambridge, England.

= See also

* [[http://www.grandtribunal.org/|Grand Tribunal U.K.]]
* [[http://us.grandtribunal.net/|Grand Tribunal U.S.A.]]
* The term [[Grand Tribunal]] in the context of [[Hermetic]] society
]]></text>
				</version>
			</history>
		</page>
		<page node="627">
			<name>david_chart</name>
			<title>David Chart</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1232310701</unix>
						<iso>2009-01-18 21:31:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Please refer to [[http://gt08.ekkaia.org/page/David_Chart|this link]] for further information.

[class:warning|Someone, please, provide some local information.]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1232376458</unix>
						<iso>2009-01-19 15:47:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight expansion</comment>
					<text><![CDATA[
David Chart is the current Line Editor for Ars Magica, and has been filling that capacity since 2001. This makes him the guy responsible for nearly everything about the [[ArM5]] line, from the general design considerations to the order and content of the supplements. So if there is anything you find fault with in Ars Magica, you should put the blame on The Man.

In addition, David Chart has written extensively for Ars Magica over the years. He was the author of [[The Fallen Fane]], [[The Black Monks of Glastonbury]], [[Heirs to Merlin: The Stonehenge Tribunal]], [[A Medieval Tapestry: Personalities of Mythic Europe]], and [[The Wizard's Grimoire]], as well as contributing to other books and editing or producing or otherwise aiding in the production of many others.

=== See Also

* Please refer to [[http://gt08.ekkaia.org/page/David_Chart|this link]] for further information.
* You may also wish to see [[http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=234|Pen & Paper]] for detailed information on his work.

[class:warning|Someone, please, provide some local information.]
]]></text>
				</version>
			</history>
		</page>
		<page node="628">
			<name>sheila_thomas</name>
			<title>Sheila Thomas</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1232310748</unix>
						<iso>2009-01-18 21:32:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Please refer to [[http://gt08.ekkaia.org/page/Sheila_Thomas|this link]] for further information.

[class:warning|Someone, please, provide some local information.]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1232378001</unix>
						<iso>2009-01-19 16:13:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>just put a very little bit of information in</comment>
					<text><![CDATA[
Sheila Thomas has written and edited several Ars Magica works. In addition to being the editor of the (defunct) [[Fanzines|Hermes Portal]], she has written for [[Living Lore]], [[Covenants]], [[City & Guild]], [[The Lion and the Lily]], and [[Realms of Power: Magic]].

=== See Also 
* Please refer to [[htttten and edited several Ars Magica works. In addition to being the editor of the (defunct) [[Fanzines|Hermes Portal]], she has written for [[
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268267477</unix>
						<iso>2010-03-11 01:31:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed Link</comment>
					<text><![CDATA[
Sheila Thomas has written and edited several Ars Magica works. In addition to being the editor of the (defunct) [[Fanzines|Hermes Portal]], she has written for [[Living Lore]], [[Covenants]], [[City & Guild]], The [[Lion and the Lily]], and [[Realms of Power: Magic]].

=== See Also 
* Please refer to [[http://gt08.ekkaia.org/page/Sheila_Thomas|this link]] for further information.

'''Someone, please, provide some local information.'''
]]></text>
				</version>
			</history>
		</page>
		<page node="629">
			<name>andrew_smith</name>
			<title>Andrew Smith</title>
			<language>en</language>
			<tags>
				<tag>Author</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1232310852</unix>
						<iso>2009-01-18 21:34:12</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Please refer to [[http://gt08.ekkaia.org/page/Andrew_P_Smith|this link]] for further information.

[class:warning|Someone, please, provide some local information.]
]]></text>
				</version>
			</history>
		</page>
		<page node="63">
			<name>botch_die</name>
			<title>Botch Die</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205613478</unix>
						<iso>2008-03-15 21:37:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
When failing a die roll in stressful situations, that is, if a [[Stress Die]] comes up with a 0 (or 10), players usually have to roll a certain number of botch dice for their characters. The amount of botch dice that have to be cast is usually not set in stone, but is assigned by the [[Story Guide]] as the case arises according to the situation, a more stressful situation calling for more botch dice. Certain [[Virtue|virtues]] and [[Flaw|flaws]] modify the number of botch dice, as do some talents, such as [[Spell Mastery]].

To determine whether a character botches, the assigned number of ten-sided dice is cast. If one or more zeros (or tens) come up, the character has botched. The actual outcome of a botch, too, is completely up to the [[Story Guide]], but should reflect the situation at hand. Spell casting botches usually result in dramatic effects as well as [[Warping]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241823774</unix>
						<iso>2009-05-09 01:02:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Reading Botch Dice, Number of Botch Dice</comment>
					<text><![CDATA[
When failing a die roll in stressful situations, that is, if a [[Stress Die]] comes up with a 0, players usually have to roll a certain number of '''botch dice''' for their characters. The number of botch dice that have to be cast is usually not set in stone, but is assigned by the [[Story Guide]] according to the situation.

= Reading the Botch Dice

Botch dice are 10-sided (just like all dice in Ars Magica).  Reading them is simple: if any botch die comes up zero, a [[Botch]] has occurred.  If more than one botch die is zero, this is called a "double botch," "triple botch," and so forth.

The effects of a botch are generally left up to the [[Story Guide]].

= Number of Botch Dice

Different editions of Ars Magica give different guidance on how many botch dice should be rolled under particular circumstances.  These are always presented as suggestions rather than strict rules.

Earlier editions of Ars Magica generally recommended more botch dice than does ArM5.

Certain [[Virtue|virtues]] and [[Flaw|flaws]] modify the number of botch dice, as do some [[Abilities]], such as [[Spell Mastery]].  The number of botch dice for magical effects is influences by the magus's [[Bond Score | bond with his familiar]], the prevailing supernatural [[Aura]], and so on.

== Botch Chance Table

Ars Magica Fifth Edition contains a table showing the probability of a [[Botch]] according to the number of botch dice.  The purpose of this table is simply to help players get a feel for how the chance of a botch increases with the number of botch dice.  The numbers on that table are not meant to be used during play!

For those who are interested, the Botch Chance table was calculated using the [[http://mathworld.wolfram.com/BinomialDistribution.html | binomial distribution]].
= References

* Botch Dice, [[ArM5]] page 7.
]]></text>
				</version>
			</history>
		</page>
		<page node="630">
			<name>christian_jensen_romer</name>
			<title>Christian Jensen Romer</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1232310901</unix>
						<iso>2009-01-18 21:35:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Please refer to [[http://gt08.ekkaia.org/page/CJ|this link]] for further information.

[class:warning|Someone, please, provide some local information.]
]]></text>
				</version>
			</history>
		</page>
		<page node="631">
			<name>neil_taylor</name>
			<title>Neil Taylor</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1232310942</unix>
						<iso>2009-01-18 21:35:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Please refer to [[http://gt08.ekkaia.org/page/Neil_Taylor|this link]] for further information.

[class:warning|Someone, please, provide some local information.]
]]></text>
				</version>
			</history>
		</page>
		<page node="632">
			<name>vulgar_alchemy</name>
			<title>Vulgar Alchemy</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233223256</unix>
						<iso>2009-01-29 11:00:56</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vulgar Alchemy''' is a [[Mystery]] that allows the magus to discover and use new [[Shape and Material Bonus|Shape and Materials bonuses]]. Described in [[TMRE]], it is an [[Outer Mystery]] that is an 'open secret', available to any character at character generation. 

The creation of new S&M bonuses using Vulgar Alchemy is a time consuming and arduous task, both in-character and as a matter of out-of-game book-keeping and seasons of work. If Vulgar Alchemy is the way the Order obtained and disseminated the S&M bonuses that are listed in the core book and supplements, it is reasonable that these are close to all of the widely-known ones. However, this does not preclude the introduction of a new S&M bonus by the storyguide.

If your troupe is very easy-going in regards to approving new S&M bonuses, the value of Vulgar Alchemy for the magus is very slim. There is, therefore, a tension between the usefulness of the mystery and the latitude of allowing unofficial S&M bonuses.
]]></text>
				</version>
			</history>
		</page>
		<page node="633">
			<name>intelligence</name>
			<title>Intelligence</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233534582</unix>
						<iso>2009-02-02 01:29:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Characteristics|characteristics]] of a character, *Intelligence* (Int) represents a character's intellectual capacity, that is, the ability to develop and pursue logical clues.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1233751478</unix>
						<iso>2009-02-04 13:44:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>some commentary</comment>
					<text><![CDATA[
One of the [[Characteristics|characteristics]] of a character, *Intelligence* (Int) represents a character's intellectual capacity, that is, the ability to develop and pursue logical clues.

Intelligence is very useful for [[Magus|magi]], as it affects the [[Lab Total]] which in turn is relevant to any laboratory activity, including the invention of new spells, learning existing spells from [[Lab Text|lab texts]], and creating [[Enchanted Device|enchanted items]]. It does not, however, modify spell casting nor is it usually the major modifier in the Lab Total, so that magi of low intelligence can function reasonably well. Despite this, most [[NPC]] magi in [[Canon|canon]] have an Intelligence score of +3, and none have negative intelligence.

Note that a low-intelligence magus will typically learn spells of a somewhat lower level, which he would find easy to cast, whereas a high-intelligence magus is more likely to know higher-level spells that he will find more difficult to cast. 

Intelligence is also useful in the application of knowledge, such as [[Dominion Lore]], or in recollection, such as in memorizing a letter or message. It does not affect the rate at which characters learn (i.e. acquire experience points).

===See Also

* The [[Art of Memory]] is an [[Academic Ability]] introduced in [[TMRE]] that expands on the role of Intelligence as measuring the capacity for memorization.
]]></text>
				</version>
			</history>
		</page>
		<page node="634">
			<name>perception</name>
			<title>Perception</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233534865</unix>
						<iso>2009-02-02 01:34:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Characteristics|characteristics]] of a character, *Perception* (Per) represents a character's perceptual capacity, that is, the ability to notice and perceive the nuances of one's surroundings or immediate counterparts, in an active as well as reactive manner.
]]></text>
				</version>
			</history>
		</page>
		<page node="635">
			<name>strength</name>
			<title>Strength</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233535055</unix>
						<iso>2009-02-02 01:37:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Characteristics|characteristics]] of a character, *Strength* (Str) represents a character's ability to exert physical force.
]]></text>
				</version>
			</history>
		</page>
		<page node="636">
			<name>presence</name>
			<title>Presence</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233535551</unix>
						<iso>2009-02-02 01:45:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Characteristics|characteristics]] of a character, *Presence* (abbr. Pre) represents a character's ability to appeal to other characters. Often referred to as charisma, Presence determines how capable a character is to lead, command, and, in a general manner, to impress a counterpart.
]]></text>
				</version>
			</history>
		</page>
		<page node="637">
			<name>communication</name>
			<title>Communication</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233535649</unix>
						<iso>2009-02-02 01:47:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Characteristics|characteristics]] of a character, *Communication* (abbr. Com) represents a character's ability to communicate and get along with other characters.
]]></text>
				</version>
			</history>
		</page>
		<page node="638">
			<name>dexterity</name>
			<title>Dexterity</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233535917</unix>
						<iso>2009-02-02 01:51:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Characteristics|characteristics]] of a character, *Dexterity* (abbr. Dex) represents a character's agility and nimbleness, as well as his general skill, sleight, and ability to manipulate objects.
]]></text>
				</version>
			</history>
		</page>
		<page node="639">
			<name>quickness</name>
			<title>Quickness</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233536015</unix>
						<iso>2009-02-02 01:53:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Characteristics|characteristics]] of a character, *Quickness* (abbr. Qik) represents a character's general speed, that is, his ability to move and act fast.
]]></text>
				</version>
			</history>
		</page>
		<page node="64">
			<name>game_mechanics</name>
			<title>Game Mechanics</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205615798</unix>
						<iso>2008-03-15 22:16:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Die Rolls

[[Ars Magica]] knows two methods of die rolls, both of which are based on casting a single ten-sided die:

* [[Simple Die]] rolls
* [[Stress Die]] rolls

Examples of frequently used die rolls:

: [[Ability]]-based : [[Characteristic]] + [[Ability]] + Die Roll
: Spell casting : [[Stamina|Sta]] + [[Form]] + [[Technique]] + Die Roll

[[Story Guide]]s may assign additional situational modifiers to die rolls, or may adjust the number of [[Botch Die|Botch Dice]] as the case arises.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206985187</unix>
						<iso>2008-03-31 19:39:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>expanded</comment>
					<text><![CDATA[
The following is intended to serve as a brief primer to the rules. It is not intended to replace the rule books, but rather to provide an overview and perhaps clarify the structure of the rules.

=The Core Mechanic

The Ars Magica game relies on a single core mechanic. Once you understand that, you understand enough to join a game. The mechanic is simple:
* Roll a die
* Add modifiers
* Compare to the [[Ease Factor]] set by the [[Storyguide]]. If your result is below the ease factor, you failed (in some cases severe failure may result from very bad rolls). If your result is higher, you succeed - with the degree of success determined by how much higher.

== Die Rolls

There are two methods to make the die roll in [[Ars Magica]], both of which are based on casting a single ten-sided die:

* [[Simple Die]] rolls, producing results between 1 and 10.
* [[Stress Die]] rolls, producing results between a [[Botch]] and infinity.

Nearly any check can be made with either a simple or stress roll, depending on the circumstances. 

==Modifiers

Sometimes a single modifier is added to the roll. For example:
* A [[Perosnality Trait]] check is made by adding the character's Personality Trait to a die roll. For example, the [[SG]] may require a Bravery check, implying anoyne should add their Brave personality trait as a modifier.
* A [[Reputation]] check allows to determine whether you have heard of someone. For example, the [[SG]] might add a character's [[Reputation]] score to a die roll to determine whether anyone in the party has heard of him.

Very often, multiple modifiers are added to the roll. Perhaps the two commonest rolls are Ability checks and spell casting checks.
* An Ability check is conducted by adding both an Ability and a Charectaristic as modifiers. It is generally possible to add any Charectaristic, according to the situation. For example, one might add the [[Guile]] + [[Communcation]] to lie succesfully, while [[Guile]] + [[Perception]] might be used to detect a lie.
* A spell casting roll is made by adding [[Stamina]] + [[Form]] + [[Technique]] to the die roll. 

Other modifiers may be piled on as needed. For example, a spell casting roll is often further modified by the local supernatural [[Aura]].

Modifiers in Ars Magica are flexible. There may be many different ways to achieve the same result, so you should be willing to replace modifiers with others or apply circumstantial modifiers as needed. A person required to make a Brave Personality Trait roll, for example, might ask to use his Loyalty score instead. Detecting a lie is possible through Guile + Perception, as above, but also through [[Folk Ken]] + Perception.

==Ease Factor

In most cases the [[Storyguide]] sets the [[Ease Factor]]. Ease factors generally range from 3 for very easy tasks to 24 or more for exceedingly difficult tasks.

In some cases, an opposed check is appropriate - the Ease Factor is the result of another's roll. For example, a characetr's [[Attack Roll]] with his sword may be opposed by his opponents' [[Defense Roll]]. 

For spells, the Ease Factor is the spell's [[Level]], but with a slight complication - some types of spell casting may succeed even if they fall somewhat short of the spell level, but at the cost of [[Fatigue]].

=Traits

Most of the things you add as modifers are character "Traits". There are several key types of traits:

:[[Charectaristics]]: All characters have eight Charectaristics, such as [[Communication]] and [[Perception]]. They generally range from -3 to +3, although higher (and lower) values are possible. Charectaristics are set at [[Character Generation|character generation]] and usually only deteriorate due to [[Aging]] if they change at all.
:[[Abilities]]: Abilities range from 0 to infinity, with 10 as a general practical maximum. They are increased by experience points, with a certain [[Level]] achieved at a certain experience point total. Not all characters have all abilities. 
:[[Arts]]: Similar to Abilities, the [[Hermetic Arts]] are only available to [[Magus|magi]]. They progress faster than Abilities, requiring less experience to reach the same level.
:[[Perosnality Traits]]: Every character has certain personality traits that reflect her personality. These typically range from -3 to +3. Different character have different personality traits, both in their numerical value and in their type. For example, one character may only have "Brave +1" written as his personality traits, while another may have "Brave -2, Sneaky +3, Curious +3".

Other types of traits exist, such as [[Reputation]] or [[Decrepitude]]. 

If a trait check is called for and your character doesn't have this trait, the situation is handled according to the nature of the check. A person cannot practice medicine without knowing a thing about it, for example, so cannot possibly succeed in a medicine check unless he has the [[Medicine]] ability. A character without a written Brave personality trait, on the other hand, is just assumed to be "normally brave" (a modifier of zero).

=Down Time

Character development in [[Ars Magica]] is generally accomplished by spending time to improve, learn, practice, and so on. Each [[Season]], a character develops by acquiring experience points, inventing spells, and so on.

A character may engage in any number of seasonal activities. These include [[Practice]], [[Training]], [[Teaching]], [[Laboratory Activities]], copying [[Laboratory Text|Lab Texts]] or [[Books]], studying [[Raw Vis]], setting up a [[Laboratory]], assisting a magus in the laboratory, and more. 

In addition, the character may acquire experience through [[Exposure]] or [[Adventure]] while engaged in other seasonal activities.

=Magic

[[Hermetic Magic]] is founded on the [[Hermetic Arts]]. These are comprised of [[Technique|Techniques]] and [[Form|Forms]]. A Technique acts much like a verb, for example [[Creo]] for "I create". A Form acts much like a noun, for example [[Ignem]] for "fire". An effect is always created by joining a Technique with a Form, for example [[Creo]] + [[Ignem]] for creating fire.

Every [[Magus|magus]] has a list of known [[Formulaic]] or [[Ritual]] spells, which he has already invented for himself. You cast these spells by adding the relevant Technique and Form and [[Stamina]] to the die roll. Every spell has a [[Spell Level]] associated with it; if your roll reaches the spell level, you have cast it succesfully (lower rolls may or may not result in a succesful casting, depending on the severity of the failure).

You are not restricted to the list of known spells, however. A magus may literally attempt to cast nearly any spell, although casting an unknown spell is more difficult. Spells cast on-the-fly like this are known as [[Spontanous Spells]].

Many creatures and characters in [[Ars Magica]] have [[Magic Resistance]]. In order to affect a character with Magic Resistance, you generally need to have your [[Penetration]] exceed his Magic Resistance score. You Penetration is equal to the amount by which your spell casting roll exceeds the spell's level, plus your [[Penetration Ability]].

All of this means that lower-level spells are easier to cast, and have higher penetration. Higher level spells, however, are more powerful.

There are many more options available when wielding spells or toiling in the laboratory. See also [[Hermetic Magic]], [[Laboratory Activities]], and [[Spell]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1215548550</unix>
						<iso>2008-07-08 22:22:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed some typos</comment>
					<text><![CDATA[
The following is intended to serve as a brief primer to the rules. It is not intended to replace the rule books, but rather to provide an overview and perhaps clarify the structure of the rules.

=The Core Mechanic

The Ars Magica game relies on a single core mechanic. Once you understand that, you understand enough to join a game. The mechanic is simple:
* Roll a die
* Add modifiers
* Compare to the [[Ease Factor]] set by the [[Storyguide]]. If your result is below the ease factor, you failed (in some cases severe failure may result from very bad rolls). If your result is higher, you succeed - with the degree of success determined by how much higher.

== Die Rolls

There are two methods to make the die roll in [[Ars Magica]], both of which are based on casting a single ten-sided die:

* [[Simple Die]] rolls, producing results between 1 and 10.
* [[Stress Die]] rolls, producing results between a [[Botch]] and infinity.

Nearly any check can be made with either a simple or stress roll, depending on the circumstances. 

==Modifiers

Sometimes a single modifier is added to the roll. For example:
* A [[Personality Trait]] check is made by adding the character's Personality Trait to a die roll. For example, the [[SG]] may require a Bravery check, implying anyone should add their Brave personality trait as a modifier.
* A [[Reputation]] check allows to determine whether you have heard of someone. For example, the [[Storyguide]] might add a character's [[Reputation]] score to a die roll to determine whether anyone in the party has heard of him.

Very often, multiple modifiers are added to the roll. Perhaps the two commonest rolls are Ability checks and spell casting checks.
* An Ability check is conducted by adding both an Ability and a Characteristic as modifiers. It is generally possible to add any Characteristic, according to the situation. For example, one might add the [[Guile]] + [[Communication]] to lie successfully, while [[Guile]] + [[Perception]] might be used to detect a lie.
* A spell casting roll is made by adding [[Stamina]] + [[Form]] + [[Technique]] to the die roll. 

e roll. 

Other modifiers may be piled on as needed. For example, a spell casting roll is often further modified by the local supernatural [[Aura]].

Modifiers in Ars Magica are flexible. There may be many different ways to achieve the same result, so you should be willing to replace modifiers with others or apply circumstantial modifiers as needed. A person required to make a Brave Personality Trait roll, for example, might ask to use his Loyalty score instead. Detecting a lie is possible through Guile + Perception, as above, but also through [[Folk Ken]] + Perception.

==Ease Factor

In most cases the [[Storyguide]] sets the [[Ease Factor]]. Ease factors generally range from 3 for very easy tasks to 24 or more for exceedingly difficult tasks.

In some cases, an opposed check is appropriate - the Ease Factor is the result of another's roll. For example, a characetr's [[Attack Roll]] with his sword may be opposed by his opponents' [[Defense Roll]]. 

For spells, the Ease Factor is the spell's [[Level]], but with a slight complication - some types of spell casting may succeed even if they fall somewhat short of the spell level, but at the cost of [[Fatigue]].

=Traits

Most of the things you add as modifers are character "Traits". There are several key types of traits:

:[[Charectaristics]]: All characters have eight Charectaristics, such as [[Communication]] and [[Perception]]. They generally range from -3 to +3, although higher (and lower) values are possible. Charectaristics are set at [[Character Generation|character generation]] and usually only deteriorate due to [[Aging]] if they change at all.
:[[Abilities]]: Abilities range from 0 to infinity, with 10 as a general practical maximum. They are increased by experience points, with a certain [[Level]] achieved at a certain experience point total. Not all characters have all abilities. 
:[[Arts]]: Similar to Abilities, the [[Hermetic Arts]] are only available to [[Magus|magi]]. They progress faster than Abilities, requiring less experience to reach the same level.
:[[Perosnality Traits]]: Every character has certain personality traits that reflect her personality. These typically range from -3 to +3. Different character have different personality traits, both in their numerical value and in their type. For example, one character may only have "Brave +1" written as his personality traits, while another may have "Brave -2, Sneaky +3, Curious +3".

Other types of traits exist, such as [[Reputation]] or [[Decrepitude]]. 

If a trait check is called for and your character doesn't have this trait, the situation is handled according to the nature of the check. A person cannot practice medicine without knowing a thing about it, for example, so cannot possibly succeed in a medicine check unless he has the [[Medicine]] ability. A character without a written Brave personality trait, on the other hand, is just assumed to be "normally brave" (a modifier of zero).

=Down Time

Character development in [[Ars Magica]] is generally accomplished by spending time to improve, learn, practice, and so on. Each [[Season]], a character develops by acquiring experience points, inventing spells, and so on.

A character may engage in any number of seasonal activities. These include [[Practice]], [[Training]], [[Teaching]], [[Laboratory Activities]], copying [[Laboratory Text|Lab Texts]] or [[Books]], studying [[Raw Vis]], setting up a [[Laboratory]], assisting a magus in the laboratory, and more. 

In addition, the character may acquire experience through [[Exposure]] or [[Adventure]] while engaged in other seasonal activities.

=Magic

[[Hermetic Magic]] is founded on the [[Hermetic Arts]]. These are comprised of [[Technique|Techniques]] and [[Form|Forms]]. A Technique acts much like a verb, for example [[Creo]] for "I create". A Form acts much like a noun, for example [[Ignem]] for "fire". An effect is always created by joining a Technique with a Form, for example [[Creo]] + [[Ignem]] for creating fire.

Every [[Magus|magus]] has a list of known [[Formulaic]] or [[Ritual]] spells, which he has already invented for himself. You cast these spells by adding the relevant Technique and Form and [[Stamina]] to the die roll. Every spell has a [[Spell Level]] associated with it; if your roll reaches the spell level, you have cast it succesfully (lower rolls may or may not result in a succesful casting, depending on the severity of the failure).

You are not restricted to the list of known spells, however. A magus may literally attempt to cast nearly any spell, although casting an unknown spell is more difficult. Spells cast on-the-fly like this are known as [[Spontanous Spells]].

Many creatures and characters in [[Ars Magica]] have [[Magic Resistance]]. In order to affect a character with Magic Resistance, you generally need to have your [[Penetration]] exceed his Magic Resistance score. You Penetration is equal to the amount by which your spell casting roll exceeds the spell's level, plus your [[Penetration Ability]].

All of this means that lower-level spells are easier to cast, and have higher penetration. Higher level spells, however, are more powerful.

There are many more options available when wielding spells or toiling in the laboratory. See also [[Hermetic Magic]], [[Laboratory Activities]], and
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1215548618</unix>
						<iso>2008-07-08 22:23:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed some typos</comment>
					<text><![CDATA[
The following is intended to serve as a brief primer to the rules. It is not intended to replace the rule books, but rather to provide an overview and perhaps clarify the structure of the rules.

=The Core Mechanic

The Ars Magica game relies on a single core mechanic. Once you understand that, you understand enough to join a game. The mechanic is simple:
* Roll a die
* Add modifiers
* Compare to the [[Ease Factor]] set by the [[Storyguide]]. If your result is below the ease factor, you failed (in some cases severe failure may result from very bad rolls). If your result is higher, you succeed - with the degree of success determined by how much higher.

== Die Rolls

There are two methods to make the die roll in [[Ars Magica]], both of which are based on casting a single ten-sided die:

* [[Simple Die]] rolls, producing results between 1 and 10.
* [[Stress Die]] rolls, producing results between a [[Botch]] and infinity.

Nearly any check can be made with either a simple or stress roll, depending on the circumstances. 

==Modifiers

Sometimes a single modifier is added to the roll. For example:
* A [[Personality Trait]] check is made by adding the character's Personality Trait to a die roll. For example, the [[SG]] may require a Bravery check, implying anyone should add their Brave personality trait as a modifier.
* A [[Reputation]] check allows to determine whether you have heard of someone. For example, the [[Storyguide]] might add a character's [[Reputation]] score to a die roll to determine whether anyone in the party has heard of him.

Very often, multiple modifiers are added to the roll. Perhaps the two commonest rolls are Ability checks and spell casting checks.
* An Ability check is conducted by adding both an Ability and a Characteristic as modifiers. It is generally possible to add any Characteristic, according to the situation. For example, one might add the [[Guile]] + [[Communication]] to lie successfully, while [[Guile]] + [[Perception]] might be used to detect a lie.
* A spell casting roll is made by adding [[Stamina]] + [[Form]] + [[Technique]] to the die roll. 

Other modifiers may be piled on as needed. For example, a spell casting roll is often further modified by the local supernatural [[Aura]].

Modifiers in Ars Magica are flexible. There may be many different ways to achieve the same result, so you should be willing to replace modifiers with others or apply circumstantial modifiers as needed. A person required to make a Brave Personality Trait roll, for example, might ask to use his Loyalty score instead. Detecting a lie is possible through Guile + Perception, as above, but also through [[Folk Ken]] + Perception.

==Ease Factor

In most cases the [[Storyguide]] sets the [[Ease Factor]]. Ease factors generally range from 3 for very easy tasks to 24 or more for exceedingly difficult tasks.

In some cases, an opposed check is appropriate - the Ease Factor is the result of another's roll. For example, a characetr's [[Attack Roll]] with his sword may be opposed by his opponents' [[Defense Roll]]. 

For spells, the Ease Factor is the spell's [[Level]], but with a slight complication - some types of spell casting may succeed even if they fall somewhat short of the spell level, but at the cost of [[Fatigue]].

=Traits

Most of the things you add as modifers are character "Traits". There are several key types of traits:

:[[Characteristics]]: All characters have eight Characteristics, such as [[Communication]] and [[Perception]]. They generally range from -3 to +3, although higher (and lower) values are possible. Characteristics are set at [[Character Generation|character generation]] and usually only deteriorate due to [[Aging]] if they change at all.
:[[Abilities]]: Abilities range from 0 to infinity, with 10 as a general practical maximum. They are increased by experience points, with a certain [[Level]] achieved at a certain experience point total. Not all characters have all abilities. 
:[[Arts]]: Similar to Abilities, the [[Hermetic Arts]] are only available to [[Magus|magi]]. They progress faster than Abilities, requiring less experience to reach the same level.
:[[Personality Traits]]: Every character has certain personality traits that reflect her personality. These typically range from -3 to +3. Different character have different personality traits, both in their numerical value and in their type. For example, one character may only have "Brave +1" written as his personality traits, while another may have "Brave -2, Sneaky +3, Curious +3".

Other types of traits exist, such as [[Reputation]] or [[Decrepitude]]. 

If a trait check is called for and your character doesn't have this trait, the situation is handled according to the nature of the check. A person cannot practice medicine without knowing a thing about it, for example, so cannot possibly succeed in a medicine check unless he has the [[Medicine]] ability. A character without a written Brave personality trait, on the other hand, is just assumed to be "normally brave" (a modifier of zero).

=Down Time

Character development in [[Ars Magica]] is generally accomplished by spending time to improve, learn, practice, and so on. Each [[Season]], a character develops by acquiring experience points, inventing spells, and so on.

A character may engage in any number of seasonal activities. These include [[Practice]], [[Training]], [[Teaching]], [[Laboratory Activities]], copying [[Laboratory Text|Lab Texts]] or [[Books]], studying [[Raw Vis]], setting up a [[Laboratory]], assisting a magus in the laboratory, and more. 

In addition, the character may acquire experience through [[Exposure]] or [[Adventure]] while engaged in other seasonal activities.

=Magic

[[Hermetic Magic]] is founded on the [[Hermetic Arts]]. These are comprised of [[Technique|Techniques]] and [[Form|Forms]]. A Technique acts much like a verb, for example [[Creo]] for "I create". A Form acts much like a noun, for example [[Ignem]] for "fire". An effect is always created by joining a Technique with a Form, for example [[Creo]] + [[Ignem]] for creating fire.

Every [[Magus|magus]] has a list of known [[Formulaic]] or [[Ritual]] spells, which he has already invented for himself. You cast these spells by adding the relevant Technique and Form and [[Stamina]] to the die roll. Every spell has a [[Spell Level]] associated with it; if your roll reaches the spell level, you have cast it succesfully (lower rolls may or may not result in a succesful casting, depending on the severity of the failure).

You are not restricted to the list of known spells, however. A magus may literally attempt to cast nearly any spell, although casting an unknown spell is more difficult. Spells cast on-the-fly like this are known as [[Spontanous Spells]].

Many creatures and characters in [[Ars Magica]] have [[Magic Resistance]]. In order to affect a character with Magic Resistance, you generally need to have your [[Penetration]] exceed his Magic Resistance score. You Penetration is equal to the amount by which your spell casting roll exceeds the spell's level, plus your [[Penetration Ability]].

All of this means that lower-level spells are easier to cast, and have higher penetration. Higher level spells, however, are more powerful.

There are many more options available when wielding spells or toiling in the laboratory. See also [[Hermetic Magic]], [[Laboratory Activities]], and [[Spell]].
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230553302</unix>
						<iso>2008-12-29 13:21:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to FAQ</comment>
					<text><![CDATA[
The following is intended to serve as a brief primer to the rules. It is not intended to replace the rule books, but rather to provide an overview and perhaps clarify the structure of the rules.

=Frequently-Asked Questions

We have a separate [[FAQ]] page.

=Frequently-Asked Questions

We have a separate [[FAQ]] page.

=The Core Mechanic

The Ars Magica game relies on a single core mechanic. Once you understand that, you understand enough to join a game. The mechanic is simple:
* Roll a die
* Add modifiers
* Compare to the [[Ease Factor]] set by the [[Storyguide]]. If your result is below the ease factor, you failed (in some cases severe failure may result from very bad rolls). If your result is higher, you succeed - with the degree of success determined by how much higher.

== Die Rolls

There are two methods to make the die roll in [[Ars Magica]], both of which are based on casting a single ten-sided die:

* [[Simple Die]] rolls, producing results between 1 and 10.
* [[Stress Die]] rolls, producing results between a [[Botch]] and infinity.

Nearly any check can be made with either a simple or stress roll, depending on the circumstances. 

==Modifiers

Sometimes a single modifier is added to the roll. For example:
* A [[Personality Trait]] check is made by adding the character's Personality Trait to a die roll. For example, the [[SG]] may require a Bravery check, implying anyone should add their Brave personality trait as a modifier.
* A [[Reputation]] check allows to determine whether you have heard of someone. For example, the [[Storyguide]] might add a character's [[Reputation]] score to a die roll to determine whether anyone in the party has heard of him.

Very often, multiple modifiers are added to the roll. Perhaps the two commonest rolls are Ability checks and spell casting checks.
* An Ability check is conducted by adding both an Ability and a Characteristic as modifiers. It is generally possible to add any Characteristic, according to the situation. For example, one might add the [[Guile]] + [[Communication]] to lie successfully, while [[Guile]] + [[Perception]] might be used to detect a lie.
* A spell casting roll is made by adding [[Stamina]] + [[Form]] + [[Technique]] to the die roll. 

Other modifiers may be piled on as needed. For example, a spell casting roll is often further modified by the local supernatural [[Aura]].

Modifiers in Ars Magica are flexible. There may be many different ways to achieve the same result, so you should be willing to replace modifiers with others or apply circumstantial modifiers as needed. A person required to make a Brave Personality Trait roll, for example, might ask to use his Loyalty score instead. Detecting a lie is possible through Guile + Perception, as above, but also through [[Folk Ken]] + Perception.

==Ease Factor

In most cases the [[Storyguide]] sets the [[Ease Factor]]. Ease factors generally range from 3 for very easy tasks to 24 or more for exceedingly difficult tasks.

In some cases, an opposed check is appropriate - the Ease Factor is the result of another's roll. For example, a characetr's [[Attack Roll]] with his sword may be opposed by his opponents' [[Defense Roll]]. 

For spells, the Ease Factor is the spell's [[Level]], but with a slight complication - some types of spell casting may succeed even if they fall somewhat short of the spell level, but at the cost of [[Fatigue]].

=Traits

Most of the things you add as modifers are character "Traits". There are several key types of traits:

:[[Characteristics]]: All characters have eight Characteristics, such as [[Communication]] and [[Perception]]. They generally range from -3 to +3, although higher (and lower) values are possible. Characteristics are set at [[Character Generation|character generation]] and usually only deteriorate due to [[Aging]] if they change at all.
:[[Abilities]]: Abilities range from 0 to infinity, with 10 as a general practical maximum. They are increased by experience points, with a certain [[Level]] achieved at a certain experience point total. Not all characters have all abilities. 
:[[Arts]]: Similar to Abilities, the [[Hermetic Arts]] are only available to [[Magus|magi]]. They progress faster than Abilities, requiring less experience to reach the same level.
:[[Personality Traits]]: Every character has certain personality traits that reflect her personality. These typically range from -3 to +3. Different character have different personality traits, both in their numerical value and in their type. For example, one character may only have "Brave +1" written as his personality traits, while another may have "Brave -2, Sneaky +3, Curious +3".

Other types of traits exist, such as [[Reputation]] or [[Decrepitude]]. 

If a trait check is called for and your character doesn't have this trait, the situation is handled according to the nature of the check. A person cannot practice medicine without knowing a thing about it, for example, so cannot possibly succeed in a medicine check unless he has the [[Medicine]] ability. A character without a written Brave personality trait, on the other hand, is just assumed to be "normally brave" (a modifier of zero).

=Down Time

Character development in [[Ars Magica]] is generally accomplished by spending time to improve, learn, practice, and so on. Each [[Season]], a character develops by acquiring experience points, inventing spells, and so on.

A character may engage in any number of seasonal activities. These include [[Practice]], [[Training]], [[Teaching]], [[Laboratory Activities]], copying [[Laboratory Text|Lab Texts]] or [[Books]], studying [[Raw Vis]], setting up a [[Laboratory]], assisting a magus in the laboratory, and more. 

In addition, the character may acquire experience through [[Exposure]] or [[Adventure]] while engaged in other seasonal activities.

=Magic

[[Hermetic Magic]] is founded on the [[Hermetic Arts]]. These are comprised of [[Technique|Techniques]] and [[Form|Forms]]. A Technique acts much like a verb, for example [[Creo]] for "I create". A Form acts much like a noun, for example [[Ignem]] for "fire". An effect is always created by joining a Technique with a Form, for example [[Creo]] + [[Ignem]] for creating fire.

Every [[Magus|magus]] has a list of known [[Formulaic]] or [[Ritual]] spells, which he has already invented for himself. You cast these spells by adding the relevant Technique and Form and [[Stamina]] to the die roll. Every spell has a [[Spell Level]] associated with it; if your roll reaches the spell level, you have cast it succesfully (lower rolls may or may not result in a succesful casting, depending on the severity of the failure).

You are not restricted to the list of known spells, however. A magus may literally attempt to cast nearly any spell, although casting an unknown spell is more difficult. Spells cast on-the-fly like this are known as [[Spontanous Spells]].

Many creatures and characters in [[Ars Magica]] have [[Magic Resistance]]. In order to affect a character with Magic Resistance, you generally need to have your [[Penetration]] exceed his Magic Resistance score. You Penetration is equal to the amount by which your spell casting roll exceeds the spell's level, plus your [[Penetration Ability]].

All of this means that lower-level spells are easier to cast, and have higher penetration. Higher level spells, however, are more powerful.

There are many more options available when wielding spells or toiling in the laboratory. See als
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1273749180</unix>
						<iso>2010-05-13 13:13:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment>you succeed when you reach the ease factor, not exceed it</comment>
					<text><![CDATA[
The following is intended to serve as a brief primer to the rules. It is not intended to replace the rule books, but rather to provide an overview and perhaps clarify the structure of the rules.

=Frequently-Asked Questions

We have a separate [[FAQ]] page.

=The Core Mechanic

The Ars Magica game relies on a single core mechanic. Once you understand that, you understand enough to join a game. The mechanic is simple:
* Roll a die
* Add modifiers
* Compare to the [[Ease Factor]] set by the [[Storyguide]]. If your result is below the ease factor, you failed (in some cases severe failure may result from very bad rolls). If your result is equal to the ease factor or higher, you succeed - with the degree of success determined by how much higher.

== Die Rolls

There are two methods to make the die roll in [[Ars Magica]], both of which are based on casting a single ten-sided die:

* [[Simple Die]] rolls, producing results between 1 and 10.
* [[Stress Die]] rolls, producing results between a [[Botch]] and infinity.

Nearly any check can be made with either a simple or stress roll, depending on the circumstances. 

==Modifiers

Sometimes a single modifier is added to the roll. For example:
* A [[Personality Trait]] check is made by adding the character's Personality Trait to a die roll. For example, the [[SG]] may require a Bravery check, implying anyone should add their Brave personality trait as a modifier.
* A [[Reputation]] check allows to determine whether you have heard of someone. For example, the [[Storyguide]] might add a character's [[Reputation]] score to a die roll to determine whether anyone in the party has heard of him.

Very often, multiple modifiers are added to the roll. Perhaps the two commonest rolls are Ability checks and spell casting checks.
* An Ability check is conducted by adding both an Ability and a Characteristic as modifiers. It is generally possible to add any Characteristic, according to the situation. For example, one might add the [[Guile]] + [[Communication]] to lie successfully, while [[Guile]] + [[Perception]] might be used to detect a lie.
* A spell casting roll is made by adding [[Stamina]] + [[Form]] + [[Technique]] to the die roll. 

Other modifiers may be piled on as needed. For example, a spell casting roll is often further modified by the local supernatural [[Aura]].

Modifiers in Ars Magica are flexible. There may be many different ways to achieve the same result, so you should be willing to replace modifiers with others or apply circumstantial modifiers as needed. A person required to make a Brave Personality Trait roll, for example, might ask to use his Loyalty score instead. Detecting a lie is possible through Guile + Perception, as above, but also through [[Folk Ken]] + Perception.

==Ease Factor

In most cases the [[Storyguide]] sets the [[Ease Factor]]. Ease factors generally range from 3 for very easy tasks to 24 or more for exceedingly difficult tasks.

In some cases, an opposed check is appropriate - the Ease Factor is the result of another's roll. For example, a characetr's [[Attack Roll]] with his sword may be opposed by his opponents' [[Defense Roll]]. 

For spells, the Ease Factor is the spell's [[Level]], but with a slight complication - some types of spell casting may succeed even if they fall somewhat short of the spell level, but at the cost of [[Fatigue]].

=Traits

Most of the things you add as modifers are character "Traits". There are several key types of traits:

:[[Characteristics]]: All characters have eight Characteristics, such as [[Communication]] and [[Perception]]. They generally range from -3 to +3, although higher (and lower) values are possible. Characteristics are set at [[Character Generation|character generation]] and usually only deteriorate due to [[Aging]] if they change at all.
:[[Abilities]]: Abilities range from 0 to infinity, with 10 as a general practical maximum. They are increased by experience points, with a certain [[Level]] achieved at a certain experience point total. Not all characters have all abilities. 
:[[Arts]]: Similar to Abilities, the [[Hermetic Arts]] are only available to [[Magus|magi]]. They progress faster than Abilities, requiring less experience to reach the same level.
:[[Personality Traits]]: Every character has certain personality traits that reflect her personality. These typically range from -3 to +3. Different character have different personality traits, both in their numerical value and in their type. For example, one character may only have "Brave +1" written as his personality traits, while another may have "Brave -2, Sneaky +3, Curious +3".

Other types of traits exist, such as [[Reputation]] or [[Decrepitude]]. 

If a trait check is called for and your character doesn't have this trait, the situation is handled according to the nature of the check. A person cannot practice medicine without knowing a thing about it, for example, so cannot possibly succeed in a medicine check unless he has the [[Medicine]] ability. A character without a written Brave personality trait, on the other hand, is just assumed to be "normally brave" (a modifier of zero).

=Down Time

Character development in [[Ars Magica]] is generally accomplished by spending time to improve, learn, practice, and so on. Each [[Season]], a character develops by acquiring experience points, inventing spells, and so on.

A character may engage in any number of seasonal activities. These include [[Practice]], [[Training]], [[Teaching]], [[Laboratory Activities]], copying [[Laboratory Text|Lab Texts]] or [[Books]], studying [[Raw Vis]], setting up a [[Laboratory]], assisting a magus in the laboratory, and more. 

In addition, the character may acquire experience through [[Exposure]] or [[Adventure]] while engaged in other seasonal activities.

=Magic

[[Hermetic Magic]] is founded on the [[Hermetic Arts]]. These are comprised of [[Technique|Techniques]] and [[Form|Forms]]. A Technique acts much like a verb, for example [[Creo]] for "I create". A Form acts much like a noun, for example [[Ignem]] for "fire". An effect is always created by joining a Technique with a Form, for example [[Creo]] + [[Ignem]] for creating fire.

Every [[Magus|magus]] has a list of known [[Formulaic]] or [[Ritual]] spells, which he has already invented for himself. You cast these spells by adding the relevant Technique and Form and [[Stamina]] to the die roll. Every spell has a [[Spell Level]] associated with it; if your roll reaches the spell level, you have cast it succesfully (lower rolls may or may not result in a succesful casting, depending on the severity of the failure).

You are not restricted to the list of known spells, however. A magus may literally attempt to cast nearly any spell, although casting an unknown spell is more difficult. Spells cast on-the-fly like this are known as [[Spontanous Spells]].

Many creatures and characters in [[Ars Magica]] have [[Magic Resistance]]. In order to affect a character with Magic Resistance, you generally need to have your [[Penetration]] exceed his Magic Resistance score. You Penetration is equal to the amount by which your spell casting roll exceeds the spell's level, plus your [[Penetration Ability]].

All of this means that lower-level spells are easier to cast, and have higher penetration. Higher level spells, however, are more powerful.

There are many more options available when wielding spells or toiling in the laboratory. See also [[Hermetic Magic]], [[Laboratory Activities]], and [[Spell]].
]]></text>
				</version>
			</history>
		</page>
		<page node="640">
			<name>characteristics</name>
			<title>Characteristics</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233538442</unix>
						<iso>2009-02-02 02:34:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Every character in [[Ars Magica]] is governed by eight *characteristics* that reflect his basic aptitude and competence:

* [[Intelligence]] (abbr. Int)
* [[Perception]] (abbr. Per)
* [[Strength]] (abbr. Str)
* [[Stamina]] (abbr. Sta)
* [[Presence]] (abbr. Pre)
* [[Communication]] (abbr. Com)
* [[Dexterity]] (abbr. Dex)
* [[Quickness]] (abbr. Qik)

= Quantification

Zero represents the human standard for all characteristics. Higher values stand for higher aptitude. -5 (abysmally bad) and +5 (exceptionally good) are considered the bounds for mortal human.

= Differentiation

While [[Strength]] is usually treated as an active attribute, [[Stamina]] applies to active as well as reactive actions.

While [[Presence]] powers appearance and leadership, [[Communication]] governs the finer nuances of human interaction as well as the ability to express oneself through words. Manipulating a person might be based on either characteristic.

While manipulating someone would be based on [[Presence]] or [[Communication]], detecting deception, lies, and falsehood would be based on [[Perception]].

While [[Dexterity]] determines the accuracy and grace of a movement, [[Quickness]] determines its speed.

As far as reflexes (reactive actions) are concerned, [[Perception]], [[Quickness]], or even both might be called for, depending on the actual circumstances.

= Relevance

In theory, all characteristics are equally important, and will be relied on sooner or later. Compared to former editions, [[ArM5|fifth edition]] emphasizes the importance of [[Stamina]] due to all spell casting being based on that characteristic.

= Variation

All mundane characters have a score in all eight characteristics, while characters that are aligned with one of the [[Realms of Power|Realms]] may lack some of them. For example, an immaterial creature, such as a ghost, may not have a [[Strength]] score because it is unable to exert physical power – at least by physical means.

For animals that do not belong to one of the [[Realms of Power|Realms]], [[Intelligence]] is usually replaced by [[Cunning]] to reflect their animalistic nature.

= References

* [[ArM5]], p. 18.
* [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf|Book of Mundane Beasts]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1233597878</unix>
						<iso>2009-02-02 19:04:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Typo corrected. Probability. Additional Reference.</comment>
					<text><![CDATA[
All characters in [[Ars Magica]] are governed by eight *characteristics* that reflect their innate ae aptitude and competence:

* [[Intelligence]] (abbr. Int)
* [[Perception]] (abbr. Per)
* [[Strength]] (abbr. Str)
* [[Stamina]] (abbr. Sta)
* [[Presence]] (abbr. Pre)
* [[Communication]] (abbr. Com)
* [[Dexterity]] (abbr. Dex)
* [[Quickness]] (abbr. Qik)

= QuantificatioScore 0 represents the human standard for all characteristics. Higher values stand for higher aptitude. -5 (abysmally bad) and +5 (exceptionally good) are considered the bounds for mortal humans.

Due to incremental [[Costs|costs]], different scores are not equally probable. For example, score +4 is not as likely as a mere +2, because +2 costs 3 points, while +4 costs 10 points in total.

= Differentiation

While [[Strength]] is usually treated as an active attribute, [[Stamina]] applies to active as well as reactive actions.

While [[Presence]] reigns appearance and leadership, [[Communication]] governs the finer nuances of human interaction as well as the ability to express oneself through words, both spoken and written. Manipulating a person might be based on either characteristic, depending on how it is done.

While manipulating someone would be based on [[Presence]] or [[Communication]], detecting deception, lies, and falsehood would be based on [[Perception]].

While [[Dexterity]] determines the accuracy and grace of a movement, [[epending on how it is done.

While manipulating someone would be based on [[Presence]] or [[Communication]], detecting deception, lies, and falsehood would be based on [[Perception]].

While [[Dexterity]] determines the accuracy and grace of a movement, [[Quickness]] determines upits speed.

As far as reflexes (reactive actions) are concerned, [[Perception]], [[Quickness]], or even both might be called for, depending on the actual circumstances.

= Relevance

In theory, all characteristics are equally important, and will be relied ereas creatures that are aligned with one of the [[Realms of Power]] may lack some of them. For example, an incorporeal creature, such as a ghost, may not haaracteristic.

= Variation

All mundane characters have a score in all eight characteristics, whereas creatures that are aligned with one of the [[Realms of Power]] may lack some of them. For example, an incorporeal creature, such as a ghost, may not have a [[Strength]] score because it is una*18*, 191.
* [[RoPM]], p. 31, 55, 84, 100, 140.
* [[or animals that do not b
]]></text>
				</version>
			</history>
		</page>
		<page node="641">
			<name>cunning</name>
			<title>Cunning</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233538568</unix>
						<iso>2009-02-02 02:36:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cunning''', when treated as a [[Characteristic|characteristic]], is used for animals to replace their [[Intelligence]] score.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1233751661</unix>
						<iso>2009-02-04 13:47:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Cunning''', when treated as a [[Characteristic|characteristic]], is used for animals to replace their [[Intelligence]] score. Creatures with Cunning are not affected by [[Mentem]] effects, their minds instead affected by the appropriate [[Form]] (typically [[Animal]], as most are animals).
]]></text>
				</version>
			</history>
		</page>
		<page node="642">
			<name>stamina</name>
			<title>Stamina</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233539077</unix>
						<iso>2009-02-02 02:44:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the [[Characteristics|characteristics]] of a character, *Stamina* (abbr. Sta) represents a character's ability to exert himself in physical and mental circumstances. While the former represents his toughness and endurance when it comes to bearing physical punishment, wounds, or illness, the latter could be described as willpower and determination.
]]></text>
				</version>
			</history>
		</page>
		<page node="643">
			<name>costs</name>
			<title>Costs</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233600073</unix>
						<iso>2009-02-02 19:41:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Ars Magica]], '''Costs''' for [[Characteristics]], [[Ability|Abilities]], and [[Arts]] are not linear but incremental. That way, increasing an [[Ability]] with a low score is much cheaper than improving a value that is already quite high. This reflects the fact that it is easier to learn the basics of any given topic, while only dedicated experts, who are prepared to spend the necessary time and resources, reach a level of true mastership.

The amount of [[XP]] (or just “points” for [[Characteristics]]) required to raise a score is equal to the new score. The sum of [[XP]] required to raise an [[Ability]] from 0 to any given score is yielded by summing up the incremental raises:

|*Score*|*Increment*|*In total*|
|  1  |    1    |    1   |
|  2  |    2    |    3   |
|  3  |    3    |    6   |
|  4  |    4    |   10   |
|  5  |    5    |   15   |
| _n_ |   _n_   |∑[,i=1]['n] i|

For [[Ability|Abilities]], the amount of [[XP]] required to raise a score is multiplied by 5.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1233752085</unix>
						<iso>2009-02-04 13:54:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Accelerated Abilities &amp; Difficult Arts</comment>
					<text><![CDATA[
In [[Ars Magica]], '''Costs''' for [[Characteristics]], [[Ability|Abilities]], and [[Arts]] are not linear but incremental. That way, increasing an [[Ability]] with a low score is much cheaper than improving a value that is already quite high. This reflects the fact that it is easier to learn the basics of any given topic, while only dedicated experts, who are prepared to spend the necessary time and resources, reach a level of true mastership.

The amount of [[XP]] (or just “points” for [[Characteristics]]) required to raise a score is equal to the new score. The sum of [[XP]] required to raise an [[Ability]] from 0 to any given score is yielded by summing up the incremental raises:

|*Score*|*Increment*|*In total*|
|  1  |    1    |    1   |
|  2  |    2    |    3   |
|  3  |    3    |    6   |
|  4  |    4    |   10   |
|  5  |    5    |   15   |
| _n_ |   _n_   |∑[,i=1]['n] i|

For [[Ability|Abilities]], the amount of [[XP]] required to raise a score is multiplied by 5. 

However, the xp is not multiplied for an [[Accelerated Ability]] (allowing it to be raised as fast as an [[Hermetic Arts|Art]]), whereas the cost of [[Difficult Art|Difficult Arts]] '''b''' is multiplied (making it rise like an [[Ability]]). It is therefore possible to have a hard-to-increase Art or an easy-to-increase Ability.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1233752109</unix>
						<iso>2009-02-04 13:55:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
In [[Ars Magica]], '''Costs''' for [[Characteristics]], [[Ability|Abilities]], and [[Arts]] are not linear but incremental. That way, increasing an [[Ability]] with a low score is much cheaper than improving a value that is already quite high. This reflects the fact that it is easier to learn the basics of any given topic, while only dedicated experts, who are prepared to spend the necessary time and resources, reach a level of true mastership.

The amount of [[XP]] (or just “points” for [[Characteristics]]) required to raise a score is equal to the new score. The sum of [[XP]] required to raise an [[Ability]] from 0 to any given score is yielded by summing up the incremental raises:

|*Score*|*Increment*|*In total*|
|  1  |    1    |    1   |
|  2  |    2    |    3   |
|  3  |    3    |    6   |
|  4  |    4    |   10   |
|  5  |    5    |   15   |
| _n_ |   _n_   |∑[,i=1]['n] i|

For [[Ability|Abilities]], the amount of [[XP]] required to raise a score is multiplied by 5. 

However, the xp is not multiplied for an [[Accelerated Ability]] (allowing it to be raised as fast as an [[Hermetic Arts|Art]]), whereas the cost of [[Difficult Art|Difficult Arts]] '''is'''ultiplied (making it rise like an [[Ability]]). It is therefore possible to have a hard-to-increase Art or an easy-to-increase Ability.
]]></text>
				</version>
			</history>
		</page>
		<page node="644">
			<name>xp</name>
			<title>XP</title>
			<keywords>XP, experience point, experience, improvement, development</keywords>
			<description>eXperience Points</description>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1233600495</unix>
						<iso>2009-02-02 19:48:15</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Abbreviation for e*X*perience *P*oints.

Experience points represent the quantified expertise of a character in any field of knowledge or skill, that is, [[Ability|Abilities]] and [[Arts]].

Sometimes, XP (or rather the underlying concept of [[Costs|incremental accumulation]]) apply to other game mechanics, such as [[Aging]] and [[Warping]].
]]></text>
				</version>
			</history>
		</page>
		<page node="645">
			<name>realms_of_power:_faerie</name>
			<title>Realms of Power: Faerie</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1234717480</unix>
						<iso>2009-02-15 18:04:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[figure:http://www.atlas-games.com/images/product/0290.jpg|Front cover]

= Synopsis

The fourth of the four books about [[Ars Magica]]'s [[Realm]]s, *Realms of Power: Faerie* is about the [[Realm]] of [[Faerie]], a [[Realm]] about stories and emotion.

= Released

The first edition of this book (ISBN-10 1-58978-105-8, ISBN-13 978-1-58978-105-4) was available in February 2009.

= Authors

[[Erik Dahl]], [[Timothy Ferguson]], [[Mark Shirley]]
Editor: [[David Chart]]

= External links

* [[http://www.atlas-games.com/product_tables/AG0290.php|Realms of Power: Faerie]] page at [[Atlas Games]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279098429</unix>
						<iso>2010-07-14 11:07:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added negative reception comment, that seems prevalent</comment>
					<text><![CDATA[
{{figure|http://www.atlas-games.com/images/product/0290.jpg|Front cover}}

= Synopsis

The fourth of the four books about [[Ars Magica]]'s [[Realm]]s, *Realms of Power: Faerie* is about the [[Realm]] of [[Faerie]], a [[Realm]] about stories and emotion.

= Released

The first edition of this book (ISBN-10 1-58978-105-8, ISBN-13 978-1-58978-105-4) was available in February 2009.

= Reception

RoPF presented a highly original vision on faeries as beings who exist only to take a role in stories, so much so that they arguably don't even exist when mortals aren't around to participate in their stories. This non-traditional view of faeries was disliked by many Ars Magica fans, who preferred something more close to the authentic view of faeries in historical myths and providing more concrete, less meta-game, antagonists.

= Authors

[[Erik Dahl]], [[Timothy Ferguson]], [[Mark Shirley]]
Editor: [[David Chart]]

= External links

* [[http://www.atlas-games.com/product_tables/AG0290.php|Realms of Power: Faerie]] page at [[Atlas Games]]
]]></text>
				</version>
			</history>
		</page>
		<page node="646">
			<name>cognizance</name>
			<title>Cognizance</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1234718959</unix>
						<iso>2009-02-15 18:29:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Cognizance''' is the conscience of [[Faerie]] creatures of their very nature. Cognizance describes to what extend a faerie is aware of its existence, its behavior, as well as the role it plays in the game. Only cognizant faeries are capable of forging their own destinies.

= Categorization

There are three levels of cognizance:

: Incognizant : Such faeries are not aware of their nature, nor able to sheer from their path deliberately. They act mainly on instinct.
: Narrowly cognizant : These faeries may undertake marginal changes to their behavior and existence.
: Highly cognizant : These faeries are fully aware of their nature, and may deliberately adapt their behavior and nature.

= References

* [[Realms of Power: Faerie]], p. 9, 10.
]]></text>
				</version>
			</history>
		</page>
		<page node="647">
			<name>faerie</name>
			<title>Faerie</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1234719071</unix>
						<iso>2009-02-15 18:31:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
See [[Faerie Realm]] for the correspondent [[Realm of Power]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268223651</unix>
						<iso>2010-03-10 13:20:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>expanded entry</comment>
					<text><![CDATA[
In [[ArM5]], a faerie is a supernatural being whose power is aligned with the [[Faerie Realm]]. Some faeries reside in the Faerie Realm, while others reside in Faerie [[aura|auras]] or [[regio|regiones]], and they can sometimes also be found beyond the spread of their [[Realm of Power|Realm]]. 

Faeries are varied, ranging from mysterious pagan gods to talking animals. The quintessential faeries, however, are probably the many humanoid faeries that so often interact with mankind - the highborn [[Sidhe]], the shy [[Brownie]], the [[Dwarf]] master-crafter hiding within the mountain, and so on. 

All faeries have [[Faerie Might]] and generally want ''something'' out of humans - be it fear, worship, or simply a kiss. Their mindset is often alien, and their magic works in strange non-Hermetic ways. 

== See Also

* [[Cognizant Faerie]]
]]></text>
				</version>
			</history>
		</page>
		<page node="648">
			<name>faerie_realm</name>
			<title>The Faerie Realm</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1234720776</unix>
						<iso>2009-02-15 18:59:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The *Faerie Realm* is the [[Realm]] of faerie creatures. It is a [[Realm]] of constant change that reshapes reality in the most exciting way, only to tell an inspiring story.

= Delimination

The Faerie Realm differs from the [[Magic Realm]] by its inherent nature of change. While the [[Magic Realm]] is about stability and growth, the Magic Realm is about (personal and universal) development, progression, and alteration. Instead of objectiveness, it is about subjective perception. Although it has its rules and [[Taboo|taboos]], it is not about morality, but experience.

= Classification

== Worlds

There are three specific types of the Faerie Realm that are different enough from each other to be called distinctive _worlds_:

: Arcadia : The world of adventure and entertainment. Here, characters experience exciting, thrilling, or amusing stories.
: Elysium : The world of myths. It is the world where the happenings of the past are to be remembered and re-experienced.
: Eudokia : The world of personal progression.

== Paths

There are three Paths that correspond to the worlds:

: Path of Chance : Leading through Arcadia, characters traveling on this path are about to be involved in adventures.
: Path of Destiny : Leading through Elysium, this path it tangent to sights and stories that have already been told.
: Path of Choice : Leading through Eudokia, this path is followed mainly by those who are about to change their personal destinies.

= References

* [[Realms of Power: Faerie]] p. 7, 20.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268224300</unix>
						<iso>2010-03-10 13:31:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added past editions, plus slight editing</comment>
					<text><![CDATA[
The '''Faerie Realm''' is the [[Realm]] of faerie creatures. It is a Realm of constant change that reshapes reality in the most exciting way, only to tell an inspiring story.

= Delimitation

The Faerie Realm differs from the [[Magic Realm]] by its inherent nature of change. While the [[Magic Realm]] is about stability and growth, the Magic Realm is about (personal and universal) development, progression, and alteration. Instead of objectiveness, it is about subjective perception. Although it has its rules and [[Taboo|taboos]], it is not about morality, but experience.

= Classification

== Worlds

There are three specific types of the Faerie Realm that are different enough from each other to be called distinctive _worlds_:

: Arcadia : The world of adventure and entertainment. Here, characters experience exciting, thrilling, or amusing stories.
: Elysium : The world of myths. It is the world where the happenings of the past are to be remembered and re-experienced.
: Eudokia : The world of personal progression.

== Paths

There are three Paths that correspond to the worlds:

: Path of Chance : Leading through Arcadia, characters traveling on this path are about to be involved in adventures.
: Path of Destiny : Leading through Elysium, this path it tangent to sights and stories that have already been told.
: Path of Choice : Leading through Eudokia, this path is followed mainly by those who are about to change their personal destinies.

= Past Editions

The [[Fourth Edition]] supplement [[Faeries (Revised Edition)]] described the Faerie Realm as Arcadia, a place where associations were at the heart of "geography" and that was divided between Summer and Winter, Light and Dark. The faeries and stories of Faerie followed strange but specific rules, such as "What is mine is mine, what is yours is mine too". 

Unlike the Fifth Edition's realm, Fourth Edition's Arcadia was a strange and exotic place, a place where stories happened but not one that revolved around stories and only exists to the extent they do. 

= References

* [[Realms of Power: Faerie]] p. 7, 20.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268224868</unix>
						<iso>2010-03-10 13:41:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>third and fourth editions both fall under FRE</comment>
					<text><![CDATA[
The '''Faerie Realm''' is the [[Realm]] of faerie creatures. It is a Realm of constant change that reshapes reality in the most exciting way, only to tell an inspiring story.

= Delimitation

The Faerie Realm differs from the [[Magic Realm]] by its inherent nature of change. While the [[Magic Realm]] is about stability and growth, the Magic Realm is about (personal and universal) development, progression, and alteration. Instead of objectiveness, it is about subjective perception. Although it has its rules and [[Taboo|taboos]], it is not about morality, but experience.

= Classification

== Worlds

There are three specific types of the Faerie Realm that are different enough from each other to be called distinctive _worlds_:

: Arcadia : The world of adventure and entertainment. Here, characters experience exciting, thrilling, or amusing stories.
: Elysium : The world of myths. It is the world where the happenings of the past are to be remembered and re-experienced.
: Eudokia : The world of personal progression.

== Paths

There are three Paths that correspond to the worlds:

: Path of Chance : Leading through Arcadia, characters traveling on this path are about to be involved in adventures.
: Path of Destiny : Leading through Elysium, this path it tangent to sights and stories that have already been told.
: Path of Choice : Leading through Eudokia, this path is followed mainly by those who are about to change their personal destinies.

= Past Editions

The [[Third Edition|Third]] and [[Fourth Edition]] supplement [[Faeries (Revised Edition)]] described the Faerie Realm as Arcadia, a place where associations were at the heart of "geography" and that was divided between Summer and Winter, Light and Dark. The faeries and stories of Faerie followed strange but specific rules, such as "What is mine is mine, what is yours is mine too". 

Unlike the Fifth Edition's realm, Fourth Edition's Arcadia was a strange and exotic place, a place where stories happened but not one that revolved around stories and only exists to the extent they do.

= References

* [[Realms of Power: Faerie]] p. 7, 20.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268224897</unix>
						<iso>2010-03-10 13:41:37</iso>
					</timestamp>
					<author>Yair</author>
					<comment>fixed link</comment>
					<text><![CDATA[
The '''Faerie Realm''' is the [[Realm]] of faerie creatures. It is a Realm of constant change that reshapes reality in the most exciting way, only to tell an inspiring story.

= Delimitation

The Faerie Realm differs from the [[Magic Realm]] by its inherent nature of change. While the [[Magic Realm]] is about stability and growth, the Magic Realm is about (personal and universal) development, progression, and alteration. Instead of objectiveness, it is about subjective perception. Although it has its rules and [[Taboo|taboos]], it is not about morality, but experience.

= Classification

== Worlds

There are three specific types of the Faerie Realm that are different enough from each other to be called distinctive _worlds_:

: Arcadia : The world of adventure and entertainment. Here, characters experience exciting, thrilling, or amusing stories.
: Elysium : The world of myths. It is the world where the happenings of the past are to be remembered and re-experienced.
: Eudokia : The world of personal progression.

== Paths

There are three Paths that correspond to the worlds:

: Path of Chance : Leading through Arcadia, characters traveling on this path are about to be involved in adventures.
: Path of Destiny : Leading through Elysium, this path it tangent to sights and stories that have already been told.
: Path of Choice : Leading through Eudokia, this path is followed mainly by those who are about to change their personal destinies.

= Past Editions

The [[Third Edition|Third]] and [[Fourth Edition]] supplement [[Faeries Revised Edition]] described the Faerie Realm as Arcadia, a place where associations were at the heart of "geography" and that was divided between Summer and Winter, Light and Dark. The faeries and stories of Faerie followed strange but specific rules, such as "What is mine is mine, what is yours is mine too". 

Unlike the Fifth Edition's realm, Fourth Edition's Arcadia was a strange and exotic place, a place where stories happened but not one that revolved around stories and only exists to the extent they do.

= References

* [[Realms of Power: Faerie]] p. 7, 20.
]]></text>
				</version>
			</history>
		</page>
		<page node="649">
			<name>glamour_(mystery)</name>
			<title>Glamour</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1208149771</unix>
						<iso>2008-04-14 07:09:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A Major [[Inner Mystery]] within [[House Merinita]], described on [[HoHMC]] 101-102, giving substance to illusions.
]]></text>
				</version>
			</history>
		</page>
		<page node="65">
			<name>languages</name>
			<title>Languages</title>
			<language>en</language>
			<history size="9">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205623756</unix>
						<iso>2008-03-16 00:29:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
We encourage international players to [[Contributing | create]] pages in their own languages.  The links below lead to [[Overview]] pages for each language.

*[[Català]]
*[[Dansk]]
*[[Deutsch]]
*[[Overview | English]]
*[[Español]]
*[[Français]]
*[[Italiano]]
*Japanese
*[[Magyar]]
*[[Norsk]]
*[[Polska]]
*[[русский]]
*[[Suomi]]
*[[Svenska]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205859567</unix>
						<iso>2008-03-18 17:59:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Slight rewording; added note on alphabet</comment>
					<text><![CDATA[
We encourage players to [[Contributing | create]] pages in as many languages as possible.  The [[ http://pie.ekkaia.org | software]] used in this site supports multi-byte characters, so it should be possible to use each language's native alphabet.

The links below lead to [[ software]] used in this site supports multi-byte characters, so it should be possible to use each language's native alphabet.

The links below lead to [[Overview]] pages for each language.

*[[Català]]
*[[Dansk]]
*[[Deutsch]]
*
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205859623</unix>
						<iso>2008-03-18 18:00:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
We encourage players to [[Contributing | create]] pages in as many languages as possible.  The [[http://pie.ekkaia.org/ | software]] used in this site supports multi-byte characters, so it should be possible to use each language's native alphabet.

The links below lead to [[Overview]] pages for each language.

*[[Català]]
*[[Dansk]]
*[[Deutsch]]
*[[Overview | English]]
*[[Español]]
*[[Français]]
*[[Italiano]]
*Japanese
*[[Magyar]]
*[[Norsk]]
*[[Polska]]
*[[русский]]
*[[Suomi]]
*[[Svenska]]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1206651002</unix>
						<iso>2008-03-27 21:50:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected typo, removed Russian</comment>
					<text><![CDATA[
We encourage players to [[Contributing | create]] pages in as many languages as possible.  The [[http://pie.ekkaia.org/ | software]] used in this site supports multi-byte characters, so it should be possible to use each language's native alphabet.

The links below lead to [[Overview]] pages for each language.

*[[Català]]
*[[Dansk]]
*[[Deutsch]]
*[[Overview | English]]
*[[Español]]
*[[Français]]
*[[Italiano]]
*Japanese
*[[Magyar]]
*[[Norsk]]
*[[Polskinska]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1214491810</unix>
						<iso>2008-06-26 16:50:10</iso>
					</timestamp>
					<author>TakashiMiyamoto</author>
					<text><![CDATA[
We encourage players to [[Contributing | create]] pages in as many languages as possible.  The [[http://pie.ekkaia.org/ | software]] used in this site supports multi-byte characters, so it should be possible to use each language's native alphabet.

The links below lead to [[Overview]] pages for each language.

*[[Català]]
*[[Dansk]]
*[[Deutsch]]
*[[Overview | English]]
*[[Español]]
*[[Français]]
*[[Italiano]]
*[[Japanese]]se]]
*[[Magyar]]
*[[Norsk]]
*[[Polski]]
*[[Suomi]]
*[[Svens
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1214493775</unix>
						<iso>2008-06-26 17:22:55</iso>
					</timestamp>
					<author>TakashiMiyamoto</author>
					<text><![CDATA[
We encourage players to [[Contributing | create]] pages in as many languages as possible.  The [[http://pie.ekkaia.org/ | software]] used in this site supports multi-byte characters, so it should be possible to use each language's native alphabet.

The links below lead to [[Overview]] pages for each language.

*[[Català]]
*[[Dansk]]
*[[Deutsch]]
*[[Overview | English]]
*[[Español]]
*[[Français]]
*[[Italiano]]
*[[About-ja|日本語(Japanese)|日本語(Japanese)]]
*[[Magyar]]
*[[Norsk]]
*[[Polski]]
*[[
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1245237368</unix>
						<iso>2009-06-17 13:16:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added request for volunteers</comment>
					<text><![CDATA[
We encourage players to [[Contributing | create]] pages in as many languages as possible.  The [[http://pie.ekkaia.org/ | software]] used in this site supports multi-byte characters, so it should be possible to use each language's native alphabet.

The links below lead to [[Overview]] pages for each language.

*[[Català]]
*[[Dansk]]
*[[Deutsch]]
*[[Overview | English]]
*[[Español]]
*[[Français]]
*[[Italiano]]
*[[About-ja|日本語(Japanese)]]
*[[Magyar]]
*[[Norsk]]
*[[Polski]]
*[[Suomi]]
*[[Svenska]]

= Volunteers Needed

We especially need volunteers to help develop content in languages other than English.  We are not looking for people who will translate existing pages, but rather writers who will create specific content for that language.  Some of the things you might write about include:

* What edition of Ars Magica, if any, is available in your language
* Any Ars Magica Web sites or mailing lists in your language
* Where and how to find players in your language
* Stores where you can buy Ars Magica in your country
* Ars Magica events (for example, at game conventions) in your country
* Character sheets, scenarios, etc. in your language

Feel free to change or completely rewrite the page for your language.  Several of the language pages were simply copied and pasted from the old Project: Redcap site, and don't contain much useful content.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1269342529</unix>
						<iso>2010-03-23 12:08:49</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>English page points to Project: Redcap</comment>
					<text><![CDATA[
We encourage players to [[Contributing | create]] pages in as many languages as possible.  The [[http://pie.ekkaia.org/ | software]] used in this site supports multi-byte characters, so it should be possible to use each language's native alphabet.

The links below lead to [[Overview]] pages for each language.

*[[Català]]
*[[Dansk]]
*[[Deutsch]]
*[[Project Redcap | English]]
*[[Español]]
*[[Français]]
*[[Italiano]]
*[[About-ja|日本語(Japanese)]]
*[[Magyar]]
*[[Norsk]]
*[[Polski]]
*[[Suomi]]
*[[Svenska]]

= Volunteers Needed

We especially need volunteers to help develop content in languages other than English.  We are not looking for people who will translate existing pages, but rather writers who will create specific content for that language.  Some of the things you might write about include:

* What edition of Ars Magica, if any, is available in your language
* Any Ars Magica Web sites or mailing lists in your language
* Where and how to find players in your language
* Stores where you can buy Ars Magica in your country
* Ars Magica events (for example, at game conventions) in your country
* Character sheets, scenarios, etc. in your language

Feel free to change or completely rewrite the page for your language.  Several of the language pages were simply copied and pasted from the old Project: Redcap site, and don't contain much useful content.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1269342668</unix>
						<iso>2010-03-23 12:11:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed Magyar (Hungarian) since there is no content</comment>
					<text><![CDATA[
We encourage players to [[Contributing | create]] pages in as many languages as possible.  The [[http://pie.ekkaia.org/ | software]] used in this site supports multi-byte characters, so it should be possible to use each language's native alphabet.

The links below lead to [[Overview]] pages for each language.

*[[Català]]
*[[Dansk]]
*[[Deutsch]]
*[[Project Redcap | English]]
*[[Español]]
*[[Français]]
*[[Italiano]]
*[[About-ja|日本語(Japanese)]]
*[[Norsk]]
*[[Polski]]
*[[Suomi]]
*[[Svenska]]

= Volunteers Needed

We especially need volunteers to help develop content in languages other than English.  We are not looking for people who will translate existing pages, but rather writers who will create specific content for that language.  Some of the things you might write about include:

* What edition of Ars Magica, if any, is available in your language
* Any Ars Magica Web sites or mailing lists in your language
* Where and how to find players in your language
* Stores where you can buy Ars Magica in your country
* Ars Magica events (for example, at game conventions) in your country
* Character sheets, scenarios, etc. in your language

Feel free to change or completely rewrite the page for your language.  Several of the language pages were simply copied and pasted from the old Project: Redcap site, and don't contain much useful content.
]]></text>
				</version>
			</history>
		</page>
		<page node="650">
			<name>glamour_(faerie)</name>
			<title>Glamour</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236859248</unix>
						<iso>2009-03-12 13:00:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The “grammar”, i. e. rules, that defines and describes the essence of [[Faerie]] creatures.

= Reference

* [[RoPF]], p. 10.
]]></text>
				</version>
			</history>
		</page>
		<page node="651">
			<name>spiritual_anchor</name>
			<title>Spiritual anchor</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236859620</unix>
						<iso>2009-03-12 13:07:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Combined with [[Glamour (Faerie)]], the *spiritual anchor* represents the very essence of [[Faerie]] creatures.

= Reference

* [[RoPF]], p. 10.
]]></text>
				</version>
			</history>
		</page>
		<page node="652">
			<name>taboo</name>
			<title>Taboo</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236859936</unix>
						<iso>2009-03-12 13:12:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *taboo* in the context of [[Faerie]] creatures is an action or circumstance that must not come into being because it contradicts or violates the nature of the [[Faerie]] in one way or another.

= Reference

* [[RoPF]], p. 11.
]]></text>
				</version>
			</history>
		</page>
		<page node="653">
			<name>pretense</name>
			<title>Pretense</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236860165</unix>
						<iso>2009-03-12 13:16:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *pretense* in the context of a [[Faerie]] creature is a minor power that enables it to manifest more or less ordinary [[Ability|abilities]], such as the [[Ability]] to craft an item.

= Reference

* [[RoPF]], p. 11.
]]></text>
				</version>
			</history>
		</page>
		<page node="654">
			<name>vitality</name>
			<title>Vitality</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236860677</unix>
						<iso>2009-03-12 13:24:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In the context of [[Faerie]], *Vitality* represents the nourishment on which [[Faerie]]s feed. The quality and quantity of vitality, a trait that all human beings possess to a certain degree, depends on the emotions of the target.

= Reference

* [[RoPF]], p. 12.
]]></text>
				</version>
			</history>
		</page>
		<page node="655">
			<name>admittance</name>
			<title>Admittance</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236861055</unix>
						<iso>2009-03-12 13:30:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Admittance''' determines the formal status a [[Faerie]] has in an [[Aura|aura]] or [[Regio|regio]] of a type other than its [[Faerie|own]]. Admittance can be gained in various ways, both formal and informal.

= Reference

* [[RoPF]], p. 15.
]]></text>
				</version>
			</history>
		</page>
		<page node="656">
			<name>elysium</name>
			<title>Elysium</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236861573</unix>
						<iso>2009-03-12 13:39:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the three [[Faerie Realm|worlds]] of the [[Faerie Realm]], *Elysium* is the world of myths. This is where the happenings of the past are to be remembered and re-experienced.

= Reference

* [[RoPF]], p. 20.
]]></text>
				</version>
			</history>
		</page>
		<page node="657">
			<name>eudokia</name>
			<title>Eudokia</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236861627</unix>
						<iso>2009-03-12 13:40:27</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the three [[Faerie Realm|worlds]] of the [[Faerie Realm]], *Eudoka* is the world of personal progression.

= Reference

* [[RoPF]], p. 20.
]]></text>
				</version>
			</history>
		</page>
		<page node="658">
			<name>path_(faerie_realm)</name>
			<title>Path (Faerie Realm)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236861861</unix>
						<iso>2009-03-12 13:44:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The context and circumstances under which one experiences the happenings of the [[Faerie Realm]].

= Reference

* [[RoPF]], p. 20.
]]></text>
				</version>
			</history>
		</page>
		<page node="659">
			<name>threshold</name>
			<title>Threshold</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236862046</unix>
						<iso>2009-03-12 13:47:26</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
That which separates the [[Faerie Realm]] from the mundane [[Realm]]. The difficulty to overcome the *threshold* to pass from the latter [[Realm]] into the former is measured by the ''threshold strength''.

= Reference

* [[RoPF]], p. 20.
]]></text>
				</version>
			</history>
		</page>
		<page node="66">
			<name>stonehenge_sagas</name>
			<title>Stonehenge Sagas</title>
			<language>en</language>
			<history size="18">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205624934</unix>
						<iso>2008-03-16 00:48:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.
:[[http://pages.quicksilver.net.nz/mfn-0056/gaming/arsmagica/index.htmln | Claxby]]: A Spring Covenant set in a not-very-canonical Stonehenge tribunal.
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://home.comcast.net/~agronosky/ars_magica/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1207181875</unix>
						<iso>2008-04-03 02:17:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Fall and Rise of Exeter, deleted copyright notice</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.
:[[http://pages.quicksilver.net.nz/mfn-0056/gaming/arsmagica/index.htmln | Claxby]]: A Spring Covenant set in a not-very-canonical Stonehenge tribunal.
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://home.comcast.net/~agronosky/ars_magica/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Tu
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207181910</unix>
						<iso>2008-04-03 02:18:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>OK, remembered to delete copyright notice now</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.
:[[http://pages.quicksilver.net.nz/mfn-0056/gaming/arsmagica/index.htmln | Claxby]]: A Spring Covenant set in a not-very-canonical Stonehenge tribunal.
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://home.comcast.net/~agronosky/ars_magica/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230487942</unix>
						<iso>2008-12-28 19:12:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Noted link problems, fixed Spiritus Draconis</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://pages.quicksilver.net.nz/mfn-0056/gaming/arsmagica/index.htmln | Claxby]]: A Spring Covenant set in a not-very-canonical Stonehenge tribunal. '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]: '''Link not working, 28 Dec. 2008'''
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order. '''Link not working, 28 Dec. 2008'''
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge. '''Link not working, 28 Dec. 2008'''
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin gling to survive in the Forest of Dean
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230488125</unix>
						<iso>2008-12-28 19:15:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Correction: Claxby link is OK</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://pages.quicksilver.net.nz/mfn-0056/gaming/arsmagica/index.htmln | Claxby]]: A Spring Covenant set in a not-very-canonical Stonehenge tribunal.s/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]: '''Link not working, 28 Dec. 2008'''
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order. '''Link not working, 28 Dec. 2008'''
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge. '''Link not working, 28 Dec. 2008'''
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1230488306</unix>
						<iso>2008-12-28 19:18:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Another dead link</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://pages.quicksilver.net.nz/mfn-0056/gaming/arsmagica/index.htmln | Claxby]]: A Spring Covenant set in a not-very-canonical Stonehenge tribunal.
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]: '''Link not working, 28 Dec. 2008'''
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order. '''Link not working, 28 Dec. 2008'''
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge. '''Link not working, 28 Dec. 2008'''
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008''''''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1230488659</unix>
						<iso>2008-12-28 19:24:19</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added copyright notice</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://pages.quicksilver.net.nz/mfn-0056/gaming/arsmagica/index.htmln | Claxby]]: A Spring Covenant set in a not-very-canonical Stonehenge tribunal.
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]: '''Link not working, 28 Dec. 2008'''
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order. '''Link not working, 28 Dec. 2008'''
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge. '''Link not working, 28 Dec. 2008'''
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1230534916</unix>
						<iso>2008-12-29 08:15:16</iso>
					</timestamp>
					<author>guest</author>
					<comment>No longer active</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://s under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]: '''Link not working, 28 Dec. 2008'''
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order. '''Link not working, 28 Dec. 2008'''
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge. '''Link not working, 28 Dec. 2008'''
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1234173784</unix>
						<iso>2009-02-09 11:03:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added my On The Hedge saga site</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]: '''Link not working, 28 Dec. 2008'''
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order. '''Link not working, 28 Dec. 2008'''
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge. '''Link not working, 28 Dec. 2008'''
:[[http://sites.google.com/site/onthehedge/ | On the Hedge]]: A low-magic ([[Arts as Abilities]]) saga about the covenant of Camerton, near Glostonbury abbey.
:[[http://mysite.wanadoo-members.co.uhedge/ | On the Hedge]]: A low-magic ([[Arts as Abilities]]) saga about the covenant of Camerton, near Glostonbury abbey.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant l
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1241154877</unix>
						<iso>2009-05-01 07:14:37</iso>
					</timestamp>
					<author>rbrockman</author>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]: '''Link not working, 28 Dec. 2008'''
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ars_londonars_london | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order. '''Link not working, 28 Dec. 2008'''
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge. '''Link not working, 28 Dec. 2008'''
:[[http://sites.google.com/site/onthehedge/ | On the Hedge]]: A low-magic ([[Arts as Abilities]]) saga about the covenant of Camerton, near Glostonbury abbey.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with p
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1241364873</unix>
						<iso>2009-05-03 17:34:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Two links back up :-)</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ars_london | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://sites.google.com/site/onthehedge/ | On the tp://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 12th century Spring covenant struggling to survive in the Forest of Dean
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1268656640</unix>
						<iso>2010-03-15 13:37:20</iso>
					</timestamp>
					<author>guest</author>
					<comment></comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ars_london | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://sites.google.com/site/onthehedge/ | On the Hedge]]: A low-magic ([[Arts as Abilities]]) saga about the covenant of Camerton, near Glostonbury abbey.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 13th Century Summer covenant set in the Forest of Dean with over 120 years of in-game history.:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1268656684</unix>
						<iso>2010-03-15 13:38:04</iso>
					</timestamp>
					<author>guest</author>
					<comment></comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ars_london | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://sites.google.com/site/onthehedge/ | On the Hedge]]: A low-magic ([[Arts as Abilities]]) saga about the covenant of Camerton, near Glostonbury abbey.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 13th Century Summer covenant set in the Forest of Dean with over 120 years of in-game history.
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1268704259</unix>
						<iso>2010-03-16 02:50:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link formatting</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk/|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]:
:[[http://www.orderofhermes.com/ars_london | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://sites.google.com/site/onthehedge/ | On the Hedge]]: A low-magic ([[Arts as Abilities]]) saga about the covenant of Camerton, near Glostonbury abbey.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 13th Century Summer covenant set in the Forest of Dean with over 120 years of in-game history.
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1270160610</unix>
						<iso>2010-04-02 00:23:30</iso>
					</timestamp>
					<author>Domaura</author>
					<comment></comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk/|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]: A new covenant set in North Wales in the 1150s.
:[[http://www.orderofhermes.com/ars_london | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://sites.google.com/site/onthehedge/ | On the Hedge]]: A low-magic ([[Arts as Abilities]]) saga about the covenant of Camerton, near Glostonbury abbey.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 13th Century Summer covenant set in the Forest of Dean with over 120 years of in-game history.
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="16">
					<timestamp tz="GMT">
						<unix>1270162319</unix>
						<iso>2010-04-02 00:51:59</iso>
					</timestamp>
					<author>Domaura</author>
					<comment></comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk/|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]: A spring covenant in 12th century Wales.
:[[http://www.orderofhermes.com/ars_london | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://sites.google.com/site/onthehedge/ | On the Hedge]]: A low-magic ([[Arts as Abilities]]) saga about the covenant of Camerton, near Glostonbury abbey.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 13th Century Summer covenant set in the Forest of Dean with over 120 years of in-game history.
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="17">
					<timestamp tz="GMT">
						<unix>1270210868</unix>
						<iso>2010-04-02 14:21:08</iso>
					</timestamp>
					<author>Domaura</author>
					<comment></comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk/|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]: A spring covenant in 12th century Wales. Contains characters, covenant and saga. Converted to Ars Magica fifth edition rules in 2010.
:[[http://www.orderofhermes.com/ars_london | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://sites.google.com/site/onthehedge/ | On the Hedge]]: A low-magic ([[Arts as Abilities]]) saga about the covenant of Camerton, near Glostonbury abbey.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 13th Century Summer covenant set in the Forest of Dean with over 120 years of in-game history.
:[[http://arsmagica.andrewgronosky.org/spiritus_draconis/index.html |Spiritus Draconis]]: Inactive Fourth Edition saga set in Wales, focused on the interaction between Latin Houses and Ex Miscellanea.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
				<version number="18">
					<timestamp tz="GMT">
						<unix>1271002795</unix>
						<iso>2010-04-11 18:19:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed Spiritus Draconis</comment>
					<text><![CDATA[
The following Saga sites are set in, or otherwise related to, the [[Stonehenge Tribunal]].  Feel free to [[Contributing | add]] your own site to the list; please insert it in alphabetical order.

:[[http://www.freewebs.com/arsmagica | The Appuldurcombe House]]:The Appuldurcombe House, of the Stonehenge Tribunal, on the Isle of Wight. A Winter Covenant struggling to be reborn into Spring, set in the early 13th Century.
:[[http://members.lycos.co.uk/cjr23/rpg/ars/index.htm | Antiqua Natura]]:
:[[http://www3.sympatico.ca/rhys/ctmain.htm |Caer Tawy]]: The Covenant of Caer Tawy, in southern Wales.  '''Link not working, 28 Dec. 2008'''
:[[http://www.krikkit.dk/projects/ars/prawlus/prawlus.html | Domus Prawlus]]: The Domus Prawlus covenant is situated in Southengland, Cornwall, Prawle Point. It is under the Stonehenge Tribunal and is a spring covenant.
:[[http://hemsidor.torget.se/users/l/Lance/ | Downington]]: Located south of Carlisle '''Link not working, 28 Dec. 2008'''
:[[http://www.dragoncat.net/gaming/drevlan/ | Drevlan's Ridge ]]:
:[[http://arsmagica.2-72.co.uk/|The Fall and Rise of Exeter]]: The tale of the Exeter Covenant, on the untamed fringes of the Stonehenge Tribunal. This old Winter Covenant is reborn into Spring
:[[http://darmont.free.fr/arm/?page=arm-ecume&lang=eng | L'Ecume d'Argent]]:
:[[http://www.i-scapes.co.uk/wgc/arsmagica/ | Llyn Brenig]]: A spring covenant in 12th century Wales. Contains characters, covenant and saga. Converted to Ars Magica fifth edition rules in 2010.
:[[http://www.orderofhermes.com/ars_london | The London Chapter]]: The London Chapter, common name for the secret covenant of Domus Optimus. A saga set in 15th Century London in the declining years of The Order.
:[[http://arsmagica.wikia.com/wiki/Ars_Magica | Mons Obscurus]]:
:[[http://nuevaloth.iespana.es/nuevaloth/ | New Loth]]: New Loth´s Covenant, placed in the magic and hidden lands of Wales. In a wild zone where prevails the power, the magic, the dominion,... New Loth is placed in Wales, in the county of Pembrokeshire, and belongs to Tribunal of Stonehenge.
:[[http://sites.google.com/site/onthehedge/ | On the Hedge]]: A low-magic ([[Arts as Abilities]]) saga about the covenant of Camerton, near Glostonbury abbey.
:[[http://mysite.wanadoo-members.co.uk/ars_magica/ | Ordinis]]:'''Link not working, 28 Dec. 2008'''
:[[http://www.sophist.talktalk.net/ | Severn Temple]]: A 13th Century Summer covenant set in the Forest of Dean with over 120 years of in-game history.
:[[http://www.srcf.ucam.org/curs/wiki.pl?ATaleofTwoCovenants | A Tale of Two Covenants]]: Two sagas running concurrently under the same GM under 5th Ed, set in a non-canon Stonehenge tribunal with two seperate covenants. One player requested Diabolists, Diedne and politics, so far he's yet to be disapointed.
:[[http://www.lapa.net/members/greywolf/magica/index.html | Teml ar Fryn]]: A Spring covenant in 9th century Wales.
:[[http://come.to/turris-nebulae/ | Turris Nebulae]]: Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.

---

Based on material Copyright David Chart 1997-2000. Used with permission.
]]></text>
				</version>
			</history>
		</page>
		<page node="660">
			<name>faerie_road</name>
			<title>Faerie Road</title>
			<keywords>faerie, faery, fay, fey, path, road</keywords>
			<description>Roads in Faerie</description>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1236862375</unix>
						<iso>2009-03-12 13:52:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A road or path that is known to be walked and/or being taken care of by the [[Faerie]].

= Reference

* [[RoPF]], p. 17.
]]></text>
				</version>
			</history>
		</page>
		<page node="661">
			<name>history_of_ars_magica</name>
			<title>History of Ars Magica</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1239574722</unix>
						<iso>2009-04-13 00:18:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Copied verbatim from Recap FAQ</comment>
					<text><![CDATA[
[begin:.preamble]
This article is about the history of the Ars Magica game itself, the companies that have published it, and the [[Products | products]] that comprise it.  For information on the history of the game setting, see [[Mythic Europe]].  For real-world history that is relevant to Ars Magica, see [[Real History]].
[end:.preamble]

= A History of Ars Magica

Ars Magica was the brainchild of [[Lion Rampant]], a small game company in Northfield, MN. Partners Jonathan Tweet and Mark Rein•Hagen were the prime designers of the system but received considerable help from a talented staff. (Rumor has it that Jonathan's name is always listed first in exchange for Mark getting Rein• added to his last name.) In 1988, Ars Magica received the Gamer's Choice Award for Best New Role-Playing Game from the RPGA.

In the autumn of 1989, Jonathan Tweet left Lion Rampant to pursue other interests. In the spring of 1990, [[John Nephew left]] and formed Atlas Games, which published some Ars Magica supplements under license. Lion Rampant struggled financially and eventually merged with White Wolf Magazine, forming the company White Wolf. Later White Wolf would change its name to [[White Wolf | White Wolf Game Studio]].

Meanwhile, White Wolf continued producing Ars Magica products for the 2nd edition of the game. In 1992 White Wolf released the third edition of Ars Magica, ushering in their new vision of the game and world it is set in. This world was much darker than the original, and emphasised demonic enemies. While some long-time ArM fans disliked the new version, it brought many new players to the game and an increase in supporting material for ArM.

In January of 1994, White Wolf and Wizards of the Coast announced that the Ars Magica product line had been purchased by Wizards of the Coast (WotC). Jonathan Tweet officially joined WotC in May of 1994 as head of their roleplaying game division.

Wizards of the Coast produced one supplement for Ars Magica third edition, and two revisions of previously published material for Ars Magica fourth edition. The fourth edition itself fell behind schedule, but was due to be published in March 1996.

On December 5th 1995, with almost no warning, WotC announced that it was going to 'concentrate on its core business' (selling trading card games, mainly Magic: The Gathering). As a result, all development of RPGs was stopped, and many of the RPG staff, with no lines to work on, were laid off, although some moved to new positions within the company. This decision affected Everway and SLA Industries, as well as Ars Magica.

For a few days, largely due to Wizards of the Coast's PR machine being caught on the hop, it wasn't clear whether the games had any future at all. It soon became clear that WotC was serious about finding new homes, and a number of bids materialised. Lisa Stevens tried to organise a package to save all the RPGs, but this proved to be impossible, and she dropped out. This left a group organised by Wade Racine, the former WotC Ars Magica Line Developer, and Atlas Games in competition for the line.

On March 6th 1996 Atlas Games and Wizards of the Coast announced that Atlas had bought all rights to the line. The long-awaited fourth edition was released at the beginning of December 1996, and the first printing, which Atlas had anticipated would last about a year, sold out in a month. Since then, Atlas has steadily released further supplements, and the future of the game, after four editions and as many publishers, once again seems secure.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1239578166</unix>
						<iso>2009-04-13 01:16:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Wizards of the Coast</comment>
					<text><![CDATA[
[begin:.preamble]
This article is about the history of the Ars Magica game itself, the companies that have published it, and the [[Products | products]] that comprise it.  For information on the history of the game setting, see [[Mythic Europe]].  For real-world history that is relevant to Ars Magica, see [[Real History]].
[end:.preamble]

= A History of Ars Magica

Ars Magica was the brainchild of [[Lion Rampant]], a small game company in Northfield, MN. Partners Jonathan Tweet and Mark Rein•Hagen were the prime designers of the system but received considerable help from a talented staff. (Rumor has it that Jonathan's name is always listed first in exchange for Mark getting Rein• added to his last name.) In 1988, Ars Magica received the Gamer's Choice Award for Best New Role-Playing Game from the RPGA.

In the autumn of 1989, Jonathan Tweet left Lion Rampant to pursue other interests. In the spring of 1990, [[John Nephew left]] and formed Atlas Games, which published some Ars Magica supplements under license. Lion Rampant struggled financially and eventually merged with White Wolf Magazine, forming the company White Wolf. Later White Wolf would change its name to [[White Wolf | White Wolf Game Studio]].

Meanwhile, White Wolf continued producing Ars Magica products for the 2nd edition of the game. In 1992 White Wolf released the third edition of Ars Magica, ushering in their new vision of the game and world it is set in. This world was much darker than the original, and emphasised demonic enemies. While some long-time ArM fans disliked the new version, it brought many new players to the game and an increase in supporting material for ArM.

In January of 1994, White Wolf and [[Wizards of the Coast]] a]] announced that the Ars Magica product line had been purchased by Wizards of the Coast (WotC). Jonathan Tweet officially joined WotC in May of 1994 as head of their roleplaying game division.

Wizards of the Coast produced one supplement for Ars Magica third edition, and two revisions of previously published material for Ars Magica fourth edition. The fourth edition itself fell behind schedule, but was due to be published in March 1996.

On December 5th 1995, with almost no warning, WotC announced that it was going to 'concentrate on its core business' (selling trading card games, mainly Magic: The Gathering). As a result, all development of RPGs was stopped, and many of the RPG staff, with no lines to work on, were laid off, although some moved to new positions within the company. This decision affected Everway and SLA Industries, as well as Ars Magica.

For a few days, largely due to Wizards of the Coast's PR machine being caught on the hop, it wasn't clear whether the games had any future at all. It soon became clear that WotC was serious about finding new homes, and a number of bids materialised. Lisa Stevens tried to organise a package to save all the RPGs, but this proved to be impossible, and she dropped out. This left a group organised by Wade Racine, the former WotC Ars Magica Line Developer, and Atlas Games in competition for the line.

On March 6th 1996 Atlas Games and Wizards of the Coast announced that Atlas had bought all rights to the line. The long-awaited fourth edition was released at the beginning of December 1996, and the first printing, which Atlas had anticipated would last about a year, sold out in a month. Since then, Atlas has steadily released further supplements, and the future of the game, after four editions and as many publishers, once again seems sec
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241866779</unix>
						<iso>2009-05-09 12:59:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added subject headings</comment>
					<text><![CDATA[
[begin:.preamble]
This article is about the history of the Ars Magica game itself, the companies that have published it, and the [[Products | products]] that comprise it.  For information on the history of the game setting, see [[Mythic Europe]].  For real-world history that is relevant to Ars Magica, see [[Real History]].
[end:.preamble]

= A History of Ars Magica

Ars Magica was the brainchild of [[Lion Rampant]], a small game company in Northfield, MN. Partners Jonathan Tweet and Mark Rein•Hagen were the prime designers of the system but received considerable help from a talented staff. (Rumor has it that Jonathan's name is always listed first in exchange for Mark getting Rein• added to his last name.) In 1988, Ars Magica received the Gamer's Choice Award for Best New Role-Playing Game from the RPGA.

= White Wolf

In the autumn of 1989, Jonathan Tweet left Lion Rampant to pursue other interests. In the spring of 1990, [[John Nephew]] left and formed [[Atlas Games]], which published some Ars Magica supplements under license. Lion Rampant struggled financially and eventually merged with White Wolf Magazine, forming the company White Wolf. Later White Wolf would change its name to [[White Wolf | White Wolf Game Studio]].

Meanwhile, White Wolf continued producing Ars Magica products for the 2nd edition of the game. In 1992 White Wolf released the third edition of Ars Magica, ushering in their new vision of the game and world it is set in. This world was much darker than the original, and emphasised demonic enemies. While some long-time ArM fans disliked the new version, it brought many new players to the game and an increase in supporting material for ArM.

= Wizards of the Coast

In January of 1994, White Wolf and [[Wizards of the Coast]] announced that the Ars Magica product line had been purchased by Wizards of the Coast (WotC). Jonathan Tweet officially joined WotC in May of 1994 as head of their roleplaying game division.

Wizards of the Coast produced one supplement for Ars Magica third edition, and two revisions of previously published material for Ars Magica fourth edition. The fourth edition itself fell behind schedule, but was due to be published in March 1996.

= Interregnum

t was due to be published in March 1996.

= Interregnum

On December 5th 1995, with almost no warning, WotC announced that it was going to 'concentrate on its core business' (selling trading card games, mainly Magic: The Gathering). As a result, all development of RPGs was stopped, and many of the RPG staff, with no lines to work on, were laid off, although some moved to new positions within the company. This decision affected Everway and SLA Industries, as well as Ars Magica.

For a few days, largely due to Wizards of the Coast's PR machine being caught on the hop, it wasn't clear whether the games had any future at all. It soon became clear that WotC was serious about finding new homes, and a number of bids materialised. Lisa Stevens tried to organise a package to save all the RPGs, but this proved to be impossible, and she dropped out. This left a group organised by Wade Racine, the former WotC Ars Magica Line = Atlas Games

Developer, and Atlas Games in competition for the line.

= Atlas Games

On March 6th 1996 Atlas Games and Wizards of the Coast announced that Atlas had bought all rights to the line. The long-awaited fourth edition was released at the beginning of December 1996, and the first printing, which Atlas had anticipated would last about a year, sold out in a month. Since then, Atlas has stive editions and four upplements, and the future of the ga
]]></text>
				</version>
			</history>
		</page>
		<page node="662">
			<name>lion_rampant</name>
			<title>Lion Rampant</title>
			<language>en</language>
			<tags>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>Products</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1239575692</unix>
						<iso>2009-04-13 00:34:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Lion Rampant was the original publisher of Ars Magica, from 1988 to about 1990.  The company founded and operated by [[Jonathan Tweet]] and [[Mark Rein•Hagen]] and was based in Northfield, MN.

Lion Rampant went out of business in 1990.  The Ars Magica product line was taken over by [[White Wolf | White Wolf Game Studio]].

== Lion Rampant Products

* [[Order of Hermes book | Order of Hermes]]
* [[Covenants book | Covenants]]
* [[Broken Covenant of Calebais]], First and Second Editions
* [[Tempest | The Tempest]]
* [[Saga Pack]]
* [[Stormrider Jump Start Kit | Jump-Start Kit: The Stormrider]]
* [[The Bats of Mercille]]
* [[ArM2 | Ars Magica Revised Edition]]
* [[ArM1 | Ars Magica First Edition]]
* [[Whimsy Cards]]

== See Also

* The detailed history of Lion Rampant at [[http://www.rpg.net/columns/briefhistory/briefhistory10.phtml | RPG.net]]
* [[History of Ars Magica]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245807935</unix>
						<iso>2009-06-24 03:45:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated the fate of Lion Rampant</comment>
					<text><![CDATA[
Lion Rampant was the original publisher of Ars Magica, from 1988 to about 1990.  The company founded and operated by [[Jonathan Tweet]] and [[Mark Rein•Hagen]] and was based in Northfield, MN.

In 1990, Lion Rampant merged with what was then [[White Wolf Magazine]] and became [[White Wolf | White Wolf Game Studio]].  The new company took over publication of Ars Magica.

= Lion Rampant Products

* [[Order of Hermes book | Order of Hermes]]
* [[Covenants book | Covenants]]
* [[Broken Covenant of Calebais]], First and Second Editions
* [[Tempest | The Tempest]]
* [[Saga Pack]]
* [[Stormrider Jump Start Kit | Jump-Start Kit: The Stormrider]]
* [[The Bats of Mercille]]
* [[ArM2 | Ars Magica Revised Edition]]
* [[ArM1 | Ars Magica First Edition]]
* [[Whimsy Cards]]

= See Also

* The detailed history of Lion Rampant at [[http://www.rpg.net/columns/briefhistory/briefhistory10.phtml | RPG.net]]
* [[History of Ars Magica]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245809085</unix>
						<iso>2009-06-24 04:04:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected link to original Covenants (not ArM5 Covenants)</comment>
					<text><![CDATA[
Lion Rampant was the original publisher of Ars Magica, from 1988 to about 1990.  The company founded and operated by [[Jonathan Tweet]] and [[Mark Rein•Hagen]] and was based in Northfield, MN.

In 1990, Lion Rampant merged with what was then [[White Wolf Magazine]] and became [[White Wolf | White Wolf Game Studio]].  The new company took over publication of Ars Magica.

= Lion Rampant Products

* [[Order of Hermes book | Order of Hermes]]
* [[Covenants First Edition | Covenants]]
* [[Broken Covenant of Calebais]], First and Second Editions
* [[Tempest | The Tempest]]
* [[Saga Pack]]
* [[Stormrider Jump Start Kit | Jump-Start Kit: The Stormrider]]
* [[The Bats of Mercille]]
* [[ArM2 | Ars Magica Revised Edition]]
* [[ArM1 | Ars Magica First Edition]]
* [[Whimsy Cards]]

= See Also

* The detailed history of Lion Rampant at [[http://www.rpg.net/columns/briefhistory/briefhistory10.phtml | RPG.net]]
* [[History of Ars Magica]]
]]></text>
				</version>
			</history>
		</page>
		<page node="663">
			<name>white_wolf</name>
			<title>White Wolf Game Studio</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
				<tag>Products</tag>
			</tags>
			<history size="8">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1239578098</unix>
						<iso>2009-04-13 01:14:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.white-wolf.com | White Wolf Game Studio]] is a game company founded by [[Mark Rein•Hagen]], one of the original co-authors of Ars Magica.  White Wolf published Ars Magica from 1990 to 1993, taking over stewardship of the game after [[Lion Rampant]] closed its doors.

White Wolf Game Studio is still in business and publishes a very popular line of roleplaying games called the [[http://www.white-wolf.com/worldofdarkness/index.php?line=intro | World of Darkness]].

= Ars Magica and the World of Darkness

Ars Magic is not related to the World of Darkness. IT'S NOT! NOTNOTNOT!!!

Seriously, though, at one time things were heading toward some kind of connection between the two settings. Back when White Wolf briefly [[History of Ars Magica | owned Ars Magica]], they seemed to be working toward the idea that the World of Darkness grew out of [[Mythic Europe]]. This appears to be the meta-game reason for such Third Edition features as "[[True Reason]]" and the vampires in [[House Tremere]]; note also the inclusion of an Order of Hermes in the World of Darkness game Mage: the Ascension (now [[http://www.white-wolf.com/mage/index.php | Mage: the Awakening]]).

That was a long time ago.  [[Atlas Games]] now owns Ars Magica, and Atlas has nothing to do with the World of Darkness. White Wolf wrote their own medieval-themed World of Darkness "prequel" setting, so there is no need for Mythic Europe to fill that role. The Fourth Edition of Ars Magica eliminated [[True Reason]], and the Fifth Edition removed vampires from [[House Tremere]].

You can still portray Mythic Europe as eventually turning into the World of Darkness if you want to, but there is no longer anything in the official Ars Magica books suggesting that it will (or won't).

= Ars Magica Products Published by White Wolf Game Studio

White Wolf had a distinctive tone they worked into all their Ars Magica products, which is rather different from later products published by [[Atlas Games]].  Critics say that White Wolf portrayed [[Mythic Europe]] as a very dark setting with too many demons and too much corruption.  On the other hand, some players like White Wolf products for their generally strong emphasis on story and role-playing.

All of White Wolf's Ars Magica products were written for [[ArM2]] or [[ArM3]].

* [[Medieval Handbook | The Medieval Handbook]]
* [[Twelfth Night]]
* [[Wizards Grimoire | The Wizard's Grimoire]]
* [[Tribunals of Hermes: Rome ]]
* [[Tribunals of Hermes: Iberia ]]
* [[Pax Dei]]
* [[Shamans]]
* The [[Maleficium]]
* [[Midsummer Nights Dream | A Midsummer Night's Dream]]
* [[Mythic Europe book | Mythic Europe]]
* [[Deadly Legacy]]
* [[Mistridge]]
* Storyguide Screen
* [[Ars Magica Third Edition]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[Black Death]]
* [[Pact of Pasaquine]]
* [[Stormrider Jump-Start Kit | Jump-Start Kit: the Stormrider]], second edition
* [[Medieval Bestiary]]
* [[Faeries book | Faeries]], first edition
* [[Winters Tale | A Winter's Tale]]

== See Also

* [[History of Ars Magica]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241650619</unix>
						<iso>2009-05-07 00:56:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Anchor for World of Darkness</comment>
					<text><![CDATA[
[[http://www.white-wolf.com | White Wolf Game Studio]] is a game company founded by [[Mark Rein•Hagen]], one of the original co-authors of Ars Magica.  White Wolf published Ars Magica from 1990 to 1993, taking over stewardship of the game after [[Lion Rampant]] closed its doors.

White Wolf Game Studio is still in business and publishes a very popular line of roleplaying games called the [[http://www.white-wolf.com/worldofdarkness/index.php?line=intro | World of Darkness]].

=[anchor:WorldOfDarkness][anchor:WorldOfDarkness] Ars Magica and the World of Darkness

Ars Magic is not related to the World of Darkness. IT'S NOT! NOTNOTNOT!!!

Seriously, though, at one time things were heading toward some kind of connection between the two settings. Back when White Wolf briefly [[History of Ars Magica | owned Ars Magica]], they seemed to be working toward the idea that the World of Darkness grew out of [[Mythic Europe]]. This appears to be the meta-game reason for such Third Edition features as "[[True Reason]]" and the vampires in [[House Tremere]]; note also the inclusion of an Order of Hermes in the World of Darkness game Mage: the Ascension (now [[http://www.white-wolf.com/mage/index.php | Mage: the Awakening]]).

That was a long time ago.  [[Atlas Games]] now owns Ars Magica, and Atlas has nothing to do with the World of Darkness. White Wolf wrote their own medieval-themed World of Darkness "prequel" setting, so there is no need for Mythic Europe to fill that role. The Fourth Edition of Ars Magica eliminated [[True Reason]], and the Fifth Edition removed vampires from [[House Tremere]].

You can still portray Mythic Europe as eventually turning into the World of Darkness if you want to, but there is no longer anything in the official Ars Magica books suggesting that it will (or won't).

= Ars Magica Products Published by White Wolf Game Studio

White Wolf had a distinctive tone they worked into all their Ars Magica products, which is rather different from later products published by [[Atlas Games]].  Critics say that White Wolf portrayed [[Mythic Europe]] as a very dark setting with too many demons and too much corruption.  On the other hand, some players like White Wolf products for their generally strong emphasis on story and role-playing.

All of White Wolf's Ars Magica products were written for [[ArM2]] or [[ArM3]].

* [[Medieval Handbook | The Medieval Handbook]]
* [[Twelfth Night]]
* [[Wizards Grimoire | The Wizard's Grimoire]]
* [[Tribunals of Hermes: Rome ]]
* [[Tribunals of Hermes: Iberia ]]
* [[Pax Dei]]
* [[Shamans]]
* The [[Maleficium]]
* [[Midsummer Nights Dream | A Midsummer Night's Dream]]
* [[Mythic Europe book | Mythic Europe]]
* [[Deadly Legacy]]
* [[Mistridge]]
* Storyguide Screen
* [[Ars Magica Third Edition]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[Black Death]]
* [[Pact of Pasaquine]]
* [[Stormrider Jump-Start Kit | Jump-Start Kit: the Stormrider]], second edition
* [[Medieval Bestiary]]
* [[Faeries book | Faeries]], first edition
* [[Winters Tale | A Winter's Tale]]

== See Also

* [
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245705547</unix>
						<iso>2009-06-22 23:19:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed punctuation inside links</comment>
					<text><![CDATA[
[[http://www.white-wolf.com | White Wolf Game Studio]] is a game company founded by [[Mark Rein•Hagen]], one of the original co-authors of Ars Magica.  White Wolf published Ars Magica from 1990 to 1993, taking over stewardship of the game after [[Lion Rampant]] closed its doors.

White Wolf Game Studio is still in business and publishes a very popular line of roleplaying games called the [[http://www.white-wolf.com/worldofdarkness/index.php?line=intro | World of Darkness]].

={{anchor|WorldOfDarkness}} Ars Magica and the World of Darkness

Ars Magic is not related to the World of Darkness. IT'S NOT! NOTNOTNOT!!!

Seriously, though, at one time things were heading toward some kind of connection between the two settings. Back when White Wolf briefly [[History of Ars Magica | owned Ars Magica]], they seemed to be working toward the idea that the World of Darkness grew out of [[Mythic Europe]]. This appears to be the meta-game reason for such Third Edition features as "[[True Reason]]" and the vampires in [[House Tremere]]; note also the inclusion of an Order of Hermes in the World of Darkness game Mage: the Ascension (now [[http://www.white-wolf.com/mage/index.php | Mage: the Awakening]]).

That was a long time ago.  [[Atlas Games]] now owns Ars Magica, and Atlas has nothing to do with the World of Darkness. White Wolf wrote their own medieval-themed World of Darkness "prequel" setting, so there is no need for Mythic Europe to fill that role. The Fourth Edition of Ars Magica eliminated [[True Reason]], and the Fifth Edition removed vampires from [[House Tremere]].

You can still portray Mythic Europe as eventually turning into the World of Darkness if you want to, but there is no longer anything in the official Ars Magica books suggesting that it will (or won't).

= Ars Magica Products Published by White Wolf Game Studio

White Wolf had a distinctive tone they worked into all their Ars Magica products, which is rather different from later products published by [[Atlas Games]].  Critics say that White Wolf portrayed [[Mythic Europe]] as a very dark setting with too many demons and too much corruption.  On the other hand, some players like White Wolf products for their generally strong emphasis on story and role-playing.

All of White Wolf's Ars Magica products were written for [[ArM2]] or [[ArM3]].

* [[Medieval Handbook | The Medieval Handbook]]
* [[Twelfth Night]]
* [[Wizards Grimoire | The Wizard's Grimoire]]
* [[Tribunals of Hermes Rome | Tribunals of Hermes: Rome ]]
* [[Tribunals of Hermes Iberia | Tribunals of Hermes: Iberia ]]
* [[Pax Dei]]
* [[Shamans]]
* The [[Maleficium]]
* [[Midsummer Nights Dream | A Midsummer Night's Dream]]
* [[Mythic Europe book | Mythic Europe]]
* [[Deadly Legacy]]
* [[Mistridge]]
* Storyguide Screen
* [[Ars Magica Third Edition]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[Black Death]]
* [[Pact of Pasaquine]]
* [[Stormrider Jump-Start Kit | Jump-Start Kit: the Stormrider]], second edition
* [[Medieval Bestiary]]
* [[Faeries book | Faeries]], first edition
* [[Winters Tale | A Winter's Tale]]

== See Also

* [[History of Ars Magica]]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1245711391</unix>
						<iso>2009-06-23 00:56:31</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Moved World of Darkness to its own page</comment>
					<text><![CDATA[
[[http://www.white-wolf.com | White Wolf Game Studio]] is a game company founded by [[Mark Rein•Hagen]], one of the original co-authors of Ars Magica.  White Wolf published Ars Magica from 1990 to 1993, taking over stewardship of the game after [[Lion Rampant]] closed its doors.

White Wolf Game Studio is still in business and publishes a very popular line of roleplaying games called the [[World of Darkness]].

= Ars Magica Products Published by White Wolf Game Studio

White Wolf had a distinctive tone they worked into all their Ars Magica products, which is rather different from later products published by [[Atlas Games]].  Critics say that White Wolf portrayed [[Mythic Europe]] as a very dark setting with too many demons and too much corruption.  On the other hand, some players like White Wolf products for their generally strong emphasis on story and role-playing.

All of White Wolf's Ars Magica products were written for [[ArM2]] or [[ArM3]].

* [[Medieval Handbook | The Medieval Handbook]]
* [[Twelfth Night]]
* [[Wizards Grimoire | The Wizard's Grimoire]]
* [[Tribunals of Hermes Rome | Tribunals of Hermes: Rome ]]
* [[Tribunals of Hermes Iberia | Tribunals of Hermes: Iberia ]]
* [[Pax Dei]]
* [[Shamans]]
* The [[Maleficium]]
* [[Midsummer Nights Dream | A Midsummer Night's Dream]]
* [[Mythic Europe book | Mythic Europe]]
* [[Deadly Legacy]]
* [[Mistridge]]
* Storyguide Screen
* [[Ars Magica Third Edition]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[Black Death]]
* [[Pact of Pasaquine]]
* [[Stormrider Jump-Start Kit | Jump-Start Kit: the Stormrider]], second edition
* [[Medieval Bestiary]]
* [[Faeries book | Faeries]], first edition
* [[Winters Tale | A Winter's Tale]]

== See Also

* [[History of Ars Magica]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1245754304</unix>
						<iso>2009-06-23 12:51:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added preamble and some additional links</comment>
					<text><![CDATA[
{{preface| This page is about the game company called White Wolf Game Studio.  For the game magazine, see [[White Wolf Magazine]].}}

[[http://www.white-wolf.com | White Wolf Game Studio]] is a game company founded by [[Mark Rein•Hagen]], one of the original co-authors of Ars Magica.  White Wolf published Ars Magica from 1990 to 1993, taking over stewardship of the game after [[Lion Rampant]] closed its doors.

White Wolf Game Studio is still in business and publishes a very popular line of roleplaying games called the [[World of Darkness]].

= Ars Magica Products Published by White Wolf Game Studio

White Wolf had a distinctive tone they worked into all their Ars Magica products, which is rather different from later products published by [[Atlas Games]].  Critics say that White Wolf portrayed [[Mythic Europe]] as a very dark setting with too many demons and too much corruption.  On the other hand, some players like White Wolf products for their generally strong emphasis on story and role-playing.

All of White Wolf's Ars Magica products were written for [[ArM2]] or [[ArM3]].

* [[Medieval Handbook | The Medieval Handbook]]
* [[Twelfth Night]]
* [[Wizards Grimoire | The Wizard's Grimoire]]
* [[Tribunals of Hermes Rome | Tribunals of Hermes: Rome ]]
* [[Tribunals of Hermes Iberia | Tribunals of Hermes: Iberia ]]
* [[Pax Dei]]
* [[Shamans]]
* The [[Maleficium]]
* [[Midsummer Nights Dream | A Midsummer Night's Dream]]
* [[Mythic Europe book | Mythic Europe]]
* [[Deadly Legacy]]
* [[Mistridge book | Mistridge]]
* Storyguide Screen
* [[Ars Magica Third Edition]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[Black Death]]
* [[Pact of Pasaquine]]
* [[Stormrider Jump-Start Kit | Jump-Start Kit: the Stormrider]], second edition
* [[Medieval Bestiary]]
* [[Faeries book | Faeries]], first edition
* [[Winters Tale | A Winter's Tale]]

== See Also

* [[History of Ars Magica]]
* [[World of Darkness]]
* [[White Wolf Magazine]]
* [[Mark Rein•Hagen]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1245796073</unix>
						<iso>2009-06-24 00:27:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added ArM3 category, fixed external link syntax</comment>
					<text><![CDATA[
{{preface| This page is about the game company called White Wolf Game Studio.  For the game magazine, see [[White Wolf Magazine]].}}

[[http://www.white-wolf.com/ | White Wolf Game Studio]] is a game company founded by [[Mark Rein•Hagen]], one of the original co-authors of Ars Magica.  White Wolf published Ars Magica from 1990 to 1993, taking over stewardship of the game after [[Lion Rampant]] closed its doors.

White Wolf Game Studio is still in business and publishes a very popular line of roleplaying games called the [[World of Darkness]].

= Ars Magica Products Published by White Wolf Game Studio

White Wolf had a distinctive tone they worked into all their Ars Magica products, which is rather different from later products published by [[Atlas Games]].  Critics say that White Wolf portrayed [[Mythic Europe]] as a very dark setting with too many demons and too much corruption.  On the other hand, some players like White Wolf products for their generally strong emphasis on story and role-playing.

All of White Wolf's Ars Magica products were written for [[ArM2]] or [[ArM3]].

* [[Medieval Handbook | The Medieval Handbook]]
* [[Twelfth Night]]
* [[Wizards Grimoire | The Wizard's Grimoire]]
* [[Tribunals of Hermes Rome | Tribunals of Hermes: Rome ]]
* [[Tribunals of Hermes Iberia | Tribunals of Hermes: Iberia ]]
* [[Pax Dei]]
* [[Shamans]]
* The [[Maleficium]]
* [[Midsummer Nights Dream | A Midsummer Night's Dream]]
* [[Mythic Europe book | Mythic Europe]]
* [[Deadly Legacy]]
* [[Mistridge book | Mistridge]]
* Storyguide Screen
* [[Ars Magica Third Edition]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[Black Death]]
* [[Pact of Pasaquine]]
* [[Stormrider Jump-Start Kit | Jump-Start Kit: the Stormrider]], second edition
* [[Medieval Bestiary]]
* [[Faeries book | Faeries]], first edition
* [[Winters Tale | A Winter's Tale]]

== See Also

* [[History of Ars Magica]]
* [[World of Darkness]]
* [[White Wolf Magazine]]
* [[Mark Rein•Hagen]]
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1245799173</unix>
						<iso>2009-06-24 01:19:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Storyguide Scree</comment>
					<text><![CDATA[
{{preface| This page is about the game company called White Wolf Game Studio.  For the game magazine, see [[White Wolf Magazine]].}}

[[http://www.white-wolf.com/ | White Wolf Game Studio]] is a game company founded by [[Mark Rein•Hagen]], one of the original co-authors of Ars Magica.  White Wolf published Ars Magica from 1990 to 1993, taking over stewardship of the game after [[Lion Rampant]] closed its doors.

White Wolf Game Studio is still in business and publishes a very popular line of roleplaying games called the [[World of Darkness]].

= Ars Magica Products Published by White Wolf Game Studio

White Wolf had a distinctive tone they worked into all their Ars Magica products, which is rather different from later products published by [[Atlas Games]].  Critics say that White Wolf portrayed [[Mythic Europe]] as a very dark setting with too many demons and too much corruption.  On the other hand, some players like White Wolf products for their generally strong emphasis on story and role-playing.

All of White Wolf's Ars Magica products were written for [[ArM2]] or [[ArM3]].

* [[Medieval Handbook | The Medieval Handbook]]
* [[Twelfth Night]]
* [[Wizards Grimoire | The Wizard's Grimoire]]
* [[Tribunals of Hermes Rome | Tribunals of Hermes: Rome ]]
* [[Tribunals of Hermes Iberia | Tribunals of Hermes: Iberia ]]
* [[Pax Dei]]
* [[Shamans]]
* The [[Maleficium]]
* [[Midsummer Nights Dream | A Midsummer Night's Dream]]
* [[Mythic Europe book | Mythic Europe]]
* [[Deadly Legacy]]
* [[Mistridge book | Mistridge]]
* [[Storyguide Screen]]
* [[Ars Magica Third Edition]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[Black Death]]
* [[Pact of Pasaquine]]
* [[Stormrider Jump-Start Kit | Jump-Start Kit: the Stormrider]], second edition
* [[Medieval Bestiary]]
* [[Faeries book | Faeries]], first edition
* [[Winters Tale | A Winter's Tale]]

== See Also

* [[History of Ars Magica]]
* [[World of Darkness]]
* [[White Wolf Magazine]]
* [[Mark Rein•Hagen]]
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1245842477</unix>
						<iso>2009-06-24 13:21:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added note on Stewart Wieck's founding role</comment>
					<text><![CDATA[
{{preface| This page is about the game company called White Wolf Game Studio.  For the game magazine, see [[White Wolf Magazine]].}}

[[http://www.white-wolf.com/ | White Wolf Game Studio]] is a game company co-founded by [[Mark Rein•Hagen]], one of the original co-authors of Ars Magica, and magazine publisher [[Stewart Wieck]].  White Wolf published Ars Magica from 1990 to 1993, taking over stewardship of the game after [[Lion Rampant]] closed its doors.

White Wolf Game Studio is still in business and publishes a very popular line of roleplaying games called the [[World of Darkness]].

= Ars Magica Products Published by White Wolf Game Studio

White Wolf had a distinctive tone they worked into all their Ars Magica products, which is rather different from later products published by [[Atlas Games]].  Critics say that White Wolf portrayed [[Mythic Europe]] as a very dark setting with too many demons and too much corruption.  On the other hand, some players like White Wolf products for their generally strong emphasis on story and role-playing.

All of White Wolf's Ars Magica products were written for [[ArM2]] or [[ArM3]].

* [[Medieval Handbook | The Medieval Handbook]]
* [[Twelfth Night]]
* [[Wizards Grimoire | The Wizard's Grimoire]]
* [[Tribunals of Hermes Rome | Tribunals of Hermes: Rome ]]
* [[Tribunals of Hermes Iberia | Tribunals of Hermes: Iberia ]]
* [[Pax Dei]]
* [[Shamans]]
* The [[Maleficium]]
* [[Midsummer Nights Dream | A Midsummer Night's Dream]]
* [[Mythic Europe book | Mythic Europe]]
* [[Deadly Legacy]]
* [[Mistridge book | Mistridge]]
* [[Storyguide Screen]]
* [[Ars Magica Third Edition]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[Black Death]]
* [[Pact of Pasaquine]]
* [[Stormrider Jump-Start Kit | Jump-Start Kit: the Stormrider]], second edition
* [[Medieval Bestiary]]
* [[Faeries book | Faeries]], first edition
* [[Winters Tale | A Winter's Tale]]

== See Also

* [[History of Ars Magica]]
* [[World of Darkness]]
* [[White Wolf Magazine]]
* [[Mark Rein•Hagen]]
]]></text>
				</version>
			</history>
		</page>
		<page node="664">
			<name>wizards_of_the_coast</name>
			<title>Wizards of the Coast</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1239578797</unix>
						<iso>2009-04-13 01:26:37</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.wizards.com | Wizards of the Coast]] is a major publisher of roleplaying games.  Though it is known today as the publisher of [[http://www.wizards.com/default.asp?x=dnd/welcome | Dungeons & Dragons]], early in its history Wizards of the Coast briefly published a different roleplaying game: Ars Magica.

Wizards of the Coast published Ars Magica from 1994 to 1996.  They then discontinued all roleplaying products to "concentrate on their core business of collectible card games" (where were immensely popular in 1996).  Ars Magica was sold to [[Atlas Games]].

= Ars Magica Products by Wizards of the Coast

* [[Faeries book | Faeries]], revised edition
* [[ArM3]] (which was developed by [[White Wolf]] but continued to be sold by Wizards of the Coast through 1996)
* [[Houses of Hermes book | Houses of Hermes]]
* [[Lion of the North]]

== See Also

* [[History of Ars Magica]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245362811</unix>
						<iso>2009-06-19 00:06:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed Faeries reference</comment>
					<text><![CDATA[
[[http://www.wizards.com | Wizards of the Coast]] is a major publisher of roleplaying games.  Though it is known today as the publisher of [[http://www.wizards.com/default.asp?x=dnd/welcome | Dungeons & Dragons]], early in its history Wizards of the Coast briefly published a different roleplaying game: Ars Magica.

Wizards of the Coast published Ars Magica from 1994 to 1996.  They then discontinued all roleplaying products to "concentrate on their core business of collectible card games" (where were immensely popular in 1996).  Ars Magica was sold to [[Atlas Games]].

= Ars Magica Products by Wizards of the Coast

* [[Faeries book | Faeries]]h was developed by [[White Wolf]] but continued to be sold by Wizards of the Coast through 1996)
* [[Houses of Hermes book | Houses of Hermes]]
* [[Lion of the North]]

== See Also

* [[History of Ars Magica]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245363110</unix>
						<iso>2009-06-19 00:11:50</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link to Faeries Revised</comment>
					<text><![CDATA[
[[http://www.wizards.com | Wizards of the Coast]] is a major publisher of roleplaying games.  Though it is known today as the publisher of [[http://www.wizards.com/default.asp?x=dnd/welcome | Dungeons & Dragons]], early in its history Wizards of the Coast briefly published a different roleplaying game: Ars Magica.

Wizards of the Coast published Ars Magica from 1994 to 1996.  They then discontinued all roleplaying products to "concentrate on their core business of collectible card games" (where were immensely popular in 1996).  Ars Magica was sold to [[Atlas Games]].

= Ars Magica Products by Wizards of the Coast

* [[Faeries Revised Editionn]]
* [[ArM3]] (which was developed by [[White Wolf]] but continued to be sold by Wizards of the Coast through 1996)
* [[Houses of Hermes book | Houses of Hermes]]
* [[Lion of the North]]

== See Also

* [[History of Ars Magica]
]]></text>
				</version>
			</history>
		</page>
		<page node="665">
			<name>magic_resistance_design</name>
			<title>Design of Magic Resistance in ArM5</title>
			<language>en</language>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1239922623</unix>
						<iso>2009-04-17 00:57:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The Pink Dot Loophole (also Pink Dot Defense, Purple Dot Defense, and other variations) is a consequence of the [[Fifth Edition]] [[Magic Resistance]] rules.  Because Magic Resistance keeps out magical things, a magus can defend himself by casting a harmless spell on his opponent's weapon.  The enchanted weapon would be repelled by Magic Resistance according to the [[RAW | rules as written]].  The rhetorical example of such a spell is a [[Muto]] [[Imaginem]] effect that makes a tiny pink dot appear on the blade.

== No One Likes the Pink Dot Loophole

Many players have complained about the Pink Dot Loophole since it was discovered a few months after [[ArM5]]'s release.  When a player complained about on the [[http://www.atlas-games.com/forum/viewtopic.php?t=251&highlight=alternatives | Ars Magica Discussion Forum]], that he didn't like the loophole, [[David Chart]] replied:

["Neither do I.  On balance, though, I like the alternatives less.]

Developing a set of rules for [[Magic Resistance]] that is simple enough for players to use and remember, logically consistent, and covers all contingencies, yet immune to abuse, is a difficult design challenge.

The way most players deal with the Pink Dot Loophole is either to agree not to exploit it and then just ignore it, or to create some kind of [[House Rule]].

= Why Magic Resistance Doesn't Dispel Magic

[begin:.preamble]
A few of \[the effects of [[Magic Resistance]]\] are a bit odd. (Never mind ''Edge of the Razor'', try ''Edge of the Spoon'', a MuTe effect that gives weapons -1 to damage, by blunting them, and still makes them bounce off [[Parma]].) However, all the principles I could think of had odd effects, and the odd effects of this one seemed the least serious -- the odd effects of most of the others opened large holes in Magic Resistance. You can always House Rule around them, but given the interminable debates magic resistance provoked [in Fourth Edition], I decided to go with something simple.

   The fundamental problem is that RPers D&D shaped instincts make no sense. Why on earth shouldn't magical weapons be resisted? They're magical effects. A set of rules that said 'magic resistance resists whatever you think it should in order to preserve game balance' would not have been much use...

["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004 ]
[end:.preabmble]

One of the first "fixes" for the Pink Dot Loophole that was discussed was to make [[Magic Resistance]] create a kind of anti-magic zone around the magus.  Any spell entering this zone would be temporarily dispelled until it left the zone.  This leads to new problems, such as the ''Tree of Dragon Slaying'' spell David mentioned. As another example, if Magic Resistance dispelled magic, a magus could take something deadly, like poison, and transform it with a [[Muto]] [[Aquam]] into something harmless, like wine. Then he could give another magus a glass of wine. If Magic Resistance could dispel magical effects, then the wine would turn back into poison and kill the other magus (unless it penetrated his resistance, in which case it would remain water until the spell wore off). It's a serious enough flaw that there would be many ways to turn magic resistance against its possessor.

On the other hand, since Magic Resistance keeps out all kinds of magical things, a magus can abuse his own magic resistance to get protection from mundane attacks: the Pink Dot Loophole.

Any general Magic Resistance system is going to run into problems like this. The question is what problems are players and storyguides willing to accept. In ArM5, the second problem ("parma blocks pink dot") was considered less serious than the first problem ("parma can kill you"). There also seems to have been a strong desire to make a system that is simple and consistent so players can understand it and use it without major problems.

Not everyone is happy with the implications of the rules as they are written, but then, no one has come up with an alternative system that pleases everybody, either. People are welcome to try to "fix" perceived problems in the magic resistance rules for their own sagas.

[begin:.preamble]
    There is nothing wrong with playing with a vague, fudged version of what Magic Resistance stops in your sagas, if you don't like the effects of the rules as written. Actually, it's positively a good idea; this is your game, play it in a way you like. But you'll find that you do have to fudge, or people will invent the ''Tree of Dragon Slaying'' spell: MuHe a mature oak tree into an arrow, and fire it at a dragon. \[If magic resistance dispells the magic,\] \[t\]he mundane tree gets through, and being hit by an oak tree doing over a hundred feet per second would hurt even the toughest dragon...

["--David Chart, Berkeley Ars Magica List, 27 Nov. 2004 ]
[end:.preamble]

= Possible Fixes for the Pink Dot Loophole

A number of possible fixes for the Pink Dot Loophole have been proposed.  All of these (except the first) would be considered [[House Rule | House Rules]].

* You could simply ask everyone in the Troupe to agree not to exploit the loophole. Doing so may be intellectually unsatisfying, but it does allow you to get on with the game.
*  Restrict the definition of what kinds of effects [[Magic Resistance]] keeps out.  [[http://www.atlas-games.com/forum/viewtopic.php?t=251 | Erik Tyrell's suggestion]] from the official Ars Magica [[http://www.atlas-games.com/forum/viewforum.php?f=4 | discussion forum]] is an example of this approach, and seems to have been well-received. Keep in mind that tinkering with the basics of how Magic Resistance works does seem to risk opening some other evil loophole (though no one seems to have found a gaping hole in Erik's suggested fix, so far).
* Change Parma Magica so it doesn't protect a magus against his own spells. There are two consequences to this. First, the Pink Dot Loophole is made harder to exploit but it is not completely eliminated: two magi working together could still make one another invulnerable to weapons. Second, a magus will not need to lower his Parma to cast beneficial spells on himself, so this could be seen as increasing the power of a magus.
* Rule that Parma Magica only protects against effects that target the magus or include the magus in the target area. Magic swords would then slide right through Parma, but so would a lot of other things. In particular, under this variant, magic resistance would no longer offer any protection against nonmagical water magically transformed into poison. It would open a lot of vulnerabilities in magic resistance, allowing it to be bypassed by clever (read, devious) players.
* Make some kind of "intelligent Parma" rule that magic resistance can distinguish between effects that are potentially harmful and those that aren't. This also makes it easy to cast spells on yourself and it also calls for a lot of rulings by the troupe on what exactly can be resisted and what can't - the very situation the Fifth Edition rules seem designed to avoid.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1239967025</unix>
						<iso>2009-04-17 13:17:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Moved text to improve readability, corrected heading styles</comment>
					<text><![CDATA[
The Pink Dot Loophole (also Pink Dot Defense, Purple Dot Defense, and other variations) is a consequence of the [[Fifth Edition]] [[Magic Resistance]] rules.  Because Magic Resistance keeps out magical things, a magus can defend himself by casting a harmless spell on his opponent's weapon.  The enchanted weapon would be repelled by Magic Resistance according to the [[RAW | rules as written]].  The rhetorical example of such a spell is a [[Muto]] [[Imaginem]] effect that makes a tiny pink dot appear on the blade.

= No One Likes the Pink Dot Loophole

[begin:.preamble]
    There is nothing wrong with playing with a vague, fudged version of what Magic Resistance stops in your sagas, if you don't like the effects of the rules as written. Actually, it's positively a good idea; this is your game, play it in a way you like. But you'll find that you do have to fudge, or people will invent the ''Tree of Dragon Slaying'' spell: MuHe a mature oak tree into an arrow, and fire it at a dragon. \[If magic resistance dispells the magic,\] \[t\]he mundane tree gets through, and being hit by an oak tree doing over a hundred feet per second would hurt even the toughest dragon...

["--David Chart, Berkeley Ars Magica List, 27 Nov. 2004 ]
[end:.preamble]

Many players have complained about the Pink Dot Loophole since it was discovered a few months after [[ArMtance stops in your sagas, if you don't like the effects of the rules as written. Actually, it's positively a good idea; this is your game, play it in a way you like. But you'll find that you do have to fudge, or people will invent the ''Tree of Dragon Slaying'' spell: MuHe a mature oak tree into an arrow, and fire it at a dragon. \[If magic resistance dispells the magic,\] \[t\]he mundane tree gets through, and being hit by an oak tree doing over a hundred feet per second would hurt even the toughest dragon...

["--David Chart, Berkeley Ars Magica List, 27 Nov. 2004 ]
[end:.preamble]

Many players have complained about the Pink Dot Loophole since it was discovered a few months after [[ArM5]]'s release.  When a player complained about on the [[http://www.atlas-games.com/forum/viewtopic.php?t=251&highlight=alternatives | Ars Magica Discussion Forum]], that he didn't like the loophole, [[David Chart]] replied:

["Neither do I.  On balance, though, I like the alternatives less.]

Developing a set of rules for [[Magic Resistance]] that is simple enough for players to use and remember, logically consistent, and covers all contingencies, yet immune to abuse, is a difficult design challenge.

The way most players deal with the Pink Dot Loophole is either to agree not to exploit it and then just ignore it, or to create some kind of [[House Rule]].

= Why Magic Resistance Doesn't Dispel Magic

[begin:.preamble]
A few of \[the effects of [[Magic Resistance]]\] are a bit odd. (Never mind ''Edge of the Razor'', try ''Edge of the Spoon'', a MuTe effect that gives weapons -1 to damage, by blunting them, and still makes them bounce off [[Parma]].) However, all the principles I could think of had odd effects, and the odd effects of this one seemed the least serious -- the odd effects of most of the others opened large holes in Magic Resistance. You can always House Rule around them, but given the interminable debates magic resistance provoked [in Fourth Edition], I decided to go with something simple.

   The f (see the preceding section). As another example, if Magic Resistance dispelled magic, a magus could take something deadly, like poison, and transform it with a [[Muto]] [[Aquam]] into something harmless, like wine. Then he could give another magus a glass of wine. If Magic Resistance could dispel magical effects, then the wine would turn back into poison and kill the other magus (unless it penetrated his resistance, in which case it would remain water until the spell wore off). It's a serious enough flaw that there would be many ways to turn magic resistance against its possessor.

On the other hand, since Magic Resistance keeps out all kinds of magical things, a magus can abuse his own magic resistance to get protection from mundane attacks: the Pink Dot Loophole.

Any general Magic Resistance system is going to run into problems like this. The question is what problems are players and storyguides willing to accept. In ArM5, the second problem ("parma blocks pink dot") was considered less serious than the first problem ("parma can kill you"). There also seems to have been a strong desire to make a system that is simple and consistent so players can understand it and use it without major problems.

Not everyone is happy with the implications of the rules as they are written, but then, no one has come up with an alternative system that pleases everybody, either. People are welcome to try to "fix" perceived problems in the magic resistance rules for their own sagas.

ules for their own sagas.

= Possible Fixes for the Pink Dot Loophole

A number of possible fixes for the Pink Dot Loophole have been proposed.  All of these (except the first) would be considered [[House Rule | House Rules]].

* You could simply ask everyone in the Troupe to agree not to exploit the loophole. Doing so may be intellectually unsatisfying, but it does allow you to get on with the game.
*  Restrict the definition of what kinds of effects [[Magic Resistance]] keeps out.  [[http://www.atlas-games.com/forum/viewtopic.php?t=251 | Erik Tyrell's suggestion]] from the official Ars Magica [[http://www.atlas-games.com/forum/viewforum.php?f=4 | discussion forum]] is an example of this approach, and seems to have been well-received. Keep in mind that tinkering with the basics of how Magic Resistance works does seem to risk opening some other evil loophole (though no one seems to have found a gaping hole in Erik's suggested fix, so far).
* Change Parma Magica so it doesn't protect a magus against his own spells. There are two consequences to this. First, the Pink Dot Loophole is made harder to exploit but it is not completely eliminated: two magi working together could still make one another invulnerable to weapons. Second, a magus will not need to lower his Parma to cast beneficial spells on himself, so this could be seen as increasing the power of a magus.
* Rule that Parma Magica only protects against effects that target the magus or include the magus in the target area. Magic swords would then slide right through Parma, but so would a lot of other things. In particular, under this variant, magic resistance would no longer offer any protection against nonmagical water magically transformed into poison. It would open a lot of vulnerabilities in magic resistance, allowing it to be bypassed by clever (read, devious) players.
* Make some kind of "intelligent Parma" rule that magic resistance can distinguish between effects that are potentially harmful and those that aren't. This also makes it easy to cast spells on yourself and it also calls for a lot of rulings by the troupe on what exactly can be resisted and what can't - the very situation the Fifth Edition ru
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1239967259</unix>
						<iso>2009-04-17 13:20:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>New title, preamble</comment>
					<text><![CDATA[
[begin:.preamble]
This page discusses in detail the design of the [[Magic Resistance]] rules in [[ArM5]], including some possible [[House Rule | house rules]] that can fix a well-known problem with the rules.
[end:.preamble]

= The Pink Dot Loophole

The Pink Dot Loophole (also Pink Dot Defense, Purple Dot Defense, and other variations) is a consequence of the [[Fifth Edition]] [[Magic Resistance]] rules.  Because Magic Resistance keeps out magical things, a magus can defend himself by casting a harmless spell on his opponent's weapon.  The enchanted weapon would be repelled by Magic Resistance according to the [[RAW | rules as written]].  The rhetorical example of such a spell is a [[Muto]] [[Imaginem]] effect that makes a tiny pink dot appear on the blade.

== s opponent's weapon.  The enchanted weapon would be repelled by Magic Resistance according to the [[RAW | rules as written]].  The rhetorical example of such a spell is a [[Muto]] [[Imaginem]] effect that makes a tiny pink dot appear on the blade.

== No One Likes the Pink Dot Loophole

[begin:.preamble]
    There is nothing wrong with playing with a vague, fudged version of what Magic Resistance stops in your sagas, if you don't like the effects of the rules as written. Actually, it's positively a good idea; this is your game, play it in a way you like. But you'll find that you do have to fudge, or people will invent the ''Tree of Dragon Slaying'' spell: MuHe a mature oak tree into an arrow, and fire it at a dragon. \[If magic resistance dispells the magic,\] \[t\]he mundane tree gets through, and being hit by an oak tree doing over a hundred feet per second would hurt even the toughest dragon...

["--David Chart, Berkeley Ars Magica List, 27 Nov. 2004 ]
[end:.preamble]

Many players have complained about the Pink Dot Loophole since it was discovered a few months after [[ArM5]]'s release.  When a player complained about on the [[http://www.atlas-games.com/forum/viewtopic.php?t=251&highlight=alternatives | Ars Magica Discussion Forum]], that he didn't like the loophole, [[David Chart]] replied:

["Neither do I.  On balance, though, I like the alternatives less.]

Developing a set of rules for [[Magic Resistance]] that is simple enough for players to use and remember, logically consistent, and covers all contingencies, yet immune to abuse, is a difficult design challenge.

The way most players deal with the Pink Dot Loophole is either to agree not to exploit it and then just ignore it, or to create some kind of [[House Rule]].

= Why Magic Resistance Doesn't Dispel Magic

[begin:.preamble]
A few of \[the effects of [[Magic Resistance]]\] are a bit odd. (Never mind ''Edge of the Razor'', try ''Edge of the Spoon'', a MuTe effect that gives weapons -1 to damage, by blunting them, and still makes them bounce off [[Parma]].) However, all the principles I could think of had odd effects, and the odd effects of this one seemed the least serious -- the odd effects of most of the others opened large holes in Magic Resistance. You can always House Rule around them, but given the interminable debates magic resistance provoked [in Fourth Edition], I decided to go with something simple.

   The fundamental problem is that RPers D&D shaped instincts make no sense. Why on earth shouldn't magical weapons be resisted? They're magical effects. A set of rules that said 'magic resistance resists whatever you think it should in order to preserve game balance' would not have been much use...

["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004 ]
[end:.preabmble]

One of the first "fixes" for the Pink Dot Loophole that was discussed was to make [[Magic Resistance]] create a kind of anti-magic zone around the magus.  Any spell entering this zone would be temporarily dispelled until it left the zone.  This leads to new problems, such as the ''Tree of Dragon Slaying'' spell David mentioned (see the preceding section). As another example, if Magic Resistance dispelled magic, a magus could take something deadly, like poison, and transform it with a [[Muto]] [[Aquam]] into something harmless, like wine. Then he could give another magus a glass of wine. If Magic Resistance could dispel magical effects, then the wine would turn back into poison and kill the other magus (unless it penetrated his resistance, in which case it would remain water until the spell wore off). It's a serious enough flaw that there would be many ways to turn magic resistance against its possessor.

On the other hand, since Magic Resistance keeps out all kinds of magical things, a magus can abuse his own magic resistance to get protection from mundane attacks: the Pink Dot Loophole.

Any general Magic Resistance system is going to run into problems like this. The question is what problems are players and storyguides willing to accept. In ArM5, the second problem ("parma blocks pink dot") was considered less serious than the first problem ("parma can kill you"). There also seems to have been a strong desire to make a system that is simple and consistent so players can understand it and use it without major problems.

Not everyone is happy with the implications of the rules as they are written, but then, no one has come up with an alternative system that pleases everybody, either. People are welcome to try to "fix" perceived problems in the magic resistance rules for their own sagas.

= Possible Fixes for the Pink Dot Loophole

A number of possible fixes for the Pink Dot Loophole have been proposed.  All of these (except the first) would be considered [[House Rule | House Rules]].

* You could simply ask everyone in the Troupe to agree not to exploit the loophole. Doing so may be intellectually unsatisfying, but it does allow you to get on with the game.
*  Restrict the definition of what kinds of effects [[Magic Resistance]] keeps out.  [[http://www.atlas-games.com/forum/viewtopic.php?t=251 | Erik Tyrell's suggestion]] from the official Ars Magica [[http://www.atlas-games.com/forum/viewforum.php?f=4 | discussion forum]] is an example of this approach, and seems to have been well-received. Keep in mind that tinkering with the basics of how Magic Resistance works does seem to risk opening some other evil loophole (though no one seems to have found a gaping hole in Erik's suggested fix, so far).
* Change Parma Magica so it doesn't protect a magus against his own spells. There are two consequences to this. First, the Pink Dot Loophole is made harder to exploit but it is not completely eliminated: two magi working together could still make one another invulnerable to weapons. Second, a magus will not need to lower his Parma to cast beneficial spells on himself, so this could be seen as increasing the power of a magus.
* Rule that Parma Magica only protects against effects that target the magus or include the magus in the target area. Magic swords would then slide right through Parma, but so would a lot of other things. In particular, under this variant, magic resistance would no longer offer any protection against nonmagical water magically transformed into poison. It would open a lot of vulnerabilities in magic resistance, allowing it to be bypassed by clever (read, devious) players.
* Make some kind of "intelligent Parma" rule that magic resistance can distinguish between effects that are potentiall
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1240064132</unix>
						<iso>2009-04-18 16:15:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Interim save while re-organizing</comment>
					<text><![CDATA[
[begin:.preamble]
The details of Magic Resistance work differently in [[Fifth Edition]] than in previous versions of the game.  Under Fifth Edition rules, it is much easier (compared to previous editions) to decide whether a given effect would or would not be subject to Magic Resistance.  The Fifth Edition rules are not without their [[#Pink_Dot | problems]], though.  This section explains the rationale for why the rules are what they are, and offers some suggested ways to deal with their shortcomings. 
[end:.preamble]

= Magic Resistance in ArM5

See the [[Magic Resistance]] page for a description of exactly how Magic Resistance [[Magic Resistance#HowItWorks | works]] in [[Fifth Edition]].

= Why Magic Resistance Doesner magus a glass of wine. If Magic Resistance could dispel magical effects, then the wine would turn back into poison and kill the other magus (unless it penetrated his resistance, in which case it would remain water until the spell wore off). It's a serious enough flaw that there would be many ways to turn magic resistance against its possessor.

On the other hand, since Magic Resistance keeps out all kinds of magical things, a magus can abuse his own magic resistance to get protection from mundane attacks: the Pink Dot Loophole.

Any general Magic Resistance system is going to run into problems like this. The question is what problems are players and storyguides willing to accept. In ArM5, the second problem ("parma blocks pink dot") was considered less serious than the first problem ("parma can kill you"). There also seems to have been a strong desire to make a system that is simple and consistent so players can understand it and use it without major problems.

Not everyone is happy with the implications of the rules as they are written, but then, no one has come up with an alternative system that pleases everybody, either. People are welcome to try to "fix" perceived problems in the magic resistance rules for their own sagas.

 

= The Pink Dot Loophole

The Pink Dot Loophole (also Pink Dot Defense, Purple Dot Defense, and other variations) is a consequence of the [[Fifth Edition]] [[Magic Resistance]] rules.  Because Magic Resistance keeps out magical things, a magus can defend himself by casting a harmless spell on his opponent's weapon.  The enchanted weapon would be repelled by Magic Resistance according to the [[RAW | rules as written]].  The rhetorical example of such a spell is a [[Muto]] [[Imaginem]] effect that makes a tiny pink dot appear on the blade.

== No One Likes the Pink Dot Loophole

[begin:.preamble]
    There is nothing wrong with playing with a vague, fudged version of what Magic Resistance stops in your sagas, if you don't like the effects of the rules as written. Actually, it's positively a good idea; this is your game, play it in a way you like. But you'll find that you do have to fudge, or people will invent the ''Tree of Dragon Slaying'' spell: MuHe a mature oak tree into an arrow, and fire it at a dragon. \[If magic resistance dispells the magic,\] \[t\]he mundane tree gets through, and being hit by an oak tree doing over a hundred feet per second would hurt even the toughest dragon...

["--David Chart, Berkeley Ars Magica List, 27 Nov. 2004 ]
[end:.preamble]

Many players have complained about the Pink Dot Loophole since it was discovered a few months after [[ArM5]]'s release.  When a player complained about on the [[http://www.atlas-games.com/forum/viewtopic.php?t=251&highlight=alternatives | Ars Magica Discussion Forum]], that he didn't like th 

= The Pink Dot Loophole

The Pink Dot Loophole (also Pink Dot Defense, Purple Dot Defense, and other variations) is a consequence of the [[Fifth Edition]] [[Magic Resistance]] rules.  Because Magic Resistance keeps out magical things, a magus can defend himself by casting a harmless spell on his opponent's weapon.  The enchanted weapon would be repelled by Magic Resistance according to the [[RAW | rules as written]].  The rhetorical example of such a spell is a [[Muto]] [[Imaginem]] effect that makes a tiny pink dot appear on the blade.

== No One Likes the Pink Dot Loophole

[begin:.preamble]
    There is nothing wrong with playing with a vague, fudged version of what Magic Resistance stops in your sagas, if you don't like the effects of the rules as written. Actually, it's positively a good idea; this is your game, play it in a way you like. But you'll find that you do have to fudge, or people will invent the ''Tree of Dragon Slaying'' spell: MuHe a mature oak tree into an arrow, and fire it at a dragon. \[If magic resistance dispells the magic,\] \[t\]he mundane tree gets through, and being hit by an oak tree doing over a hundred feet per second would hurt even the toughest dragon...

["--David Chart, Berkeley Ars Magica List, 27 Nov. 2004 ]
[end:.preamble]

Many players have complained about the Pink Dot Loophole since it was discovered a few months after [[ArM5]]'s release.  When a player complained about on the [[http://www.atlas-games.com/forum/viewtopic.php?t=251&highlight=alternatives | Ars Magica Discussion Forum]], that he didn't like the loophole, [[David Chart]] replied:

["Neither do I.  On balance, though, I like the alternatives less.]

Developing a set of rules for [[Magic Resistance]] that is simple enough for players to use and remember, logically consistent, and covers all contingencies, yet immune to abuse, is a difficult design challenge.

The way most players deal with the Pink Dot Loophole is either to agree not to exploit it and then just ignore it, or to create some kind of [[House Rule]].

= Possible Fixes for the Pink Dot Loophole

A number of possible fixes for the Pink Dot Loophole have been proposed.  All of these (except the first) would be considered [[House Rule | House Rules]].

d remember, logically consistent, and covers all contingencies, yet immune to abuse, is a difficult design challenge.

The way most players deal with the Pink Dot Loophole is either to agree not to exploit it and then just ignore it, or to create some kind of [[House Rule]].

= Possible Fixes for the Pink Dot Loophole

A number of possible fixes for the Pink Dot Loophole have been proposed.  All of these (except the first) would be considered [[House Rule | House Rules]].

* You could simply ask everyone in the Troupe to agree not to exploit the loophole. Doing so may be intellectually unsatisfying, but it does allow you to get on with the game.
*  Restrict the definition of what kinds of effects [[Magic Resistance]] keeps out.  [[http://www.atlas-games.com/forum/viewtopic.php?t=251 | Erik Tyrell's suggestion]] from the official Ars Magica [[http://www.atlas-games.com/forum/viewforum.php?f=4 | discussion forum]] is an example of this approach, and seems to have been well-received. Keep in mind that tinkering with the basics of how Magic Resistance works does seem to risk opening some other evil loophole (though no one seems to have found a gaping hole in Erik's suggested fix, so far).
* Change Parma Magica so it doesn't protect a magus against his own spells. There are two consequences to this. First, the Pink Dot Loophole is made harder to exploit but it is not completely eliminated: two magi working together could still make one another invulnerable to weapons. Second, a magus will not need to lower his Parma to cast beneficial spells on himself, so this could be seen as increasing the power of a magus.
* Rule that Parma Magica only protects against effects that target the magus or include the magus in the target area. Magic swords would then slide right through Parma, but so would a lot of other things. In particular, under this variant, magic resistance would no longer offer any protection against nonmagical water magically transformed into poison. It would open
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1240064873</unix>
						<iso>2009-04-18 16:27:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-organized to make more readable and understandable</comment>
					<text><![CDATA[
The details of Magic Resistance work differently in [[Fifth Edition]] than in previous versions of the game.  Under Fifth Edition rules, it is much easier (compared to previous editions) to decide whether a given effect would or would not be subject to Magic Resistance.  The Fifth Edition rules are not without their [[#Pink_Dot | problems]], though.  This section explains the rationale for why the rules are what they are, and offers some suggested ways to deal with their shortcomings. 

= Magic Resistance in ArM5

See the [[Magic Resistance]] page for a description of exactly how Magic Resistance [[Magic Resistance#HowItWorks | works]] in [[Fifth Edition]].

= Why Magic Resistance Doesn't Dispel Magic

[begin:.quote]
A few of \[the effects of [[Magic Resistance]]\] are a bit odd. (Never mind ''Edge of the Razor'', try ''Edge of the Spoon'', a MuTe effect that gives weapons -1 to damage, by blunting them, and still makes them bounce off [[Parma]].) However, all the principles I could think of had odd effects, and the odd effects of this one seemed the least serious -- the odd effects of most of the others opened large holes in Magic Resistance. You can always House Rule around them, but given the interminable debates magic resistance provoked [in Fourth Edition], I decided to go with something simple.

   The fundamental problem is that RPers D&D shaped instincts make no sense. Why on earth shouldn't magical weapons be resisted? They're magical effects. A set of rules that said 'magic resistance resists whatever you think it should in order to preserve game balance' would not have been much use...

["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004 ]
[end:.quote]

[[Magic Resistance]] in [[ArM5]] does not create a kind of anti-magic zone around the magus.  That approach leads leads to serious  problems.  If Magic Resistance dispelled magic (even temporarily), a magus could transform a huge boulder into a pebble and throw it an opponent.  The spell on the boulder would stop functioning when the boulder hit his opponent, and would turn back into a boulder!  As another example, a magus could take something deadly, like poison, and transform it into something harmless, like wine. Then he could give another magus a glass of wine. If Magic Resistance could dispel magical effects, then the wine would turn back into poison and kill the other magus (unless it penetrated his resistance, in which case it would remain water until the spell wore off).

In short, a model of Magic Resistance that dispels magic is deeply flawed.  There would be many ways to turn it against its possessor.

= The Pink Dot Loophole

On the other hand, since Magic Resistance keeps out all kinds of magical things, a magus can abuse his own magic resistance to get protection from mundane attacks.  This has come to be called the Pink Dot Loophole.

Because Magic Resistance keeps out magical things, a magus can defend himself by casting a harmless spell on his opponent's weapon.  The enchanted weapon would be repelled by Magic Resistance according to the [[RAW | rules as written]].  The standard example of such a spell is a [[Muto]] [[Imaginem]] effect that makes a tiny pink dot appear on the blade.

Any general Magic Resistance system is going to run into problems like this. The question is what problems are players and storyguides willing to accept. In ArM5, the second problem ("parma blocks pink dot") was considered less serious than the first problem ("parma can kill you"). There also seems to have been a strong desire to make a system that is simple and consistent so players can understand it and use it without major problems.

== No One Likes the Pink Dot Loophole

Not everyone is happy with the implications of the rules as they are written, but then, no one has come up with an alternative system that pleases everybody, either. People are welcome to try to "fix" perceived problems in the Magic Resistance rules for their own sagas.

[begin:.quote]
    There is nothing wrong with playing with a vague, fudged version of what Magic Resistance stops in your sagas, if you don't like the effects of the rules as written. Actually, it's positively a good idea; this is your game, play it in a way you like. But you'll find that you do have to fudge, or people will invent the ''Tree of Dragon Slaying'' spell: MuHe a mature oak tree into an arrow, and fire it at a dragon. \[If magic resistance dispells the magic,\] \[t\]he mundane tree gets through, and being hit by an oak tree doing over a hundred feet per second would hurt even the toughest dragon...

["--David Chart, Berkeley Ars Magica List, 27 Nov. 2004 ]
[end:.quote]

Many players have complained about the Pink Dot Loophole since it was discovered a few weeks after [[ArM5]]'s release.  When a player complained about on the [[http://www.atlas-games.com/forum/viewtopic.php?t=251&highlight=alternatives | Ars Magica Discussion Forum]], that he didn't like the loophole, [[David Chart]] replied:

["Neither do I.  On balance, though, I like the alternatives less.]

== Possible Fixes for the Pink Dot Loophole

A number of possible fixes for the Pink Dot Loophole have been proposed.  All of these (except the first) would be considered [[House Rule | House Rules]].

 with the basics of how Magic Resistance works does seem to risk opening some other evil loophole (though no one seems to have found a gaping hole in Erik's suggested fix, so far).
* Change Parma Magica so it doesn't protect a magus against his own spells. There are two consequences to this. First, the Pink Dot Loophole is made harder to exploit but it is not completely eliminated: two magi working together could still make one another invulnerable to weapons. Second, a magus will not need to lower his Parma to cast beneficial spells on himself, so this could be seen as increasing the power of a magus.
* Rule that Parma Magica only protects against effects that target the magus or include the magus in the target area. Magic swords would then slide right through Parma, but so would a lot of other things. In particular, under this variant, magic resistance would no longer offer any protection against nonmagical water magically transformed into poison. It would open a lot of vulnerabilities in magic resistance, allowing it to be bypassed by clever (read, devious) players.
* Make some kind of "intelligent Parma" rule that magic resistance can distinguish between effects that are potentially harmful and those that aren't. This also makes it easy to cast spells on yourself and it also calls for a lot of rulings by the troupe on what exactly can be resisted and what can't - the very situation the Fifth Edition rules seem designed to avoid.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1240091826</unix>
						<iso>2009-04-18 23:57:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added hedge wizards</comment>
					<text><![CDATA[
The details of Magic Resistance work differently in [[Fifth Edition]] than in previous versions of the game.  Under Fifth Edition rules, it is much easier (compared to previous editions) to decide whether a given effect would or would not be subject to Magic Resistance.  The Fifth Edition rules are not without their [[#Pink_Dot | problems]], though.  This section explains the rationale for why the rules are what they are, and offers some suggested ways to deal with their shortcomings. 

= Magic Resistance in ArM5

See the [[Magic Resistance]] page for a description of exactly how Magic Resistance [[Magic Resistance#HowItWorks | works]] in [[Fifth Edition]].

= Why Magic Resistance Doesn't Dispel Magic

[begin:.quote]
A few of \[the effects of [[Magic Resistance]]\] are a bit odd. (Never mind ''Edge of the Razor'', try ''Edge of the Spoon'', a MuTe effect that gives weapons -1 to damage, by blunting them, and still makes them bounce off [[Parma]].) However, all the principles I could think of had odd effects, and the odd effects of this one seemed the least serious -- the odd effects of most of the others opened large holes in Magic Resistance. You can always House Rule around them, but given the interminable debates magic resistance provoked [in Fourth Edition], I decided to go with something simple.

   The fundamental problem is that RPers D&D shaped instincts make no sense. Why on earth shouldn't magical weapons be resisted? They're magical effects. A set of rules that said 'magic resistance resists whatever you think it should in order to preserve game balance' would not have been much use...

["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004 ]
[end:.quote]

[[Magic Resistance]] in [[ArM5]] does not create a kind of anti-magic zone around the magus.  That approach leads leads to serious  problems.  If Magic Resistance dispelled magic (even temporarily), a magus could transform a huge boulder into a pebble and throw it an opponent.  The spell on the boulder would stop functioning when the boulder hit his opponent, and would turn back into a boulder!  As another example, a magus could take something deadly, like poison, and transform it into something harmless, like wine. Then he could give another magus a glass of wine. If Magic Resistance could dispel magical effects, then the wine would turn back into poison and kill the other magus (unless it penetrated his resistance, in which case it would remain water until the spell wore off).

In short, a model of Magic Resistance that dispels magic is deeply flawed.  There would be many ways to turn it against its possessor.

= [anchor:PinkDot][anchor:PinkDot]The Pink Dot Loophole

On the other hand, since Magic Resistance keeps out all kinds of magical things, a magus can abuse his own magic resistance to get protection from mundane attacks.  This has come to be called the Pink Dot Loophole.

Because Magic Resistance keeps out magical things, a magus can defend himself by casting a harmless spell on his opponent's weapon.  The enchanted weapon would be repelled by Magic Resistance according to the [[RAW | rules as written]].  The standard example of such a spell is a [[Muto]] [[Imaginem]] effect that makes a tiny pink dot appear on the blade.

Any general Magic Resistance system is going to run into problems like this. The question is what problems are players and storyguides willing to accept. In ArM5, the second problem ("parma blocks pink dot") was considered less serious than the first problem ("parma can kill you"). There also seems to have been a strong desire to make a system that is simple and consistent so players can understand it and use it without major problems.

== No One Likes the Pink Dot Loophole

Not everyone is happy with the implications of the rules as they are written, but then, no one has come up with an alternative system that pleases everybody, either. People are welcome to try to "fix" perceived problems in the Magic Resistance rules for their own sagas.

[begin:.quote]
    There is nothing wrong with playing with a vague, fudged version of what Magic Resistance stops in your sagas, if you don't like the effects of the rules as written. Actually, it's positively a good idea; this is your game, play it in a way you like. But you'll find that you do have to fudge, or people will invent the ''Tree of Dragon Slaying'' spell: MuHe a mature oak tree into an arrow, and fire it at a dragon. \[If magic resistance dispells the magic,\] \[t\]he mundane tree gets through, and being hit by an oak tree doing over a hundred feet per second would hurt even the toughest dragon...

["--David Chart, Berkeley Ars Magica List, 27 Nov. 2004 ]
[end:.quote]

Many players have complained about the Pink Dot Loophole since it was discovered a few weeks after [[ArM5]]'s release.  When a player complained about on the [[http://www.atlas-games.com/forum/viewtopic.php?t=251&highlight=alternatives | Ars Magica Discussion Forum]], that he didn't like the loophole, [[David Chart]] replied:

["Neither do I.  On balance, though, I like the alternatives less.]

== Possible Fixes for the Pink Dot Loophole

A number of possible fixes for the Pink Dot Loophole have been proposed.  All of these (except the first) would be considered [[House Rule | House Rules]].

* You could simply ask everyone in the Troupe to agree not to exploit the loophole. Doing so may be intellectually unsatisfying, but it does allow you to get on with the game.
*  Restrict the definition of what kinds of effects [[Magic Resistance]] keeps out.  [[http://www.atlas-games.com/forum/viewtopic.php?t=251 | Erik Tyrell's suggestion]] from the official Ars Magica [[http://www.atlas-games.com/forum/viewforum.php?f=4 | discussion forum]] is an example of this approach, and seems to have been well-received. Keep in mind that tinkering with the basics of how Magic Resistance works does seem to risk opening some other evil loophole (though no one seems to have found a gaping hole in Erik's suggested fix, so far).
* Change Parma Magica so it doesn't protect a magus against his own spells. There are two consequences to this. First, the Pink Dot Loophole is made harder to exploit but it is not completely eliminated: two magi working together could still make one another invulnerable to weapons. Second, a magus will not need to lower his Parma to cast beneficial spells on himself, so this could be seen as increasing the power of a magus.
* Rule that Parma Magica only protects against effects that target the magus or include the magus in the target area. Magic swords would then slide right through Parma, but so would a lot of other things. In particular, under this variant, magic resistance would no longer offer any protection against nonmagical water magically transformed into poison. It would open a lot of vulnerabilities in magic resistance, allowing it to be bypassed by clever (read, devious) players.
* Make some kind of "intelligent Parma" rule that magic resistance can distinguish between effects that are potentially harmful and those that aren't. This also makes it easy to cast spells on yourself and it also calls for a lot of rulings by the troupe on what exactly can be resisted and what can't - the very situation the Fifth Edition rules seem de

= [anchor:HedgeWizards] Hedge Wizards and Magic Resistance

In [[ArM5]], the only general-purpose Magic Resistance available to humans is [[Parma Magica]].  That means only [[Hermetic Magus | Hermetic Magi]] have magic resistance.  [[Hedge Wizard | Hedge wizards]] don't.  [[David Chart]] explained the reasons for this:

[begin:.quote]

    Given that we are talking about game design, a meta-game reason is sufficient. After all, why are fermions subject to the exclusion principle, apart from the meta-game reason that it allows solid bodies to exist?

    Ars Magica is a game about Hermetic magi. They are, and should remain, the focus. However, other traditions of magic are fun, and people like them. Thus, I wanted to create some space for them.

    One possibility, that seems to have a number of supporters \[on the [[Mailing Lists#BerkList | BerkList]]\], is that Hermetic magic is wonderfully general, but that hedge traditions are more powerful in their specialities. I don't think this option is viable.

    Why? Because people only play one magus-type character (in general), and very, very few people want to play pure generalists. If you want to play a particular kind of specialist, which will you pick: the Hermetic, who could , in principle, learn to do things in which you have no interest, or the hedgie, who is better at what you want to do?

    Of course, if Hermetic magic is just better in every respect than every other tradition, no-one will really want to play the hedgies, either, so that's not much fun either.

    The path I'm taking is this. Hermetic magic is the most powerful form of magic available to humans. It is the most flexible, and while other traditions might match it in raw power, in a limited area, nothing obviously exceeds it. However, there are things that Hermetic magic cannot do; the limits of magic. Some hedge traditions will be able to break one of these limits.

    However, to be fair, there should be something that only Hermetic magic can do. That something is general magic resistance. It's probably the most useful unique power, which is right, since Hermetic magic is supposed to be the best. If you like, the 'limits of magic' are those listed in ArM5, plus 'The Limit of Magic Resistance'. Major traditions break one limit each; Hermetic magic breaks the limit of magic resistance.

    Now, a specialised tradition will have defences that work against specific magic. It might even have something like Form resistance, against a limited range of magic. But if a Hermetic magus goes outside that range, the other tradition has no defence.

    Not having general magic resistance is a major weakness. Giving it to all hedge traditions gives us more flexibility to make their active powers interesting without risking making them more attractive, in raw power terms, than Hermetics.

    If magical and faerie creatures can grant general resistance, then traditions that work by summoning and binding, or bargaining, would logically have it. Ruling out traditions that summon and bind creatures does much greater violence to my sense of the fitness of things than disallowing the power to magical and faerie creatures. Hence, in order to allow spirit masters, Titania can't grant general magic resistance.

    Pure meta-game considerations. The in-game justification is 'Magic and Faerie don't work like that'. They are, after all, realms of power with no real-world, or even, to be honest, real-myth equivalent.

["--David Chart, Berkeley Ars Magica List, 10 Jan. 2005]
[end:.quote]
]]></text>
				</version>
			</history>
		</page>
		<page node="666">
			<name>tales_of_mythic_europe</name>
			<title>Tales of Mythic Europe</title>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1240146293</unix>
						<iso>2009-04-19 15:04:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

''Tales of Mythic Europe'' is a supplement for [[ArM5]] 

= Subject Matter and Contents

''Tales of Mythic Europe'' is a collection of adventures.

= Publication History

''Tales of Mythic Europe'' was announced on Feb. 13, 2009.  As of the time of this writing (19 April 2009), it has not yet been published.

According to the publisher, Atlas Games, it will be a 168-page softcover book. 

= See also

* Official [[http://www.atlas-games.com/product_tables/AG0291.php | product page]] at [[Atlas Games]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1240146337</unix>
						<iso>2009-04-19 15:05:37</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Finished synopsis</comment>
					<text><![CDATA[
= Synopsis

''Tales of Mythic Europe'' is a supplement for [[ArM5]].  It is a collection of short adventures.  It is a collection of short adventures.

= Subject Matter and Contents

''Tales of Mythic Europe'' is a collection of adventures.

= Publication History

''Tales of Mythic Europe'' was announced on Feb. 13, 2009.  As of the time of this writing (19 April 2009), it has not yet been published.

According to the publisher, Atlas Games, it will be a 168-page softcover book. 

= See also

* Official [[http://www.atlas-games.com/product_tables/AG029
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1240146407</unix>
						<iso>2009-04-19 15:06:47</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated contents description</comment>
					<text><![CDATA[
= Synopsis

''Tales of Mythic Europe'' is a supplement for [[ArM5]].  It is a collection of short adventures.

= Subject Matter and Contents

''Tales of Mythic Europe'' is a collection of adventures.  Since this book is currently in production, the only details available are from its [[http://www.atlas-games.com/product_tables/AG0291.php | product page]].  Since this book is currently in production, the only details available are from its [[http://www.atlas-games.com/product_tables/AG0291.php | product page]].

= Publication History

''Tales of Mythic Europe'' was announced on Feb. 13, 2009.  As of the time of this writing (19 April 2009), it has not yet been published.

According to the publisher, Atlas Ga
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1240147248</unix>
						<iso>2009-04-19 15:20:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to table of contents</comment>
					<text><![CDATA[
= Synopsis

''Tales of Mythic Europe'' is a supplement for [[ArM5]].  It is a collection of short adventures.

= Subject Matter and Contents

''Tales of Mythic Europe'' is a collection of adventures.  The [[http://www.atlas-games.com/pdf_storage/ToMEContents.pdf | Table of Contents]] is available online.was announced on Feb. 13, 2009.  As of the time of this writing (19 April 2009), it has not yet been published.

According to the publisher, Atlas Games, it will be a 168-page softcover book. 

= See also

* Official [[http://www.atlas-games.com/product_tables/AG0291.php | product page]] at [[Atlas Games]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1241638484</unix>
						<iso>2009-05-06 21:34:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated publication date</comment>
					<text><![CDATA[
''Tales of Mythic Europe'' (ToME) is a supplement for [[ArM5]].  It is a collection of short adventures.

= Contents

It is a 168-page [[Softcover | softcover]] book. 

The [[httpge/ToMEContents.pdf | Table of Contents]] is available online.

= Publication History

''Tales of Mythic Europe'' was announced on Feb. 13, 2009 and became available at retail  and became available at retail on May 6, 2009.
]]></text>
				</version>
			</history>
		</page>
		<page node="667">
			<name>magi_of_hermes</name>
			<title>Magi of Hermes</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Infernal Realm</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Character</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1240147193</unix>
						<iso>2009-04-19 15:19:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

''Magi of Hermes'' is a supplement for [[ArM5]], due to be published in 2009.  It describes in full detail several Hermetic magi, to be used as non-player characters in [[Saga | sagas]] or as inspiration for player characters.

= Subject Matter and Contents

''Magi of Hermes'' will contain full [[ArM5]] statistics for fifteen different magi, at several points in the life of each magus.  Since this book is still in production, the only details about it are on the official [[http://www.atlas-games.com/product_tables/AG0292.php | product page]].  

= Publication History

''Magi of Hermes'' was announced in April 2009 and is still in production.

= See also

* The official [[http://www.atlas-games.com/product_tables/AG0292.php | product page]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1254917253</unix>
						<iso>2009-10-07 14:07:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Available as of September/October 2009</comment>
					<text><![CDATA[
= Synopsis

{{figure|http://www.atlas-games.com/images/product/0292.jpg}}

''Magi of Hermes'' is a supplement for [[ArM5]]. It describes in full detail 15 [[Hermetic]] [[magi]], to be used as non-player characters in [[Saga | sagas]] or as inspiration for player characters. It contains full [[ArM5]] statistics of the characters, at several points in the life of each [[magus]].

As many as ten different authors contribute to the contents of the book, and is edited by line editor [[David Chart]].

= Publication History

* ''Magi of Hermes'' was announced in April 2009.
* The first printing of the book was available in September/October 2009.

= See also

* The official [[http://www.atlas-games.com/product_tables/AG0292.php | product page]].
* [[http://www.atlas-games.com/pdf_storage/MagiContents.pdf|Table of contents]] of the book.
]]></text>
				</version>
			</history>
		</page>
		<page node="668">
			<name>laboratory</name>
			<title>Laboratory</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1240189610</unix>
						<iso>2009-04-20 03:06:50</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

A [[Magus| Magus's]] '''laboratory''' is vital to his or her magic.  In the laboratory, magi [[Inventing Spells | invent]] spells, create [[Enchanted Device | Enchanted Devices]], study from [[vis]], bond [[Familiar | Familiars]], and sometimes pursue [[Hermetic Breakthrough | ground-breaking research]] into [[Magic Theory]] itself.  

= What Magi can Do in a Laboratory

Magi can attempt the following projects:

* [[Vis#Extraction | extract vis]] ([[ArM5]], page 94)
* [[Learning Spells | learn a spell ]] from a teacher ([[ArM5]], page 95)
* [[Inventing Spells | invent a spell]] ([[ArM5]], page 95)
* create an [[Invested Device | invested device]] ([[ArM5]], page 96)
* create a [[ Lesser Enchantment ]] ([[ArM5, page 96)
* create a [[ Charged Item | charged item ]] ([[ArM5]], page 96)
* attune a [[Talisman]]
* [[Investigate Enchantment | investigate an enchantment]] ([[ArM5, page 100)
* create a [[Longevity Ritual]]

A [[Lab Text]] is created automatically whenever a magus completes a project.

'''To Do: ''' additional rules from ArM5 supplements

= [anchor:LabTotal] The Laboratory Total

A magus's progress on laboratory projects is measured by the '''Laboratory Total''' (also '''Lab Total''').  The formula for calculating the Lab Total may be found on page 94 of [[ArM5]].

Because the effects of the supernatural [[Aura]] within the laboratory are added to (or subtracted from) the Lab Total, magi strive to located their labs in the highest [[Magic Realm | Magic]] aura possible.

= Working in the Laboratory

Laboratory projects are performed over the course of one or more [[Season | seasons]].  

== Requirements for Laboratory Work

== [anchor:Vis] Vis in the Laboratory

Most (but not all) lab projects require raw [[Vis]].  The amount of vis a magus can use in one season depends on his or her [[Magic Theory]] score.  The exact limit is given on page 94 of [[ArM5]].

== [anchor:Assistant] Help in the Laboratory

Magi can have helpers in the lab.  Rules for lab assistants are in [[ArM5]] on page 103.  Using an assistant improves the magus's [[#LabTotal | Lab Total]].  As stated on p. 103, magi usually have only one assistant at a time but it is possible to have more than one under unusual circumstances.

Note that assistants increase the magus's Lab Total, not his [[Magic Theory]] score, so using an assistant does not increase the amount of [[Vis | vis]] a magus can use in one season.

= To Do

Please help improve this article by adding additional activities and information from supplements.

= References

* Link to first source, including the page number(s) for print media.
* Link to second source, including the page number(s) for print media.

= See also

* [[Apprentice]]
* [[Familiar]]
* [[Inventing Spells]]
* [[Lab Text]]
* [[Sanctum]]
* [[Vis]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1240225108</unix>
						<iso>2009-04-20 12:58:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added vis manipulation</comment>
					<text><![CDATA[
= Synopsis

A [[Magus| Magus's]] '''laboratory''' is vital to his or her magic.  In the laboratory, magi [[Inventing Spells | invent]] spells, create [[Enchanted Device | Enchanted Devices]], study from [[vis]], bond [[Familiar | Familiars]], and sometimes pursue [[Hermetic Breakthrough | ground-breaking research]] into [[Magic Theory]] itself.  

= What Magi can Do in a Laboratory

Magi can attempt the following projects:

* [[Vis#Extraction | extract vis]] ([[ArM5]], page 94)
* [[Vis#Transfer | transfer vis]] ([[ArM5]], page 94).  This is one of the few lab activities that does not take a whole season.
* [[Vis#Transfer | transfer vis]] ([[ArM5]], page 94).  This is one of the few lab activities that does not take a whole season.
* [[Learning Spells | learn a spell ]] from a teacher ([[ArM5]], page 95)
* [[Inventing Spells | invent a spell]] ([[ArM5]], page 95)
* create an [[Invested Device | invested device]] ([[ArM5]], page 96)
* create a [[ Lesser Enchantment ]] ([[ArM5, page 96)
* create a [[ Charged Item | charged item ]] ([[ArM5]], page 96)
* attune a [[Talisman]]
* [[Investigate Enchantment | investigate an enchantment]] ([[ArM5, page 100)
* create a [[Longevity Ritual]]

A [[Lab Text]] is created automatically whenever a magus completes a project.

'''To Do: ''' additional rules from ArM5 supplements

= [anchor:LabTotal] The Laboratory Total

A magus's progress on laboratory projects is measured by the '''Laboratory Total''' (also '''Lab Total''').  The formula for calculating the Lab Total may be found on page 94 of [[ArM5]].

Because the effects of the supernatural [[Aura]] within the laboratory are added to (or subtracted from) the Lab Total, magi strive to located their labs in the highest [[Magic Realm | Magic]] aura possible.

= Working in the Laboratory

Laboratory projects are performed over the course of one or more [[Season | seasons]].  

== Requirements for Laboratory Work

== [anchor:Vis] Vis in the Laboratory

Most (but not all) lab projects require raw [[Vis]].  The amount of vis a magus can use in one season depends on his or her [[Magic Theory]] score.  The exact limit is given on page 94 of [[ArM5]].

== [anchor:Assistant] Help in the Laboratory

Magi can have helpers in the lab.  Rules for lab assistants are in [[ArM5]] on page 103.  Using an assistant improves the magus's [[#LabTotal | Lab Total]].  As stated on p. 103, magi usually have only one assistant at a time but it is possible to have more than one under unusual circumstances.

Note that assistants increase the magus's Lab Total, not his [[Magic Theory]] score, so using an assistant does not increase the amount of [[Vis | vis]] a magus can use in one season.

= To Do

Please help improve this article by adding additional activities and information from supplements.

= References

* Link to first source, including the page number(s) for print media.
* Link to second source, including the page numb
]]></text>
				</version>
			</history>
		</page>
		<page node="669">
			<name>learning_spells</name>
			<title>Learning Spells</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1240225018</unix>
						<iso>2009-04-20 12:56:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

Magi need to learn [[Formulaic Spell | formulaic]] spells before they can cast them.  Note that a magus can always [[Spontaneous Spell | spontaneously cast]] a spell even if he has not learned it.

= Learning Spells in [[ArM5]]

Learning spells is an activity that requires at least one season.  A magus can sometimes learn more than one spell in a single season, if the spells are relatively simple compared to his skill in the [[Art | Arts]].

There are several ways to learn spells:

* From a teacher ([[ArM5]] page 95)
* By [[Inventing Spells | inventing]] them ([[ArM5]] page 95)
* From a [[Lab Text]] ([[ArM5]] pages 101-102)

Magi most commonly learn their spells from lab texts.  Apprentices learn spells from their [[Parens | parentes]], of from lab texts their parentes give them.

== Grimoires

A book of spells is often called a '''grimoire'''.  In [[ArM5]], a grimoire is simply a [[Lab Text | Lab Text]] (or set of Lab Texts) written by the spell's [[Inventing Spells | inventor]].  In earlier editions, grimoires were special texts that had to be written separately from the process of inventing the spell.

= References

* Learning spells, [[ArM5]] pages 94-95
* Inventing spells, [[ArM5]] page 95
* [[Lab Text | Lab Texts]], [[ArM5]] pages 101-102 

= See also

* [[Apprentice]]
* [[Inventing Spells]]
* [[Lab Text]]
]]></text>
				</version>
			</history>
		</page>
		<page node="67">
			<name>products</name>
			<title>Products</title>
			<language>en</language>
			<tags>
				<tag>Products</tag>
			</tags>
			<history size="28">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205625690</unix>
						<iso>2008-03-16 01:01:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and their abbreviations.

=[[Fifth Edition]]

* [[ArM5]]: ''Ars Magica'', Fifth Edition
* RoP:M: [[Realms of Power: Magic]]
* AA: [[Art and Academe]]
* LiLi: [[The Lion and the Lily]]: the Normandy Tribunal
* HoH:S: [[Houses of Hermes Societates]]
* AM: [[Ancient Magic]]
* CG: [[City and Guild]]
* RoP:I: [[Realms of Power the Infernal]]
* HoH:MC: [[Houses of Hermes Mystery Cults]]
* Cov5: [[Covenants]] (for Fifth Edition) 
* TMRE: [[The Mysteries Revised Edition]]
* RoP:D: [[Realms of Power the Divine]]
* HoH:TL : [[Houses of Hermes True Lineages]]
* GotF: [[Guardians of the Forest]]: the Rhine Tribunal
* Calebais5: [[Broken Covenant of Calebais]]
* FF: [[Fallen Fane]] Live-Action Roleplaying scenario
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205625754</unix>
						<iso>2008-03-16 01:02:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed colons from all abbreviations</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and their abbreviations.

=[[Fifth Edition]]

* [[ArM5]]: ''Ars Magica'', Fifth Edition
* RoP: [[Realms of Power: Magic]]
* AA: [[Art and Academe]]
* LiLi: [[The Lion and the Lily]]: the Normandy Tribunal
* HoHSS: [[Houses of Hermes Societates]]
* AM: [[Ancient Magic]]
* CG: [[City and Guild]]
* RoPI: [[Realms of Power the Infernal]]
* HoHMC: [[Houses of Hermes Mystery Cults]]
* Cov5: [[Covenants]] (for Fifth Edition) 
* TMRE: [[The Mysteries Revised Edition]]
* RoPD: [[Realms of Power the Divine]]
* HoHTHouses of Hermes True Lineages]]
* GotF: [[Guardians of the Forest]]: the Rhine Tribunal
* Calebais5: [[Broken Covenant of Calebais]]
* FF: [[Fallen Fane]] Live-Action Roleplaying scenario
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205655887</unix>
						<iso>2008-03-16 09:24:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added past editions</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and their abbreviations.

=[[Fifth Edition]]

* [[ArM5]]: ''Ars Magica'', Fifth Edition
* RoPM: [[Realms of Power: Magic]]
* AA: [[Art and Academe]]
* LiLi: [[The Lion and the Lily]]: the Normandy Tribunal
* HoHS: [[Houses of Hermes Societates]]
* AM: [[Ancient Magic]]
* CG: [[City and Guild]]
* RoPI: [[Realms of Power the Infernal]]
* HoHMC: [[Houses of Hermes Mystery Cults]]
* Cov5: [[Covenants]] (for Fifth Edition) 
* TMRE: [[The Mysteries Revised Edition]]
* RoPD: [[Realms of Power the Divine]]
* HoHTL : [[Houses of Hermes True Lineages]]
* GotF: [[Guardians of the Forest]]: the Rhine Tribunal
* Calebais5: [[Broken Covenant of Calebais]]
* FF: [[Fallen Fane]] Live-Action Roleplaying scenario

=[[Previous Editions: Core and Supplements]]
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Ultima Thule]]: Mythic Scandinavia
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)
* Shamans
* Faeries, First Edition

=[[Previous Editions: Tribunal Books]]
* [[Sanctuary of Ice]]: The Greater Alpine Tribunal
* [[Land of Fire & Ice]] (Mythic Iceland)
* [[Blood and Sand]]: The Levant Tribunal
* [[Heirs to Merlin]]: The Stonehenge Tribunal
* [[The Dragon and the Bear]]: The Novgorod Tribunal
* [[Tribunals of Hermes]]: Iberia
* [[Tribunals of Hermes: Rome]]
* [[Lion of the North]]: The Loch Leglean Tribunal (Mythic Scotland)
* [[South of the Sun]] (Mythic Africa)
=[[Previous Editions: Scenarios]]
* Cause & Cure
* The Black Monks of Glastonbury
* The Return of the Stormrider
* Festival of the Damned
* The Fallen Angel
* The Bishop's Staff
* A Midsummer Night's Dream
* The Tempest
* Twelfth Night
* The Stormrider: Jump-Start Kit
* Pact of Pasaquine
* Black Death
* The Sorcerer's Slave
* Trial by Fire
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205656161</unix>
						<iso>2008-03-16 09:29:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>reorganization</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and their abbreviations.

=[[Fifth Edition]]

* [[ArM5]]: ''Ars Magica'', Fifth Edition
* RoPM: [[Realms of Power: Magic]]
* AA: [[Art and Academe]]
* LiLi: [[The Lion and the Lily]]: the Normandy Tribunal
* HoHS: [[Houses of Hermes Societates]]
* AM: [[Ancient Magic]]
* CG: [[City and Guild]]
* RoPI: [[Realms of Power the Infernal]]
* HoHMC: [[Houses of Hermes Mystery Cults]]
* Cov5: [[Covenants]] (for Fifth Edition) 
* TMRE: [[The Mysteries Revised Edition]]
* RoPD: [[Realms of Power the Divine]]
* HoHTL : [[Houses of Hermes True Lineages]]
* GotF: [[Guardians of the Forest]]: the Rhine Tribunal
* Calebais5: [[Broken Covenant of Calebais]]
* FF: [[Fallen Fane]] Live-Action Roleplaying scenario

=[[Previous Editions: urcebooks]]
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistr* [[Ultima Thule]]: Mythic Scandinavia

idge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=[[Previous Editions: Core and Other]]
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition

=[[Previous Editions: Sourcebooks]]
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=[[Previous Editions: Core and Other]]
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205656189</unix>
						<iso>2008-03-16 09:29:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>iberia link fixed</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and their abbreviations.

=[[Fifth Edition]]

* [[ArM5]]: ''Ars Magica'', Fifth Edition
* RoPM: [[Realms of Power: Magic]]
* AA: [[Art and Academe]]
* LiLi: [[The Lion and the Lily]]: the Normandy Tribunal
* HoHS: [[Houses of Hermes Societates]]
* AM: [[Ancient Magic]]
* CG: [[City and Guild]]
* RoPI: [[Realms of Power the Infernal]]
* HoHMC: [[Houses of Hermes Mystery Cults]]
* Cov5: [[Covenants]] (for Fifth Edition) 
* TMRE: [[The Mysteries Revised Edition]]
* RoPD: [[Realms of Power the Divine]]
* HoHTL : [[Houses of Hermes True Lineages]]
* GotF: [[Guardians of the Forest]]: the Rhine Tribunal
* Calebais5: [[Broken Covenant of Calebais]]
* FF: [[Fallen Fane]] Live-Action Roleplaying scenario

=[[Previous Editions: Tribunal Books]]
* [[Sanctuary of Ice]]: The Greater Alpine Tribunal
* [[Land of Fire & Ice]] (Mythic Iceland)
* [[Blood and Sand]]: The Levant Tribunal
* [[Heirs to Merlin]]: The Stonehenge Tribunal
* [[The Dragon and the Bear]]: The Novgorod Tribunal
* [[Tribunals of Hermes: Iberia]]
* [[Tribunals of Hermes: Rome]]
* [[Lion of the North]]: The Loch Leglean Tribunal (Mythic Scotland)
* [[South of the Sun]] (Mythic Africa)
* [[Ultima Thule]]: Mythic Scandinavia

=[[Previous Editions: Scenarios]]
* Cause & Cure
* The Black Monks of Glastonbury
* The Return of the Stormrider
* Festival of the Damned
* The Fallen Angel
* The Bishop's Staff
* A Midsummer Night's Dream
* The Tempest
* Twelfth Night
* The Stormrider: Jump-Start Kit
* Pact of Pasaquine
* Black Death
* The Sorcerer's Slave
* Trial by Fire

=[[Previous Editions: Sourcebooks]]
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=[[Previous Editions: Core and Other]]
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205659266</unix>
						<iso>2008-03-16 10:21:06</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and their abbreviations.

=[[Fifth Edition]]

* [[ArM5]]: ''Ars Magica'', Fifth Edition
* RoPM: [[Realms of Power: Magic]]
* AA: [[Art and Academe]]
* LiLi: [[The Lion and the Lily]]: the Normandy Tribunal
* HoHS: [[Houses of Hermes Societates]]
* AM: [[Ancient Magic]]
* CG: [[City and Guild]]
* RoPI: [[Realms of Power the Infernal]]
* HoHMC: [[Houses of Hermes Mystery Cults]]
* Cov5: [[Covenants]] (for Fifth Edition) 
* TMRE: [[The Mysteries Revised Edition]]
* RoPD: [[Realms of Power the Divine]]
* HoHTL : [[Houses of Hermes True Lineages]]
* GotF: [[Guardians of the Forest]]: the Rhine Tribunal
* Calebais5: [[Broken Covenant of Calebais]]
* FF: [[Fallen Fane]] Live-Action Roleplaying scenario

=Previous Editions: Tribunal Books
* [[Sanctuary of Ice]]: The Greater Alpine Tribunal
* [[Land of Fire & Ice]] (Mythic Iceland)
* [[Blood and Sand]]: The Levant Tribunal
* [[Heirs to Merlin]]: The Stonehenge Tribunal
* [[The Dragon and the Bear]]: The Novgorod Tribunal
* [[Tribunals of Hermes: Iberia]]
* [[Tribunals of Hermes: Rome]]
* [[Lion of the North]]: The Loch Leglean Tribunal (Mythic Scotland)
* [[South of the Sun]] (Mythic Africa)
* [[Ultima Thule]]: Mythic Scandinavia

=Previous Editions: Scenarios
* Cause & Cure
* The Black Monks of Glastonbury
* The Return of the Stormrider
* Festival of the Damned
* The Fallen Angel
* The Bishop's Staff
* A Midsummer Night's Dream
* The Tempest
* Twelfth Night
* The Stormrider: Jump-Start Kit
* Pact of Pasaquine
* Black Death
* The Sorcerer's Slave
* Trial by Fire

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeriesition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous EdiPrevious Editions: Core and Otherrs Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205667802</unix>
						<iso>2008-03-16 12:43:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added abbreviations (changed a few), categorized 5th Ed. supplements</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

=[[Fifth Edition]]
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes True Lineages]]: HoHTL 

=Previous Editions: Tribunal Books
* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The Black Monks of Glastonbury: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1205795188</unix>
						<iso>2008-03-18 00:06:28</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

=[[Fifth Edition]]
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes:: True Lineages]]: HoHTL 

=Previous Editions: Tribunal Books
* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The Black Monks of Glastonbury: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Scree
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1206460633</unix>
						<iso>2008-03-25 16:57:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link corrections</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

=[[Fifth Edition]]
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL


=Previous Editions: Tribunal Books
* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The Black Monks of Glastonbury: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Scree
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1215104476</unix>
						<iso>2008-07-03 19:01:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to RPG.net</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=[[re is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=[[Fifth Edition]]
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Previous Editions: Tribunal Books
* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The Black Monks of Glastonbury: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1216255611</unix>
						<iso>2008-07-17 02:46:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed &quot;the&quot; from link to Lion and the Lily</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=[[Fifth Edition]]
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Previous Editions: Tribunal Books
* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The Black Monks of Glastonbury: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magi
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1230560238</unix>
						<iso>2008-12-29 15:17:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added upcoming products</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=[anchor:Upcoming]Upcoming Fifth Edition Products

"What will be the next Ars Magica product?" is a [[FAQ|frequently-asked question]].  Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Realms of Power Faerie]]

Furthermore, a couple of products have been mentioned by [[Atlas Games]] staff but have not been formally announced, so they're more subject to delay, change, or cancellation:

* ''Tales of Mythic Europe''
* ''Magi of Hermes''

The best place for getting the latest product announcements is the front page of the [[http://www.atlas-games.com|Atlas Games Web site]].  The best place for collecting hints and rumors about what become Ars Magica products in the distant future are the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion boards]].

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire 
"What will be the next Ars Magica product?" is a [[FAQ|frequently-asked question]].  Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Realms of Power Faerie]]

Furthermore, a couple of products have been mentioned by [[Atlas Games]] staff but have not been formally announced, so they're more subject to delay, change, or cancellation:

* ''Tales of Mythic Europe''
* ''Magi of Hermes''

The best place for getting the latest product announcements is the front page of the [[http://www.atlas-games.com|Atlas Games Web site]].  The best place for collecting hints and rumors about what become Ars Magica products in the distant future are the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion boards]].

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The Black Monks of Glastonbury: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
*
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1230560264</unix>
						<iso>2008-12-29 15:17:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>typo</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=[anchor:Upcoming]Upcoming Fifth Edition Products

"What will be the next Ars Magica product?" is a [[FAQ|frequently-asked question]].  Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Realms of Power Faerie]]

Furthermore, a couple of products have been mentioned by [[Atlas Games]] staff but have not been formally announced, so they're more subject to delay, change, or cancellation:

* ''Tales of Mythic Europe''
* ''Magi of Hermes''

The best place for getting the latest product announcements is the front page of the [[http://www.atlas-games.com|Atlas Games Web site]].  The best place for collecting hints and rumors about what may become Ars Magica products in the distant future are the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion boards]].

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The Black Monks of Glastonbury: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1230740564</unix>
						<iso>2008-12-31 17:22:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Prepared to split upcoming products onto own page</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

---

To Be Deleted

"What will be the next Ars Magica product?" is a [[FAQ|frequently-asked question]].  Here are the products that have been formally announced and can be expected in the next six months or so:

* [[Realms of Power Faerie]]

Furthermore, a couple of products have been mentioned by [[Atlas Games]] staff but have not been formally announced, so they're more subject to delay, change, or cancellation:

* ''Tales of Mythic Europe''
* ''Magi of Hermes''

The best place for getting the latest product announcements is the front page of the [[http://www.atlas-games.com|Atlas Games Web site]].  The best place for collecting hints and rumors about what may become Ars Magica products in the distant future are the [[http://www.atlas-games.com/forum/viewforum.php?f=4|Atlas Games discussion boards]].

---

=Previous Editions: Tribunal Books

* [[Sanctuary of s Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The Black Monks of Glastonbury: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Par
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1230741715</unix>
						<iso>2008-12-31 17:41:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Moved Upcoming Products to its own page</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
]]></text>
				</version>
				<version number="16">
					<timestamp tz="GMT">
						<unix>1241559993</unix>
						<iso>2009-05-05 23:46:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Realms of Power Faserie</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The Black Monks of Glastonbury: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised
]]></text>
				</version>
				<version number="17">
					<timestamp tz="GMT">
						<unix>1245191299</unix>
						<iso>2009-06-17 00:28:19</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to BMoG</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The [[Black Monks of Glastonbury]]ry]]: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The Medieval Bestiary
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Sc
]]></text>
				</version>
				<version number="18">
					<timestamp tz="GMT">
						<unix>1245200760</unix>
						<iso>2009-06-17 03:06:00</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links to medieval bestiary</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire & Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The [[Black Monks of Glastonbury]]: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]ry]] and [[Medieval Bestiary Revised]]
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabu
]]></text>
				</version>
				<version number="19">
					<timestamp tz="GMT">
						<unix>1245203077</unix>
						<iso>2009-06-17 03:44:37</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed &quot;Land of Fire and Ice&quot; to not have ampersand in page title</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products
* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books
* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire and Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* Cause & Cure: CaC
* The [[Black Monks of Glastonbury]]: BMoG
* The Return of the Stormrider: RotS
* Festival of the Damned: FotD
* The Fallen Angel: FA
* The Bishop's Staff: BS
* A Midsummer Night's Dream: MND
* The Tempest: T
* Twelfth Night: TN
* The Stormrider: Jump-Start Kit: SJK
* Pact of Pasaquine: PoP
* Black Death: BD
* The Sorcerer's Slave: SS
* Trial by Fire: TbF

=Previous Editions: Sourcebooks
* Houses of Hermes
* Mythic Europe
* [[Faeries, Revised Edition]]
* Hedge Magic
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
]]></text>
				</version>
				<version number="20">
					<timestamp tz="GMT">
						<unix>1245234357</unix>
						<iso>2009-06-17 12:25:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links to past edition scenarios</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products

* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books

* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios

* [[Tales of Mythic Europe]]
* [[Broken s of Mythic Europe]]
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire and Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

[[Cause and Cure]]: CaC
* The [[Black Monks of Glastonbury]]: BMoG
* The [[Return of the Stormrider]]: RotS
* [[Festival of the Damned]]: FotD
* [[The Fallen Angel]]: FA
* [[The Bishop's Staff]]: BS
* A [[Midsummer Night's Dream]]: MND
* The [[Tempest]]: T
* [[Twelfth Night]]: TN
* The [[Stormrider Jump Start Kit | Stormrider: Jump-Start Kit]]: SJK
* [[Pact of Pasaquine]]: PoP
* [[Black Death]]: BD
* The [[Sorcerer's Slave]]: SS
* [[Trial by Fire]]: TbF

=Previous Editions: Sourcebooks
* [[Houses of Hermes book | Houses of Hermes]]
* [[Mythic Europe book | Mythic Europe]]
* [[Faeries, Revised Edition]]
* [[Hedge Magic book | Hedge Magic]]
* [[revious Editions: Sourcebooks
* [[Houses of Hermes book | Houses of Hermes]]
* [[Mythic Europe book | Mythic Europe]]
* [[Faeries, Revised Edition]]
* [[Hedge Magic book | Hedge Magic]]
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]
* [[Living Lore]]
* [[Fearie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Sec
]]></text>
				</version>
				<version number="21">
					<timestamp tz="GMT">
						<unix>1245234534</unix>
						<iso>2009-06-17 12:28:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products

* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books

* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios

* [[Tales of Mythic Europe]]
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire and Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios
* [[Cause and Cure]]: CaC
* The [[Black Monks of Glastonbury]]: BMoG
* The [[Return of the Stormrider]]: RotS
* [[Festival of the Damned]]: FotD
* [[The Fallen Angel]]: FA
* [[The Bishop's Staff]]: BS
* A [[Midsummer Night's Dream]]: MND
* The [[Tempest]]: T
* [[Twelfth Night]]: TN
* The [[Stormrider Jump Start Kit | Stormrider: Jump-Start Kit]]: SJK
* [[Pact of Pasaquine]]: PoP
* [[Black Death]]: BD
* The [[Sorcerer's Slave]]: SS
* [[Trial by Fire]]: TbF

=Previous Editions: Sourcebooks
* [[Houses of Hermes book | Houses of Hermes]]
* [[Mythic Europe book | Mythic Europe]]
* [[Faeries, Revised Edition]]
* [[Hedge Magic book | Hedge Magic]]
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]
* [[Living Lore]]
* [[Faerie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
]]></text>
				</version>
				<version number="22">
					<timestamp tz="GMT">
						<unix>1245236113</unix>
						<iso>2009-06-17 12:55:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Alphabetized section and added free 4th ed. scenarios</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products

* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books

* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios

* [[Tales of Mythic Europe]]
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire and Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios

* [[The Bishop's Staff]]: BS
* [[Black Death]]: BD
* The [[Black Monks of Glastonbury]]: BMoG
* [[Cause and Cure]]: CaC
* [[The Fallen Angel]]: FA
* [[Festival of the Damned]]: FotD
* A [[Midsummer Night's Dream]]: MND
* [[Nigrasaxa book | Nigrasaxa]]
* [[Pact of Pasaquine]]: PoP
* [[Promises Promises | Promises, Promises]]: PP
* The [[Return of the Stormrider]]: RotS
* The [[Sorcerer's Slave]]: SS
* The [[Stormrider Jump Start Kit | Stormrider: Jump-Start Kit]]: SJK
* The [[Tempest]]: T
* [[Trial by Fire]]: TbF
* [[Twelfth Night]]: TN

 Kit]]: SJK
* The [[Tempest]]: T
* [[Trial by Fire]]: TbF
* [[Twelfth Night]]: TN

=Previous Editions: Sourcebooks
* [[Houses of Hermes book | Houses of Hermes]]
* [[Mythic Europe book | Mythic Europe]]
* [[Faeries, Revised Edition]]
* [[Hedge Magic book | Hedge Magic]]
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]
* [[Living Lore]]
* [[Faerie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* [[A Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* [[The Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wiza
]]></text>
				</version>
				<version number="23">
					<timestamp tz="GMT">
						<unix>1245321982</unix>
						<iso>2009-06-18 12:46:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Mythic Seas, fixed some link titles</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products

* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books

* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios

* [[Tales of Mythic Europe]]
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire and Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios

* [[The Bishop's Staff]]: BS
* [[Black Death]]: BD
* The [[Black Monks of Glastonbury]]: BMoG
* [[Cause and Cure]]: CaC
* [[The Fallen Angel]]: FA
* [[Festival of the Damned]]: FotD
* A [[Midsummer Night's Dream]]: MND
* [[Nigrasaxa book | Nigrasaxa]]
* [[Pact of Pasaquine]]: PoP
* [[Promises Promises | Promises, Promises]]: PP
* The [[Return of the Stormrider]]: RotS
* The [[Sorcerer's Slave]]: SS
* The [[Stormrider Jump Start Kit | Stormrider: Jump-Start Kit]]: SJK
* The [[Tempest]]: T
* [[Trial by Fire]]: TbF
* [[Twelfth Night]]: TN

=Previous Editions: Sourcebooks
* [[Houses of Hermes book | Houses of Hermes]]
* [[Mythic Europe book | Mythic Europe]]
* [[Faeries, Revised Edition]]
* [[Hedge Magic book | Hedge Magic]]
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]
* [[Living Lore]]
* [[Faerie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* A [[Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* The [[Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)
* The [[Mythic Seas]]

 The [[Mythic Seas]]

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* WGRE: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Ma
]]></text>
				</version>
				<version number="24">
					<timestamp tz="GMT">
						<unix>1245322352</unix>
						<iso>2009-06-18 12:52:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link for WGRE</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products

* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books

* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios

* [[Tales of Mythic Europe]]
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire and Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios

* [[The Bishop's Staff]]: BS
* [[Black Death]]: BD
* The [[Black Monks of Glastonbury]]: BMoG
* [[Cause and Cure]]: CaC
* [[The Fallen Angel]]: FA
* [[Festival of the Damned]]: FotD
* A [[Midsummer Night's Dream]]: MND
* [[Nigrasaxa book | Nigrasaxa]]
* [[Pact of Pasaquine]]: PoP
* [[Promises Promises | Promises, Promises]]: PP
* The [[Return of the Stormrider]]: RotS
* The [[Sorcerer's Slave]]: SS
* The [[Stormrider Jump Start Kit | Stormrider: Jump-Start Kit]]: SJK
* The [[Tempest]]: T
* [[Trial by Fire]]: TbF
* [[Twelfth Night]]: TN

=Previous Editions: Sourcebooks
* [[Houses of Hermes book | Houses of Hermes]]
* [[Mythic Europe book | Mythic Europe]]
* [[Faeries, Revised Edition]]
* [[Hedge Magic book | Hedge Magic]]
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]
* [[Living Lore]]
* [[Faerie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* A [[Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* The [[Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)
* The [[Mythic Seas]]

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* [[WGRE]]RE]]: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Sc
]]></text>
				</version>
				<version number="25">
					<timestamp tz="GMT">
						<unix>1245361297</unix>
						<iso>2009-06-18 23:41:37</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed links that didn't conform to conventions</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net/display-search.phtml?key=system&value=Ars+Magica&sort=system,systemversion | RPG.net]]

=Available [[Fifth Edition]] Products

* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books

* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios

* [[Tales of Mythic Europe]]
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire and Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios

* [[Bishops Staff | The Bishop's Staff]]: BS
* [[Black Death]]: BD
* The [[Black Monks of Glastonbury]]: BMoG
* [[Cause and Cure]]: CaC
* The [[Fallen Angel]]: FA
* [[Festival of the Damned]]: FotD
* A [[Midsummer Night's Dream]]: MND
* [[Nigrasaxa book | Nigrasaxa]]
* [[Pact of Pasaquine]]: PoP
* [[Promises Promises | Promises, Promises]]: PP
* The [[Return of the Stormrider]]: RotS
* The [[Sorcerer's Slave]]: SS
* The [[Stormrider Jump Start Kit | Stormrider: Jump-Start Kit]]: SJK
* The [[Tempest]]: T
* [[Trial by Fire]]: TbF
* [[Twelfth Night]]: TN

=Previous Editions: Sourcebooks
* [[Houses of Hermes book | Houses of Hermes]]
* [[Mythic Europe book | Mythic Europe]]
* [[Faeries, Revised Edition]]
* [[Hedge Magic book | Hedge Magic]]
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]
* [[Living Lore]]
* [[Faerie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* A [[Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* The [[Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)
* The [[Mythic Seas]]

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* [[WGRE]]: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
]]></text>
				</version>
				<version number="26">
					<timestamp tz="GMT">
						<unix>1245842386</unix>
						<iso>2009-06-24 13:19:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link to RPG.net, added category</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

There is also a complete list of Ars Magica products at [[http://index.rpg.net | RPG.net]]

=Available [[Fifth Edition]] Products

* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books

* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios

* [[Tales of Mythic Europe]]
* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Realms of Power Faerie]]: RoPF - Released Feb. 3, 2009
* [[Hedge Magic Revised Edition]]: HMRE
* [[Realms of Power: Magic]]: RoPM
* [[Art and Academe]]: AA
* [[Houses of Hermes: Societates]]:  HoHS
* [[Ancient Magic]]: AM
* [[City and Guild]]: CaG
* [[Realms of Power the Infernal]]: RoPI
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Covenants]] (for Fifth Edition): Cov5
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Houses of Hermes: True Lineages]]: HoHTL

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[Land of Fire and Ice]] (Mythic Iceland): LFaI
* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[South of the Sun]] (Mythic Africa): SotS
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios

* [[Bishops Staff | The Bishop's Staff]]: BS
* [[Black Death]]: BD
* The [[Black Monks of Glastonbury]]: BMoG
* [[Cause and Cure]]: CaC
* The [[Fallen Angel]]: FA
* [[Festival of the Damned]]: FotD
* A [[Midsummer Night's Dream]]: MND
* [[Nigrasaxa book | Nigrasaxa]]
* [[Pact of Pasaquine]]: PoP
* [[Promises Promises | Promises, Promises]]: PP
* The [[Return of the Stormrider]]: RotS
* The [[Sorcerer's Slave]]: SS
* The [[Stormrider Jump Start Kit | Stormrider: Jump-Start Kit]]: SJK
* The [[Tempest]]: T
* [[Trial by Fire]]: TbF
* [[Twelfth Night]]: TN

=Previous Editions: Sourcebooks
* [[Houses of Hermes book | Houses of Hermes]]
* [[Mythic Europe book | Mythic Europe]]
* [[Faeries, Revised Edition]]
* [[Hedge Magic book | Hedge Magic]]
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[The Mysteries book|The Mysteries]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]
* [[Living Lore]]
* [[Faerie Stories]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly
* A [[Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[Mythic Places]]
* [[More Mythic Places]]
* The [[Medieval Handbook]]
* [[Shamans book|Shamans]]
* [[Faeries, First Edition]]
* [[Pax Dei]]
* [[The Maleficium]]
* [[Cov2|Covenants]] (for Second Edition)
* The [[Mythic Seas]]

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* [[WGRE]]: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen
]]></text>
				</version>
				<version number="27">
					<timestamp tz="GMT">
						<unix>1264962861</unix>
						<iso>2010-01-31 19:34:21</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-arraged alphabetically rather than chronologically</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

=Available [[Fifth Edition]] Products

* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books

* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios

* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF
* [[Tales of Mythic Europe]]

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Ancient Magic]]: AM
* [[Art and Academe]]: AA
* [[City and Guild]]: CaG
* [[Covenants]] (for Fifth Edition): Cov5
* [[Hedge Magic Revised Edition]]: HMRE
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Houses of Hermes: Societates]]:  HoHS
* [[Houses of Hermes: True Lineages]]: HoHTL
* [[Magi of Hermes]]: MoH
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Realms of Power Faerie]]: RoPF
* [[Realms of Power the Infernal]]: RoPI
* [[Realms of Power: Magic]]: RoPM
* [[Tales of Mythic Europe]]: ToME

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Previous Editions: Tribunal Books

* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[Land of Fire and Ice]] (Mythic Iceland): LFaI
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[South of the Sun]] (Mythic Africa): SotS
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios

* Bats of Mercille
* [[Bishops Staff | The Bishop's Staff]]: BS
* [[Black Death]]: BD
* The [[Black Monks of Glastonbury]]: BMoG
* [[Cause and Cure]]: CaC
* [[Deadly Legacy]]: DL
* The [[Fallen Angel]]: FA
* [[Faerie Stories]]
* [[Festival of the Damned]]: FotD
* A [[Midsummer Night's Dream]]: MND
* [[Nigrasaxa book | Nigrasaxa]]
* [[Pact of Pasaquine]]: PoP
* [[Promises Promises | Promises, Promises]]: PP
* The [[Return of the Stormrider]]: RotS
* Saga Pack
* The [[Sorcerer's Slave]]: SS
* The [[Stormrider Jump Start Kit | Stormrider: Jump-Start Kit]]: SJK
* Tales of the Dark Ages
* The [[Tempest]]: T
* [[Trial by Fire]]: TbF
* [[Twelfth Night]]: TN
* A [[Winters Tale | Winter's Tale]]

=Previous Editions: Sourcebooks

* [[Cov2|Covenants]] (for Second Edition)
* The [[Covenant of Tarragon Vale]]
* [[Faeries, First Edition]] and [[Faeries, Revised Edition]]
* [[Hedge Magic book | Hedge Magic]]
* [[Houses of Hermes book | Houses of Hermes]]
* [[Living Lore]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[The Maleficium]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]
* The [[Medieval Handbook]]
* A [[Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[More Mythic Places]]
* [[The Mysteries book|The Mysteries]]
* [[Mythic Europe book | Mythic Europe]]
* [[Mythic Places]]
* The [[Mythic Seas]]
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[Order of Hermes book | Order of Hermes ]]
* [[Pax Dei]]
* [[Secrets in Sand]]
* [[Shamans book|Shamans]]
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* [[ArM3]]: ''Ars Magica'' Third Edition
* [[ArM2]]: ''Ars Magica'' Revised (Second) Edition
* [[ArM1]]: ''Ars Magica'' First Edition
* [[WGRE]]: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen for [[ArM4]]
* [[Storyguides Screen]] (for [[ArM3]])
]]></text>
				</version>
				<version number="28">
					<timestamp tz="GMT">
						<unix>1264962930</unix>
						<iso>2010-01-31 19:35:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Moved Upcoming Products to top</comment>
					<text><![CDATA[
This is a list of all Ars Magica products we're aware of, and the abbreviations we use to refer to them.

=Upcoming Fifth Edition Products

See the [[Upcoming Products]] page.

=Available [[Fifth Edition]] Products

* ''Ars Magica'', Fifth Edition: [[ArM5]]

==[[Fifth Edition]]: Tribunal Books

* [[Guardians of the Forest]]: the [[Rhine Tribunal]]: GotF
* [[Lion and the Lily | The Lion and the Lily]]: the Normandy Tribunal: LatL

==[[Fifth Edition]]: Scenarios

* [[Broken Covenant of Calebais]]: BCoC
* [[Fallen Fane]] Live-Action Roleplaying scenario: FF
* [[Tales of Mythic Europe]]

==[[Fifth Edition]]: [[Sourcebook | Sourcebooks]]

* [[Ancient Magic]]: AM
* [[Art and Academe]]: AA
* [[City and Guild]]: CaG
* [[Covenants]] (for Fifth Edition): Cov5
* [[Hedge Magic Revised Edition]]: HMRE
* [[Houses of Hermes: Mystery Cults]]: HoHMC
* [[Houses of Hermes: Societates]]:  HoHS
* [[Houses of Hermes: True Lineages]]: HoHTL
* [[Magi of Hermes]]: MoH
* [[The Mysteries Revised Edition]]: TMRE
* [[Realms of Power the Divine]]: RoPD
* [[Realms of Power Faerie]]: RoPF
* [[Realms of Power the Infernal]]: RoPI
* [[Realms of Power: Magic]]: RoPM
* [[Tales of Mythic Europe]]: ToME

=Previous Editions: Tribunal Books

* [[Blood and Sand]]: The Levant Tribunal: BaS
* [[The Dragon and the Bear]]: The Novgorod Tribunal: DatB
* [[Heirs to Merlin]]: The Stonehenge Tribunal: HtM
* [[Land of Fire and Ice]] (Mythic Iceland): LFaI
* [[Lion of the North]]: The [[Loch Leglean Tribunal]] (Mythic Scotland) :LotN
* [[Sanctuary of Ice]]: The Greater Alpine Tribunal: SoI
* [[South of the Sun]] (Mythic Africa): SotS
* [[Tribunals of Hermes: Iberia]]: ToHI
* [[Tribunals of Hermes: Rome]]: ToHR
* [[Ultima Thule]]: Mythic Scandinavia: UT

=Previous Editions: Scenarios

* Bats of Mercille
* [[Bishops Staff | The Bishop's Staff]]: BS
* [[Black Death]]: BD
* The [[Black Monks of Glastonbury]]: BMoG
* [[Cause and Cure]]: CaC
* [[Deadly Legacy]]: DL
* The [[Fallen Angel]]: FA
* [[Faerie Stories]]
* [[Festival of the Damned]]: FotD
* A [[Midsummer Night's Dream]]: MND
* [[Nigrasaxa book | Nigrasaxa]]
* [[Pact of Pasaquine]]: PoP
* [[Promises Promises | Promises, Promises]]: PP
* The [[Return of the Stormrider]]: RotS
* Saga Pack
* The [[Sorcerer's Slave]]: SS
* The [[Stormrider Jump Start Kit | Stormrider: Jump-Start Kit]]: SJK
* Tales of the Dark Ages
* The [[Tempest]]: T
* [[Trial by Fire]]: TbF
* [[Twelfth Night]]: TN
* A [[Winters Tale | Winter's Tale]]

=Previous Editions: Sourcebooks

* [[Cov2|Covenants]] (for Second Edition)
* The [[Covenant of Tarragon Vale]]
* [[Faeries, First Edition]] and [[Faeries, Revised Edition]]
* [[Hedge Magic book | Hedge Magic]]
* [[Houses of Hermes book | Houses of Hermes]]
* [[Living Lore]]
* [[Kabbalah book|Kabbalah]]: Mythic Judaism
* [[The Maleficium]]
* The [[Medieval Bestiary]] and [[Medieval Bestiary Revised]]
* The [[Medieval Handbook]]
* A [[Medieval Tapestry]]: Personalities of Mythic Europe
* [[Mistridge book|Mistridge]]
* [[More Mythic Places]]
* [[The Mysteries book|The Mysteries]]
* [[Mythic Europe book | Mythic Europe]]
* [[Mythic Places]]
* The [[Mythic Seas]]
* [[Ordo Nobilis]]: Mythic Europe's Nobility
* [[Order of Hermes book | Order of Hermes ]]
* [[Pax Dei]]
* [[Secrets in Sand]]
* [[Shamans book|Shamans]]
* [[Triamore book|Triamore]]: The Covenant at Lucien's Folly

=Previous Editions: Core and Other
* [[ArM4]]: ''Ars Magica'' Fourth Edition
* [[ArM3]]: ''Ars Magica'' Third Edition
* [[ArM2]]: ''Ars Magica'' Revised (Second) Edition
* [[ArM1]]: ''Ars Magica'' First Edition
* [[WGRE]]: The Wizard's Grimoire, Revised Edition
* [[Parma Fabula]]: The Ars Magica Storyguide Screen for [[ArM4]]
* [[Storyguides Screen]] (for [[ArM3]])
]]></text>
				</version>
			</history>
		</page>
		<page node="670">
			<name>lab_text</name>
			<title>Lab Text</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1240225919</unix>
						<iso>2009-04-20 13:11:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

A '''laboratory text''' is a set of notes and perhaps diagrams describing how to reproduce a magical invention, such as a [[Formulaic Spell]] or [[Enchanted Device]].

Lab texts are important because they allow magi to learn spells or enchant devices much more quickly than inventing them from scratch.  Most [[Covenant | covenants]] have many lab texts in their [[Library | libraries]].

= Writing Lab Texts

In [[ArM5]], magi automatically write Lab Texts whenever they are working in the [[Laboratory]].

In earlier editions, Lab Texts applied only to [[Enchanted Device | enchanted devices]] and [[Longevity Ritual | longevity rituals]].  Lab texts for spells did not exist; if magi wanted to share their [[Formulaic Spell | formulaic spells]], they had to spend an additional season to write them down.

= Using Lab Texts

In [[ArM5]], a magus can only use a lab text if his [[Lab Total]] is high enough.  Rules are given on page 102.  If the magus's Lab Total is high enough to use the text, he can reproduce the invention described in the text in one season of work.

A lab text is only useful once the project has been completed; in the [[RAW]] there is no way to benefit from a Lab Text for an unfinished project.

= References

* [[ArM5]], pages 101-102

= See also

* [[Laboratory]]
* [[Learning Spells]]
* [[Library]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1240226071</unix>
						<iso>2009-04-20 13:14:31</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added grimoires</comment>
					<text><![CDATA[
= Synopsis

A '''laboratory text''' is a set of notes and perhaps diagrams describing how to reproduce a magical invention, such as a [[Formulaic Spell]] or [[Enchanted Device]].

Lab texts are important because they allow magi to learn spells or enchant devices much more quickly than inventing them from scratch.  Most [[Covenant | covenants]] have many lab texts in their [[Library | libraries]].

= Grimoires

A grimoire, or book of spells, in [[Fifth Edition]] is simply a set of Lab Texts written by the spells' inventors.

Before Fifth Edition, books of spells were distinct from Lab Texts and had separate rules associated with them.

= Grimoires

A grimoire, or book of spells, in [[Fifth Edition]] is simply a set of Lab Texts written by the spells' inventors.

Before Fifth Edition, books of spells were distinct from Lab Texts and had separate rules associated with them.

= Writing Lab Texts

In [[ArM5]], magi automatically write Lab Texts whenever they are working in the [[Laboratory]].

In earlier editions, Lab Texts applied only to [[Enchanted Device | enchanted devices]] and [[Longevity Ritual | longevity rituals]].  Lab texts for spells did not exist; if magi wanted to share their [[Formulaic Spell | formulaic spells]], they had to spend an additional season to write them down.

= Using Lab Texts

In [[ArM5]], a magus can only use a lab text if his [[Lab Total]] is high enough.  Rules are given on page 102.  If the magus's Lab Total is high enough to use the text, he can reproduce the invention described in the text in one season of work.

A lab text i
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1240226125</unix>
						<iso>2009-04-20 13:15:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed circular link back to this page</comment>
					<text><![CDATA[
= Synopsis

A '''laboratory text''' is a set of notes and perhaps diagrams describing how to reproduce a magical invention, such as a [[Formulaic Spell]] or [[Enchanted Device]].

Lab texts are important because they allow magi to learn spells or enchant devices much more quickly than inventing them from scratch.  Most [[Covenant | covenants]] have many lab texts in their [[Library | libraries]].

= Grimoires

A grimoire, or book of spells, in [[Fifth Edition]] is simply a set of Lab Texts written by the spells' inventors.

Before Fifth Edition, books of spells were distinct from Lab Texts and had separate rules associated with them.

= Writing Lab Texts

In [[ArM5]], magi automatically write Lab Texts whenever they are working in the [[Laboratory]].

In earlier editions, Lab Texts applied only to [[Enchanted Device | enchanted devices]] and [[Longevity Ritual | longevity rituals]].  Lab texts for spells did not exist; if magi wanted to share their [[Formulaic Spell | formulaic spells]], they had to spend an additional season to write them down.

= Using Lab Texts

In [[ArM5]], a magus can only use a lab text if his [[Lab Total]] is high enough.  Rules are given on page 102.  If the magus's Lab Total is high enough to use the text, he can reproduce the invention described in the text in one season of work.

A lab text is only useful once the project has been completed; in the [[RAW]] there is no way to benefit from a Lab Text for an unfinished project.

= References

* [[ArM5]], pages 101-102

= See also

* [[Laboratory]]
* [[Learning Spells]]
]]></text>
				</version>
			</history>
		</page>
		<page node="671">
			<name>verditius_runes</name>
			<title>Verditius Runes</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241307250</unix>
						<iso>2009-05-03 01:34:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Verditius Runes''' are a special technique magi of [[House Verditius]] can use when creating [[Enchanted Device | enchanted devices]].  The runes make enchantments more powerful; in game terms, this is represented as a bonus to the [[Lab Total]] when the magus enchants the item.  Applying Verditius Runes is apparently a complex mystical process that involves a good deal more than simply engraving runes on the surface of the item.

Verditius runes have caused some confusion: they give a bonus to [[Lab Total]] equal to the Verditius magus's [[Philsophiae]] score, but the total bonus (including the "Verditius runes" bonus and the normal [[Shape and Material bonus | Shape and Material Bonus]]) is still limited by the magus's [[Magic Theory]] score.

It is relatively easy for magi to get a high Shape and Material bonus, equal in many cases to their Magic Theory scores.  Since that is the case, some players have asked, "what good are Verditius Runes?"

= The Advantage of Verditius Runes

The real advantage of these runes is that Verditius magi don't have to rely on Shape and Material bonuses to the same extent as do other magi. Say a young Verditius magus has a Philosophiae of 4, a Magic Theory of 4, and he wants to make an item that casts ''Broom of the Winds'' ([[ArM5]] p. 125). One option would be to make an enchanted bellows, whose Shape and Material Bonus is "+4 create wind" (p. 110). Then he would get a total +4 bonus because the bonus can't exceed his Magic Theory score - his Philosophiae wouldn't help. However, he could get the same bonus by using his Philosophiae bonus of +4 and any shape he wants for the item. It could be a ring, a fireplace poker, or a pair of shoes. He still gets the full +4 bonus allowed by his Magic Theory by using Philosophiae instead of the Shape and Material. That flexibility is the advantage of Verditius runes.

Another way to look at it is that a Verditius magus can always use runes instead of a Shape and Material bonus up to his Magic Theory score, and gets a small bonus whenever the Shape and Material bonus is less than his Magic Theory.

= References

* [[ArM5]], page 93

= See also

* Verditius Elder Runes, [[HoHMC]] page 127
]]></text>
				</version>
			</history>
		</page>
		<page node="672">
			<name>summa</name>
			<title>Summa</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241309525</unix>
						<iso>2009-05-03 02:12:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[begin:.preamble]
Each summa is described by two factors: its [[Book Level | level]], which represents how much knowledge is contained in it, and its [[Book Quality | quality]], representing how well it is written.

["--Ars Magica Fifth Edition, page 165]
[end:.preamble]

= Synopsis

A '''summa''' (plural, ''summae'') in [[ArM5]] is simply a book that can be studied for multiple seasons.  They are an important part of most covenants' libraries.  Summa may be used to learn any [[Art]] or [[Ability]].

= Errata

The first printing of [[ArM5]] contained some confusing text about summae that has been clarified by the official [[http://www.atlas-games.com/arm5/arm5errata.php | errata]].  On page 165, the text in question reads, "Summae: Source - Quality and Level".

[begin:.quote]
Not as clear as it might be, true. The called-out sentences in the left-hand column just give the stats for the books. The words after the colon should not be capped. The rules are the same as for everything else: Advancement Total is based only on Source Quality, not level.

["--David Chart, Atlas Games Discussion Forums, 11 Feb. 2005]
[end:.quote]

All the text is really supposed to mean is that summae have two statistics: [[Book Quality | Quality]] and [[Book Level | Level]].  Contrast with [[Tractatus]], which have only a Quality score (no Level).

= Summae in Past Editions

In [[ArM4]], summae were described as books "distilling all that a scholar knows about an [{Art]] or [[Knowledge]] into a single book." (page 188).  The formula for determining the Quality of the summa was somewhat different than in [[ArM5]], but the general rules for studying from them were similar.

In [[ArM3]] and earlier editions, there was only one sort of book.  Summae as such did not exist (although all books were similar to summae in that they could be studied for more than one season).

= References

* Studying from summae, [[ArM5]] p. 165
* Writing summae, [[ArM5]] p. 165
* Value of summae in a covenant library, [[ArM5]] p. 71
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241872133</unix>
						<iso>2009-05-09 14:28:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added cross reference</comment>
					<text><![CDATA[
[begin:.preamble]
Each summa is described by two factors: its [[Book Level | level]], which represents how much knowledge is contained in it, and its [[Book Quality | quality]], representing how well it is written.

["--Ars Magica Fifth Edition, page 165]
[end:.preamble]

= Synopsis

A '''summa''' (plural, ''summae'') in [[ArM5]] is simply a book that can be studied for multiple seasons.  They are an important part of most covenants' libraries.  Summa may be used to learn any [[Art]] or [[Ability]].

= Errata

The first printing of [[ArM5]] contained some confusing text about summae that has been clarified by the official [[http://www.atlas-games.com/arm5/arm5errata.php | errata]].  On page 165, the text in question reads, "Summae: Source - Quality and Level".

[begin:.quote]
Not as clear as it might be, true. The called-out sentences in the left-hand column just give the stats for the books. The words after the colon should not be capped. The rules are the same as for everything else: Advancement Total is based only on Source Quality, not level.

["--David Chart, Atlas Games Discussion Forums, 11 Feb. 2005]
[end:.quote]

All the text is really supposed to mean is that summae have two statistics: [[Book Quality | Quality]] and [[Book Level | Level]].  Contrast with [[Tractatus]], which have only a Quality score (no Level).

= Summae in Past Editions

In [[ArM4]], summae were described as books "distilling all that a scholar knows about an [{Art]] or [[Knowledge]] into a single book." (page 188).  The formula for determining the Quality of the summa was somewhat different than in [[ArM5]], but the general rules for studying from them were similar.

In [[ArM3]] and earlier editions, there was only one sort of book.  Summae as such did not exist (although all books were similar to summae in that they could be studied for more than one season).

= References

* Studying from summae, [[ArM5]] p. 165
* Writing summae, [[ArM5]] p. 165
* Value of summae in a covenant library, [[ArM5]] p. 71

= See Also

* Books
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241872149</unix>
						<iso>2009-05-09 14:29:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added cross reference</comment>
					<text><![CDATA[
[begin:.preamble]
Each summa is described by two factors: its [[Book Level | level]], which represents how much knowledge is contained in it, and its [[Book Quality | quality]], representing how well it is written.

["--Ars Magica Fifth Edition, page 165]
[end:.preamble]

= Synopsis

A '''summa''' (plural, ''summae'') in [[ArM5]] is simply a book that can be studied for multiple seasons.  They are an important part of most covenants' libraries.  Summa may be used to learn any [[Art]] or [[Ability]].

= Errata

The first printing of [[ArM5]] contained some confusing text about summae that has been clarified by the official [[http://www.atlas-games.com/arm5/arm5errata.php | errata]].  On page 165, the text in question reads, "Summae: Source - Quality and Level".

[begin:.quote]
Not as clear as it might be, true. The called-out sentences in the left-hand column just give the stats for the books. The words after the colon should not be capped. The rules are the same as for everything else: Advancement Total is based only on Source Quality, not level.

["--David Chart, Atlas Games Discussion Forums, 11 Feb. 2005]
[end:.quote]

All the text is really supposed to mean is that summae have two statistics: [[Book Quality | Quality]] and [[Book Level | Level]].  Contrast with [[Tractatus]], which have only a Quality score (no Level).

= Summae in Past Editions

In [[ArM4]], summae were described as books "distilling all that a scholar knows about an [{Art]] or [[Knowledge]] into a single book." (page 188).  The formula for determining the Quality of the summa was somewhat different than in [[ArM5]], but the general rules for studying from them were similar.

In [[ArM3]] and earlier editions, there was only one sort of book.  Summae as such did not exist (although all books were similar to summae in that they could be studied for more than one season).

= References

* Studying from summae, [[ArM5]] p. 165
* Writing summae, [[ArM5]] p. 165
* Value of summae in a covenant library, [[ArM5]] p. 71

= See Also

* [[[[Boo]]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1241872201</unix>
						<iso>2009-05-09 14:30:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
[begin:.preamble]
Each summa is described by two factors: its [[Book Level | level]], which represents how much knowledge is contained in it, and its [[Book Quality | quality]], representing how well it is written.

["--Ars Magica Fifth Edition, page 165]
[end:.preamble]

= Synopsis

A '''summa''' (plural, ''summae'') in [[ArM5]] is simply a book that can be studied for multiple seasons.  They are an important part of most covenants' libraries.  Summa may be used to learn any [[Art]] or [[Ability]].

= Errata

The first printing of [[ArM5]] contained some confusing text about summae that has been clarified by the official [[http://www.atlas-games.com/arm5/arm5errata.php | errata]].  On page 165, the text in question reads, "Summae: Source - Quality and Level".

[begin:.quote]
Not as clear as it might be, true. The called-out sentences in the left-hand column just give the stats for the books. The words after the colon should not be capped. The rules are the same as for everything else: Advancement Total is based only on Source Quality, not level.

["--David Chart, Atlas Games Discussion Forums, 11 Feb. 2005]
[end:.quote]

All the text is really supposed to mean is that summae have two statistics: [[Book Quality | Quality]] and [[Book Level | Level]].  Contrast with [[Tractatus]], which have only a Quality score (no Level).

= Summae in Past Editions

In [[ArM4]], summae were described as books "distilling all that a scholar knows about an [[Art]] or [[Knowledge]] into a single book." (page 188).  The formula for determining the Quality of the summa was somewhat different than in [[ArM5]], but the general rules for studying from them were similar.

In [[ArM3]] and earlier editions, there was only one sort of book.  Summae as such did not exist (although all books were similar to summae in that they could be studied for more than one season).

= References

* Studying from summae, [[ArM5]] p. 165
* Writing summae, [[ArM5]] p. 165
* Value of summae in a covenant library, [[ArM5]] p. 71

= See Also

* [[Books]]
]]></text>
				</version>
			</history>
		</page>
		<page node="673">
			<name>soak</name>
			<title>Soak</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241311055</unix>
						<iso>2009-05-03 02:37:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Soak''' is a combat statistic in Ars Magica.  It represents a character's ability to resist damage: to "soak up" a blow or other attack without getting hurt.

= Mechanics

The forumula for a character's Soak Total is given on page 171 of ArM5.  Note that there is no die roll involved in the Soak Total, so rules that affect "rolls" or "die rolls" don't affect to a character's Soak Total.

== What Can Affect Soak

* The character's [[Stamina]] score
* [[Armor]]
* [[Muto]] magic, especially [[MuCo]] and [[MuAn]]
* The strength of a magus's [[Bronze Cord]] binding him to his [[Familiar]]
* [[Virtue | Virtues]] such as Tough ([[ArM5]] page 49)

== [anchor:WoundPenalties]Wound and Fatigue Penalties in Relation to Soak Total

Penalties from [[Wound Penalty | Wounds]] and [[Fatigue Penalty | Fatigue]] do not affect a character's Soak Total.

The rules only state this in an obscure place, on page 172 of [[ArM5]] under "Combat: Simple Example." The penultimate paragraph says "note that Polandrus's Wound Penalty does not apply to Soak because Soak is not rolled." That's pretty clear, but awfully hard to find (especially in the middle of a game session).

So, Wound Penalties do not appear to be meant to apply to Soak. The word "totals" in the discussion of Wound Penalties probably means things like [[Lab Total | Lab Totals]] and [[Study Total | Study Totals]], which are not rolled (though for Study Totals, the effects of wounds are discussed under "Activities While Injured" on pages 178-179).

As to Fatigue penalties, the rules are more explicit. On page 178, the top paragraph in the center column says Fatigue penalties do not apply to Soak.

= References

* [[ArM5]] page 171
* Combat: Simple Example, [[ArM5]] page 172

= See also

* Activities While Injured, [[ArM5]] pages 178-179
* Creating Creatures, Combat Statistics ([[ArM5]] page 192)
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245112431</unix>
						<iso>2009-06-16 02:33:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added reference to when Soak is rolled</comment>
					<text><![CDATA[
= Synopsis

'''Soak''' is a combat statistic in Ars Magica.  It represents a character's ability to resist damage: to "soak up" a blow or other attack without getting hurt.

= Mechanics

Soak has slightly different mechanics to cover two different situations.

== Soak Total

The forumula for a character's Soak Total, which is used in combat, is given on page 171 of ArM5.  Note that there is no die roll involved in the Soak Total, so rules that affect "rolls" or "die rolls" don't affect to a character's Soak Total.

Use the Soak Total when the character is hit with a weapon or natural attack -- anything where the [[Attack Advantage]] adds to the [[Damage Total]].

== Non-Combat Soak Total

When a character is damaged by something other than a physical attack (such as by fire, or falling, or a magic spell), this is considered [[Non-Combat Damage]].  The Soak Total used against non-combat damage does include a die roll.  The formula is found on page 181 of ArM5.

== What Can Affect Soak

l, so rules that affect "rolls" or "die rolls" don't affect to a character's Soak Total.

Use the Soak Total when the character is hit with a weapon or natural attack -- anything where the [[Attack Advantage]] adds to the [[Damage Total]].

== Non-Combat Soak Total

When a character is damaged by something other than a physical attack (such as by fire, or falling, or a magic spell), this is considered [[Non-Combat Damage]].  The Soak Total used against non-combat damage does include a die roll.  The formula is found on page 181 of ArM5.

== What Can Affect Soak

* The character's [[Stamina]] score
* [[Armor]]
* [[Muto]] magic, especially [[MuCo]] and [[MuAn]]
* The strength of a magus's [[Bronze Cord]] binding him to his [[Familiar]]
* [[Virtue | Virtues]] such as Tough ([[ArM5]] page 49)

== [anchor:WoundPenalties]Wound and Fatigue Penalties in Relation to Soak Total

Penalties from [[Wound Penalty | Wounds]] and [[Fatigue Penalty | Fatigue]] do not affect a character's Soak Total.

The rules only state this in an obscure place, on page 172 of [[ArM5]] under "Combat: Simple Example." The penultimate paragraph says "note that Polandrus's Wound Penalty does not apply to Soak because Soak is not rolled." That's pretty clear, but awfully hard to find (especially in the middle of a game session).

So, Wo* Injuries, [[ArM5]] page 181

nd Penalties do not appear to be meant to apply to Soak. The word "totals" in the discussion of Wound Penalties probably m
]]></text>
				</version>
			</history>
		</page>
		<page node="674">
			<name>wound_recovery</name>
			<title>Wound Recovery</title>
			<keywords>recovery, wound</keywords>
			<description>Recovering from wounds</description>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241311976</unix>
						<iso>2009-05-03 02:52:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

Characters who sustain wounds, either from combat or some accident, [[Poison]], or [[Disease]], need rest and time to recover.

= Mechanics

The length of time required to recover from a wound depends on the severity of the wound.  After a certain amount of time has passed, the character generates a Recovery Total.  Depending on the outcome of this Recovery Total, the character's wound(s) may improve one step, stay the same, or become worse! (presumably due to infection or complications).

The length of time between Recovery rolls, the formula for the Recovery Total, and the [[Ease Factor]] to avoid infection are all given on page 179 of [[ArM5]].

== Factors Affecting the Recovery Total

* Caregiver's score in the [[Chirurgy]] or Medicine [[Ability]]
* Patient's [[Stamina]]
* [[Creo]] [[Corpus]] magic (or Creo [[Animal]] if the patient is an animal)

== [anchor:WoundPenalties]Wound Penalties and the Recovery Total

As stated in the second-to-last paragraph on page 179 of [[ArM5]], [[Wound Penalty | Wound Penalties]] do not apply to Recovery Totals.

= References

* [[ArM5]] page 179

= See also

* Activities While Injured, [[ArM5]] page 178-179
* The spell ''Purification of the Festering Wounds'', [[ArM5]] page 129
]]></text>
				</version>
			</history>
		</page>
		<page node="675">
			<name>crossbow</name>
			<title>Crossbow</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
				<tag>Real History</tag>
			</tags>
			<history size="9">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241353423</unix>
						<iso>2009-05-03 14:23:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The crossbow was a fairly common medieval weapon, yet no statistics for it appear in the [[ArM5]] rule book.

= Omission From [[ArM5]] Rule Book

[[David Chart]] has explained that crossbows were left out of ArM5 for brevity and simplicity. Rules for crossbows would be rather complicated because crossbows take a relatively long time to reload, and once loaded, they can be fired quickly. In particular, how the reloading cycle of crossbows would interact with the [[Group Combat | group combat]] rules is not obvious. David Chart decided that detailed crossbow rules would be better placed in a supplement than in the main book.

= Official Crossbow Rules

[[Covenants_Book | Covenants]] contains the official Fifth Edition stats for crossbows (page 18).  It also notes that a more detailed treatment of the weapon will be given in a yet-unannounced future supplement.

== Reload Time

Some players have argued that the reload times for crossbows in [[ArM5]] seem excessively long. [[Timothy Ferguson]], author of that piece of [[Coveants Book | Covenants]] did his historical research - those numbers aren't just made up. However, there seem to have been a variety of different types of crossbows in the early 13th Century: presumably, some could be reloaded faster than others.

The author of the crossbow rules did post the following note to the [[Berk List | Berkeley mailing list]]:

[begin:.quote]
I've been trying to reconstruct my research on crossbows, and I'm increasingly coming to the view that I've chosen an outlying case as typical.

["--Timothy Ferguson, Berkeley Ars Magica List, 28 February 2006]

[end:.quote]

== [anchor:HouseRule]House Rules for Crossbows

Timothy went on to suggest alternate reload times for people to use as [[House Rule | house rules]]; his full post is available from the the mailing list archives at [!http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica/] ''(Maintainer's note: I had trouble getting Pie to process this link correctly)''

(Search by date and author, and look for the first post by Timothy titled "Erratum numbers: (Was FAQ Update - Crossbows)".

= References

* [[Covenants_Book | Covenants]] page 18

= See also

* [[Longbow]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241354174</unix>
						<iso>2009-05-03 14:36:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added anchor</comment>
					<text><![CDATA[
= Synopsis

The crossbow was a fairly common medieval weapon, yet no statistics for it appear in the [[ArM5]] rule book.

= Omission From [[ArM5]] Rule Book

[[David Chart]] has explained that crossbows were left out of ArM5 for brevity and simplicity. Rules for crossbows would be rather complicated because crossbows take a relatively long time to reload, and once loaded, they can be fired quickly. In particular, how the reloading cycle of crossbows would interact with the [[Group Combat | group combat]] rules is not obvious. David Chart decided that detailed crossbow rules would be better placed in a supplement than in the main book.

= Official Crossbow Rules

[[Covenants_Book | Covenants]] contains the official Fifth Edition stats for crossbows (page 18).  It also notes that a more detailed treatment of the weapon will be given in a yet-unannounced future supplement.

== [anchor:Reload]Reloadr:Reload]Reload Time

Some players have argued that the reload times for crossbows in [[ArM5]] seem excessively long. [[Timothy Ferguson]], author of that piece of [[Coveants Book | Covenants]] did his historical research - those numbers aren't just made up. However, there seem to have been a variety of different types of crossbows in the early 13th Century: presumably, some could be reloaded faster than others.

The author of the crossbow rules did post the following note to the [[Berk List | Berkeley mailing list]]:

[begin:.quote]
I've been trying to reconstruct my research on crossbows, and I'm increasingly coming to the view that I've chosen an outlying case as typical.

["--Timothy Ferguson, Berkeley Ars Magica List, 28 February 2006]

[end:.quote]

== [anchor:HouseRule]House Rules for Crossbows

Timothy went on to suggest alternate reload times for people to use as [[House Rule | house rules]]; his full post is available from the the mailing list archives at [!http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica/] ''(Maintainer's note: I had trouble getting Pie to process this link correctly)''

(Search by date and author, and look for the first post by Timothy titled "Erratum numbers: (Was FAQ Update - Crossbows)".

= References

* [[Covenants_Book | Covenants]] page 18

= See also
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241360463</unix>
						<iso>2009-05-03 16:21:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Timothy's suggested crossbow statistics</comment>
					<text><![CDATA[
= Synopsis

The crossbow was a fairly common medieval weapon, yet no statistics for it appear in the [[ArM5]] rule book.

= Omission From [[ArM5]] Rule Book

[[David Chart]] has explained that crossbows were left out of ArM5 for brevity and simplicity. Rules for crossbows would be rather complicated because crossbows take a relatively long time to reload, and once loaded, they can be fired quickly. In particular, how the reloading cycle of crossbows would interact with the [[Group Combat | group combat]] rules is not obvious. David Chart decided that detailed crossbow rules would be better placed in a supplement than in the main book.

= Official Crossbow Rules

[[Covenants_Book | Covenants]] contains the official Fifth Edition stats for crossbows (page 18).  It also notes that a more detailed treatment of the weapon will be given in a yet-unannounced future supplement.

== [anchor:Reload]Reload Time

Some players have argued that the reload times for crossbows in [[ArM5]] seem excessively long. [[Timothy Ferguson]], author of that piece of [[Coveants Book | Covenants]] did his historical research - those numbers aren't just made up. However, there seem to have been a variety of different types of crossbows in the early 13th Century: presumably, some could be reloaded faster than others.

The author of the crossbow rules did post the following note to the [[Berk List | Berkeley mailing list]]:

[begin:.quote]
I've been trying to reconstruct my research on crossbows, and I'm increasingly coming to the view that I've chosen an outlying case as typical.

["--Timothy Ferguson, Berkeley Ars Magica List, 28 February 2006]

[end:.quote]

== [anchor:HouseRule]House Rules for Crossbows

Timothy went on to suggest alternate reload times for people to use as [[House Rule | house rules]].  For convenience, the majority of his post is reproduced here. The full text is also availaajority of his post is reproduced here. The full text is also available from the the mailing list archives at [!http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica/] ''(Maintainer's[begin:.quote]
The current rules for crossbows caused some concern on the mailing list.  In
response players may find the following information useful. 

* The Initiative modifier on the crossbow is so much higher than that on the
bows because it assumes the weapon is already loaded.  If it is not loaded,
it cannot be used in the first round of combat, and as such has no
Initiative score.
* The intention of the current rules was that most people, using a crossbow
from a fixed position, should be able to fire once every two minutes. This
delay falls to one minute if your character's bow has a winding mechanism.  
* It's very difficult to find good period data concerning the rate of fire
of crossbows.  The bows I've used in "Covenants" seem to antedate the
period, and be on the higher end of power, which makes their rate of fire
low.
* The dates used are dependent, essentially, on "The Book of the Crossbow",
by Ralph Payne-Gallwey. This is the classic touchstone text, but has come
under challenge recently.
* Even accurate data is problematic, because if converted directly into game
mechanics, it would not balance the weapons already in place.  The other
statistics are not perfectly simulationist - so those for the crossbow
cannot be.

For players wanting a more permissive set of rules on the crossbow, allow me
to take as my text an excellent article published after I had done my
research into crossbows for "Covenants". It's D Bachrach (2004) "Crossbows
for the King", Technology and Culture, v.45 iss.1, 2004. Available from
Proquest in electronic form.

Bachrach notes that the crossbows being used in England during the game
period come in two materials, and three spanning in types.   The spanning
types he identifies are "one footed", "two footed" and "turnus".  "One
footed" are bows with a stirrup for one foot, that are loaded with a belt
hook.  "Two footed" he notes have stirrups large enough for both feet, but
does not say if they are loaded with a belt hook.  Let us presume they are.
Last, he calls the "turnus" a winch, and notes that Payne-Gallwey calls it a
pulley system for which no evidence has ever been found. 

In stated, direct opposition to Payne-Gallwey, Bachrach notes that there are
clear references to both wooden and composite crossbows in documents
suitable for the Ars Magica period, and quoted from these documents in a
most convincing way.   Wooden bows are larger, cheaper weaker bows that are
easier to span. They are more resistant to damp that composite bows. On
small samples, he notes that: half of the single-footed bows seem to be
wood, the other half composite. There are more than twice as many double
footed composite bows than wooden ones. Turnus bows seem to be even more
likely to be composite.

A stonebow, added to the table, is not referenced in his article. It is a
crossbow with two strings, and a pouch of fabric between them.  It is used
to fling stones at birds. It has little power, but might be used by magi
wanting to deliver a single-use magic item, like a potion, to a precise
place on a battlefield.  A self-spaned bow is also essentially a hunting
weapon. In my attempt to reconstruct my research I did find reference to
Iberian mounted crossbowmen.  I can't tell if they dismounted to reload or
used light bows like these.

This splits the class "crossbow" into a variety of weapons. 

|=Type |=Init|=Atk|=Def|=Dmg|=Range|=Str|=Load|=Cost|=Reload times|
|Stonebow | 5 (-2)* | 5 | n/a | 3 | 10 | -1 | 1 | Exp. | May fire every round |
|Hand spanned | 5 (-4)* | 5 | n/a | 5 | 20 | zero | 1 | Exp. | May fire every round |
|One foot | 5 | 5 | n/a | 7 | 25 | 1 | 1 | Exp. | Requires one round to reload|
|Two foot| 5 | 5 | n/a | 8 | 28 | 1 | 2 | Exp. | Requires two rounds to reload|
|Turnus | 5 | 5 | n/a | 9 | 30 | 1 | 2 | Exp. | 1 mintue |
|Steel | 5 | 5 | n/a | 10 | 35 | 1 | 2 | ** | 1 minute |

Larger variants exist, forming a continumn up to siege weapons.

* Initiative in brackets for if weapon is unloaded

** Requires steel of a purity known only to magicians.  See [[House Verditus]].
[end:.quote]

Maintainer's note: a brief section on "comparable weapons" has been redacted due to site [[Policy]] -- it reproduced longbow and shortbow statistics from the rule book]

[begin:.quote]
Note that even these numbers are not strictly simulationist.  A heavy bow
really takes longer, a light bow really takes less time.

As a note for players, a crossbowman, in Latin, is called a balistarius.
The term is used for siege engineers using what we'd call a balista.

Without naming names, one of the other authors of Covenants did express
similar views, and I quoted Payne-Gallwey to convince him a far simpler rule
was preferable. I apologise. 

Note, since last posting I have dropped the rate of fire for two-footed
bows.  Bascially this turns them into siege weapons, which answers my
question "Why would you ever have a one-footed bow under these rules?"  A
turnus would be more than Expensive if there was such a thing.
[end:.quote]

= References

* [[Covenantsist.  In
response players may find the following infor
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1241373088</unix>
						<iso>2009-05-03 19:51:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>External link enforced; quoted (pasted) paragraphs reformatted</comment>
					<text><![CDATA[
= Synopsis

The crossbow was a fairly common medieval weapon, yet no statistics for it appear in the [[ArM5]] rule book.

= Omission From [[ArM5]] Rule Book

[[David Chart]] has explained that crossbows were left out of [[ArM5]] for brevity and simplicity. Rules for crossbows would be rather complicated because crossbows take a relatively long time to reload, and once loaded, they can be fired quickly. In particular, how the reloading cycle of crossbows would interact with the [[Group Combat | group combat]] rules is not obvious. [[David Chart]] decided that detailed crossbow rules would be better placed in a supplement than in the main book.

= Official Crossbow Rules

[[Covenants_Book | Covenants]] contains the official [[Fifth Edition]] stats for crossbows r crossbows (page 18).  It also notes that a more detailed treatment of the weapon will be given in a yet-unannounced future supplement.

== [anchor:Reload]Reload Time

Some players have argued that the reload times for crossbows in [[ArM5]] seem excessively long. [[Timothy Ferguson]], author of that piece of [[Coveants Book | Covenants]] did his historical research - those numbers aren't just made up. However, there seem to have been a variety of different types of crossbows in the early 13th Century: presumably, some could be reloaded faster than others.

The author of the crossbow rules did post the following note to the [[Berk List | Berkeley mailing list]]:

[begin:.quote]
I've been trying to reconstruct my research on crossbows, and I'm increasingly coming to the view that I've chosen an outlying case as – Timothy Ferguson, Berkeley Ars Magica List, 28 February 2006]
[end:.quote]

== [anchor:HouseRule]House Rules for Crossbows

Timothy went on to suggest alternate reload times for people to use as [[House Rule | house rules]].  For convenience, the majority of his post is reproduced here. The full text is also available from the the mailing list archives at [link:http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica/]

The current rules for crossbows caused some concern on the [[Berk List|mailing list]]. In response players may find the following information useful. 

* The Initiative modifier on the crossbow is so much higher than that on the bows because it assumes the weapon is already loaded.  If it is not loaded, it cannot be used in the first round of combat, and as such has no Initiative score.
* The intention of the current rules was that most people, using a crossbow from a fixed position, should be able to fire once every two minutes. This delay falls to one minute if your character's bow has a winding mechanism.
* It's very difficult to find good period data concerning the rate of fire of crossbows.  The bows I've used in "Covenants" seem to antedate the period, and be on the higher end of power, which makes their rate of fire low.
* The dates used are dependent, essentially, on "The Book of the Crossbow", by Ralph Payne-Gallwey. This is the classic touchstone text, but has come under challenge recently.
* Even accurate data is problematic, because if converted directly into game mechanics, it would not balance the weapons already in place.  The other statistics are not perfectly simulationist - so those for the crossbow cannot be.

For players wanting a more permissive set of rules on the crossbow, allow me to take as my text an excellent article published after I had done my research into crossbows for "Covenants". It's D Bachrach (2004) "Crossbows for the King", Technology and Culture, v.45 iss.1, 2004. Available from Proquest in electronic form.

Bachrach notes that the crossbows being used in England during the game period come in two materials, and three spanning in types.   The spanning types he identifies are "one footed", "two footed" and "turnus".  "One footed" are bows with a stirrup for one foot, that are loaded with a belt hook.  "Two footed" he notes have stirrups large enough for both feet, but does not say if they are loaded with a belt hook.  Let us presume they are. Last, he calls the "turnus" a winch, and notes that Payne-Gallwey calls it a pulley system for which no evidence has ever been found.

In stated, direct opposition to Payne-Gallwey, Bachrach notes that there are clear references to both wooden and composite crossbows in documents suitable for the Ars Magica period, and quoted from these documents in a most convincing way.   Wooden bows are larger, cheaper weaker bows that are easier to span. They are more resistant to damp that composite bows. On small samples, he notes that: half of the single-footed bows seem to be wood, the other half composite. There are more than twice as many double footed composite bows than wooden ones. Turnus bows seem to be even more likely to be composite.

A stonebow, added to the table, is not referenced in his article. It is a crossbow with two strings, and a pouch of fabric between them.  It is used to fling stones at birds. It has little power, but might be used by magi wanting to deliver a single-use magic item, like a potion, to a precise place on a battlefield.  A self-spaned bow is also essentially a hunting
weapon. In my attempt to reconstruct my research I did find reference to Iberian mounted crossbowmen.  I can't tell if they dismounted to reload or used light bows like these.

This splits the class "crossbow" into a variety of weapons. 

|=Type |=Init|=Atk|=Def|=Dmg|=Range|=| -1 | 1 | Exp. | May fire every round |
|Hand spanned | 5 (-4)* | 5 | n/a | 5 | 20 | zero | 1 | Exp. | May fire every round |
|One foot | 5 | 5 | n/a | 7 | 25 | 1 | 1 | Exp. | Requires one round to reload|
|Two foot| 5 | 5 | n/a | 8 | 28 | 1 | 2 | Exp. | Requires two rounds to reload|
|Turnus | 5 | 5 | n/a | 9 | 30 | 1 | 2 | Exp. | 1 mintue |
|Steel | 5 | 5 | n/a | 10 | 35 | 1 | 2 | ** | 1 minute |

Larger variants exist, forming a continumn up to siege weapons.

* Initiative in brackets for if weapon is unloaded
** Requires steel of a purity known only to magicians.  See [[House Ve** Requires steel of a purity known only to magicians.  See [[House Verditus]].

Maintainer's note: a brief section on "comparable weapons" has been redacted due to site [[Policy]] – it reproduced longbow and shortbow statistics from the rule book]

[begin:.quote]
Note that even these numbers are not strictly simulationist.  A heavy bow really takes longer, a light bow really takes less time.

As a note for players, a crossbowman, in Latin, is called a balistarius. g names, one of the other authors of Covenants did express similar views, and I quoted Payne-Gallwey to convince him a far simpler rule was p similar views, and I quoted Payne-Gallwey to convince him a far simpler rule was preferable. I apologise. 

Note, since last posting I have dropped the rate of fire for two-footed bows.  Bascially this turns them into siege weapons, which answers my question "Why would you ever have a one-footed bow under these rules?"  A turnus would be more than  | Covenants]] page 18

= See also

* [[Longbow]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1241789287</unix>
						<iso>2009-05-08 15:28:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Format changes -- removed quoted section, fixed asterisks, added citation</comment>
					<text><![CDATA[
= Synopsis

The crossbow was a fairly common medieval weapon, yet no statistics for it appear in the [[ArM5]] rule book.

= Omission From [[ArM5]] Rule Book

[[David Chart]] has explained that crossbows were left out of [[ArM5]] for brevity and simplicity. Rules for crossbows would be rather complicated because crossbows take a relatively long time to reload, and once loaded, they can be fired quickly. In particular, how the reloading cycle of crossbows would interact with the [[Group Combat | group combat]] rules is not obvious. [[David Chart]] decided that detailed crossbow rules would be better placed in a supplement than in the main book.

= Official Crossbow Rules

[[Covenants_Book | Covenants]] contains the official [[Fifth Edition]] stats for crossbows (page 18).  It also notes that a more detailed treatment of the weapon will be given in a yet-unannounced future supplement.

== [anchor:Reload]Reload Time

Some players have argued that the reload times for crossbows in [[ArM5]] seem excessively long. [[Timothy Ferguson]], author of that piece of [[Coveants Book | Covenants]] did his historical research - those numbers aren't just made up. However, there seem to have been a variety of different types of crossbows in the early 13th Century: presumably, some could be reloaded faster than others.

The author of the crossbow rules did post the following note to the [[Berk List | Berkeley mailing list]]:

[begin:.quote]
I've been trying to reconstruct my research on crossbows, and I'm increasingly coming to the view that I've chosen an outlying case as typical.

["– Timothy Ferguson, Berkeley Ars Magica List, 28 February 2006]
[end:.quote]

== [anchor:HouseRule]House Rules for Crossbows

Timothy went on to suggest alternate reload times for people to use as [[House Rule | house rules]].  For convenience, the majority of his post is reproduced here. The full text is also available from the the mailing list archives at [link:http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica/]

The current rules for crossbows caused some concern on the [[Berk List|mailing list]]. In response players may find the following information useful. 

* The Initiative modifier on the crossbow is so much higher than that on the bows because it assumes the weapon is already loaded.  If it is not loaded, it cannot be used in the first round of combat, and as such has no Initiative score.
* The intention of the current rules was that most people, using a crossbow from a fixed position, should be able to fire once every two minutes. This delay falls to one minute if your character's bow has a winding mechanism.
* It's very difficult to find good period data concerning the rate of fire of crossbows.  The bows I've used in "Covenants" seem to antedate the period, and be on the higher end of power, which makes their rate of fire low.
* The dates used are dependent, essentially, on "The Book of the Crossbow", by Ralph Payne-Gallwey. This is the classic touchstone text, but has come under challenge recently.
* Even accurate data is problematic, because if converted directly into game mechanics, it would not balance the weapons already in place.  The other statistics are not perfectly simulationist - so those for the crossbow cannot be.

For players wanting a more permissive set of rules on the crossbow, allow me to take as my text an excellent article published after I had done my research into crossbows for "Covenants". It's D Bachrach (2004) "Crossbows for the King", Technology and Culture, v.45 iss.1, 2004. Available from Proquest in electronic form.

Bachrach notes that the crossbows being used in England during the game period come in two materials, and three spanning in types.   The spanning types he identifies are "one footed", "two footed" and "turnus".  "One footed" are bows with a stirrup for one foot, that are loaded with a belt hook.  "Two footed" he notes have stirrups large enough for both feet, but does not say if they are loaded with a belt hook.  Let us presume they are. Last, he calls the "turnus" a winch, and notes that Payne-Gallwey calls it a pulley system for which no evidence has ever been found.

In stated, direct opposition to Payne-Gallwey, Bachrach notes that there are clear references to both wooden and composite crossbows in documents suitable for the Ars Magica period, and quoted from these documents in a most convincing way.   Wooden bows are larger, cheaper weaker bows that are easier to span. They are more resistant to damp that composite bows. On small samples, he notes that: half of the single-footed bows seem to be wood, the other half composite. There are more than twice as many double footed composite bows than wooden ones. Turnus bows seem to be even more likely to be composite.

A stonebow, added to the table, is not referenced in his article. It is a crossbow with two strings, and a pouch of fabric between them.  It is used to fling stones at birds. It has little power, but might be used by magi wanting to deliver a single-use magic item, like a potion, to a precise place on a battlefield.  A self-spaned bow is also essentially a hunting
weapon. In my attempt to reconstruct my research I did find reference to Iberian mounted crossbowmen.  I can't tell if they dismounted to reload or used light bows like these.

This splits the class "crossbow" into a variety of weapons. 

|=Type |=Init|=Atk|=Def|=Dmg|=Range|=Str|=Load|=Cost|=Reload times|
|Stonebow | 5 (-2)* | 5 | n/a | 3 | 10 | -1 | 1 | Exp. | May fire every round |
|Hand spanned | 5 (-4)* | 5 | n/a | 5 | 20 | zero | 1 | Exp. | May fire every round |
|One foot | 5 | 5 | n/a | 7 | 25 | 1 | 1 | Exp. | Requires one round to reload|
|Two foot| 5 | 5 | n/a | 8 | 28 | 1 | 2 | Exp. | Requires two rounds to reload|
|Turnus | 5 | 5 | n/a | 9 | 30 | 1 | 2 | Exp. | 1 mintue |
|Steel | 5 | 5 | n/a | 10 | 35 | 1 | 2 | ** | 1 minute |

Larger variants exist, forming a continumn up to siege weapons.

\* Initiative in brackets for if weapon is unloaded
\*\* Requires steel of a purity known only to magicians.  See [[House Verditus]].

[begin:.quote]
\[Maintainer\'s note: a brief section on \"comparable weapons\" has been redacted due to site [[Policy]] – it reproduced longbow and shortbow statistics from the rule book\]
[end:.quote]

 book\]
[end:.quote]

Note that even these numbers are not strictly simulationist.  A heavy bow really takes longer, a light bow really takes less time.

As a note for players, a crossbowman, in Latin, is called a balistarius. The term is used for siege engineers using what we'd call a balista.

Without naming names, one of the other authors of Covenants did express similar views, and I quoted Payne-Gallwey to convince him a far simpler rule was preferable. I apologise. 

Note, since last posting I have dropped the rate of fire for two-footed bows.  Bascially this turns them into siege weapons, which answers my question "Why would you ever have a one-footed bow under these rules?"  A turnus would be more than Expensive if th
["--Timothy Fergusonh a thing.

["--Timothy Ferguson]

= References

* [[Covenants_Book | Covenants]] pa
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1241789353</unix>
						<iso>2009-05-08 15:29:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added horizontal rule</comment>
					<text><![CDATA[
= Synopsis

The crossbow was a fairly common medieval weapon, yet no statistics for it appear in the [[ArM5]] rule book.

= Omission From [[ArM5]] Rule Book

[[David Chart]] has explained that crossbows were left out of [[ArM5]] for brevity and simplicity. Rules for crossbows would be rather complicated because crossbows take a relatively long time to reload, and once loaded, they can be fired quickly. In particular, how the reloading cycle of crossbows would interact with the [[Group Combat | group combat]] rules is not obvious. [[David Chart]] decided that detailed crossbow rules would be better placed in a supplement than in the main book.

= Official Crossbow Rules

[[Covenants_Book | Covenants]] contains the official [[Fifth Edition]] stats for crossbows (page 18).  It also notes that a more detailed treatment of the weapon will be given in a yet-unannounced future supplement.

== [anchor:Reload]Reload Time

Some players have argued that the reload times for crossbows in [[ArM5]] seem excessively long. [[Timothy Ferguson]], author of that piece of [[Coveants Book | Covenants]] did his historical research - those numbers aren't just made up. However, there seem to have been a variety of different types of crossbows in the early 13th Century: presumably, some could be reloaded faster than others.

The author of the crossbow rules did post the following note to the [[Berk List | Berkeley mailing list]]:

[begin:.quote]
I've been trying to reconstruct my research on crossbows, and I'm increasingly coming to the view that I've chosen an outlying case as typical.

["– Timothy Ferguson, Berkeley Ars Magica List, 28 February 2006]
[end:.quote]

== [anchor:HouseRule]House Rules for Crossbows

Timothy went on to suggest alternate reload times for people to use as [[House Rule | house rules]].  For convenience, the majority of his post is reproduced here. The full text is also available from the the mailing list archives at [link:http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica/]

---

---

The current rules for crossbows caused some concern on the [[Berk List|mailing list]]. In response players may find the following information useful. 

* The Initiative modifier on the crossbow is so much higher than that on the bows because it assumes the weapon is already loaded.  If it is not loaded, it cannot be used in the first round of combat, and as such has no Initiative score.
* The intention of the current rules was that most people, using a crossbow from a fixed position, should be able to fire once every two minutes. This delay falls to one minute if your character's bow has a winding mechanism.
* It's very difficult to find good period data concerning the rate of fire of crossbows.  The bows I've used in "Covenants" seem to antedate the period, and be on the higher end of power, which makes their rate of fire low.
* The dates used are dependent, essentially, on "The Book of the Crossbow", by Ralph Payne-Gallwey. This is the classic touchstone text, but has come under challenge recently.
* Even accurate data is problematic, because if converted directly into game mechanics, it would not balance the weapons already in place.  The other statistics are not perfectly simulationist - so those for the crossbow cannot be.

For players wanting a more permissive set of rules on the crossbow, allow me to take as my text an excellent article published after I had done my research into crossbows for "Covenants". It's D Bachrach (2004) "Crossbows for the King", Technology and Culture, v.45 iss.1, 2004. Available from Proquest in electronic form.

Bachrach notes that the crossbows being used in England during the game period come in two materials, and three spanning in types.   The spanning types he identifies are "one footed", "two footed" and "turnus".  "One footed" are bows with a stirrup for one foot, that are loaded with a belt hook.  "Two footed" he notes have stirrups large enough for both feet, but does not say if they are loaded with a belt hook.  Let us presume they are. Last, he calls the "turnus" a winch, and notes that Payne-Gallwey calls it a pulley system for which no evidence has ever been found.

In stated, direct opposition to Payne-Gallwey, Bachrach notes that there are clear references to both wooden and composite crossbows in documents suitable for the Ars Magica period, and quoted from these documents in a most convincing way.   Wooden bows are larger, cheaper weaker bows that are easier to span. They are more resistant to damp that composite bows. On small samples, he notes that: half of the single-footed bows seem to be wood, the other half composite. There are more than twice as many double footed composite bows than wooden ones. Turnus bows seem to be even more likely to be composite.

A stonebow, added to the table, is not referenced in his article. It is a crossbow with two strings, and a pouch of fabric between them.  It is used to fling stones at birds. It has little power, but might be used by magi wanting to deliver a single-use magic item, like a potion, to a precise place on a battlefield.  A self-spaned bow is also essentially a hunting
weapon. In my attempt to reconstruct my research I did find reference to Iberian mounted crossbowmen.  I can't tell if they dismounted to reload or used light bows like these.

This splits the class "crossbow" into a variety of weapons. 

|=Type |=Init|=Atk|=Def|=Dmg|=Range|=Str|=Load|=Cost|=Reload times|
|Stonebow | 5 (-2)* | 5 | n/a | 3 | 10 | -1 | 1 | Exp. | May fire every round |
|Hand spanned | 5 (-4)* | 5 | n/a | 5 | 20 | zero | 1 | Exp. | May fire every round |
|One foot | 5 | 5 | n/a | 7 | 25 | 1 | 1 | Exp. | Requires one round to reload|
|Two foot| 5 | 5 | n/a | 8 | 28 | 1 | 2 | Exp. | Requires two rounds to reload|
|Turnus | 5 | 5 | n/a | 9 | 30 | 1 | 2 | Exp. | 1 mintue |
|Steel | 5 | 5 | n/a | 10 | 35 | 1 | 2 | ** | 1 minute |

Larger variants exist, forming a continumn up to siege weapons.

\* Initiative in brackets for if weapon is unloaded
\*\* Requires steel of a purity known only to magicians.  See [[House Verditus]].

[begin:.quote]
\[Maintainer\'s note: a brief section on \"comparable weapons\" has been redacted due to site [[Policy]] – it reproduced longbow and shortbow statistics from the rule book\]
[end:.quote]

Note that even these numbers are not strictly simulationist.  A heavy bow really takes longer, a light bow really takes less time.

As a note for players, a crossbowman, in Latin, is called a balistarius. The term is used for siege engineers using what we'd call a balista.

Without naming names, one of the other authors of Covenants did express similar views, and I quoted Payne-Gallwey to convince him a far simpler rule was preferable. I apologise. 

Note, since last posting I have dropped the rate of fire for two-footed bows.  Bascially this turns them into siege weapons, which answers my question "Why would you ever have a one-footed bow under these rules?"  A turnus would be more than Expensive if there was such a thing.

["--Timothy Ferguson]

= References

* [[Covenants_Book | Covenants]] page 18

= See also

* [[Long
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1266778767</unix>
						<iso>2010-02-21 19:59:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added table of contents, cleaned up formatting</comment>
					<text><![CDATA[
{{toc}}

The crossbow was a fairly common medieval weapon, yet no statistics for it appear in the [[ArM5]] rule book.

= Omission From ArM5 Rule Book

[[David Chart]] has explained that crossbows were left out of [[ArM5]] for brevity and simplicity. Rules for crossbows would be rather complicated because crossbows take a relatively long time to reload, and once loaded, they can be fired quickly. In particular, how the reloading cycle of crossbows would interact with the [[Group Combat | group combat]] rules is not obvious. [[David Chart]] decided that detailed crossbow rules would be better placed in a supplement than in the main book.

= Official Crossbow Rules

[[Covenants_Book | Covenants]] contains the official [[Fifth Edition]] stats for crossbows (page 18).  It also notes that a more detailed treatment of the weapon will be given in a yet-unannounced future supplement.

{{anchor|Reload}}

== Reload Time

Some players have argued that the reload times for crossbows in [[ArM5]] seem excessively long. [[Timothy Ferguson]], author of that piece of [[Covenants Book | Covenants]] did his historical research - those numbers aren't just made up. However, there seem to have been a variety of different types of crossbows in the early 13th Century: presumably, some could be reloaded faster than others.

The author of the crossbow rules did post the following note to the [[Berk List | Berkeley mailing list]]:

{{quote|I've been trying to reconstruct my research on crossbows, and I'm increasingly coming to the view that I've chosen an outlying case as typical.}}

{{cite|Timothy Ferguson, Berkeley Ars Magica List, 28 February 2006}}

{{anchor|HouseRule}}

== House Rules for Crossbows

Timothy went on to suggest alternate reload times for people to use as [[House Rule | house rules]].  For convenience, the majority of his post is reproduced here. The full text is also available from the the mailing list archives at {{link|http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica/}}

---

The current rules for crossbows caused some concern on the [[Berk List|mailing list]]. In response players may find the following information useful. 

* The Initiative modifier on the crossbow is so much higher than that on the bows because it assumes the weapon is already loaded.  If it is not loaded, it cannot be used in the first round of combat, and as such has no Initiative score.
* The intention of the current rules was that most people, using a crossbow from a fixed position, should be able to fire once every two minutes. This delay falls to one minute if your character's bow has a winding mechanism.
* It's very difficult to find good period data concerning the rate of fire of crossbows.  The bows I've used in "Covenants" seem to antedate the period, and be on the higher end of power, which makes their rate of fire low.
* The dates used are dependent, essentially, on "The Book of the Crossbow", by Ralph Payne-Gallwey. This is the classic touchstone text, but has come under challenge recently.
* Even accurate data is problematic, because if converted directly into game mechanics, it would not balance the weapons already in place.  The other statistics are not perfectly simulationist - so those for the crossbow cannot be.

For players wanting a more permissive set of rules on the crossbow, allow me to take as my text an excellent article published after I had done my research into crossbows for "Covenants". It's D Bachrach (2004) "Crossbows for the King", Technology and Culture, v.45 iss.1, 2004. Available from Proquest in electronic form.

Bachrach notes that the crossbows being used in England during the game period come in two materials, and three spanning in types.   The spanning types he identifies are "one footed", "two footed" and "turnus".  "One footed" are bows with a stirrup for one foot, that are loaded with a belt hook.  "Two footed" he notes have stirrups large enough for both feet, but does not say if they are loaded with a belt hook.  Let us presume they are. Last, he calls the "turnus" a winch, and notes that Payne-Gallwey calls it a pulley system for which no evidence has ever been found.

In stated, direct opposition to Payne-Gallwey, Bachrach notes that there are clear references to both wooden and composite crossbows in documents suitable for the Ars Magica period, and quoted from these documents in a most convincing way.   Wooden bows are larger, cheaper weaker bows that are easier to span. They are more resistant to damp that composite bows. On small samples, he notes that: half of the single-footed bows seem to be wood, the other half composite. There are more than twice as many double footed composite bows than wooden ones. Turnus bows seem to be even more likely to be composite.

A stonebow, added to the table, is not referenced in his article. It is a crossbow with two strings, and a pouch of fabric between them.  It is used to fling stones at birds. It has little power, but might be used by magi wanting to deliver a single-use magic item, like a potion, to a precise place on a battlefield.  A self-spaned bow is also essentially a hunting
weapon. In my attempt to reconstruct my research I did find reference to Iberian mounted crossbowmen.  I can't tell if they dismounted to reload or used light bows like these.

This splits the class "crossbow" into a variety of weapons. 

|'''Type''' | '''Init''' | '''Atk''' | '''Def''' | '''Dmg''' | '''Range '''| '''Str ''' | '''Load ''' | '''Cost ''' | '''Reload times''' |
|Stonebow | 5 (-2)* | 5 | n/a | 3 | 10 | -1 | 1 | Exp. | May fire every round |
|Hand spanned | 5 (-4)* | 5 | n/a | 5 | 20 | zero | 1 | Exp. | May fire every round |
|One foot | 5 | 5 | n/a | 7 | 25 | 1 | 1 | Exp. | Requires one round to reload|
|Two foot| 5 | 5 | n/a | 8 | 28 | 1 | 2 | Exp. | Requires two rounds to reload|
|Turnus | 5 | 5 | n/a | 9 | 30 | 1 | 2 | Exp. | 1 mintue |
|Steel | 5 | 5 | n/a | 10 | 35 | 1 | 2 | ** | 1 minute |

Larger variants exist, forming a continumn up to siege weapons.

\* Initiative in brackets for if weapon is unloaded
\*\* Requires steel of a purity known only to magicians.  See [[House Verditus]].


{{quote|\[Maintainer\'s note: a brief section on \"comparable weapons\" has been redacted due to site [[Policy]] – it reproduced longbow and shortbow statistics from the rule book\]}}

Note that even these numbers are not strictly simulationist.  A heavy bow really takes longer, a light bow really takes less time.

As a note for players, a crossbowman, in Latin, is called a balistarius. The term is used for siege engineers using what we'd call a balista.

Without naming names, one of the other authors of Covenants did express similar views, and I quoted Payne-Gallwey to convince him a far simpler rule was preferable. I apologise. 

Note, since last posting I have dropped the rate of fire for two-footed bows.  Basicilly this turns them into siege weapons, which answers my question "Why would you ever have a one-footed bow under these rules?"  A turnus would be more than Expensive if there was such a thing.

{{cite|Timothy Ferguson}}

= References

* [[Covenants_Book | Covenants]] page 18

= See also

* [[Longbow]]
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1266778828</unix>
						<iso>2010-02-21 20:00:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed heading level</comment>
					<text><![CDATA[
{{toc}}

The crossbow was a fairly common medieval weapon, yet no statistics for it appear in the [[ArM5]] rule book.

= Omission From ArM5 Rule Book

[[David Chart]] has explained that crossbows were left out of [[ArM5]] for brevity and simplicity. Rules for crossbows would be rather complicated because crossbows take a relatively long time to reload, and once loaded, they can be fired quickly. In particular, how the reloading cycle of crossbows would interact with the [[Group Combat | group combat]] rules is not obvious. [[David Chart]] decided that detailed crossbow rules would be better placed in a supplement than in the main book.

= Official Crossbow Rules

[[Covenants_Book | Covenants]] contains the official [[Fifth Edition]] stats for crossbows (page 18).  It also notes that a more detailed treatment of the weapon will be given in a yet-unannounced future supplement.

{{anchor|Reload}}

== Reload Time

Some players have argued that the reload times for crossbows in [[ArM5]] seem excessively long. [[Timothy Ferguson]], author of that piece of [[Covenants Book | Covenants]] did his historical research - those numbers aren't just made up. However, there seem to have been a variety of different types of crossbows in the early 13th Century: presumably, some could be reloaded faster than others.

The author of the crossbow rules did post the following note to the [[Berk List | Berkeley mailing list]]:

{{quote|I've been trying to reconstruct my research on crossbows, and I'm increasingly coming to the view that I've chosen an outlying case as typical.}}

{{cite|Timothy Ferguson, Berkeley Ars Magica List, 28 February 2006}}

{{anchor|HouseRule}}

= House Rules for Crossbows

Timothy went on to suggest alternate reload times for people to use as [[House Rule | house rules]].  For convenience, the majority of his post is reproduced here. The full text is also available from the the mailing list archives at {{link|http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/ars-magica/}}

---

The current rules for crossbows caused some concern on the [[Berk List|mailing list]]. In response players may find the following information useful. 

* The Initiative modifier on the crossbow is so much higher than that on the bows because it assumes the weapon is already loaded.  If it is not loaded, it cannot be used in the first round of combat, and as such has no Initiative score.
* The intention of the current rules was that most people, using a crossbow from a fixed position, should be able to fire once every two minutes. This delay falls to one minute if your character's bow has a winding mechanism.
* It's very difficult to find good period data concerning the rate of fire of crossbows.  The bows I've used in "Covenants" seem to antedate the period, and be on the higher end of power, which makes their rate of fire low.
* The dates used are dependent, essentially, on "The Book of the Crossbow", by Ralph Payne-Gallwey. This is the classic touchstone text, but has come under challenge recently.
* Even accurate data is problematic, because if converted directly into game mechanics, it would not balance the weapons already in place.  The other statistics are not perfectly simulationist - so those for the crossbow cannot be.

For players wanting a more permissive set of rules on the crossbow, allow me to take as my text an excellent article published after I had done my research into crossbows for "Covenants". It's D Bachrach (2004) "Crossbows for the King", Technology and Culture, v.45 iss.1, 2004. Available from Proquest in electronic form.

Bachrach notes that the crossbows being used in England during the game period come in two materials, and three spanning in types.   The spanning types he identifies are "one footed", "two footed" and "turnus".  "One footed" are bows with a stirrup for one foot, that are loaded with a belt hook.  "Two footed" he notes have stirrups large enough for both feet, but does not say if they are loaded with a belt hook.  Let us presume they are. Last, he calls the "turnus" a winch, and notes that Payne-Gallwey calls it a pulley system for which no evidence has ever been found.

In stated, direct opposition to Payne-Gallwey, Bachrach notes that there are clear references to both wooden and composite crossbows in documents suitable for the Ars Magica period, and quoted from these documents in a most convincing way.   Wooden bows are larger, cheaper weaker bows that are easier to span. They are more resistant to damp that composite bows. On small samples, he notes that: half of the single-footed bows seem to be wood, the other half composite. There are more than twice as many double footed composite bows than wooden ones. Turnus bows seem to be even more likely to be composite.

A stonebow, added to the table, is not referenced in his article. It is a crossbow with two strings, and a pouch of fabric between them.  It is used to fling stones at birds. It has little power, but might be used by magi wanting to deliver a single-use magic item, like a potion, to a precise place on a battlefield.  A self-spaned bow is also essentially a hunting
weapon. In my attempt to reconstruct my research I did find reference to Iberian mounted crossbowmen.  I can't tell if they dismounted to reload or used light bows like these.

This splits the class "crossbow" into a variety of weapons. 

|'''Type''' | '''Init''' | '''Atk''' | '''Def''' | '''Dmg''' | '''Range '''| '''Str ''' | '''Load ''' | '''Cost ''' | '''Reload times''' |
|Stonebow | 5 (-2)* | 5 | n/a | 3 | 10 | -1 | 1 | Exp. | May fire every round |
|Hand spanned | 5 (-4)* | 5 | n/a | 5 | 20 | zero | 1 | Exp. | May fire every round |
|One foot | 5 | 5 | n/a | 7 | 25 | 1 | 1 | Exp. | Requires one round to reload|
|Two foot| 5 | 5 | n/a | 8 | 28 | 1 | 2 | Exp. | Requires two rounds to reload|
|Turnus | 5 | 5 | n/a | 9 | 30 | 1 | 2 | Exp. | 1 mintue |
|Steel | 5 | 5 | n/a | 10 | 35 | 1 | 2 | ** | 1 minute |

Larger variants exist, forming a continumn up to siege weapons.

\* Initiative in brackets for if weapon is unloaded
\*\* Requires steel of a purity known only to magicians.  See [[House Verditus]].


{{quote|\[Maintainer\'s note: a brief section on \"comparable weapons\" has been redacted due to site [[Policy]] – it reproduced longbow and shortbow statistics from the rule book\]}}

Note that even these numbers are not strictly simulationist.  A heavy bow really takes longer, a light bow really takes less time.

As a note for players, a crossbowman, in Latin, is called a balistarius. The term is used for siege engineers using what we'd call a balista.

Without naming names, one of the other authors of Covenants did express similar views, and I quoted Payne-Gallwey to convince him a far simpler rule was preferable. I apologise. 

Note, since last posting I have dropped the rate of fire for two-footed bows.  Basicilly this turns them into siege weapons, which answers my question "Why would you ever have a one-footed bow under these rules?"  A turnus would be more than Expensive if there was such a thing.

{{cite|Timothy Ferguson}}

= References

* [[Covenants_Book | Covenants]] page 18

= See also

* [[Longbow]]
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1266798407</unix>
						<iso>2010-02-22 01:26:47</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated link to Berk List archives</comment>
					<text><![CDATA[
{{toc}}

The crossbow was a fairly common medieval weapon, yet no statistics for it appear in the [[ArM5]] rule book.

= Omission From ArM5 Rule Book

[[David Chart]] has explained that crossbows were left out of [[ArM5]] for brevity and simplicity. Rules for crossbows would be rather complicated because crossbows take a relatively long time to reload, and once loaded, they can be fired quickly. In particular, how the reloading cycle of crossbows would interact with the [[Group Combat | group combat]] rules is not obvious. [[David Chart]] decided that detailed crossbow rules would be better placed in a supplement than in the main book.

= Official Crossbow Rules

[[Covenants_Book | Covenants]] contains the official [[Fifth Edition]] stats for crossbows (page 18).  It also notes that a more detailed treatment of the weapon will be given in a yet-unannounced future supplement.

{{anchor|Reload}}

== Reload Time

Some players have argued that the reload times for crossbows in [[ArM5]] seem excessively long. [[Timothy Ferguson]], author of that piece of [[Covenants Book | Covenants]] did his historical research - those numbers aren't just made up. However, there seem to have been a variety of different types of crossbows in the early 13th Century: presumably, some could be reloaded faster than others.

The author of the crossbow rules did post the following note to the [[Berk List | Berkeley mailing list]]:

{{quote|I've been trying to reconstruct my research on crossbows, and I'm increasingly coming to the view that I've chosen an outlying case as typical.}}

{{cite|Timothy Ferguson, Berkeley Ars Magica List, 28 February 2006}}

{{anchor|HouseRule}}

= House Rules for Crossbows

Timothy went on to suggest alternate reload times for people to use as [[House Rule | house rules]].  For convenience, the majority of his post is reproduced here. The full text is also available from the the mailing list archives at {{link|http://mail.csua.berkeley.edu:8080/mailman/listinfo/ars-magica/}}

---

The current rules for crossbows caused some concern on the [[Berk List|mailing list]]. In response players may find the following information useful. 

* The Initiative modifier on the crossbow is so much higher than that on the bows because it assumes the weapon is already loaded.  If it is not loaded, it cannot be used in the first round of combat, and as such has no Initiative score.
* The intention of the current rules was that most people, using a crossbow from a fixed position, should be able to fire once every two minutes. This delay falls to one minute if your character's bow has a winding mechanism.
* It's very difficult to find good period data concerning the rate of fire of crossbows.  The bows I've used in "Covenants" seem to antedate the period, and be on the higher end of power, which makes their rate of fire low.
* The dates used are dependent, essentially, on "The Book of the Crossbow", by Ralph Payne-Gallwey. This is the classic touchstone text, but has come under challenge recently.
* Even accurate data is problematic, because if converted directly into game mechanics, it would not balance the weapons already in place.  The other statistics are not perfectly simulationist - so those for the crossbow cannot be.

For players wanting a more permissive set of rules on the crossbow, allow me to take as my text an excellent article published after I had done my research into crossbows for "Covenants". It's D Bachrach (2004) "Crossbows for the King", Technology and Culture, v.45 iss.1, 2004. Available from Proquest in electronic form.

Bachrach notes that the crossbows being used in England during the game period come in two materials, and three spanning in types.   The spanning types he identifies are "one footed", "two footed" and "turnus".  "One footed" are bows with a stirrup for one foot, that are loaded with a belt hook.  "Two footed" he notes have stirrups large enough for both feet, but does not say if they are loaded with a belt hook.  Let us presume they are. Last, he calls the "turnus" a winch, and notes that Payne-Gallwey calls it a pulley system for which no evidence has ever been found.

In stated, direct opposition to Payne-Gallwey, Bachrach notes that there are clear references to both wooden and composite crossbows in documents suitable for the Ars Magica period, and quoted from these documents in a most convincing way.   Wooden bows are larger, cheaper weaker bows that are easier to span. They are more resistant to damp that composite bows. On small samples, he notes that: half of the single-footed bows seem to be wood, the other half composite. There are more than twice as many double footed composite bows than wooden ones. Turnus bows seem to be even more likely to be composite.

A stonebow, added to the table, is not referenced in his article. It is a crossbow with two strings, and a pouch of fabric between them.  It is used to fling stones at birds. It has little power, but might be used by magi wanting to deliver a single-use magic item, like a potion, to a precise place on a battlefield.  A self-spaned bow is also essentially a hunting
weapon. In my attempt to reconstruct my research I did find reference to Iberian mounted crossbowmen.  I can't tell if they dismounted to reload or used light bows like these.

This splits the class "crossbow" into a variety of weapons. 

|'''Type''' | '''Init''' | '''Atk''' | '''Def''' | '''Dmg''' | '''Range '''| '''Str ''' | '''Load ''' | '''Cost ''' | '''Reload times''' |
|Stonebow | 5 (-2)* | 5 | n/a | 3 | 10 | -1 | 1 | Exp. | May fire every round |
|Hand spanned | 5 (-4)* | 5 | n/a | 5 | 20 | zero | 1 | Exp. | May fire every round |
|One foot | 5 | 5 | n/a | 7 | 25 | 1 | 1 | Exp. | Requires one round to reload|
|Two foot| 5 | 5 | n/a | 8 | 28 | 1 | 2 | Exp. | Requires two rounds to reload|
|Turnus | 5 | 5 | n/a | 9 | 30 | 1 | 2 | Exp. | 1 mintue |
|Steel | 5 | 5 | n/a | 10 | 35 | 1 | 2 | ** | 1 minute |

Larger variants exist, forming a continumn up to siege weapons.

\* Initiative in brackets for if weapon is unloaded
\*\* Requires steel of a purity known only to magicians.  See [[House Verditus]].


{{quote|\[Maintainer\'s note: a brief section on \"comparable weapons\" has been redacted due to site [[Policy]] – it reproduced longbow and shortbow statistics from the rule book\]}}

Note that even these numbers are not strictly simulationist.  A heavy bow really takes longer, a light bow really takes less time.

As a note for players, a crossbowman, in Latin, is called a balistarius. The term is used for siege engineers using what we'd call a balista.

Without naming names, one of the other authors of Covenants did express similar views, and I quoted Payne-Gallwey to convince him a far simpler rule was preferable. I apologise. 

Note, since last posting I have dropped the rate of fire for two-footed bows.  Basicilly this turns them into siege weapons, which answers my question "Why would you ever have a one-footed bow under these rules?"  A turnus would be more than Expensive if there was such a thing.

{{cite|Timothy Ferguson}}

= References

* [[Covenants_Book | Covenants]] page 18

= See also

* [[Longbow]]
]]></text>
				</version>
			</history>
		</page>
		<page node="676">
			<name>longbow</name>
			<title>Longbow</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
				<tag>Real History</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241356011</unix>
						<iso>2009-05-03 15:06:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The longbow is a medieval weapon commonly associated with England and Wales.  Its statistics may be found in the [[ArM5]] rule book, in the Missile Weapon Table on page 177.

= Longbows in the 13th Century

The [[ArM5]] rule book refers to the "famous English longbow" (page 177), historically the English did not adopt the longbow until after Edward I [[http://www.bbc.co.uk/history/british/middle_ages/wales_conquest_01.shtml | conquered Wales]] in 1283.  If historical accuracy is a concern, then the would be justified in insisting that longbow-wielding characters must be Welsh (or Englishmen from the Welsh Marches).

Note that Welsh longbowmen might travel outside their home country as soldiers-of-fortune, though this would not have been as commonplace in 1220 as a century later, after England had fully embraced the longbow for military use.

= [anchor:CompareToCrossbow] Longbow Compared to Crossbow

Compared to the [[Crossbow]], the longbow enjoys -- at least in terms of [[Ars Magica]] statistics -- considerable advantages in both rate of fire and range, and is comparable in Damage and cost.  Yet, historically, the armies of mainland Europe were outfitted primarily with crossbows rather than longbows.  Why would an [[Ars Magica]] character ever choose a crossbow in preference to the apparently-superior longbow?

The reasons are unrelated to the game statistics of the two weapons.  Historically, one of the main drawbacks of the longbow was the extensive training required.  Continental nobles found it more beneficial to rely on mercenary crossbowmen than to accept the cost of training the peasantry.  They also relied less on missile weapons overall (compared to England).

Because the longbow is so famously hard to master, some players may feel that its ArM5 statistics make it too accurate in the hands of a poorly-skilled user.  One could introduce a [[House Rule]] lowering the longbow's Attack value to correct for this.

= References

* [[ArM5]], p. 177

= See also

* [[Crossbow]] statistics, [[Covenants Book | Covenants]] page 18.
* [[http://en.wikipedia.org/wiki/Longbow | Wikipedia article on longbows]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1266798542</unix>
						<iso>2010-02-22 01:29:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed some grammatical errors that were probably typing mistakes</comment>
					<text><![CDATA[
= Synopsis

The longbow is a medieval weapon commonly associated with England and Wales.  Its statistics may be found in the [[ArM5]] rule book, in the Missile Weapon Table on page 177.

= Longbows in the 13th Century

Although the [[ArM5]] rule book refers to the "famous English longbow" (page 177), historically the English did not adopt the longbow until after Edward I [[http://www.bbc.co.uk/history/british/middle_ages/wales_conquest_01.shtml | conquered Wales]] in 1283.  If historical accuracy is a concern, then the Troupe would be justified in insisting that longbow-wielding characters must be Welsh (or Englishmen from the Welsh Marches).

Note that Welsh longbowmen might travel outside their home country as soldiers-of-fortune, though this would not have been as commonplace in 1220 as a century later, after England had fully embraced the longbow for military use.

= {{anchor|CompareToCrossbow}} Longbow Compared to Crossbow

Compared to the [[Crossbow]], the longbow enjoys -- at least in terms of [[Ars Magica]] statistics -- considerable advantages in both rate of fire and range, and is comparable in Damage and cost.  Yet, historically, the armies of mainland Europe were outfitted primarily with crossbows rather than longbows.  Why would an [[Ars Magica]] character ever choose a crossbow in preference to the apparently-superior longbow?

The reasons are unrelated to the game statistics of the two weapons.  Historically, one of the main drawbacks of the longbow was the extensive training required.  Continental nobles found it more beneficial to rely on mercenary crossbowmen than to accept the cost of training the peasantry.  They also relied less on missile weapons overall (compared to England).

Because the longbow is so famously hard to master, some players may feel that its ArM5 statistics make it too accurate in the hands of a poorly-skilled user.  One could introduce a [[House Rule]] lowering the longbow's Attack value to correct for this.

= References

* [[ArM5]], p. 177

= See also

* [[Crossbow]] statistics, [[Covenants Book | Covenants]] page 18.
* [[http://en.wikipedia.org/wiki/Longbow | Wikipedia article on longbows]]
]]></text>
				</version>
			</history>
		</page>
		<page node="677">
			<name>missile_weapon</name>
			<title>Missile Weapon</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241361210</unix>
						<iso>2009-05-03 16:33:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

Missile weapons in [[ArM5]] use essentially the same rules as do melee weapons: [[Initiative]], Attack, Defense, and so forth are calculated the same for missile weapons as for melee weapons.

= [anchor:Attack]Attack Total for Missile Weapons

The Attack Total for missile weapons is calculated using exactly the same formula that is used for all weapons (see page 171 of [[ArM5]]).  This represents a change from [[Fourth Edition]], where the Attack Total for melee and missile attacks incorporated different [[Characteristic | Characteristics]].  In Fifth Edition, melee and missile attacks use the same Characteristic.

= [Anchor:Defense]Defense Total for Missile Weapons

Calculating the Defense score is a little special. First, the [[Ability]] to be used is the weapon skill appropriate to the weapon the defender is wielding. If he has a staff, he defends with Great Weapon skill; if he has a sling, he defends with Thrown Weapon skill. The explanation is that weapon skills include the ability to avoid being hit (see the last sentence under "Missile Combat" on page 172 of [[ArM5]]), though meta-game reasons (simplicity) probably play a large part in the real explanation.

Note that only shields, not other weapons, count toward Defense total against missiles. So against missiles, your Defense total would be Quickness + Combat Ability + (Shield Defense Bonus) + stress die.

= References

* Combat Scores, [[ArM5]] page 171
* Missile Combat, [[ArM5]] page 172
* Missile Weapon Table, [[ArM5]] page 177

= See also

* [[Aimed Spell]]
]]></text>
				</version>
			</history>
		</page>
		<page node="678">
			<name>movement</name>
			<title>Movement</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241361675</unix>
						<iso>2009-05-03 16:41:15</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

Unlike [[ArM4 | Fourth]] and [[ArM3 | Third]] Editions, [[ArM5]] lacks detailed rules for movement.

= Tactical (Combat) Movement

There are no hard-and-fast rules for combat movement in ArM5. The [[Group Combat]] rules mean that characters need to have a lot of freedom of movement so they can mill around and engage members of other groups, or use the Defender option (p. 173) to protect their charge. The abstract group rules are conceptually incompatible with detailed miniatures-and-graph-paper type movement rules.

There are some situations where players do want to know how far someone can go in a round - for example, when two groups are standing 20 yards apart and one group wants to throw spears while the other wants to rush into melee. The intent of ArM5 seems to be to simply resolve these situations by common sense. David Chart has announced that advanced combat rules will be written in a future supplement, so help is on the way (eventually).

Until then, try using the Fourth Edition combat movement rates. You can download a PDF of [[Fourth Edition]] for free. For your convenience, we'll reprint the movement rates here:

|=Speed |=Paces Per Round|
|Walking |9 + Qik - Enc |
|Hustling | 15 + Qik - Enc|
|Sprinting | 30 + Qik + Athletics - Enc - Wound Penalties - Fatigue Penalty |
|Horseback (safe gallop) | 50 + ride |

= Travel

In [[ArM5]], there are no hard-and-fast rules for how far a character can travel in a day.  The topic of travel is covered on page 181, including some rules of thumb for typical travel speeds.

= References

* Travel, [[ArM5]] page 181
* [[ArM4]] movement rules, page 163

= See also

* [[Group Combat]]
]]></text>
				</version>
			</history>
		</page>
		<page node="679">
			<name>exertion</name>
			<title>Exertion</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241362208</unix>
						<iso>2009-05-03 16:50:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Exertion''' is a combat option included in the Fifth Edition combat rules.  Essentially, a character can choose to fight extra hard, expending a [[Fatigue Level]] in exchange for a temporary bonus to Attack or Defense (but not both).

= Exertion and Confidence

It is possible to use Exertion and to spend [[Confidence]] in the same round.  A character could choose to use both his Confidence bonus and his Exertion bonus on the same total (for example, Attack) or on different ones.

= Exertion Replaces Fourth Edition Combat Options

Exertion is the [[ArM5]] rule that performs the function of three different combat options from [[ArM4]]:

* All-Out Attack
* All-Out Defense
* Charging

There are in particular no specific [[ArM5]] rules for charging, because tactical [[Movement | movement]] rules are omitted from the main rule book.  One could think of charging as using Exertion for Attack and moving at the same time.

= References

* Exertion, [[ArM5]] p. 173

= See also

* [[House Rules Links]]
* [[Movement]]
* [[Combat Fatigue]]
]]></text>
				</version>
			</history>
		</page>
		<page node="68">
			<name>house_tremere</name>
			<title>House Tremere</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Character</tag>
			</tags>
			<history size="13">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205626843</unix>
						<iso>2008-03-16 01:20:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Trademark notice: Tremere is trademark of White Wolf, Inc.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206435389</unix>
						<iso>2008-03-25 09:56:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>real initial version</comment>
					<text><![CDATA[
One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] [[Tremere the Founder|Tremere]]. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

===References

* Core description in [[ArM5]] [[??]]
* The House is described in great detail in [[HoHTL]] 110-143.

---

'''Trademark Notice''': Tremere is trademark of White Wolf, Inc.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207605484</unix>
						<iso>2008-04-07 23:58:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>author credit</comment>
					<text><![CDATA[
One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] [[Tremere the Founder|Tremere]]. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

===References

* Core description in [[ArM5]] [[??]]
* The House is described in great detail in [[HoHTL]] 110-143. This description was written by [[Timothy Ferguson]]. This description was written by [[Timothy Ferguson]].

---

'''Tradema
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1208108759</unix>
						<iso>2008-04-13 19:45:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added Line of Muj</comment>
					<text><![CDATA[
One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] [[Tremere the Founder|Tremere]]. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

===References

* Core description in [[ArM5]] [[??]]
* The House is described in great detail in [[HoHTL]] 110-143. This description was written by [[Timothy Ferguson]].
* See also [[Line of Muj|The Line of Muj]].

 See also [[Line of Muj|The Line of Muj]].

---

'''Trademark Notice'
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1241382568</unix>
						<iso>2009-05-03 22:29:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added vampires</comment>
					<text><![CDATA[
One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] [[Tremere the Founder|Tremere]]. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

= [anchor:Vampires] House Tremere and Vampires

In earlier editions of the game, House Tremere had vampiric members. This was given as a rumour in Second Edition, confirmed in Third, and explored a little in the Fourth. At fullest flower the idea included statistics for vampires, given in [[Medieval Bestiary Revised Edition | The Medieval Bestiary: Revised Edition]], a note that they had been destroyed in [[Houses of Hermes Book | Houses of Hermes]], and an origin story foreshadowing their return in [[Triamore | Triamore: the Covenant at Lucien's Folly]]. In'' Vampire: the Masquerade'' and ''Mage: the Ascension'' - games published by Ars Magica's [[White Wolf | then-owner]] - this link was developed further. In these games, Clan Tremere was a faction of sorcerer-vampires. In Fifth Edition, the Tremere Vampires were removed from the setting.

[[Timothy Ferguson | I]] was the author for the Tremere section of [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]], but this [[FAQ]] isn't the place to justify the change in detail. At its simplest, the vampires had consumed the identity of the House, moving from a plot hook to a defining concept. They obscured many other ideas I had for possible stories, and created problems for other writers. The previous version of the House was evil, expansionist and militant, and so it forced them to design their characters as a response to the obvious threat the House posed to the [[Order of Hermes | Order]]. House of Hermes: True Lineages was an opportunity to reimagine the four Houses it included, and so it seemed the right place to move beyond the Vampiric Tremere.

It's not correct to say that the Tremere have no connection with vampires in the [[Fifth Edition | new edition]]. House Tremere's power is still centred in Transylvania, which as a Slavic country has many [[Faerie | faeries]] which are vampires, and more than its fair share of animated dead who drink blood. Those native creatures that can be subverted to the causes of the House have been. Those which cannot be, or should not be, are destroyed. This makes the Tremere relationship to vampires complicated, but some elements of it have been discussed in HoH:TL.

["--Timothy Ferguson]

===References

res] House Tremere and Vampires

In earlier editions of the game, House Tremere had vampiric members. This was given as a rumour in Second Edition, confirmed in Third, and explored a little in the Fourth. At fullest flower the idea included statistics for vampires, giv
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1251233502</unix>
						<iso>2009-08-25 22:51:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>House specialties</comment>
					<text><![CDATA[
{{toc}}

= Synopsis

One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] '''[[Tremere the Founder|Tremere]]'''. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

= Specialties

While individual members of other [[Houses of Hermes|Houses]] sometimes choose to keep rather loose connections to their respective siblings, no other [[Houses of Hermes|House]] maintains a level of organization that is as strict as the one kept among the members of [[Houses of Hermes|House]] Tremere. Tremere not only organize themselves strictly hierarchically on a [[Houses of Hermes|House]]-wide scope, but also cultivate a rather formal [[parens]]-[[Filius|fili{us,a}]]-relationship throughout their lives. If there is one trait that can be applied to-, one label that can be stuck on-, and one drawer that can be used to accommodate the members of [[Houses of Hermes|House]] Tremere as a whole, it is most probably ""control"", the [[Houses of Hermes|House]] motto being ''Voluntas vincit omnia'' (lat. ''The mind conquers all''). Although this might be considered nothing more than an unqualified allegation from members outside the [[Houses of Hermes|House]], it is as likely one that members of [[Houses of Hermes|House]] Tremere are unlikely to disclaim.

[[Houses of Hermes|House]] Tremere (actively or accidentally) maintains a reputation of being a solid stronghold in the unsteady current of the [[Hermetic]] landscape, an insular, completely self-contained corporately construct, whose secrets and treasures are available only to the members of the [[Houses of Hermes|House]] — and even then only the hardiest and most ambitious individuals are likely to quality to reach the ranks of the innermost circles. Contrary to other [[Houses of Hermes|Houses]] that, under certain cicrumstances, sometimes accept members from other [[Houses of Hermes|Houses]] into their ranks, [[Houses of Hermes|House]] Tremere accepts no one but the ones that were raised under the cane and careful guidance of a watchful Tremere [[parens]].

The relationship of other [[Houses of Hermes|Houses]] towards the Tremere is twofold, to say the least: on the one hand, nobody outside the [[Houses of Hermes|House]] really knows what kind of wind is going to blow next from [[Coeris]], bolstering the stalwart reputation of an untouchable, inbred family of remote Transylvanians. On the other hand, hardly any other [[Houses of Hermes|House]], with the notable exception of the other three [[True Lineages]], matches the unbroken rigidity [[Houses of Hermes|House]] Tremere cultivates with regard to the continuous stability of the [[Order of Hermes]].

Members of [[House]] Tremere are (in-)famous throughout the [[Order of Hermes|Order]] for their proficiency in [[Certamen]].

= House Tremere and Vampires

""In earlier editions of the game, House Tremere had vampiric members. This was given as a rumour in Second Edition, confirmed in Third, and explored a little in the Fourth. At fullest flower the idea included statistics for vampires, given in [[Medieval Bestiary Revised Edition | The Medieval Bestiary: Revised Edition]], a note that they had been destroyed in [[Houses of Hermes Book | Houses of Hermes]], and an origin story foreshadowing their return in [[Triamore | Triamore: the Covenant at Lucien's Folly]]. In ''[[http://www.white-wolf.com/|Vampire: the Masquerade]]'' and ''[[http://www.white-wolf.com/|Mage: the Ascension]]'' - games published by Ars Magica's [[White Wolf | then-owner]] — this link was developed further. In these games, Clan Tremere was a faction of sorcerer-vampires. In [[Fifth Edition]], the Tremere Vampires were removed from the setting.""

""[[Timothy Ferguson | I]] was the author for the Tremere section of [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]], but this [[FAQ]] isn't the place to justify the change in detail. At its simplest, the vampires had consumed the identity of the House, moving from a plot hook to a defining concept. They obscured many other ideas I had for possible stories, and created problems for other writers. The previous version of the House was evil, expansionist and militant, and so it forced them to design their characters as a response to the obvious threat the House posed to the [[Order of Hermes | Order]]. House of Hermes: True Lineages was an opportunity to reimagine the four Houses it included, and so it seemed the right place to move beyond the Vampiric Tremere.""

""It's not correct to say that the Tremere have no connection with vampires in the [[Fifth Edition | new edition]]. House Tremere's power is still centred in Transylvania, which as a Slavic country has many [[Faerie | faeries]] which are vampires, and more than its fair share of animated dead who drink blood. Those native creatures that can be subverted to the causes of the House have been. Those which cannot be, or should not be, are destroyed. This makes the Tremere relationship to vampires complicated, but some elements of it have been discussed in HoH:TL.""

{{p|right|— Timothy Ferguson}}

= References

* Core description in [[ArM5]], p. '''12''', 30.
* The House is described in great detail in ''[[Houses of Hermes: True Lineages]]'' 110-143. This description was written by [[Timothy Ferguson]].
* See also [[Line of Muj|The Line of Muj]].

---

'''Trademark Notice''': Tremere is trademark of White Wolf, Inc.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1253210463</unix>
						<iso>2009-09-17 20:01:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Voluntas vincit omnia."" (The will conquers all)|
|Symbol:|Mars incised with a square|
|[[Prima]]:|[[Poena]]|
|[[Domus Magna]]:|[[Coeris]]|

= Synopsis

One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] '''[[Tremere the Founder|Tremere]]'''. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

{{toc}}

= Specialties

While individual members of other [[Houses of Hermes|Houses]] sometimes choose to keep rather loose connections to their respective siblings, no other [[Houses of Hermes|House]] maintains a level of organization that is as strict as the one kept among the members of [[Houses of Hermes|House]] Tremere. Tremere not only organize themselves strictly hierarchically on a [[Houses of Hermes|House]]-wide scope, but also cultivate a rather formal [[parens]]-[[Filius|fili{us,a}]]-relationship throughout their lives. If there is one trait that can be applied to-, one label that can be stuck on-, and one drawer that can be used to accommodate the members of [[Houses of Hermes|House]] Tremere as a whole, it is most probably ""control"", the [[Houses of Hermes|House]] motto being ''Voluntas vincit omnia'' (lat. ''The mind conquers all''). Although this might be considered nothing more than an unqualified allegation from members outside the [[Houses of Hermes|House]], it is as likely one that members of [[Houses of Hermes|House]] Tremere are unlikely to disclaim.

[[Houses of Hermes|House]] Tremere (actively or accidentally) maintains a reputation of being a solid stronghold in the unsteady current of the [[Hermetic]] landscape, an insular, completely self-contained corporately construct, whose secrets and treasures are available only to the members of the [[Houses of Hermes|House]] — and even then only the hardiest and most ambitious individuals are likely to quality to reach the ranks of the innermost circles. Contrary to other [[Houses of Hermes|Houses]] that, under certain cicrumstances, sometimes accept members from other [[Houses of Hermes|Houses]] into their ranks, [[Houses of Hermes|House]] Tremere accepts no one but the ones that were raised under the cane and careful guidance of a watchful Tremere [[parens]].

The relationship of other [[Houses of Hermes|Houses]] towards the Tremere is twofold, to say the least: on the one hand, nobody outside the [[Houses of Hermes|House]] really knows what kind of wind is going to blow next from [[Coeris]], bolstering the stalwart reputation of an untouchable, inbred family of remote Transylvanians. On the other hand, hardly any other [[Houses of Hermes|House]], with the notable exception of the other three [[True Lineages]], matches the unbroken rigidity [[Houses of Hermes|House]] Tremere cultivates with regard to the continuous stability of the [[Order of Hermes]].

Members of [[House]] Tremere are (in-)famous throughout the [[Order of Hermes|Order]] for their proficiency in [[Certamen]].

= House Tremere and Vampires

""In earlier editions of the game, House Tremere had vampiric members. This was given as a rumour in Second Edition, confirmed in Third, and explored a little in the Fourth. At fullest flower the idea included statistics for vampires, given in [[Medieval Bestiary Revised Edition | The Medieval Bestiary: Revised Edition]], a note that they had been destroyed in [[Houses of Hermes Book | Houses of Hermes]], and an origin story foreshadowing their return in [[Triamore | Triamore: the Covenant at Lucien's Folly]]. In ''[[http://www.white-wolf.com/|Vampire: the Masquerade]]'' and ''[[http://www.white-wolf.com/|Mage: the Ascension]]'' - games published by Ars Magica's [[White Wolf | then-owner]] — this link was developed further. In these games, Clan Tremere was a faction of sorcerer-vampires. In [[Fifth Edition]], the Tremere Vampires were removed from the setting.""

""[[Timothy Ferguson | I]] was the author for the Tremere section of [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]], but this [[FAQ]] isn't the place to justify the change in detail. At its simplest, the vampires had consumed the identity of the House, moving from a plot hook to a defining concept. They obscured many other ideas I had for possible stories, and created problems for other writers. The previous version of the House was evil, expansionist and militant, and so it forced them to design their characters as a response to the obvious threat the House posed to the [[Order of Hermes | Order]]. House of Hermes: True Lineages was an opportunity to reimagine the four Houses it included, and so it seemed the right place to move beyond the Vampiric Tremere.""

""It's not correct to say that the Tremere have no connection with vampires in the [[Fifth Edition | new edition]]. House Tremere's power is still centred in Transylvania, which as a Slavic country has many [[Faerie | faeries]] which are vampires, and more than its fair share of animated dead who drink blood. Those native creatures that can be subverted to the causes of the House have been. Those which cannot be, or should not be, are destroyed. This makes the Tremere relationship to vampires complicated, but some elements of it have been discussed in HoH:TL.""

{{p|right|— Timothy Ferguson}}

= References

* Core description in [[ArM5]], p. '''12''', 30.
* The House is described in great detail in ''[[Houses of Hermes: True Lineages]]'' 110-143. This description was written by [[Timothy Ferguson]].
* See also [[Line of Muj|The Line of Muj]].

---

'''Trademark Notice''': Tremere is trademark of White Wolf, Inc.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1255344367</unix>
						<iso>2009-10-12 12:46:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added house-virue contreversy</comment>
					<text><![CDATA[
|Motto:|""Voluntas vincit omnia."" (The will conquers all)|
|Symbol:|Mars incised with a square|
|[[Prima]]:|[[Poena]]|
|[[Domus Magna]]:|[[Coeris]]|

= Synopsis

One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] '''[[Tremere the Founder|Tremere]]'''. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

{{toc}}

= Specialties

While individual members of other [[Houses of Hermes|Houses]] sometimes choose to keep rather loose connections to their respective siblings, no other [[Houses of Hermes|House]] maintains a level of organization that is as strict as the one kept among the members of [[Houses of Hermes|House]] Tremere. Tremere not only organize themselves strictly hierarchically on a [[Houses of Hermes|House]]-wide scope, but also cultivate a rather formal [[parens]]-[[Filius|fili{us,a}]]-relationship throughout their lives. If there is one trait that can be applied to-, one label that can be stuck on-, and one drawer that can be used to accommodate the members of [[Houses of Hermes|House]] Tremere as a whole, it is most probably ""control"", the [[Houses of Hermes|House]] motto being ''Voluntas vincit omnia'' (lat. ''The mind conquers all''). Although this might be considered nothing more than an unqualified allegation from members outside the [[Houses of Hermes|House]], it is as likely one that members of [[Houses of Hermes|House]] Tremere are unlikely to disclaim.

[[Houses of Hermes|House]] Tremere (actively or accidentally) maintains a reputation of being a solid stronghold in the unsteady current of the [[Hermetic]] landscape, an insular, completely self-contained corporately construct, whose secrets and treasures are available only to the members of the [[Houses of Hermes|House]] — and even then only the hardiest and most ambitious individuals are likely to quality to reach the ranks of the innermost circles. Contrary to other [[Houses of Hermes|Houses]] that, under certain cicrumstances, sometimes accept members from other [[Houses of Hermes|Houses]] into their ranks, [[Houses of Hermes|House]] Tremere accepts no one but the ones that were raised under the cane and careful guidance of a watchful Tremere [[parens]].

The relationship of other [[Houses of Hermes|Houses]] towards the Tremere is twofold, to say the least: on the one hand, nobody outside the [[Houses of Hermes|House]] really knows what kind of wind is going to blow next from [[Coeris]], bolstering the stalwart reputation of an untouchable, inbred family of remote Transylvanians. On the other hand, hardly any other [[Houses of Hermes|House]], with the notable exception of the other three [[True Lineages]], matches the unbroken rigidity [[Houses of Hermes|House]] Tremere cultivates with regard to the continuous stability of the [[Order of Hermes]].

Members of [[House]] Tremere are (in-)famous throughout the [[Order of Hermes|Order]] for their proficiency in [[Certamen]].

= Fifth Edition Virtue Controversy

According to the [[RAW]], all members of House Tremere receive the virtue [[Minor Magical Focus]] in [[Certamen]] as a free house virtue. Since a magus may not have two magical foci, and since foci significantly increase the magus' power within their area, the result is that Tremere magi are at a severe disadvantage as specialists. The virtue also grants them a significant advantage in Certamen, which  many fans feel would undermine the fairness of the custom so that it would be unreasonable to maintain it past the [[Sundering]].

For these reasons, many troupes choose to provide an alternative free house virtue through a [[house rule]]. Possible virtues include [[Skilled Parens]] or equivalents (the advantage of the equivalent is that it allows the magus to enjoy both the Tremre training and a skilled parens), a "Puissant Certamen" providing +3 to Certamen rolls, or allowing Tremere magi to have a second Magical Focus. Some troupes have also expanded the free house virtue of all houses, allowing magi of all houses some (limited) selection of free virtues.

The [[RAW]] situation, however, is not without its advantages. By diminishing the benefits of specialization, Tremere magi are encouraged to engage more in cooperation and team-work. While their advantage in Certamen is considerable, Wizard's War is still far more risky and violent, and a poorer reflection of magi's non-martial capacity and cunning, while a Tribunal hearing is even less immediate and simple - so it stands to reason Certamen would be accepted in Hermetic society even given the Tremere advantage, especially as the House is likely to lobby for it.

= House Tremere and Vampires

""In earlier editions of the game, House Tremere had vampiric members. This was given as a rumour in Second Edition, confirmed in Third, and explored a little in the Fourth. At fullest flower the idea included statistics for vampires, given in [[Medieval Bestiary Revised Edition | The Medieval Bestiary: Revised Edition]], a note that they had been destroyed in [[Houses of Hermes Book | Houses of Hermes]], and an origin story foreshadowing their return in [[Triamore | Triamore: the Covenant at Lucien's Folly]]. In ''[[http://www.white-wolf.com/|Vampire: the Masquerade]]'' and ''[[http://www.white-wolf.com/|Mage: the Ascension]]'' - games published by Ars Magica's [[White Wolf | then-owner]] — this link was developed further. In these games, Clan Tremere was a faction of sorcerer-vampires. In [[Fifth Edition]], the Tremere Vampires were removed from the setting.""

""[[Timothy Ferguson | I]] was the author for the Tremere section of [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]], but this [[FAQ]] isn't the place to justify the change in detail. At its simplest, the vampires had consumed the identity of the House, moving from a plot hook to a defining concept. They obscured many other ideas I had for possible stories, and created problems for other writers. The previous version of the House was evil, expansionist and militant, and so it forced them to design their characters as a response to the obvious threat the House posed to the [[Order of Hermes | Order]]. House of Hermes: True Lineages was an opportunity to reimagine the four Houses it included, and so it seemed the right place to move beyond the Vampiric Tremere.""

""It's not correct to say that the Tremere have no connection with vampires in the [[Fifth Edition | new edition]]. House Tremere's power is still centred in Transylvania, which as a Slavic country has many [[Faerie | faeries]] which are vampires, and more than its fair share of animated dead who drink blood. Those native creatures that can be subverted to the causes of the House have been. Those which cannot be, or should not be, are destroyed. This makes the Tremere relationship to vampires complicated, but some elements of it have been discussed in HoH:TL.""

{{p|right|— Timothy Ferguson}}

= References

* Core description in [[ArM5]], p. '''12''', 30.
* The House is described in great detail in ''[[Houses of Hermes: True Lineages]]'' 110-143. This description was written by [[Timothy Ferguson]].
* See also [[Line of Muj|The Line of Muj]].

---

'''Trademark Notice''': Tremere is trademark of White Wolf, Inc.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1255760527</unix>
						<iso>2009-10-17 08:22:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Flambeau multi-virtue</comment>
					<text><![CDATA[
|Motto:|""Voluntas vincit omnia."" (The will conquers all)|
|Symbol:|Mars incised with a square|
|[[Prima]]:|[[Poena]]|
|[[Domus Magna]]:|[[Coeris]]|

= Synopsis

One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] '''[[Tremere the Founder|Tremere]]'''. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

{{toc}}

= Specialties

While individual members of other [[Houses of Hermes|Houses]] sometimes choose to keep rather loose connections to their respective siblings, no other [[Houses of Hermes|House]] maintains a level of organization that is as strict as the one kept among the members of [[Houses of Hermes|House]] Tremere. Tremere not only organize themselves strictly hierarchically on a [[Houses of Hermes|House]]-wide scope, but also cultivate a rather formal [[parens]]-[[Filius|fili{us,a}]]-relationship throughout their lives. If there is one trait that can be applied to-, one label that can be stuck on-, and one drawer that can be used to accommodate the members of [[Houses of Hermes|House]] Tremere as a whole, it is most probably ""control"", the [[Houses of Hermes|House]] motto being ''Voluntas vincit omnia'' (lat. ''The mind conquers all''). Although this might be considered nothing more than an unqualified allegation from members outside the [[Houses of Hermes|House]], it is as likely one that members of [[Houses of Hermes|House]] Tremere are unlikely to disclaim.

[[Houses of Hermes|House]] Tremere (actively or accidentally) maintains a reputation of being a solid stronghold in the unsteady current of the [[Hermetic]] landscape, an insular, completely self-contained corporately construct, whose secrets and treasures are available only to the members of the [[Houses of Hermes|House]] — and even then only the hardiest and most ambitious individuals are likely to quality to reach the ranks of the innermost circles. Contrary to other [[Houses of Hermes|Houses]] that, under certain cicrumstances, sometimes accept members from other [[Houses of Hermes|Houses]] into their ranks, [[Houses of Hermes|House]] Tremere accepts no one but the ones that were raised under the cane and careful guidance of a watchful Tremere [[parens]].

The relationship of other [[Houses of Hermes|Houses]] towards the Tremere is twofold, to say the least: on the one hand, nobody outside the [[Houses of Hermes|House]] really knows what kind of wind is going to blow next from [[Coeris]], bolstering the stalwart reputation of an untouchable, inbred family of remote Transylvanians. On the other hand, hardly any other [[Houses of Hermes|House]], with the notable exception of the other three [[True Lineages]], matches the unbroken rigidity [[Houses of Hermes|House]] Tremere cultivates with regard to the continuous stability of the [[Order of Hermes]].

Members of [[House]] Tremere are (in-)famous throughout the [[Order of Hermes|Order]] for their proficiency in [[Certamen]].

= Fifth Edition Virtue Controversy

According to the [[RAW]], all members of House Tremere receive the virtue [[Minor Magical Focus]] in [[Certamen]] as a free house virtue. Since a magus may not have two magical foci, and since foci significantly increase the magus' power within their area, the result is that Tremere magi are at a severe disadvantage as specialists. The virtue also grants them a significant advantage in Certamen, which  many fans feel would undermine the fairness of the custom so that it would be unreasonable to maintain it past the [[Sundering]].

For these reasons, many troupes choose to provide an alternative free house virtue through a [[house rule]]. Possible virtues include [[Skilled Parens]] or equivalents (the advantage of the equivalent is that it allows the magus to enjoy both the Tremre training and a skilled parens), a "Puissant Certamen" providing +3 to Certamen rolls, or allowing Tremere magi to have a second Magical Focus. Some troupes have also expanded the free house virtue of all houses, allowing magi of all houses some (limited) selection of free virtues (note that this is explicitly recommended for Flambeau magi, in [[HoHTL]] p.26).

The [[RAW]] situation, however, is not without its advantages. By diminishing the benefits of specialization, Tremere magi are encouraged to engage more in cooperation and team-work. While their advantage in Certamen is considerable, Wizard's War is still far more risky and violent, and a poorer reflection of magi's non-martial capacity and cunning, while a Tribunal hearing is even less immediate and simple - so it stands to reason Certamen would be accepted in Hermetic society even given the Tremere advantage, especially as the House is likely to lobby for it.

= House Tremere and Vampires

""In earlier editions of the game, House Tremere had vampiric members. This was given as a rumour in Second Edition, confirmed in Third, and explored a little in the Fourth. At fullest flower the idea included statistics for vampires, given in [[Medieval Bestiary Revised Edition | The Medieval Bestiary: Revised Edition]], a note that they had been destroyed in [[Houses of Hermes Book | Houses of Hermes]], and an origin story foreshadowing their return in [[Triamore | Triamore: the Covenant at Lucien's Folly]]. In ''[[http://www.white-wolf.com/|Vampire: the Masquerade]]'' and ''[[http://www.white-wolf.com/|Mage: the Ascension]]'' - games published by Ars Magica's [[White Wolf | then-owner]] — this link was developed further. In these games, Clan Tremere was a faction of sorcerer-vampires. In [[Fifth Edition]], the Tremere Vampires were removed from the setting.""

""[[Timothy Ferguson | I]] was the author for the Tremere section of [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]], but this [[FAQ]] isn't the place to justify the change in detail. At its simplest, the vampires had consumed the identity of the House, moving from a plot hook to a defining concept. They obscured many other ideas I had for possible stories, and created problems for other writers. The previous version of the House was evil, expansionist and militant, and so it forced them to design their characters as a response to the obvious threat the House posed to the [[Order of Hermes | Order]]. House of Hermes: True Lineages was an opportunity to reimagine the four Houses it included, and so it seemed the right place to move beyond the Vampiric Tremere.""

""It's not correct to say that the Tremere have no connection with vampires in the [[Fifth Edition | new edition]]. House Tremere's power is still centred in Transylvania, which as a Slavic country has many [[Faerie | faeries]] which are vampires, and more than its fair share of animated dead who drink blood. Those native creatures that can be subverted to the causes of the House have been. Those which cannot be, or should not be, are destroyed. This makes the Tremere relationship to vampires complicated, but some elements of it have been discussed in HoH:TL.""

{{p|right|— Timothy Ferguson}}

= References

* Core description in [[ArM5]], p. '''12''', 30.
* The House is described in great detail in ''[[Houses of Hermes: True Lineages]]'' 110-143. This description was written by [[Timothy Ferguson]].
* See also [[Line of Muj|The Line of Muj]].

---

'''Trademark Notice''': Tremere is trademark of White Wolf, Inc.
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1267361213</unix>
						<iso>2010-02-28 13:46:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Formatting changes</comment>
					<text><![CDATA[
|Motto:|""Voluntas vincit omnia."" (The will conquers all)|
|Symbol:|Mars incised with a square|
|[[Prima]]:|[[Poena]]|
|[[Domus Magna]]:|[[Coeris]]|

= Synopsis

One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] '''[[Tremere the Founder|Tremere]]'''. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

{{toc}}

= Specialties

While individual members of other [[Houses of Hermes|Houses]] sometimes choose to keep rather loose connections to their respective siblings, no other [[Houses of Hermes|House]] maintains a level of organization that is as strict as the one kept among the members of [[Houses of Hermes|House]] Tremere. Tremere not only organize themselves strictly hierarchically on a [[Houses of Hermes|House]]-wide scope, but also cultivate a rather formal [[parens]]-[[Filius|fili{us,a}]]-relationship throughout their lives. If there is one trait that can be applied to-, one label that can be stuck on-, and one drawer that can be used to accommodate the members of [[Houses of Hermes|House]] Tremere as a whole, it is most probably ""control"", the [[Houses of Hermes|House]] motto being ''Voluntas vincit omnia'' (lat. ''The mind conquers all''). Although this might be considered nothing more than an unqualified allegation from members outside the [[Houses of Hermes|House]], it is as likely one that members of [[Houses of Hermes|House]] Tremere are unlikely to disclaim.

[[Houses of Hermes|House]] Tremere (actively or accidentally) maintains a reputation of being a solid stronghold in the unsteady current of the [[Hermetic]] landscape, an insular, completely self-contained corporately construct, whose secrets and treasures are available only to the members of the [[Houses of Hermes|House]] — and even then only the hardiest and most ambitious individuals are likely to quality to reach the ranks of the innermost circles. Contrary to other [[Houses of Hermes|Houses]] that, under certain cicrumstances, sometimes accept members from other [[Houses of Hermes|Houses]] into their ranks, [[Houses of Hermes|House]] Tremere accepts no one but the ones that were raised under the cane and careful guidance of a watchful Tremere [[parens]].

The relationship of other [[Houses of Hermes|Houses]] towards the Tremere is twofold, to say the least: on the one hand, nobody outside the [[Houses of Hermes|House]] really knows what kind of wind is going to blow next from [[Coeris]], bolstering the stalwart reputation of an untouchable, inbred family of remote Transylvanians. On the other hand, hardly any other [[Houses of Hermes|House]], with the notable exception of the other three [[True Lineages]], matches the unbroken rigidity [[Houses of Hermes|House]] Tremere cultivates with regard to the continuous stability of the [[Order of Hermes]].

Members of [[House]] Tremere are (in-)famous throughout the [[Order of Hermes|Order]] for their proficiency in [[Certamen]].

= Fifth Edition Virtue Controversy

According to the [[RAW]], all members of House Tremere receive the virtue [[Minor Magical Focus]] in [[Certamen]] as a free house virtue. Since a magus may not have two magical foci, and since foci significantly increase the magus' power within their area, the result is that Tremere magi are at a severe disadvantage as specialists. The virtue also grants them a significant advantage in Certamen, which  many fans feel would undermine the fairness of the custom so that it would be unreasonable to maintain it past the [[Sundering]].

For these reasons, many troupes choose to provide an alternative free house virtue through a [[house rule]]. Possible virtues include [[Skilled Parens]] or equivalents (the advantage of the equivalent is that it allows the magus to enjoy both the Tremre training and a skilled parens), a "Puissant Certamen" providing +3 to Certamen rolls, or allowing Tremere magi to have a second Magical Focus. Some troupes have also expanded the free house virtue of all houses, allowing magi of all houses some (limited) selection of free virtues (note that this is explicitly recommended for Flambeau magi, in [[HoHTL]] p.26).

The [[RAW]] situation, however, is not without its advantages. By diminishing the benefits of specialization, Tremere magi are encouraged to engage more in cooperation and team-work. While their advantage in Certamen is considerable, Wizard's War is still far more risky and violent, and a poorer reflection of magi's non-martial capacity and cunning, while a Tribunal hearing is even less immediate and simple - so it stands to reason Certamen would be accepted in Hermetic society even given the Tremere advantage, especially as the House is likely to lobby for it.

{{anchor|Tremere_Vampiures}}

= House Tremere and Vampires

{{quote|In earlier editions of the game, House Tremere had vampiric members. This was given as a rumour in Second Edition, confirmed in Third, and explored a little in the Fourth. At fullest flower the idea included statistics for vampires, given in [[Medieval Bestiary Revised Edition | The Medieval Bestiary: Revised Edition]], a note that they had been destroyed in [[Houses of Hermes Book | Houses of Hermes]], and an origin story foreshadowing their return in [[Triamore | Triamore: the Covenant at Lucien's Folly]]. In ''[[http://www.white-wolf.com/|Vampire: the Masquerade]]'' and ''[[http://www.white-wolf.com/|Mage: the Ascension]]'' - games published by Ars Magica's [[White Wolf | then-owner]] — this link was developed further. In these games, Clan Tremere was a faction of sorcerer-vampires. In [[Fifth Edition]], the Tremere Vampires were removed from the setting.

[[Timothy Ferguson | I]] was the author for the Tremere section of [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]], but this [[FAQ]] isn't the place to justify the change in detail. At its simplest, the vampires had consumed the identity of the House, moving from a plot hook to a defining concept. They obscured many other ideas I had for possible stories, and created problems for other writers. The previous version of the House was evil, expansionist and militant, and so it forced them to design their characters as a response to the obvious threat the House posed to the [[Order of Hermes | Order]]. House of Hermes: True Lineages was an opportunity to reimagine the four Houses it included, and so it seemed the right place to move beyond the Vampiric Tremere.

It's not correct to say that the Tremere have no connection with vampires in the [[Fifth Edition | new edition]]. House Tremere's power is still centred in Transylvania, which as a Slavic country has many [[Faerie | faeries]] which are vampires, and more than its fair share of animated dead who drink blood. Those native creatures that can be subverted to the causes of the House have been. Those which cannot be, or should not be, are destroyed. This makes the Tremere relationship to vampires complicated, but some elements of it have been discussed in HoH:TL.""

--[[Timothy Ferguson]]

}}

= References

* Core description in [[ArM5]], p. '''12''', 30.
* The House is described in great detail in ''[[Houses of Hermes: True Lineages]]'' 110-143. This description was written by [[Timothy Ferguson]].
* See also [[Line of Muj|The Line of Muj]].

---

'''Trademark Notice''': Tremere is trademark of [[White Wolf]], Inc.
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1268429954</unix>
						<iso>2010-03-12 22:39:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Added symbol as external file</comment>
					<text><![CDATA[
{{figure|http://images2.wikia.nocookie.net/arsmagica/en/images/7/70/Tremeresymbol.jpg|Symbol of House Tremere}}

|Motto:|""Voluntas vincit omnia."" (The will conquers all)|
|Symbol:|Mars incised with a square|
|[[Prima]]:|[[Poena]]|
|[[Domus Magna]]:|[[Coeris]]|

= Synopsis

One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] '''[[Tremere the Founder|Tremere]]'''. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

{{toc}}

= Specialties

While individual members of other [[Houses of Hermes|Houses]] sometimes choose to keep rather loose connections to their respective siblings, no other [[Houses of Hermes|House]] maintains a level of organization that is as strict as the one kept among the members of [[Houses of Hermes|House]] Tremere. Tremere not only organize themselves strictly hierarchically on a [[Houses of Hermes|House]]-wide scope, but also cultivate a rather formal [[parens]]-[[Filius|fili{us,a}]]-relationship throughout their lives. If there is one trait that can be applied to-, one label that can be stuck on-, and one drawer that can be used to accommodate the members of [[Houses of Hermes|House]] Tremere as a whole, it is most probably ""control"", the [[Houses of Hermes|House]] motto being ''Voluntas vincit omnia'' (lat. ''The mind conquers all''). Although this might be considered nothing more than an unqualified allegation from members outside the [[Houses of Hermes|House]], it is as likely one that members of [[Houses of Hermes|House]] Tremere are unlikely to disclaim.

[[Houses of Hermes|House]] Tremere (actively or accidentally) maintains a reputation of being a solid stronghold in the unsteady current of the [[Hermetic]] landscape, an insular, completely self-contained corporately construct, whose secrets and treasures are available only to the members of the [[Houses of Hermes|House]] — and even then only the hardiest and most ambitious individuals are likely to quality to reach the ranks of the innermost circles. Contrary to other [[Houses of Hermes|Houses]] that, under certain cicrumstances, sometimes accept members from other [[Houses of Hermes|Houses]] into their ranks, [[Houses of Hermes|House]] Tremere accepts no one but the ones that were raised under the cane and careful guidance of a watchful Tremere [[parens]].

The relationship of other [[Houses of Hermes|Houses]] towards the Tremere is twofold, to say the least: on the one hand, nobody outside the [[Houses of Hermes|House]] really knows what kind of wind is going to blow next from [[Coeris]], bolstering the stalwart reputation of an untouchable, inbred family of remote Transylvanians. On the other hand, hardly any other [[Houses of Hermes|House]], with the notable exception of the other three [[True Lineages]], matches the unbroken rigidity [[Houses of Hermes|House]] Tremere cultivates with regard to the continuous stability of the [[Order of Hermes]].

Members of [[House]] Tremere are (in-)famous throughout the [[Order of Hermes|Order]] for their proficiency in [[Certamen]].

= Fifth Edition Virtue Controversy

According to the [[RAW]], all members of House Tremere receive the virtue [[Minor Magical Focus]] in [[Certamen]] as a free house virtue. Since a magus may not have two magical foci, and since foci significantly increase the magus' power within their area, the result is that Tremere magi are at a severe disadvantage as specialists. The virtue also grants them a significant advantage in Certamen, which  many fans feel would undermine the fairness of the custom so that it would be unreasonable to maintain it past the [[Sundering]].

For these reasons, many troupes choose to provide an alternative free house virtue through a [[house rule]]. Possible virtues include [[Skilled Parens]] or equivalents (the advantage of the equivalent is that it allows the magus to enjoy both the Tremre training and a skilled parens), a "Puissant Certamen" providing +3 to Certamen rolls, or allowing Tremere magi to have a second Magical Focus. Some troupes have also expanded the free house virtue of all houses, allowing magi of all houses some (limited) selection of free virtues (note that this is explicitly recommended for Flambeau magi, in [[HoHTL]] p.26).

The [[RAW]] situation, however, is not without its advantages. By diminishing the benefits of specialization, Tremere magi are encouraged to engage more in cooperation and team-work. While their advantage in Certamen is considerable, Wizard's War is still far more risky and violent, and a poorer reflection of magi's non-martial capacity and cunning, while a Tribunal hearing is even less immediate and simple - so it stands to reason Certamen would be accepted in Hermetic society even given the Tremere advantage, especially as the House is likely to lobby for it.

{{anchor|Tremere_Vampiures}}

= House Tremere and Vampires

{{quote|In earlier editions of the game, House Tremere had vampiric members. This was given as a rumour in Second Edition, confirmed in Third, and explored a little in the Fourth. At fullest flower the idea included statistics for vampires, given in [[Medieval Bestiary Revised Edition | The Medieval Bestiary: Revised Edition]], a note that they had been destroyed in [[Houses of Hermes Book | Houses of Hermes]], and an origin story foreshadowing their return in [[Triamore | Triamore: the Covenant at Lucien's Folly]]. In ''[[http://www.white-wolf.com/|Vampire: the Masquerade]]'' and ''[[http://www.white-wolf.com/|Mage: the Ascension]]'' - games published by Ars Magica's [[White Wolf | then-owner]] — this link was developed further. In these games, Clan Tremere was a faction of sorcerer-vampires. In [[Fifth Edition]], the Tremere Vampires were removed from the setting.

[[Timothy Ferguson | I]] was the author for the Tremere section of [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]], but this [[FAQ]] isn't the place to justify the change in detail. At its simplest, the vampires had consumed the identity of the House, moving from a plot hook to a defining concept. They obscured many other ideas I had for possible stories, and created problems for other writers. The previous version of the House was evil, expansionist and militant, and so it forced them to design their characters as a response to the obvious threat the House posed to the [[Order of Hermes | Order]]. House of Hermes: True Lineages was an opportunity to reimagine the four Houses it included, and so it seemed the right place to move beyond the Vampiric Tremere.

It's not correct to say that the Tremere have no connection with vampires in the [[Fifth Edition | new edition]]. House Tremere's power is still centred in Transylvania, which as a Slavic country has many [[Faerie | faeries]] which are vampires, and more than its fair share of animated dead who drink blood. Those native creatures that can be subverted to the causes of the House have been. Those which cannot be, or should not be, are destroyed. This makes the Tremere relationship to vampires complicated, but some elements of it have been discussed in HoH:TL.""

--[[Timothy Ferguson]]

}}

= References

* Core description in [[ArM5]], p. '''12''', 30.
* The House is described in great detail in ''[[Houses of Hermes: True Lineages]]'' 110-143. This description was written by [[Timothy Ferguson]].
* See also [[Line of Muj|The Line of Muj]].

---

'''Trademark Notice''': Tremere is trademark of [[White Wolf]], Inc.
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1268596650</unix>
						<iso>2010-03-14 20:57:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Started list of members</comment>
					<text><![CDATA[
{{figure|http://images2.wikia.nocookie.net/arsmagica/en/images/7/70/Tremeresymbol.jpg|Symbol of House Tremere}}

|Motto:|""Voluntas vincit omnia."" (The will conquers all)|
|Symbol:|Mars incised with a square|
|[[Prima]]:|[[Poena]]|
|[[Domus Magna]]:|[[Coeris]]|

= Synopsis

One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] '''[[Tremere the Founder|Tremere]]'''. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

{{toc}}

= Specialties

While individual members of other [[Houses of Hermes|Houses]] sometimes choose to keep rather loose connections to their respective siblings, no other [[Houses of Hermes|House]] maintains a level of organization that is as strict as the one kept among the members of [[Houses of Hermes|House]] Tremere. Tremere not only organize themselves strictly hierarchically on a [[Houses of Hermes|House]]-wide scope, but also cultivate a rather formal [[parens]]-[[Filius|fili{us,a}]]-relationship throughout their lives. If there is one trait that can be applied to-, one label that can be stuck on-, and one drawer that can be used to accommodate the members of [[Houses of Hermes|House]] Tremere as a whole, it is most probably ""control"", the [[Houses of Hermes|House]] motto being ''Voluntas vincit omnia'' (lat. ''The mind conquers all''). Although this might be considered nothing more than an unqualified allegation from members outside the [[Houses of Hermes|House]], it is as likely one that members of [[Houses of Hermes|House]] Tremere are unlikely to disclaim.

[[Houses of Hermes|House]] Tremere (actively or accidentally) maintains a reputation of being a solid stronghold in the unsteady current of the [[Hermetic]] landscape, an insular, completely self-contained corporately construct, whose secrets and treasures are available only to the members of the [[Houses of Hermes|House]] — and even then only the hardiest and most ambitious individuals are likely to quality to reach the ranks of the innermost circles. Contrary to other [[Houses of Hermes|Houses]] that, under certain cicrumstances, sometimes accept members from other [[Houses of Hermes|Houses]] into their ranks, [[Houses of Hermes|House]] Tremere accepts no one but the ones that were raised under the cane and careful guidance of a watchful Tremere [[parens]].

The relationship of other [[Houses of Hermes|Houses]] towards the Tremere is twofold, to say the least: on the one hand, nobody outside the [[Houses of Hermes|House]] really knows what kind of wind is going to blow next from [[Coeris]], bolstering the stalwart reputation of an untouchable, inbred family of remote Transylvanians. On the other hand, hardly any other [[Houses of Hermes|House]], with the notable exception of the other three [[True Lineages]], matches the unbroken rigidity [[Houses of Hermes|House]] Tremere cultivates with regard to the continuous stability of the [[Order of Hermes]].

Members of [[House]] Tremere are (in-)famous throughout the [[Order of Hermes|Order]] for their proficiency in [[Certamen]].

= Members

The following Tremere magi are mentioned in various Ars Magica [[products|supplements]]:

* [[Tremere the Founder]]
* Stentorius ([[GotF]] page 84); see [[Fengheld]]

= Fifth Edition Virtue Controversy

According to the [[RAW]], all members of House Tremere receive the virtue [[Minor Magical Focus]] in [[Certamen]] as a free house virtue. Since a magus may not have two magical foci, and since foci significantly increase the magus' power within their area, the result is that Tremere magi are at a severe disadvantage as specialists. The virtue also grants them a significant advantage in Certamen, which  many fans feel would undermine the fairness of the custom so that it would be unreasonable to maintain it past the [[Sundering]].

For these reasons, many troupes choose to provide an alternative free house virtue through a [[house rule]]. Possible virtues include [[Skilled Parens]] or equivalents (the advantage of the equivalent is that it allows the magus to enjoy both the Tremre training and a skilled parens), a "Puissant Certamen" providing +3 to Certamen rolls, or allowing Tremere magi to have a second Magical Focus. Some troupes have also expanded the free house virtue of all houses, allowing magi of all houses some (limited) selection of free virtues (note that this is explicitly recommended for Flambeau magi, in [[HoHTL]] p.26).

The [[RAW]] situation, however, is not without its advantages. By diminishing the benefits of specialization, Tremere magi are encouraged to engage more in cooperation and team-work. While their advantage in Certamen is considerable, Wizard's War is still far more risky and violent, and a poorer reflection of magi's non-martial capacity and cunning, while a Tribunal hearing is even less immediate and simple - so it stands to reason Certamen would be accepted in Hermetic society even given the Tremere advantage, especially as the House is likely to lobby for it.

{{anchor|Tremere_Vampiures}}

= House Tremere and Vampires

{{quote|In earlier editions of the game, House Tremere had vampiric members. This was given as a rumour in Second Edition, confirmed in Third, and explored a little in the Fourth. At fullest flower the idea included statistics for vampires, given in [[Medieval Bestiary Revised Edition | The Medieval Bestiary: Revised Edition]], a note that they had been destroyed in [[Houses of Hermes Book | Houses of Hermes]], and an origin story foreshadowing their return in [[Triamore | Triamore: the Covenant at Lucien's Folly]]. In ''[[http://www.white-wolf.com/|Vampire: the Masquerade]]'' and ''[[http://www.white-wolf.com/|Mage: the Ascension]]'' - games published by Ars Magica's [[White Wolf | then-owner]] — this link was developed further. In these games, Clan Tremere was a faction of sorcerer-vampires. In [[Fifth Edition]], the Tremere Vampires were removed from the setting.

[[Timothy Ferguson | I]] was the author for the Tremere section of [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]], but this [[FAQ]] isn't the place to justify the change in detail. At its simplest, the vampires had consumed the identity of the House, moving from a plot hook to a defining concept. They obscured many other ideas I had for possible stories, and created problems for other writers. The previous version of the House was evil, expansionist and militant, and so it forced them to design their characters as a response to the obvious threat the House posed to the [[Order of Hermes | Order]]. House of Hermes: True Lineages was an opportunity to reimagine the four Houses it included, and so it seemed the right place to move beyond the Vampiric Tremere.

It's not correct to say that the Tremere have no connection with vampires in the [[Fifth Edition | new edition]]. House Tremere's power is still centred in Transylvania, which as a Slavic country has many [[Faerie | faeries]] which are vampires, and more than its fair share of animated dead who drink blood. Those native creatures that can be subverted to the causes of the House have been. Those which cannot be, or should not be, are destroyed. This makes the Tremere relationship to vampires complicated, but some elements of it have been discussed in HoH:TL.""

--[[Timothy Ferguson]]

}}

= References

* Core description in [[ArM5]], p. '''12''', 30.
* The House is described in great detail in ''[[Houses of Hermes: True Lineages]]'' 110-143. This description was written by [[Timothy Ferguson]].
* See also [[Line of Muj|The Line of Muj]].

---

'''Trademark Notice''': Tremere is trademark of [[White Wolf]], Inc.
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1268596959</unix>
						<iso>2010-03-14 21:02:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added some members</comment>
					<text><![CDATA[
{{figure|http://images2.wikia.nocookie.net/arsmagica/en/images/7/70/Tremeresymbol.jpg|Symbol of House Tremere}}

|Motto:|""Voluntas vincit omnia."" (The will conquers all)|
|Symbol:|Mars incised with a square|
|[[Prima]]:|[[Poena]]|
|[[Domus Magna]]:|[[Coeris]]|

= Synopsis

One of the twelve [[House|Houses]] of the [[Order of Hermes]], a [[True Lineage|true lineage]] of the [[Founder]] '''[[Tremere the Founder|Tremere]]'''. Tremere magi gather a few days before Tribunal, and every ten years in [[Coeris]]; they also hold [[Ceremonies of Welcome]] and funerals for their Housemates; [[HoHTL]] 116.

{{toc}}

= Specialties

While individual members of other [[Houses of Hermes|Houses]] sometimes choose to keep rather loose connections to their respective siblings, no other [[Houses of Hermes|House]] maintains a level of organization that is as strict as the one kept among the members of [[Houses of Hermes|House]] Tremere. Tremere not only organize themselves strictly hierarchically on a [[Houses of Hermes|House]]-wide scope, but also cultivate a rather formal [[parens]]-[[Filius|fili{us,a}]]-relationship throughout their lives. If there is one trait that can be applied to-, one label that can be stuck on-, and one drawer that can be used to accommodate the members of [[Houses of Hermes|House]] Tremere as a whole, it is most probably ""control"", the [[Houses of Hermes|House]] motto being ''Voluntas vincit omnia'' (lat. ''The mind conquers all''). Although this might be considered nothing more than an unqualified allegation from members outside the [[Houses of Hermes|House]], it is as likely one that members of [[Houses of Hermes|House]] Tremere are unlikely to disclaim.

[[Houses of Hermes|House]] Tremere (actively or accidentally) maintains a reputation of being a solid stronghold in the unsteady current of the [[Hermetic]] landscape, an insular, completely self-contained corporately construct, whose secrets and treasures are available only to the members of the [[Houses of Hermes|House]] — and even then only the hardiest and most ambitious individuals are likely to quality to reach the ranks of the innermost circles. Contrary to other [[Houses of Hermes|Houses]] that, under certain cicrumstances, sometimes accept members from other [[Houses of Hermes|Houses]] into their ranks, [[Houses of Hermes|House]] Tremere accepts no one but the ones that were raised under the cane and careful guidance of a watchful Tremere [[parens]].

The relationship of other [[Houses of Hermes|Houses]] towards the Tremere is twofold, to say the least: on the one hand, nobody outside the [[Houses of Hermes|House]] really knows what kind of wind is going to blow next from [[Coeris]], bolstering the stalwart reputation of an untouchable, inbred family of remote Transylvanians. On the other hand, hardly any other [[Houses of Hermes|House]], with the notable exception of the other three [[True Lineages]], matches the unbroken rigidity [[Houses of Hermes|House]] Tremere cultivates with regard to the continuous stability of the [[Order of Hermes]].

Members of [[House]] Tremere are (in-)famous throughout the [[Order of Hermes|Order]] for their proficiency in [[Certamen]].

= Members

The following Tremere magi are mentioned in various Ars Magica [[products|supplements]]:

== Living Members ==

* [[Poena]]
* Stentorius (see [[Fengheld]]): [[GotF]] page 84

== Famous Members (deceased) ==

* [[Tremere the Founder]]
* Cercistum: [[HoHTL]] page 110

= Fifth Edition Virtue Controversy

According to the [[RAW]], all members of House Tremere receive the virtue [[Minor Magical Focus]] in [[Certamen]] as a free house virtue. Since a magus may not have two magical foci, and since foci significantly increase the magus' power within their area, the result is that Tremere magi are at a severe disadvantage as specialists. The virtue also grants them a significant advantage in Certamen, which  many fans feel would undermine the fairness of the custom so that it would be unreasonable to maintain it past the [[Sundering]].

For these reasons, many troupes choose to provide an alternative free house virtue through a [[house rule]]. Possible virtues include [[Skilled Parens]] or equivalents (the advantage of the equivalent is that it allows the magus to enjoy both the Tremre training and a skilled parens), a "Puissant Certamen" providing +3 to Certamen rolls, or allowing Tremere magi to have a second Magical Focus. Some troupes have also expanded the free house virtue of all houses, allowing magi of all houses some (limited) selection of free virtues (note that this is explicitly recommended for Flambeau magi, in [[HoHTL]] p.26).

The [[RAW]] situation, however, is not without its advantages. By diminishing the benefits of specialization, Tremere magi are encouraged to engage more in cooperation and team-work. While their advantage in Certamen is considerable, Wizard's War is still far more risky and violent, and a poorer reflection of magi's non-martial capacity and cunning, while a Tribunal hearing is even less immediate and simple - so it stands to reason Certamen would be accepted in Hermetic society even given the Tremere advantage, especially as the House is likely to lobby for it.

{{anchor|Tremere_Vampiures}}

= House Tremere and Vampires

{{quote|In earlier editions of the game, House Tremere had vampiric members. This was given as a rumour in Second Edition, confirmed in Third, and explored a little in the Fourth. At fullest flower the idea included statistics for vampires, given in [[Medieval Bestiary Revised Edition | The Medieval Bestiary: Revised Edition]], a note that they had been destroyed in [[Houses of Hermes Book | Houses of Hermes]], and an origin story foreshadowing their return in [[Triamore | Triamore: the Covenant at Lucien's Folly]]. In ''[[http://www.white-wolf.com/|Vampire: the Masquerade]]'' and ''[[http://www.white-wolf.com/|Mage: the Ascension]]'' - games published by Ars Magica's [[White Wolf | then-owner]] — this link was developed further. In these games, Clan Tremere was a faction of sorcerer-vampires. In [[Fifth Edition]], the Tremere Vampires were removed from the setting.

[[Timothy Ferguson | I]] was the author for the Tremere section of [[Houses of Hermes True Lineages | Houses of Hermes: True Lineages]], but this [[FAQ]] isn't the place to justify the change in detail. At its simplest, the vampires had consumed the identity of the House, moving from a plot hook to a defining concept. They obscured many other ideas I had for possible stories, and created problems for other writers. The previous version of the House was evil, expansionist and militant, and so it forced them to design their characters as a response to the obvious threat the House posed to the [[Order of Hermes | Order]]. House of Hermes: True Lineages was an opportunity to reimagine the four Houses it included, and so it seemed the right place to move beyond the Vampiric Tremere.

It's not correct to say that the Tremere have no connection with vampires in the [[Fifth Edition | new edition]]. House Tremere's power is still centred in Transylvania, which as a Slavic country has many [[Faerie | faeries]] which are vampires, and more than its fair share of animated dead who drink blood. Those native creatures that can be subverted to the causes of the House have been. Those which cannot be, or should not be, are destroyed. This makes the Tremere relationship to vampires complicated, but some elements of it have been discussed in HoH:TL.""

--[[Timothy Ferguson]]

}}

= References

* Core description in [[ArM5]], p. '''12''', 30.
* The House is described in great detail in ''[[Houses of Hermes: True Lineages]]'' 110-143. This description was written by [[Timothy Ferguson]].
* See also [[Line of Muj|The Line of Muj]].

---

'''Trademark Notice''': Tremere is trademark of [[White Wolf]], Inc.
]]></text>
				</version>
			</history>
		</page>
		<page node="680">
			<name>charging</name>
			<title>Charging</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241362351</unix>
						<iso>2009-05-03 16:52:31</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

Charging is a combat action that was included in [[ArM4]], but is not present in [[Fifth Edition]].  Use the [[Exertion]] rule instead (and apply the bonus to the Attack Total), or create a [[House Rule]].
]]></text>
				</version>
			</history>
		</page>
		<page node="681">
			<name>combat_fatigue</name>
			<title>Combat Fatigue</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM4</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241364386</unix>
						<iso>2009-05-03 17:26:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

In Ars Magica, characters can suffer [[Short Term Fatigue]] as a result of strenuous activity, including combat.

= Combat Fatigue in [[ArM5]]

Unlike previous editions, [[ArM5]] has no strict rules for characters to involuntarily lose [[Fatigue Level | Fatigue Levels]] in combat.  Characters typically become tired only through voluntarily using the [[Exertion]] combat option.

The [[Storyguide]] can still call for [[Short Term Fatigue]] rolls under unusual circumstances, such as when characters are fighting for an extremely long time or under adverse conditions.  Such situations are best handled using a sense of fairness and reasonableness.

= Combat Fatigue in Earlier Editions

In [[ArM4]] and earlier, characters had to make "Fatigue Rolls" at specified times during battles.  The intent of the rules was that characters would gradually tire out and lose [[Fatigue Level | Fatigue Levels]] over the course of a battle.  How well this worked in practice is a matter of opinion.  Due to the random factor of the die roll, a bad run of luck could cause a character to become exhausted very early in a battle, and conversely a series of lucky rolls could result in a character staying completely fresh while his opponents swooned from exhaustion.

* In [[ArM4]], combat fatigue was rolled every round, but the character's weapon skill was figured in to the Fatigue Total.  This meant that skilled characters could fight for a long time without becoming tired.  Some players felt that rolling every round was an inconvenience.
* In [[ArM3]], characters rolled for [[Short Term Fatigue]] whenever they changed actions in battle: switching from missile attacks to melee, changing opponents, and so on.  This kept the number of Fatigue rolls fairly low, but led to a a high variability in how quickly characters tired out.  

= References

* Short-Term Fatigue, [[ArM5]] page 178.

= See also

* [[Exertion]]
* [[Fatigue Penalty]]
* [[Short Term Fatigue]]
* [[Long Term Fatigue]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241438859</unix>
						<iso>2009-05-04 14:07:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Rephrased some awkward wording</comment>
					<text><![CDATA[
= Synopsis

In Ars Magica, characters can suffer [[Short Term Fatigue]] as a result of strenuous activity, including combat.

= Combat Fatigue in [[ArM5]]

Unlike previous editions, [[ArM5]] has no strict rules for characters to involuntarily lose [[Fatigue Level | Fatigue Levels]] in combat.  Characters typically become tired only through voluntarily using the [[Exertion]] combat option.

The [[Storyguide]] can still call for [[Short Term Fatigue]] rolls under unusual circumstances, such as when characters are fighting for an extremely long time or under adverse conditions.  Such situations are best handled using common sense, with an emphasis on fairness and pacingness and pacing.

= Combat Fatigue in Earlier Editions

In [[ArM4]] and earlier, characters had to make "Fatigue Rolls" at specified times during battles.  The intent of the rules was that characters would gradually tire out and lose [[Fatigue Level | Fatigue Levels]] over the course of a battle.  How well this worked in practice is a matter of opinion.  Due to the random factor of the die roll, a bad run of luck could cause a character to become exhausted very early in a battle, and conversely a series of lucky rolls could result in a character staying completely fresh while his opponents swooned from exhaustion.

* In [[ArM4]], combat fatigue was rolled every round, but the character's weapon skill was figured in to the Fatigue Total.  This meant that skilled characters could fight for a long time without becoming tired.  Some players felt that rolling every round was an inconvenience.
* In [[ArM3]], characters rolled for [[Short Term Fatigue]] whenever they changed actions in battle: switching from missile attacks to melee, changing opponents, and so on.  This kept the number of Fatigue rolls fairly low, but led to a a high variability in how quickly characters tired out.  

= References

* Short-Term Fatigue, [[ArM5]] page 178.

= See also

* [[Exertion]]
* [[Fatigue Penalty]]
* [[Short Term Fatigue]]
* [[Long
]]></text>
				</version>
			</history>
		</page>
		<page node="682">
			<name>initiative</name>
			<title>Initiative</title>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241379966</unix>
						<iso>2009-05-03 21:46:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Initiative''' determines the order in which characters act in [[Combat]] or [[Certamen]].  A character's Initiative score is one of the five combat scores, calculated as per the formula on page 171 of [[ArM5]].

= Terminology: Initiative Score and Initiative Total

To be precise, a character's '''Initiative Score''' is a fixed number written on the character sheet.  In combat, a player rolls a [[Stress Die]] and adds the character's Initiative Score.  The result is called an '''Initiative Total'''.

= When to Roll Initiative

In Fifth Edition, each character rolls Initiative only once, at the start of [[Combat]] (or [[Certamen]]).  Initiative may also be used at the start any action scene where it matters which character acts first: for example, a chase scene.  The character with the highest Initiative Total acts first, and then other characters act in descending order of their Initiative Total.

On subsequent rounds, do ''not'' roll Initiative again.  All characters simply get another turn, following the same sequence, and keep acting in the same order until the end of the battle.  This works pretty much the same as Third Edition D&D, for players who are familiar with that game.

= Tie-Breaking

If two or more characters have the same Initiative Total, roll again to break the ties.  This tie-breaking roll only affects the relative order of the characters whose Initiative Totals were tied: it does not supersede the original Initiative roll (see Example of Initiative, [[ArM5]] page 172).

= Initiative and Spellcasting

For regular formulaic or spontaneous spellcasting (as opposed to [[Fast Casting]]), a magus casts spells at his normal turn in the round as determined by his initiative roll. On page 83, under "Magic" (as a combat option), the rules say spells have no weapon initiative modifier so spellcasting initiative is a stress die plus Quickness. The spell takes effect immediately once you cast it.

= Initiative and Changing Weapons

There are no official rules for this - it's probably another thing that was left out for simplicity or brevity. Common sense suggests that a character who changes weapons shouldn't get a free re-roll of Initiative. Instead, just change the character's Initiative count by the difference between the Init bonuses of his old weapon and his new weapon.

For example, [[http://www.atlas-games.com/pdf_storage/Gerard.pdf | Gerard the Turb Warrior]], the famous Fifth Edition sample character, confronts a pair of highwaymen. He wants to dissuade them from robbing him, but not necessarily cripple them, so he uses his staff instead of his mace. He rolls a 5 for Initiative and his staff's Init bonus is +1, for a total of 6. He fights for a couple of rounds until two more highwaymen spring from the bushes. Now seriously threatened, he drops the staff and whips out his mace. We'll pretend he forgot what his actual die roll was but knows that he goes on a 6 because the storyguide wrote that down. The mace's Init bonus is one lower than the staff's, so Gerard goes on initiative 5 for as long as he uses his mace.

= References

* Combat Scores, [[ArM5]] page 171
* Combat Sequence, [[ArM5]] page 171
* Example of Initiative, [[ArM5]] page 172

= See also

* [[Combat]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241380276</unix>
						<iso>2009-05-03 21:51:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Fourth Edition information</comment>
					<text><![CDATA[
= Synopsis

'''Initiative''' determines the order in which characters act in [[Combat]] or [[Certamen]].  A character's Initiative score is one of the five combat scores, calculated as per the formula on page 171 of [[ArM5]].

= Terminology: Initiative Score and Initiative Total

To be precise, a character's '''Initiative Score''' is a fixed number written on the character sheet.  In combat, a player rolls a [[Stress Die]] and adds the character's Initiative Score.  The result is called an '''Initiative Total'''.

= When to Roll Initiative

In Fifth Edition, each character rolls Initiative only once, at the start of [[Combat]] (or [[Certamen]]).  Initiative may also be used at the start any action scene where it matters which character acts first: for example, a chase scene.  The character with the highest Initiative Total acts first, and then other characters act in descending order of their Initiative Total.

On subsequent rounds, do ''not'' roll Initiative again.  All characters simply get another turn, following the same sequence, and keep acting in the same order until the end of the battle.  This works pretty much the same as Third Edition D&D, for players who are familiar with that game.

== Initiative in Earlier Editions

In [[Fourth Edition]], Initiative was rolled during the Movement phase of the combat round (page 164).  If two characters wanted to engage each other, there would be an [[Opposed Die Roll | opposed roll]] and the character with the higher Initiative Total would determine the range at which the characters engaged.  Furthermore, the winner of the engagement contest got a bonus to his Attack score.  In practice this meant Initiative was rolled frequently, but not necessarily every round.

= Tieitiative in Earlier Editions

In [[Fourth Edition]], Initiative was rolled during the Movement phase of the combat round (page 164).  If two characters wanted to engage each other, there would be an [[Opposed Die Roll | opposed roll]] and the character with the higher Initiative Total would determine the range at which the characters engaged.  Furthermore, the winner of the engagement contest got a bonus to his Attack score.  In practice this meant Initiative was rolled frequently, but not necessarily every round.

= Tie-Breaking

If two or more characters have the same Initiative Total, roll again to break the ties.  This tie-breaking roll only affects the relative order of the characters whose Initiative Totals were tied: it does not supersede the original Initiative roll (see Example of Initiative, [[ArM5]] page 172).

= Initiative and Spellcasting

For regular formulaic or spontaneous spellcasting (as opposed to [[Fast Casting]]), a magus casts spells at his normal turn in the round as determined by his initiative roll. On page 83, under "Magic" (as a combat option), the rules say spells have no weapon initiative modifier so spellcasting initiative is a stress die plus Quickness. The spell takes effect immediately once you cast it.

= Initiative and Changing Weapons

There are no official rules for this - it's probably another thing that was left out for simplicity or brevity. Common sense suggests that a character who changes weapons shouldn't get a free re-roll of Initiative. Instead, just change the character's Initiative count by the difference between the Init bonuses of his old weapon and his new weapon.

For example, [[http://www.atlas-games.com/pdf_storage/Gerard.pdf | Gerard the Turb Warrior]], the famous Fifth Edition sample character, confronts a pair of highwaymen. He wants to dissuade them from robbing him, but not necessarily cripple them, so he uses his staff instead of his mace. He rolls a 5 for Initiative and his staff's Init bonus is +1, for a total of 6. He fights for a coupl
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241380359</unix>
						<iso>2009-05-03 21:52:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added anchor</comment>
					<text><![CDATA[
= Synopsis

'''Initiative''' determines the order in which characters act in [[Combat]] or [[Certamen]].  A character's Initiative score is one of the five combat scores, calculated as per the formula on page 171 of [[ArM5]].

= Terminology: Initiative Score and Initiative Total

To be precise, a character's '''Initiative Score''' is a fixed number written on the character sheet.  In combat, a player rolls a [[Stress Die]] and adds the character's Initiative Score.  The result is called an '''Initiative Total'''.

= When to Roll Initiative

In Fifth Edition, each character rolls Initiative only once, at the start of [[Combat]] (or [[Certamen]]).  Initiative may also be used at the start any action scene where it matters which character acts first: for example, a chase scene.  The character with the highest Initiative Total acts first, and then other characters act in descending order of their Initiative Total.

On subsequent rounds, do ''not'' roll Initiative again.  All characters simply get another turn, following the same sequence, and keep acting in the same order until the end of the battle.  This works pretty much the same as Third Edition D&D, for players who are familiar with that game.

== Initiative in Earlier Editions

In [[Fourth Edition]], Initiative was rolled during the Movement phase of the combat round (page 164).  If two characters wanted to engage each other, there would be an [[Opposed Die Roll | opposed roll]] and the character with the higher Initiative Total would determine the range at which the characters engaged.  Furthermore, the winner of the engagement contest got a bonus to his Attack score.  In practice this meant Initiative was rolled frequently, but not necessarily every round.

= Tie-Breaking

If two or more characters have the same Initiative Total, roll again to break the ties.  This tie-breaking roll only affects the relative order of the characters whose Initiative Totals were tied: it does not supersede the original Initiative roll (see Example of Initiative, [[ArM5]] page 172).

= [anchor:Spells][anchor:Spells]Initiative and Spellcasting

For regular formulaic or spontaneous spellcasting (as opposed to [[Fast Casting]]), a magus casts spells at his normal turn in the round as determined by his initiative roll. On page 83, under "Magic" (as a combat option), the rules say spells have no weapon initiative modifier so spellcasting initiative is a stress die plus Quickness. The spell takes effect immediately once you cast it.

= Initiative and Changing Weapons

There are no official rules for this - it's probably another thing that was left out for simplicity or brevity. Common sense suggests that a character who changes weapons shouldn't get a free re-roll of Initiative. Instead, just change the character's Initiative count by the difference between the Init bonuses of his old weapon and his new weapon.

For example, [[http://www.atlas-games.com/pdf_storage/Gerard.pdf | Gerard the Turb Warrior]], the famous Fifth Edition sample character, confronts a pair of highwaymen. He wants to dissuade them from robbing him, but not necessarily cripple them, so he uses his staff instead of his mace. He rolls a 5 for Initiative and his staff's Init bonus is +1, for a total of 6. He fights for a couple of rounds until two more highwaymen spring from the bushes. Now seriously threatened, he drops the staff and whips out his mace. We'll pretend he forgot what his actual die roll was but knows that he goes on a 6 because the storyguide wrote that down. The mace's Init bonus is one lower than the staff's, so Gerard goes on initiative 5 for as long as he uses his mace.

= References

* Combat Scores, [[ArM5]] page 171
* Combat Sequence, [[ArM5]] page 171
* Example of Initiative, [[ArM5]] page 172

= See als
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1241380375</unix>
						<iso>2009-05-03 21:52:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added anchor</comment>
					<text><![CDATA[
= Synopsis

'''Initiative''' determines the order in which characters act in [[Combat]] or [[Certamen]].  A character's Initiative score is one of the five combat scores, calculated as per the formula on page 171 of [[ArM5]].

= Terminology: Initiative Score and Initiative Total

To be precise, a character's '''Initiative Score''' is a fixed number written on the character sheet.  In combat, a player rolls a [[Stress Die]] and adds the character's Initiative Score.  The result is called an '''Initiative Total'''.

= When to Roll Initiative

In Fifth Edition, each character rolls Initiative only once, at the start of [[Combat]] (or [[Certamen]]).  Initiative may also be used at the start any action scene where it matters which character acts first: for example, a chase scene.  The character with the highest Initiative Total acts first, and then other characters act in descending order of their Initiative Total.

On subsequent rounds, do ''not'' roll Initiative again.  All characters simply get another turn, following the same sequence, and keep acting in the same order until the end of the battle.  This works pretty much the same as Third Edition D&D, for players who are familiar with that game.

== Initiative in Earlier Editions

In [[Fourth Edition]], Initiative was rolled during the Movement phase of the combat round (page 164).  If two characters wanted to engage each other, there would be an [[Opposed Die Roll | opposed roll]] and the character with the higher Initiative Total would determine the range at which the characters engaged.  Furthermore, the winner of the engagement contest got a bonus to his Attack score.  In practice this meant Initiative was rolled frequently, but not necessarily every round.

= Tie-Breaking

If two or more characters have the same Initiative Total, roll again to break the ties.  This tie-breaking roll only affects the relative order of the characters whose Initiative Totals were tied: it does not supersede the original Initiative roll (see Example of Initiative, [[ArM5]] page 172).

= [anchor:Spells]Initiative and Spellcasting

For regular formulaic or spontaneous spellcasting (as opposed to [[Fast Casting]]), a magus casts spells at his normal turn in the round as determined by his initiative roll. On page 83, under "Magic" (as a combat option), the rules say spells have no weapon initiative modifier so spellcasting initiative is a stress die plus Quickness. The spell takes effect immediately once you cast it.

= [anchor:ChangeWeapons][anchor:ChangeWeapons]Initiative and Changing Weapons

There are no official rules for this - it's probably another thing that was left out for simplicity or brevity. Common sense suggests that a character who changes weapons shouldn't get a free re-roll of Initiative. Instead, just change the character's Initiative count by the difference between the Init bonuses of his old weapon and his new weapon.

For example, [[http://www.atlas-games.com/pdf_storage/Gerard.pdf | Gerard the Turb Warrior]], the famous Fifth Edition sample character, confronts a pair of highwaymen. He wants to dissuade them from robbing him, but not necessarily cripple them, so he uses his staff instead of his mace. He rolls a 5 for Initiative and his staff's Init bonus is +1, for a total of 6. He fights for a couple of rounds until two more highwaymen spring from the bushes. Now seriously threatened, he drops the staff and whips out his mace. We'll pretend he forgot what his actual die roll was but knows that he goes on a 6 because the storyguide wrote that down. The mace's Init bonus is one lower than the staff's, so Gerard goes on initiative 5 for as long as he uses his mace.

= References

* Combat Scores, [[ArM5]] page 171
* Combat Sequence, [[ArM5]] page 171
* Example of Initiative, [[ArM5]] page 172

=
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1241867010</unix>
						<iso>2009-05-09 13:03:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed &quot;Synopsis&quot; heading</comment>
					<text><![CDATA[
e''' determines the order in which characters act in [[Combat]] or [[Certamen]].  A character's Initiative score is one of the five combat scores, calculated as per the formula on page 171 of [[ArM5]].

= Terminology: Initiative Score and Initiative Total

To be precise, a character's '''Initiative Score''' is a fixed number written on the character sheet.  In combat, a player rolls a [[Stress Die]] and adds the character's Initiative Score.  The result is called an '''Initiative Total'''.

= When to Roll Initiative

In Fifth Edition, each character rolls Initiative only once, at the start of [[Combat]] (or [[Certamen]]).  Initiative may also be used at the start any action scene where it matters which character acts first: for example, a chase scene.  The character with the highest Initiative Total acts first, and then other characters act in descending order of their Initiative Total.

On subsequent rounds, do ''not'' roll Initiative again.  All characters simply get another turn, following the same sequence, and keep acting in the same order until the end of the battle.  This works pretty much the same as Third Edition D&D, for players who are familiar with that game.

== Initiative in Earlier Editions

In [[Fourth Edition]], Initiative was rolled during the Movement phase of the combat round (page 164).  If two characters wanted to engage each other, there would be an [[Opposed Die Roll | opposed roll]] and the character with the higher Initiative Total would determine the range at which the characters engaged.  Furthermore, the winner of the engagement contest got a bonus to his Attack score.  In practice this meant Initiative was rolled frequently, but not necessarily every round.

= Tie-Breaking

If two or more characters have the same Initiative Total, roll again to break the ties.  This tie-breaking roll only affects the relative order of the characters whose Initiative Totals were tied: it does not supersede the original Initiative roll (see Example of Initiative, [[ArM5]] page 172).

= [anchor:Spells]Initiative and Spellcasting

For regular formulaic or spontaneous spellcasting (as opposed to [[Fast Casting]]), a magus casts spells at his normal turn in the round as determined by his initiative roll. On page 83, under "Magic" (as a combat option), the rules say spells have no weapon initiative modifier so spellcasting initiative is a stress die plus Quickness. The spell takes effect immediately once you cast it.

= [anchor:ChangeWeapons]Initiative and Changing Weapons

There are no official rules for this - it's probably another thing that was left out for simplicity or brevity. Common sense suggests that a character who changes weapons shouldn't get a free re-roll of Initiative. Instead, just change the character's Initiative count by the difference between the Init bonuses of his old weapon and his new weapon.

For example, [[http://www.atlas-games.com/pdf_storage/Gerard.pdf | Gerard the Turb Warrior]], the famous Fifth Edition sample character, confronts a pair of highwaymen. He wants to dissuade them from robbing him, but not necessarily cripple them, so he uses his staff instead of his mace. He rolls a 5 for Initiative and his staff's Init bonus is +1, for a total of 6. He fights for a couple of rounds until two more highwaymen spring from the bushes. Now seriously threatened, he drops the staff and whips out his mace. We'll pretend he forgot what his actual die roll was but knows that he goes on a 6 because the storyguide wrote that down. The mace's Init bonus is one lower than the staff's, so Gerard goes on initiative 5 for as long as he uses his mace.

= References

* Combat Scores, [[ArM5]] page 171
* Combat Sequence, [[ArM5]] page 171
* Example of Initiative, [[ArM5]] page 172

= See also

* [[Combat]]
]]></text>
				</version>
			</history>
		</page>
		<page node="683">
			<name>medieval_paradigm</name>
			<title>Medieval Paradigm</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241382179</unix>
						<iso>2009-05-03 22:22:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The '''Medieval Paradigm''' is the principle that, in the world of [[Mythic Europe]], medieval beliefs are accurate observations of reality: that the game world operates as medieval people thought their world did.  The extent to which this is or should be true is a subject of debate in the [[Fan Community]].

[[Fifth Edition]] does not place as much emphasis on the medieval paradigm as did earlier editions.  [[ArM3]], in particular, put the medieval paradigm in a more prominent and central role than was done with other editions of the game. 

= Introduction

    Medieval Paradigm is the topic most likely to start heated discussion on the Ars Magica [[Mailing List]] (note that we never have Flame Wars). Put simply, it is the game tenet that states that medieval Europe existed as its residents believed it to. Faeries and Giants, God and Satan, and all between existed and had an effect on the day-to-day life of those living at the time. Scientific principles that we accept as determining the nature of the universe do not exist in Medieval Europe; diseases are caused by humour imbalances and demonic possesions, meat sponaneously degenerates into maggots when left out, and other such concepts are the foundation of the Medieval Paradigm.

    The effect this has on game play varies from saga to saga. Some troupes implement a very tight implementation of the paradigm, while others choose to play it a little more free and loose. There have been many interesting and informative arguments about the intricacies of paradigm, including but not limited to:

        * Does a maga who has casts Eyes of the Cat on herself see in color or monochrome?
        * Does metal armor make one more susceptible to lightning-type damage?
        * Are the stars in the heavens really jewels running on a great track?
        * How should women be portrayed?
        * Is the Pope infallible?
        * Are the Saracens really bloodthirsty demon-worshippers?

    These questions, while quite interesting to discuss, don't have a "correct" answer; like most things in Ars Magica, the final decision rests with the troupe.

=Definition of Paradigm

I begin with some definitions of paradigm that I believe will be acceptable to all.

[begin:.quote]
Paradigm -- a) a pattern, example, or model b) an overall concept accepted by most people in an intellectual community, as a science, because of its effectiveness in explaining a complex process, idea, or set of data.

["-- Webster's New World Dictionary, Third College Edition]
[end:.quote]

[begin:.quote]
A paradigm is a set of rules and regulations (written or unwritten) that does two things: it establishes or defines boundaries it tells you how to behave inside the boundaries in order to be successful.

["--Barker, Joel A. Paradigms, New York: Harper Collins Publishers, 1992]
[end:.quote]

    
[begin:.quote]
Paradigm:  The dictionary meaning is "an outstandingly clear or typical example or archetype." Paradigm is from the Greek compound word paradeigma, with para meaning alongside and deiknunai meaning to see or to show. A paradigm is a concept, often assumed or subconscious, that enables one to see and understand. It is not the thoughts we have, but the framework around which our thoughts are formed. In this sense, our paradigms are the mental tools or mindsets that we use to understand a situation.

["-- Merriam-Webster's Collegiate Dictionary, Tenth Edition]
[end:.quote]

= The Controversy over Paradigm

For Ars Magica, the term paradigm is a difficult and often controversial subject. When it is brought up, it often elicits immediate and often damning response. Yet, at the heart of the debate lies a commentary on the approach to, and the possibility of, the game.

The issue is further complicated by the fact that the well-worn phrase "it's not in paradigm" may be used to mean, typically (and it should be noted that these three points are not exclusive, but often are unused simultaneously, depending on the user):

   1. that it doesn't follow the physical laws of the game world, usually held to be Aristotelian OR
   2. that it (whether point of view, technology, material good, etc.) is anachronistic to the historic Middle Ages OR
   3. that it does not accord with the speaker's conception of Mythic Europe, drawn on some other basis

These uses of the word cannot help causing a great deal of confusion and irritation among many people. Thus we have the regular, and sometimes acrimonious, discussions on paradigm.

There are two major points of debate of the concept. The first is the very meaning of the term and its applicability to the game. The second deals with how the concepts behind the term should be applied. I shall first look at the debates on the meaning of the term.
The Value of Paradigm

The first group tends to be best categorized by, "if it isn't broke, don't fix it." This group takes the reasonable position that no matter what the technical or specialist terminology of paradigm that may or may not be used in academia, at the heart the word means: "a pattern, example, or model." The express the opinion is that the word paradigm accurately expresses what the game intends, and that further attempts to describe the concept in other terms should be ignored. This argument usually decides upon a definition of paradigm along these lines as best suited for the game: "The set of rules and laws designed to simulate natural laws that gamers use to define what is and is not possible for their characters to accomplish in their fictional world."

The second tendency is those who wish to stick to a more strict Kuhnian definition of paradigm, that of: an overall concept accepted by most people in an intellectual community, as a science, because of its effectiveness in explaining a complex process, idea, or set of data. Due to this interpretation, this group often finds the use of paradigm within Ars Magica to be misleading or just plain wrong. Many who prescribe here usually argue for the removal of the word and the substitution of more accurate concepts, such as worldview or cosmology.

The third argument is perhaps the most quixotic, as it is not a true argument at all. Here we have those postings to the list asking that this discussion be ended. This group usually creates more messages decrying the discussion of paradigm than those arguing the above two.

The discussion of the meaning of paradigm usually resolves to five options, where the discussion usually becomes bogged down, turns into a flame war or people lose interest for the moment:

   1. Agreeing that there is not something that the term 'paradigm' is used to refer to; therefore, agreement to recognize the term 'paradigm' to refer to this thing, and then argue out of exactly what that meaning might be.
   2. Choose of an appropriate substitute word: 'worldview' for the subjective and 'cosmology' for the objective.
   3. Avoidance of the word 'paradigm' as an inconvenient shortcut word and and the choice to discuss the longhand implications
   4. Continuing to use the word 'paradigm' and argue out of how nobody/anybody/somebody has exclusive right to its application.
   5. Becoming disgusted by the whole thing and/or letting the naysayers end the discussion.

= Paradigm and Ars Magica

The other major discussion point regarding paradigm is how to view whatever it represents in the Ars Magica universe. On one side we have the paradigm is absolute. The other side, albeit smaller, tends to argue something often called "belief defines reality" or "bdr" for short.

The absolute paradigm folks take the argument, to varying degrees depending on their view, that what the medieval person believed is the physical (and metaphysical) nature of reality. Hopefully adding the caveat that the game specific aspects are also true, that is, faerie, hermetic magic, etc. Often times the term "big-P paradigm" comes along. This is usually used to refer to the unalterable reality, or the cosmology, of the Ars Magica world. In this context, "little-p paradigms" are what people believe, which may or may not be true.

The inevitable difficulty against this position is that there are many groups within Europe that have their own, sometimes opposing worldviews. Thus it quickly becomes difficult to sort and choose on what is true and what is not. A similar difficulty here is the often brought up argument that we usually only discuss the viewpoint of the educated, and thus the clergy. The simple response to this is that we only have access to their beliefs since they are the only ones who wrote them down.

The second group in this part of the argument is the "belief defines reality" crowd. This argument reached its hey-day during the time White Wolf was publishing the game. Its proponents argue that it is only people's belief in something that makes it change. If people's beliefs change, then so does reality. The logical conclusion of this is that if you get enough people to believe something than reality changes accordingly. This was originally required by [[White Wolf]] to explain how the Ars Magica universe would evolve into their [[World of Darkness]].

=Teleology and Paradigm

Teleology is the study of ends, purposes, and goals have a teleological world view, the ends of things are seen as providing the meaning for all that has happened or that occurs. If you think about history as a timeline with a beginning and end, in a teleological view of the world and of history, the meaning and value of all historic events derive from their ends or purposes, that is, all events in history are future-directed. Aristotle's thought is manifestly teleological; of the four "reasons" or "causes" (aitia) for things, the most important reason is the "purpose" or "end" for which that thing was made or done. The Christian world view is fundamentally teleological; all of history is directed towards the completion of history at the end of time. When history ends, then the meaning and value of human historic teleology experience will be fulfilled. Modern European culture is overwhelmingly teleological in its experience of history, that is, we see history and experience as entirely future-directed. This, in part, is responsible for the proliferation of alternatives, for in a teleological world view, history has potentially an infinite number of options and alternatives, and this proliferation of alternatives is primarily responsible for the crisis of modernity.

In Ars Magica, this term is often used concerning the question of the eventual outcome of Mythic Europe. Does the world eventually turn out like our own, or does it go off in a totally different direction, or something all together different? Ars Magica is an account of Earth as it might have been in consequence of some hypothetical alteration in history, in this case the presence of magic, faerie and the true power of God. The question then becomes, what will its future bring. This is a question that only the individual saga can give. However, the list has tended to have its share of discussion of the subject. Like anything, there are several positions staked out and then a wide spectrum of belief between those.

A normal view is to make a connection i) historical fidelity, ii) historical teleology, and iii) cosmological commitment. The implication is that fidelity to our-world history goes along with a commitment to modern physics and cosmology. There are many different ways to be faithful to the historical record, and one of them, which is perhaps the standard one -- presented in the various Ars Magica books, is to be faithful to some of the beliefs of the inhabitants of our medieval Europe -- so that the sun does circle the Earth, and a different physics is in operation. Furthermore, playing through our world history, with a different set of explanatory resources (magic, the Fay, demons, Hermetic conspiracies, Aristotelian cosmology) than is available to the modern historian, can form the basis of highly imaginative Sagas that have no concern to prevent divergence from our world history beyond a certain point -- and hence have no commitment at all to the development of the modern world. Historical fidelity can also take the form of a commitement to socio-economic history, without resort to significant events in the political sphere.

An eventual goal to this view would be to develop a future history for Ars Magica, utilizing the socio-economic history of our own as a guide. Such an undertaking has daunted even the most ambitious of us on the list.

Others would argue that it is impossible to develop the modern age with the assumptions brought to Mythic Europe. For them, a truly 'mythic' campaign requires diverging far and wide from the historical record. This is an attractive view since it requires little thought on merging our history with all the difficult assumptions that Faerie and Magic and such are real.

Others imagine a game world where the history is like ours, though cosmology is different and the teleological commitment is just the one of the medieval theologians. That prethomistic medieval theology usually did not consider the contemporary politics and historical events of the time under this aspect -- unless an author's intention is obviously panegyrical. Indeed every prerequisite for the individual's salvation, but the contribution of the individual herself, has already been provided by the sacrifice of Christ. So, in the view of Augustine in particular, there is only one issue of the present that is of importance under teleological perspective: the continuous existence and operation of the church. This is supposed to be guaranteed by decree of God. Any other historical events are accidental until the end of time, even the crusades. St. Bernhard used the complete indulgence offered by Eugenius III, not any teleological arguments regarding history, to incite the assembly of Vezelay 1146 -- as far as we know. Of course there were dissenters who gave the present more importance concerning the end of the world: Joachim de Flore with his great following, and most heretics. Thomas Aquinas, however, again avoids the treacherous terrain of teleology in contemporary history and politics nicely. This position might be thought of as a good argument in the starting condition of Ars Magica: there all the history up to the starting point of a campaign has happened by the history book, and still there are magi, faeries, dragons, saints and demons. So it is logical to think how history can proceed by the book while magi, faeries, dragons, saints and demons are still cavorting about in the game world.

Wherever one falls on the debate, in the end, the issue of history and its use in Ars Magica is a fascinating one, one that can and does provide many hours of fascinating debate. Long may we continue to ponder these questions.

=Some Personal Reflections

The most important thing about the whole paradigm discussion, no matter where you are is to have patience. Learn from others' mistakes. This subject can and will easily develop into a flamewar. So think closely about what you truly wish to say, and then say it. Do not let others discourage you from the subject. Do not let others say this issue has been hashed over a million times, perhaps it has, but there are still important things to be covered. No discussion can ever truly be over. Contrary to what some may say this is an important issue for this game. One that should, and will, be continually reexamined. Read what others have posted, and then add your view points and opinions. And above all, have fun with it.

["-- Jeremiah Genest]
]]></text>
				</version>
			</history>
		</page>
		<page node="684">
			<name>latin</name>
			<title>Latin</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241383999</unix>
						<iso>2009-05-03 22:53:19</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Latin''' is the primary language of the [[Order of Hermes]].  Most magi use it as a spoken language among themselves, and also to write [[Lab Text | Lab Texts]] and other [[Books]].

Latin is also the language of the [[Church]] and of educated Europeans generally.

In Eastern Europe, [[Greek]] typically fills a similar role.  Magi in the [[Thebes Tribunal]] may or may not learn Latin as a secondary language with which to communicate with foreign magi.

= Latin Primer for Ars Magica Players

There are several good English-Latin dictionaries online. For example, you might try http://cawley.archives.nd.edu/cgi-bin/lookdown.pl. The information you find there or in any Latin dictionary is useful, but you can be even more accurate by learning a bit about Latin grammar. If you're looking to say something in Latin, chances are it's a name for a character or a covenant or something like that, for which a little summary of Latin grammar should be very helpful. If you want to translate your charter into Latin, that's a little too ambitious for this FAQ.

Here's two common Ars Magica words as they might be presented in a Latin dictionary:

    [! aqua -ae f. \[water\] ]
    [! magus -i m. \[magician\] ]

Latin nouns have several different cases. Case describes the purpose of the noun within the sentence. The first case is called the nominative, which is the case you would use if you want to name something, like a magus or a covenant, or if you wanted to define the subject of a sentence. These are likely to be the most common words you'll want to look up, and conveniently, this is the word presented by a dictionary entry.

Latin doesn't have articles, like "a" or "the," so they can be applied as desired. "Magus" means "magician," "the magician," or "a magician," and it is up to the reader to determine the meaning based on context.

In the dictionary listing, after the nominative, you will find a suffix which tells us how to form the second case, which is called the genitive. The genitive is used to indicate origin or possession, and can be roughly translated as "of (word)." For example, "magus aquae" could be translated as "magician of the water." The order of the words doesn't matter; you could say "aquae magus" and mean the same thing, the emphasis would just be more on the water than the magus, something like "the water's magician."

You might question why we are using "aqua" instead of "aquam." Doesn't "aquam" mean "water" in Ars Magica? It does, but it is a different case of "water," called the accusative. This is because "aquam" is used as the direct object of a verb, such as "creo." Since "creo" means "I create," "aquam" is the thing created. If you're interested in writing complete sentences, you'll need to learn a bit on your own about the additional cases.

The suffix following the nominative in the dictionary entry also tells us the word's declension, which describes how the word is conjugated. This is how we know what suffixes to use when making other cases, including the plural. There are five declensions in Latin, which conjugate by five different sets of rules. Some even have multiple rules, either because of irregular nouns, or based on the word's gender. The gender follows the suffix, and is either female, male or neuter. Here is a list of the most common conjugations, based on gender.

|=Decl. (gender) |=nom.  |=nom. pl. |=gen. |=gen. pl.
|1 (f)  |-a  |-ae |-ae |-arum|
|2 (m)  |-us/-r |-i |-i  |-orum|
|2 (n)  |-um |-a |-i |-orum|
|3 (fm) | * |-es |-is |-um|
|3 (n)  | * |-a/-es |-is |-um|
|4 (fm) |-us |-us |-us |-uum |
|4 (n)  |-u  |-ua |-us |-uum|
|5 (fm) |-es |-es |-ei |-erum|

Third-declension nominatives can end with pretty much anything. Therefore, this is a good declension to use if you want to "Latinize" a word that isn't clearly Latin, or which doesn't easily fit into any of the other declensions. For example, the genitive for "Bjornaer" could be "Bjornaeris," and "Tremere" might become "Tremeris."

Thus, following these rules, "ferrum, -i, n." would conjugate "ferrum/ferra" in the nominative, singular and plural, and "ferri/ferrorum" in the genitive. "Mater, matris, f." ("mother") would be "mater/matres" and "matris/matrum." "Dies, -ei, m." would be "dies/dies" and "diei/dierum." With our expanded vocabulary, we could now say "ferra aquarum," meaning "iron of the waters," and "Matris Dies," "Mother's Day."

Adjectives look a little different. Adjectives always modify a noun, and they have to match the noun in case, gender and number. Therefore, in a dictionary, an adjective is listed in the masculine nominative case, followed by the feminine suffix, and neuter suffix. Here is an example:

    [! magnus -a -um \[great\] ]

If you wanted to refer in Latin to a "great magician," you would say "magus magnus." "Great magicians," plural, would be "magi magni." Using the genitive, "Magician of the Great Waters" would be "Magus Aquae Magnae." Adjectives have several declensions as well, but you can usually just match the noun. There are some irregular adjectives, but they should be indicated for you in the dictionary entry. The declensions for adjectives go as follows:

|=Decl. |=nom. (m/f/n)  |=nom. pl. (m/f/n) |=gen. (m/f/n) |=gen. pl. (m/f/n)|
|1, 2  |-us/-a/-um |-i/-ae/-a  |-i/-ae/-i |-orum/-arum/-orum|
|3 |-er/-is/-e  |-es/-es/-ia |-is |-ium|

Latin verbs, unlike English verbs, do not require a pronoun ("I," "you," "he," etc.). Rather, the pronoun is part of the verb's conjugation. For example, "Creo" means "I create." Likewise, "Creas," means "You create," and "Creat," means "he creates." You can use nouns with the verb; if you say "Magus creat," it means "The magus creates." Nouns do not necessarily precede the verb, though, so "creat magus" does not mean "He creates the magus." (That's where you get into accusatives again.)

Verbs are listed with at least two parts, like so:

    [!amo -are \[to love\] ]

The first word is in the first-person active present ("I love"), ending in -o. The second is the infinitive, the word from which you can determine the ending for the other cases. By dropping the "re" and adding -or, -s/-ris or -t/-nt, you can conjugate most verbs in the present tense. Past and future tenses require a bit more study.

This summary should help you recognize and correctly use the words that a Latin-English dictionary will provide you. May you find and use many "boni verbi" in your future games.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241384060</unix>
						<iso>2009-05-03 22:54:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Deleted synopsis heading (only)</comment>
					<text><![CDATA[
is the primary language of the [[Order of Hermes]].  Most magi use it as a spoken language among themselves, and also to write [[Lab Text | Lab Texts]] and other [[Books]].

Latin is also the language of the [[Church]] and of educated Europeans generally.

In Eastern Europe, [[Greek]] typically fills a similar role.  Magi in the [[Thebes Tribunal]] may or may not learn Latin as a secondary language with which to communicate with foreign magi.

= Latin Primer for Ars Magica Players

There are several good English-Latin dictionaries online. For example, you might try http://cawley.archives.nd.edu/cgi-bin/lookdown.pl. The information you find there or in any Latin dictionary is useful, but you can be even more accurate by learning a bit about Latin grammar. If you're looking to say something in Latin, chances are it's a name for a character or a covenant or something like that, for which a little summary of Latin grammar should be very helpful. If you want to translate your charter into Latin, that's a little too ambitious for this FAQ.

Here's two common Ars Magica words as they might be presented in a Latin dictionary:

    [! aqua -ae f. \[water\] ]
    [! magus -i m. \[magician\] ]

Latin nouns have several different cases. Case describes the purpose of the noun within the sentence. The first case is called the nominative, which is the case you would use if you want to name something, like a magus or a covenant, or if you wanted to define the subject of a sentence. These are likely to be the most common words you'll want to look up, and conveniently, this is the word presented by a dictionary entry.

Latin doesn't have articles, like "a" or "the," so they can be applied as desired. "Magus" means "magician," "the magician," or "a magician," and it is up to the reader to determine the meaning based on context.

In the dictionary listing, after the nominative, you will find a suffix which tells us how to form the second case, which is called the genitive. The genitive is used to indicate origin or possession, and can be roughly translated as "of (word)." For example, "magus aquae" could be translated as "magician of the water." The order of the words doesn't matter; you could say "aquae magus" and mean the same thing, the emphasis would just be more on the water than the magus, something like "the water's magician."

You might question why we are using "aqua" instead of "aquam." Doesn't "aquam" mean "water" in Ars Magica? It does, but it is a different case of "water," called the accusative. This is because "aquam" is used as the direct object of a verb, such as "creo." Since "creo" means "I create," "aquam" is the thing created. If you're interested in writing complete sentences, you'll need to learn a bit on your own about the additional cases.

The suffix following the nominative in the dictionary entry also tells us the word's declension, which describes how the word is conjugated. This is how we know what suffixes to use when making other cases, including the plural. There are five declensions in Latin, which conjugate by five different sets of rules. Some even have multiple rules, either because of irregular nouns, or based on the word's gender. The gender follows the suffix, and is either female, male or neuter. Here is a list of the most common conjugations, based on gender.

|=Decl. (gender) |=nom.  |=nom. pl. |=gen. |=gen. pl.
|1 (f)  |-a  |-ae |-ae |-arum|
|2 (m)  |-us/-r |-i |-i  |-orum|
|2 (n)  |-um |-a |-i |-orum|
|3 (fm) | * |-es |-is |-um|
|3 (n)  | * |-a/-es |-is |-um|
|4 (fm) |-us |-us |-us |-uum |
|4 (n)  |-u  |-ua |-us |-uum|
|5 (fm) |-es |-es |-ei |-erum|

Third-declension nominatives can end with pretty much anything. Therefore, this is a good declension to use if you want to "Latinize" a word that isn't clearly Latin, or which doesn't easily fit into any of the other declensions. For example, the genitive for "Bjornaer" could be "Bjornaeris," and "Tremere" might become "Tremeris."

Thus, following these rules, "ferrum, -i, n." would conjugate "ferrum/ferra" in the nominative, singular and plural, and "ferri/ferrorum" in the genitive. "Mater, matris, f." ("mother") would be "mater/matres" and "matris/matrum." "Dies, -ei, m." would be "dies/dies" and "diei/dierum." With our expanded vocabulary, we could now say "ferra aquarum," meaning "iron of the waters," and "Matris Dies," "Mother's Day."

Adjectives look a little different. Adjectives always modify a noun, and they have to match the noun in case, gender and number. Therefore, in a dictionary, an adjective is listed in the masculine nominative case, followed by the feminine suffix, and neuter suffix. Here is an example:

    [! magnus -a -um \[great\] ]

If you wanted to refer in Latin to a "great magician," you would say "magus magnus." "Great magicians," plural, would be "magi magni." Using the genitive, "Magician of the Great Waters" would be "Magus Aquae Magnae." Adjectives have several declensions as well, but you can usually just match the noun. There are some irregular adjectives, but they should be indicated for you in the dictionary entry. The declensions for adjectives go as follows:

|=Decl. |=nom. (m/f/n)  |=nom. pl. (m/f/n) |=gen. (m/f/n) |=gen. pl. (m/f/n)|
|1, 2  |-us/-a/-um |-i/-ae/-a  |-i/-ae/-i |-orum/-arum/-orum|
|3 |-er/-is/-e  |-es/-es/-ia |-is |-ium|

Latin verbs, unlike English verbs, do not require a pronoun ("I," "you," "he," etc.). Rather, the pronoun is part of the verb's conjugation. For example, "Creo" means "I create." Likewise, "Creas," means "You create," and "Creat," means "he creates." You can use nouns with the verb; if you say "Magus creat," it means "The magus creates." Nouns do not necessarily precede the verb, though, so "creat magus" does not mean "He creates the magus." (That's where you get into accusatives again.)

Verbs are listed with at least two parts, like so:

    [!amo -are \[to love\] ]

The first word is in the first-person active present ("I love"), ending in -o. The second is the infinitive, the word from which you can determine the ending for the other cases. By dropping the "re" and adding -or, -s/-ris or -t/-nt, you can conjugate most verbs in the present tense. Past and future tenses require a bit more study.

This summary should help you recognize and correctly use the words that a Latin-English dictionary will provide you. May you find and use many "boni verbi" in your future games.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241393432</unix>
						<iso>2009-05-04 01:30:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Link to local PDF</comment>
					<text><![CDATA[
'''Latin''' is the primary language of the [[Order of Hermes]].  Most magi use it as a spoken language among themselves, and also to write [[Lab Text | Lab Texts]] and other [[Books]].

Latin is also the language of the [[Church]] and of educated Europeans generally.

In Eastern Europe, [[Greek]] typically fills a similar role.  Magi in the [[Thebes Tribunal]] may or may not learn Latin as a secondary language with which to communicate with foreign magi.

= Latin Primer for Ars Magica Players

There are several good English-Latin dictionaries online. For example, you might try http://cawley.archives.nd.edu/cgi-bin/lookdown.pl. The information you find there or in any Latin dictionary is useful, but you can be even more accurate by learning a bit about Latin grammar. If you're looking to say something in Latin, chances are it's a name for a character or a covenant or something like that, for which a little summary of Latin grammar should be very helpful. If you want to translate your charter into Latin, that's a little too ambitious for this FAQ.

Here's two common Ars Magica words as they might be presented in a Latin dictionary:

    [! aqua -ae f. \[water\] ]
    [! magus -i m. \[magician\] ]

Latin nouns have several different cases. Case describes the purpose of the noun within the sentence. The first case is called the nominative, which is the case you would use if you want to name something, like a magus or a covenant, or if you wanted to define the subject of a sentence. These are likely to be the most common words you'll want to look up, and conveniently, this is the word presented by a dictionary entry.

Latin doesn't have articles, like "a" or "the," so they can be applied as desired. "Magus" means "magician," "the magician," or "a magician," and it is up to the reader to determine the meaning based on context.

In the dictionary listing, after the nominative, you will find a suffix which tells us how to form the second case, which is called the genitive. The genitive is used to indicate origin or possession, and can be roughly translated as "of (word)." For example, "magus aquae" could be translated as "magician of the water." The order of the words doesn't matter; you could say "aquae magus" and mean the same thing, the emphasis would just be more on the water than the magus, something like "the water's magician."

You might question why we are using "aqua" instead of "aquam." Doesn't "aquam" mean "water" in Ars Magica? It does, but it is a different case of "water," called the accusative. This is because "aquam" is used as the direct object of a verb, such as "creo." Since "creo" means "I create," "aquam" is the thing created. If you're interested in writing complete sentences, you'll need to learn a bit on your own about the additional cases.

The suffix following the nominative in the dictionary entry also tells us the word's declension, which describes how the word is conjugated. This is how we know what suffixes to use when making other cases, including the plural. There are five declensions in Latin, which conjugate by five different sets of rules. Some even have multiple rules, either because of irregular nouns, or based on the word's gender. The gender follows the suffix, and is either female, male or neuter. Here is a list of the most common conjugations, based on gender.

|=Decl. (gender) |=nom.  |=nom. pl. |=gen. |=gen. pl.
|1 (f)  |-a  |-ae |-ae |-arum|
|2 (m)  |-us/-r |-i |-i  |-orum|
|2 (n)  |-um |-a |-i |-orum|
|3 (fm) | * |-es |-is |-um|
|3 (n)  | * |-a/-es |-is |-um|
|4 (fm) |-us |-us |-us |-uum |
|4 (n)  |-u  |-ua |-us |-uum|
|5 (fm) |-es |-es |-ei |-erum|

Third-declension nominatives can end with pretty much anything. Therefore, this is a good declension to use if you want to "Latinize" a word that isn't clearly Latin, or which doesn't easily fit into any of the other declensions. For example, the genitive for "Bjornaer" could be "Bjornaeris," and "Tremere" might become "Tremeris."

Thus, following these rules, "ferrum, -i, n." would conjugate "ferrum/ferra" in the nominative, singular and plural, and "ferri/ferrorum" in the genitive. "Mater, matris, f." ("mother") would be "mater/matres" and "matris/matrum." "Dies, -ei, m." would be "dies/dies" and "diei/dierum." With our expanded vocabulary, we could now say "ferra aquarum," meaning "iron of the waters," and "Matris Dies," "Mother's Day."

Adjectives look a little different. Adjectives always modify a noun, and they have to match the noun in case, gender and number. Therefore, in a dictionary, an adjective is listed in the masculine nominative case, followed by the feminine suffix, and neuter suffix. Here is an example:

    [! magnus -a -um \[great\] ]

If you wanted to refer in Latin to a "great magician," you would say "magus magnus." "Great magicians," plural, would be "magi magni." Using the genitive, "Magician of the Great Waters" would be "Magus Aquae Magnae." Adjectives have several declensions as well, but you can usually just match the noun. There are some irregular adjectives, but they should be indicated for you in the dictionary entry. The declensions for adjectives go as follows:

|=Decl. |=nom. (m/f/n)  |=nom. pl. (m/f/n) |=gen. (m/f/n) |=gen. pl. (m/f/n)|
|1, 2  |-us/-a/-um |-i/-ae/-a  |-i/-ae/-i |-orum/-arum/-orum|
|3 |-er/-is/-e  |-es/-es/-ia |-is |-ium|

Latin verbs, unlike English verbs, do not require a pronoun ("I," "you," "he," etc.). Rather, the pronoun is part of the verb's conjugation. For example, "Creo" means "I create." Likewise, "Creas," means "You create," and "Creat," means "he creates." You can use nouns with the verb; if you say "Magus creat," it means "The magus creates." Nouns do not necessarily precede the verb, though, so "creat magus" does not mean "He creates the magus." (That's where you get into accusatives again.)

Verbs are listed with at least two parts, like so:

    [!amo -are \[to love\] ]

The first word is in the first-person active present ("I love"), ending in -o. The second is the infinitive, the word from which you can determine the ending for the other cases. By dropping the "re" and adding -or, -s/-ris or -t/-nt, you can conjugate most verbs in the present tense. Past and future tenses require a bit more study.

This summary should help you recognize and correctly use the words that a Latin-English dictionary will provide you. May you find and use many "boni verbi" in your future games.

= See also

* [file:Latin_For_Beginners.pdf|Latin for beginners]
]]></text>
				</version>
			</history>
		</page>
		<page node="685">
			<name>pagan_gods</name>
			<title>Pagan Gods</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241385302</unix>
						<iso>2009-05-03 23:15:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Hermetic Magic]] has its origins in the pre-Christian past of [[Mythic Europe]].  Several [[Houses of Hermes]] originated as pagan cults.  The extent to which [[Magus | magi]] still worship or honor these beings varies from one [[Saga]] to another depending on the preferences of the [[Troupe]].  Pagan gods might be mentioned in an Ars Magica saga through a [[Mystery Cult]] or other atavistic cult, through their powers manifesting in the mundane world or within an [[Aura]] or [[Regio]], or even by directly interacting with the player characters.

= Pagan Gods and Supernatural Realms

There is plenty of confusion about the [[Supernatural Realm]] with which pagan gods are associated because the answer has changed over the lifetime of the Ars Magica line. At various times, different supplements have stated or hinted that the pagan gods were [[Magic Realm | magical]] beings (2nd Edition), powerful [[Faerie Realm | faeries]] (4th Edition), or even [[Demon | demons]] (3rd Edition Tribunal books).

In ArM5, most of the pagan gods are powerful [[Faerie | faeries]], but there may be the occasional magical being mixed in. ArM5 draws the distinction between the Magical and Faerie Realms differently than did previous editions.

The ArM5 rule book doesn't explicitly say whether pagan gods are faeries, but it does give guidance on how to classify supernatural creatures:

    * "Faeries are creatures drawn in some way from the imagination of the human race." (p. 187).
    * "The Magic realm encompasses a wide range of spirits. ... [Magic] spirits include spirits of natural places and natural phenomena." (p. 184)
    * "[A]ny creature that is powerful, alien, and indifferent to human beings is part of the Magic realm." (p. 184).
    * Page 184 goes on to note that a few magical spirits were once human and have become a part of the Magic realm; some believe the Greek god Hermes falls into this category. 

The Ars Magica Line Editor has offered some further clarification:

[begin:.quote]
    The ArM5 distinction is that Faerie is fundamentally concerned with humanity, while Magic fundamentally doesn't care. Since most pagan gods are concerned with humanity, they are mostly Faerie. Nature tends to be Magic rather than Faerie in ArM5; the distinction is definitely not the same as it was in ArM4 and earlier. Mind you, the problem with the earlier distinction is that it was deeply unclear what the distinction *was*, and over time just about everything got dumped into Faerie.

["-- David Chart, Berkeley Ars Magica List, 29 September 2005.]
[end:.quote]

Bear in mind that faeries are not the only things that care about humans. Divine and Infernal beings certainly care, too. It is more correct to say that magical creatures are the only supernatural beings that don't care about humans. Yet the Faerie realm is unique in that it somehow draws its existence or power from human imagination. The Divine, Infernal, and Magic realms would go on existing if there were no humans at all.

So, the pagan gods are officially classed as Faerie because they have a close relationship with humans. The god Hermes might be an exception, as a human who has gained immortality and become a Magic spirit. Pagans in Mythic Europe worshipped gods, not Realms, so it is possible that each pantheon may have contained a mix of both Faerie and Magical beings.

All of this raises the question, to which Realm should a supernatural being belong? It's pretty clear that shoemaker's elves would be faeries and beasts of virtue would be magical, but there are grey areas like nymphs. A nymph is a nature spirit, but if you've read any Greek or Roman mythology, you will see that nymphs often have a lot of interest in humans (and vice versa). A useful question might be, is a nymph more like some kind of elemental spirit, or more like a very minor goddess?

One thing is clear: just because an older-edition sourcebook says a particular creature is magical or faerie, does not mean that this is still true in Fifth Edition. Until the relevant Realms of Power books come out (one can presume they will shed more light on the matter), it is best to make one's own best judgement based on the ArM5 Realms chapter.

Please replace the title "Details" by an appropriate term related to the topic you write about. Remember to use multiple paragraphs and sub titles for longer texts.

= Pagan Gods in ArM5

''Maintainer's Note: Please expand this section by listing references to specific pagan gods discussed in ArM5.''

= References

* The Magic Realm, [[ArM5]] p. 184
* The Faerie Realm, [[ArM5]] p. 187

= See also

* [[Daimon]]
* [[Cult of Mercury]]

''Maintainer's Note: Please add appropriate cross-references as this article expands.''
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241439097</unix>
						<iso>2009-05-04 14:11:37</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed some typos</comment>
					<text><![CDATA[
[[Hermetic Magic]] has its origins in the pre-Christian past of [[Mythic Europe]].  Several [[Houses of Hermes]] originated as pagan cults.  The extent to which [[Magus | magi]] still worship or honor these beings varies from one [[Saga]] to another depending on the preferences of the [[Troupe]].  Pagan gods might be mentioned in an Ars Magica saga through a [[Mystery Cult]] or other atavistic cult, through their powers manifesting in the mundane world or within an [[Aura]] or [[Regio]], or even by directly interacting with the player characters.

= Pagan Gods and Supernatural Realms

There is plenty of confusion about the [[Supernatural Realm]] with which pagan gods are associated because the answer has changed over the lifetime of the Ars Magica line. At various times, different supplements have stated or hinted that the pagan gods were [[Magic Realm | magical]] beings (2nd Edition), powerful [[Faerie Realm | faeries]] (4th Edition), or even [[Demon | demons]] (3rd Edition Tribunal books).

In ArM5, most of the pagan gods are powerful [[Faerie | faeries]], but there may be the occasional magical being mixed in. ArM5 draws the distinction between the [[Magic Realm | Magical]] and [[Faerie Realm | Faerie]] Realms differently than did previous editions.

The ArM5 rule book doesn't explicitly say whether pagan gods are faeries, but it does give guidance on how to classify supernatural creatures:

* "Faeries are creatures drawn in some way from the imagination of the human race." (p. 187).
* "The Magic realm encompasses a wide range of spirits. ... \[Magic\] spirits include spirits of natural places and natural phenomena." (p. 184)
* "\[A\]ny creature that is powerful, alien, and indifferent to human beings is part of the Magic realm." (p. 184).
* agic realm." (p. 184).
* Page 184 goes on to note that a few magical spirits were once human and have become a part of the Magic realm; some believe the Greek god Hermes falls into this category. 

The Ars Magica Line Editor has offered some further clarification:

[begin:.quote]
    The ArM5 distinction is that Faerie is fundamentally concerned with humanity, while Magic fundamentally doesn't care. Since most pagan gods are concerned with humanity, they are mostly Faerie. Nature tends to be Magic rather than Faerie in ArM5; the distinction is definitely not the same as it was in ArM4 and earlier. Mind you, the problem with the earlier distinction is that it was deeply unclear what the distinction *was*, and over time just about everything got dumped into Faerie.

["-- David Chart, Berkeley Ars Magica List, 29 September 2005.]
[end:.quote]

Bear in mind that faeries are not the only things that care about humans. Divine and Infernal beings certainly care, too. It is more correct to say that magical creatures are the only supernatural beings that don't care about humans. Yet the Faerie realm is unique in that it somehow draws its existence or power from human imagination. The Divine, Infernal, and Magic realms would go on existing if there were no humans at all.

So, the pagan gods are officially classed as Faerie because they have a close relationship with humans. The god Hermes might be an exception, as a human who has gained immortality and become a Magic spirit. Pagans in Mythic Europe worshipped gods, not Realms, so it is possible that each pantheon may have contained a mix of both Faerie and Magical beings.

All of this raises the question, to which Realm should a supernatural being belong? It's pretty clear that shoemaker's elves would be faeries and beasts of virtue would be magical, but there are grey areas like nymphs. A nymph is a nature spirit, but if you've read any Greek or Roman mythology, you will see that nymphs often have a lot of interest in humans (and vice versa). A useful question might be, is a nymph more like some kind of elemental spirit, or more like a very minor goddess?

One thing is clear: just because an older-edition sourcebook says a particular creature is magical or faerie, does not mean that this is still true in Fifth Edition. Until the relevant Realms of Power books come out (one can presume they will shed more light on the matter), it is best to make one's own best judgement based on the ArM5 Realms chapter.

Please replace the title "Details" by an appropriate term related to the topic you write about. Remember to use multiple paragraphs and sub titles for longer texts.

= Pagan Gods in ArM5

''Maintainer's Note: Please expand this section by listing references to specific pagan gods discussed in ArM5.''

= References

* The Magic Realm, [[ArM5]] p. 184
* The Faerie Realm, [[ArM5]] p. 187

= See also

* [[Daimon]]
* [[Cult of Mercury]]

''Maintainer's Note: Please add appropriate cross-references a
]]></text>
				</version>
			</history>
		</page>
		<page node="686">
			<name>writing_supplements</name>
			<title>Writing Supplements</title>
			<keywords>Ars Magica, Atlas Games, writing</keywords>
			<description>Writing for the line</description>
			<language>en</language>
			<tags>
				<tag>Products</tag>
				<tag>Fan-Created Content</tag>
				<tag>Author</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241485234</unix>
						<iso>2009-05-05 03:00:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The great majority of Ars Magica [[Products | products]] are written by freelance authors, rather than [[Atlas Games]] staff.  The notable exception is the core rule book itself.  Among other benefits, the use of freelance authors ensures a broad talent pool and a steady supply of fresh ideas and perspectives. 

Beginning with [[Fifth Edition]], most of the products have been written by two or more authors working together.

= No Unsolicited Material

Since at least the late 1990's, [[Atlas Games]] has not been accepting unsolicited material for Ars Magica.  The only way to write a supplement for Ars Magica is to be invited to.  But there are ways to get invited.

= Ways Fans Can Contribute

Don't despair.  If you want to write material for Ars Magica, there are plenty of ways to do it.  You just can't generally start by working on a full-length Ars Magica product.

* You are more than welcome to [[Contributing | contribute]] to this site if you'd like.  Original material is gladly accepted -- just please mark it as non-[[Canon | canonical]].
* The Ars Magica [[Fanzines]] accept articles from anyone, provided they are well-written
* From time to time, Atlas Games will put out a call for [[Playtesting | playtesters]].  You can help improve the quality of Ars Magica products.  Playtesters who establish a record of useful, well-written feedback may be invited to become authors.
* Atlas Games occasionally announces an [[Open Call]] for people to write short pieces to be included in a new Ars Magica product.  This is (modestly) paid work, open to anyone.  Contributors whose short pieces are particularly good may be invited to write longer pieces for future books.

= Breaking In

Most of the Fifth Edition authors got their start either writing for [[Fanzines]] or in an [[Open Call]].  If you think you may be interested in writing for Ars Magica, writing a fanzine article can get you started right away, and you'll be able to share your ideas to benefit the [[Fan Community]].
]]></text>
				</version>
			</history>
		</page>
		<page node="687">
			<name>suggested_reading</name>
			<title>Suggested Reading</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241487703</unix>
						<iso>2009-05-05 03:41:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
There are many works of non-fiction, as well as historical and fantasy fiction, that may be of interest to Ars Magica players.

= Recommended Non-Fiction

== Introductory Histories

:The Two Cities\: Medieval Europe 1050-1320, by Malcolm Barber, pub. Routledge, 1992. ISBN 0-415-09682-0: This book covers most of Europe for a period neatly straddling the official Ars Magica date. It handles political, social, intellectual, and artistic history, and is a good introductory survey. (David Chart) 

== Regional Histories

The following are good resources for researching medieval life or history in a particular region.

=== Byzantium

:Dumbarton Oaks Electronic Texts ([[http://www.doaks.org/publications/doaks_online_publications.html]]): Numerous great electronic articles about Byzantium, which are written for academic purposes by professional researchers. (Emre Arin) 

=== England

:Anglo-Saxon England, by Sir Frank Stenton, pub. Oxford University Press 1971, ISBN 0-19-282237-3: The standard history of England from the 550-1087, including the Norman Conquest. Vast amounts of information. (David Chart) 

:Domesday Book to Magna Carta, by A. L. Poole, pub. Oxford University Press 1951, ISBN 0-19-285287-6: Dating a bit, but a good source of information on England 1087-1216, covering social and economic factors, as well as political history. (David Chart) 
:England in the Thirteenth Century, by Alan Harding, pub. Cambridge University Press 1993, ISBN 0-521-31612-X: A good counterpart to the Powicke, dealing more with the social history of the century. (David Chart) 
:The Fourteenth Century, by May McKisack, pub. Oxford University Press 1959, ISBN 0-19-285250-7: Primarily a political history, but a lot of useful background for Sagas running somewhat after the official date. (David Chart) 
:The Thirteenth Century, by Sir Maurice Powicke, pub. Oxford University Press 1962, ISBN 0-19-285249-3: Almost exclusively a political history, but gives an excellent account of the political events in the background of Sagas starting at the offical date. (David Chart) 

=== France

:Montaillou, by Emmanuel Le Roy Ladurie: Late fourteenth century Inquisitor's reports from a village in southern France. Lots of social detail. (Kevin Hardwick) 

== Intellectual Histories

:The Book of Memory, by Mary Carruthers, pub. Cambridge University Press 1990, ISBN 0-521-42973-0: A fascinating study of the interplay of memorial and literary culture in the Middle Ages, which goes a long way towards making many academic works more comprehensible. (David Chart) 
:Early Medieval Philosophy, by John Marenbon, pub. Routledge 1988, ISBN 0-415-00070-X: A good account of the development of philosophy from 480-1150. This is the heritage within which most magi will be working. (David Chart) 
:Later Medieval Philosophy, by John Marenbon, pub. Routledge 1987, ISBN 0-415-06807-X: Philosophy from 1150-1350: this is the culture within which most magi will be working. (David Chart) 

== Social and Economic Histories

:Captialism and Material Life, by Fernand Braudel. Harper & Row 1973 (English Translation by Miriam Kochan.):
:An Economic History of Medieval Europe, by N. J. G. Pounds, pub. Longman 1994, ISBN 0-582-21599-4: An excellent survey of economic change in Europe, although it doesn't have much to say about Britain. (David Chart) 
:Medieval England: Rural Society and Economic Change 1086-1348, by Edward Miller and John Hatcher, pub. Longman 1978, ISBN 0-582-48547-9: Filled with information and analysis on rural life in Medieval England. Excellent as a source if you want to pay attention to details of farming, or have a realistic village. (David Chart) 
:Medieval England: Towns, Commerce and Crafts 1086-1348, by Edward Miller and John Hatcher, pub. Longman 1995, ISBN 0-582-48549-5: The companion volume to the above, and also very useful. Note the two books' publication dates: you thought RPG companies were bad! (David Chart) 
:The Medieval Underworld, by Andrew McCall, paperback edition pub. Sutton Publishing 2004, ISBN 0-750-93727-0: Discusses law, outlawry and all manner of unseemly and unusual behavior which clearly suggests many potential stories for an Ars Magica saga.
:Standards of Living in the later Middle Ages, by Christopher Dyer, pub. Cambridge University Press 1989, ISBN 0-521-27215-7: The best single source I have found for hard numbers on how much various things cost (and the main source for the numbers in the Covenants chapter of ArM4). Also has lots of sensible discussion on what the numbers show. (David Chart) 

== History of Magic

:Magic in the Middle Ages, by Richard Kieckhefer, pub. Cambridge University Press 1989, ISBN 0-521-31202-7: The best single-volume introduction to Medieval Magic I know of. Read this and find out how little Hermetic Magic has to do with the "genuine article". (David Chart) 

== Military History

:The Atlas of the Crusades, by Jonathan Riley-Smith, pub. Swanston Publishing Ltd. 1990, ISBN 0-8160-2186-4: An overview of the Crusades with lots of maps. (Ian Klinck) 
:The First Crusade, by Steven Runciman, pub. Cambridge University Press 1980, ISBN 0-521-42705-3: A good history of the first crusade, giving some background to the movement and then tracing the crusade from Urban II's sermon to the fall of Jerusalem. (David Chart) 
:The New Knighthood, by Malcolm Barber, pub. Cambridge University Press 1994, ISBN 0-521-55872-7: A serious and scholarly history of the Templars, but with a final chapter on some of the myths that grew up around them. (David Chart) 

== Medieval Literature

:Boccaccio\: The Decameron, c. 1350, pub. Penguin 1972, ISBN 0-14-044269-5:100 stories, ranging from the profound to the obscene. Loads of story ideas. Send your players on an adventure to put the devil back in hell... (David Chart) 
:Chaucer: The Canterbury Tales, c. 1390, pub. Penguin 1977, ISBN 0-14-044022-4:
One of the great medieval classics. You ought to have read it. (David Chart) 
:Dante\: The Divine Comedy, c. 1300, pub. Penguin 1984 in three volumes, Inferno (ISBN 0-14-044441-6), Purgatory (ISBN 0-14-044442-4), Paradise (ISBN 0-14-044443-2): Medieval cosmology, theology, and morality in one superb package, with late thirteenth century Italian history thrown in for good measure. Absolutely brilliant, and don't just read the Inferno. (David Chart) 
:Jacobus de Voragine\: The Golden Legend, c. 1250, pub. Princeton University Press 1993, ISBN 0-691-00162-6: A medieval collection of medieval legends of saints, and a wonderful source of genuinely medieval story ideas. Worth it for the names of some of the Saints: Saint James the Dismembered, for example. (David Chart) 
:Marie de France\: Lais, c. 1180, pub. Penguin 1986, ISBN 0-14-044476-9: More legends and stories, and ones which characters could actually know at the official date. Short, and well worth reading. (David Chart) 

= Recommended Fiction

:The Name of the Rose, Umberto Eco: Not quite period, but such an influence on modern interest in the time that it should not be missed, just to see where people are coming from. It doesn't do it justice to say that it's a medieval murder mystery. (Erik Dahl) 
:Baudolino, Umberto Eco: A wonderful exploration of major events in the time period (~1150-1204) that touches on concepts Ars Magica has been playing with for years. Excellent material on Northern Italy and Constantinople. (Erik Dahl) 

= Other RPGs

:Pendragon, Chaosium, Inc.: Arthurian Legend, but the supplements contain a lot of useful information on the middle ages in myth and legend. Some of the myth is post-medieval, but that doesn't matter a great deal. (David Chart) 
:Lionheart, Columbia Games: The British Isles in 1190. A well-researched and thorough gazeteer with a superb map, but the cultural information is unhelpfully scattered under alphabetical headings. (David Chart)
]]></text>
				</version>
			</history>
		</page>
		<page node="688">
			<name>d20_ars_magica</name>
			<title>D20 Ars Magica</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM4</tag>
				<tag>Fan-Created Content</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241559870</unix>
						<iso>2009-05-05 23:44:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The D20 System was a very popular rules system for role-playing games from the years 2000 through 2008.  In fact, it remains popular to this day but for legal reasons no one calls it the D20 system any more.

= D20 Combatibility

Ars Magica is not based on the D20 System and is not inherently compatible with it.  There is no official D20 version of Ars Magica as such, and it would not be a simple task to convert one game system to the other.  They're different in a lot of ways, especially in how characters advance in ability and how combat works.

= Black Monks of Glastonbury

The [[Black Monks of Glastonbury]], by [[David Chart]], is part of Atlas's Coriolis line, and is designed to be cross-compatible with both Ars Magica and the d20 System. The adventure is not an attempt to convert Ars Magica to d20, but simply an Ars Magica supplement with notes on using it with standard d20. In the words of the author, "Black Monks is a dual-use supplement, not a conversion." Atlas apparently has no plans to do a d20 translation of Ars Magica.

= Fan Projects

There are unofficial fan projects to convert Ars Magica to D20

* [[http://www.users.qwest.net/~jordanerik/Gaming/ArM/]]  Please note that this is a conversion for [[ArM4]].

= See also

* [[http://opengamingfoundation.org | Open Gaming Foundation]]
* [[http://http://www.wizards.com/default.asp?x=d20/article/srdarchive | D20 System]]
]]></text>
				</version>
			</history>
		</page>
		<page node="689">
			<name>buying_guide</name>
			<title>Buying Guide</title>
			<language>en</language>
			<tags>
				<tag>Products</tag>
				<tag>Fan-Created Content</tag>
			</tags>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241562127</unix>
						<iso>2009-05-06 00:22:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
New players in particular often ask, "What Ars Magica books should I buy?"  There is no one simple answer.  The best supplements for your game depend your style of play and the kinds of stories you tell.

= The Essentials

There is only one truly essential rule book: the core book.  You can download a copy of [[ArM4]] for free to get a feel for the game.  [[ArM5]] is generally accepted as a better edition, but it's not free.

The core rule book is a perfectly playable, stand-alone game.  It might be a good idea to get started with playing it, and then decide on your next purchase once you have some experience with the rules and the setting.

= Choosing Your First Supplements

The best way to choose which supplements to buy is to look through the list of [[Products]], both here and on the [[http://www.atlas-games.com | Atlas Games website]], and see what's in them.  Many of the more recent products have complete tables of contents online.

== Asking for Suggestions

Feel free to ask the [[Fan Community]] what they'd recommend, but be prepared to get at least five or six different answers.  To narrow things down a bit, tell us as much as possible about your interests.  A question like "My three friends and I are about to start our first Saga.  It will be a Spring covenant near Köln.  One of the players wants to play a Quaesitor and another wants to play an Ex Miscellanea but can't decide what tradition to play.  If we were to buy just one supplement, what should it be?" will get ''much'' more informative answers than just saying, "hi, I'm new, what books should I buy?"

== Common Recommendations

When new players do ask the generic "what books should I buy?" question, the most common responses seem to be:

* [[Covenants_Book | Covenants]]
* [[Houses of Hermes True Lineages]]
* [[Houses of Hermes Mystery Cults]]
* [[The Mysteries Revised Edition]]

= See Also 

* [[Metacreator]]
* [[Fanzines]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241812892</unix>
						<iso>2009-05-08 22:01:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added FLGS</comment>
					<text><![CDATA[
New players in particular often ask, "What Ars Magica books should I buy?"  There is no one simple answer.  The best supplements for your game depend your style of play and the kinds of stories you tell.

= The Essentials

There is only one truly essential rule book: the core book.  You can download a copy of [[ArM4]] for free to get a feel for the game.  [[ArM5]] is generally accepted as a better edition, but it's not free.

The core rule book is a perfectly playable, stand-alone game.  It might be a good idea to get started with playing it, and then decide on your next purchase once you have some experience with the rules and the setting.

= Choosing Your First Supplements

The best way to choose which supplements to buy is to look through the list of [[Products]], both here and on the [[http://www.atlas-games.com | Atlas Games website]], and see what's in them.  Many of the more recent products have complete tables of contents online.

== Asking for Suggestions

Feel free to ask the [[Fan Community]] what they'd recommend, but be prepared to get at least five or six different answers.  To narrow things down a bit, tell us as much as possible about your interests.  A question like "My three friends and I are about to start our first Saga.  It will be a Spring covenant near Köln.  One of the players wants to play a Quaesitor and another wants to play an Ex Miscellanea but can't decide what tradition to play.  If we were to buy just one supplement, what should it be?" will get ''much'' more informative answers than just saying, "hi, I'm new, what books should I buy?"

== Common Recommendations

When new players do ask the generic "what books should I buy?" question, the most common responses seem to be:

* [[Covenants_Book | Covenants]]
* [[Houses of Hermes True Lineages]]
* [[Houses of Hermes Mystery Cults]]
* [[The Mysteries Revised Edition]]

= Where to Buy

The best place to buy Ars Magica is at your [[Friendly Local Game Store]] (FLGS). It's important.

If you really cannot find a local game store, consider founding one.  Just kidding!  You can always take the easy route and order online from [[http://warehouse23.sjgames.com/ | Warehouse 23]].  But really, it's better to order from your FLGS.

You can also buy from [[http://www.amazon.com]] but really, it's much better to buy from your FLGS.

Out of print copies of Ars Magica books often surface on [[http://www.ebay.com | Ebay]], but your FLGS can often get them for you as well.

In conclusion, you should support your FLGS.  Thank you.

["-Andrew Gronosky]

''Disclaimer: Andrew Gronosky does not own or work for any Friendly Local Game Store, but he does shop at one.''

= See Also 

y

The best place to buy Ars Mag
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241866189</unix>
						<iso>2009-05-09 12:49:49</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>A bit more on choosing your first</comment>
					<text><![CDATA[
New players in particular often ask, "What Ars Magica books should I buy?"  There is no one simple answer.  The best supplements for your game depend your style of play and the kinds of stories you tell.

= The Essentials

There is only one truly essential rule book: the core book.  You can download a copy of [[ArM4]] for free to get a feel for the game.  [[ArM5]] is generally accepted as a better edition, but it's not free.

The core rule book is a perfectly playable, stand-alone game.  It might be a good idea to get started with playing it, and then decide on your next purchase once you have some experience with the rules and the setting.

= Choosing Your First Supplements

The best way to choose which supplements to buy is to look through the list of [[Products]], both here and on the [[http://www.atlas-games.com | Atlas Games website]], and see what's in them.  Many of the more recent products have complete tables of contents online.

Once you have got familiar with the rules and the setting, you can choose a supplement that will add to your [[Saga]] the elements that most appeal to you.

Once you have got familiar with the rules and the setting, you can choose a supplement that will add to your [[Saga]] the elements that most appeal to you.

== Asking for Suggestions

Feel free to ask the [[Fan Community]] what they'd recommend, but be prepared to get at least five or six different answers.  To narrow things down a bit, tell us as much as possible about your interests.  A question like "My three friends and I are about to start our first Saga.  It will be a Spring covenant near Köln.  One of the players wants to play a Quaesitor and another wants to play an Ex Miscellanea but can't decide what tradition to play.  If we were to buy just one supplement, what should it be?" will get ''much'' more informative answers than just saying, "hi, I'm new, what books should I buy?"

== Common Recommendations

When new players do ask the generic "what books should I buy?" question, the most common responses seem to be:

* [[Covenants_Book | Covenants]]
* [[Houses of Hermes True Lineages]]
* [[Houses of Hermes Mystery Cults]]
* [[The Mysteries Revised Edition]]

= Where to Buy

The best place to buy Ars Magica is at your [[Friendly Local Game Store]] (FLGS). It's important.

If you really cannot find a local game store, consider founding one.  Just kidding!  You can always take the easy route and order online from [[http://warehouse23.sjgames.com/ | Warehouse 23]].  But really, it's better to order from your FLGS.

You can also buy from [[http://www.amazon.com]] but really, it's much better to buy from your FLGS.

Out of print copies of Ars Magica books often surface on [[http://www.ebay.com | Ebay]], but your FLGS can often get them for you as well.

In conclusion, you should support your FLGS.  Thank you.

["-Andrew Gronosky]

''
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1241866201</unix>
						<iso>2009-05-09 12:50:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>A bit more on choosing your first</comment>
					<text><![CDATA[
New players in particular often ask, "What Ars Magica books should I buy?"  There is no one simple answer.  The best supplements for your game depend your style of play and the kinds of stories you tell.

= The Essentials

There is only one truly essential rule book: the core book.  You can download a copy of [[ArM4]] for free to get a feel for the game.  [[ArM5]] is generally accepted as a better edition, but it's not free.

The core rule book is a perfectly playable, stand-alone game.  It might be a good idea to get started with playing it, and then decide on your next purchase once you have some experience with the rules and the setting.

= Choosing Your First Supplements

The best way to choose which supplements to buy is to look through the list of [[Products]], both here and on the [[http://www.atlas-games.com | Atlas Games website]], and see what's in them.  Many of the more recent products have complete tables of contents online.

Once you have got familiar with the rules and the setting, you can choose a supplement that will add to your [[Saga]] the elements that most appeal to you.

== Asking for Suggestions

Feel free to ask the [[Fan Community]] what they'd recommend, but be prepared to get at least five or six different answers.  To narrow things down a bit, tell us as much as possible about your interests.  A question like "My three friends and I are about to start our first Saga.  It will be a Spring covenant near Köln.  One of the players wants to play a Quaesitor and another wants to play an Ex Miscellanea but can't decide what tradition to play.  If we were to buy just one supplement, what should it be?" will get ''much'' more informative answers than just saying, "hi, I'm new, what books should I buy?"

== Common Recommendations

When new players do ask the generic "what books should I buy?" question, the most common responses seem to be:

* [[Covenants_Book | Covenants]]
* [[Houses of Hermes True Lineages]]
* [[Houses of Hermes Mystery Cults]]
* [[The Mysteries Revised Edition]]

= Where to Buy

The best place to buy Ars Magica is at your [[Friendly Local Game Store]] (FLGS). It's important.

If you really cannot find a local game store, consider founding one.  Just kidding!  You can always take the easy route and order online from [[http://warehouse23.sjgames.com/ | Warehouse 23]].  But really, it's better to order from your FLGS.

You can also buy from [[http://www.amazon.com]] but really, it's much better to buy from your FLGS.

Out of print copies of Ars Magica books often surface on [[http://www.ebay.com | Ebay]], but your FLGS can often get them for you as well.

In conclusion, you should support your FLGS.  Thank you.

["-Andrew Gronosky]

''Disclaimer: Andrew Gronosky does not own or work for any Friendly Local Game Store, but he does shop at one.''

= See Also 

* [[Metacreator]]
* [[Fanzines]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1267325853</unix>
						<iso>2010-02-28 03:57:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed external links</comment>
					<text><![CDATA[
New players in particular often ask, "What Ars Magica books should I buy?"  There is no one simple answer.  The best supplements for your game depend your style of play and the kinds of stories you tell.

= The Essentials

There is only one truly essential rule book: the core book.  You can download a copy of [[ArM4]] for free to get a feel for the game.  [[ArM5]] is generally accepted as a better edition, but it's not free.

The core rule book is a perfectly playable, stand-alone game.  It might be a good idea to get started with playing it, and then decide on your next purchase once you have some experience with the rules and the setting.

= Choosing Your First Supplements

The best way to choose which supplements to buy is to look through the list of [[Products]], both here and on the [[http://www.atlas-games.com/ | Atlas Games website]], and see what's in them.  Many of the more recent products have complete tables of contents online.

Once you have got familiar with the rules and the setting, you can choose a supplement that will add to your [[Saga]] the elements that most appeal to you.

== Asking for Suggestions

Feel free to ask the [[Fan Community]] what they'd recommend, but be prepared to get at least five or six different answers.  To narrow things down a bit, tell us as much as possible about your interests.  A question like "My three friends and I are about to start our first Saga.  It will be a Spring covenant near Köln.  One of the players wants to play a Quaesitor and another wants to play an Ex Miscellanea but can't decide what tradition to play.  If we were to buy just one supplement, what should it be?" will get ''much'' more informative answers than just saying, "hi, I'm new, what books should I buy?"

== Common Recommendations

When new players do ask the generic "what books should I buy?" question, the most common responses seem to be:

* [[Covenants_Book | Covenants]]
* [[Houses of Hermes True Lineages]]
* [[Houses of Hermes Mystery Cults]]
* [[The Mysteries Revised Edition]]

= Where to Buy

The best place to buy Ars Magica is at your [[Friendly Local Game Store]] (FLGS). It's important.

If you really cannot find a local game store, consider founding one.  Just kidding!  You can always take the easy route and order online from [[http://warehouse23.sjgames.com/ | Warehouse 23]].  But really, it's better to order from your [[FLGS]].

You can also buy from [[http://www.amazon.com/]] but really, it's much better to buy from your [[FLGS]].

Out of print copies of Ars Magica books often surface on [[http://www.ebay.com | Ebay]], but your FLGS can often get them for you as well.

In conclusion, you should support your FLGS.  Thank you.

""-Andrew Gronosky""

''Disclaimer: Andrew Gronosky does not own or work for any Friendly Local Game Store, but he does shop at one.''

= See Also 

* [[Metacreator]]
* [[Fanzines]]
]]></text>
				</version>
			</history>
		</page>
		<page node="69">
			<name>realms_of_power:_magic</name>
			<title>Realms of Power: Magic</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205627429</unix>
						<iso>2008-03-16 01:30:29</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
This book has not been released yet.  The latest news from Atlas Games is that it's planned for May, 2008.

=External links

*[[http://www.atlas-games.com/product_tables/AG0288.php | Realms of Power: Magic]] page at [[Atlas Games]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1217766240</unix>
						<iso>2008-08-03 14:24:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>1st printing released.</comment>
					<text><![CDATA[
= Synopsis

The third of the four books about [[Ars Magica]]'s [[Realm]]s, *Realms of Power: Magic* is about the [[Realm]] of [[Magic]], maybe the most tangible of the four [[Realm]]s. The book is about magical places and creatures as well as their interaction with one another and with representatives of the other [[Realm]]s.

= Released

The first printing (ISBN-10 1-58978-102-3, ISBN-13 978-1-58978-102-3) was available in July 2008.

= Authors

[[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]]; Editor: [[David Chart]]

= External links

* [[http://www.atlas-games.com/product_tables/AG0288.php | Realms of Power: Magic]] page at [[Atlas Games]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1217789252</unix>
						<iso>2008-08-03 20:47:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Added link to external product image at Atlas Games.</comment>
					<text><![CDATA[
[figure:http://www.atlas-games.com/images/product/0288.jpg|Front cover]

= Synopsis

The third of the four books about [[Ars Magica]]'s [[Realm]]s, *Realms of Power: Magic* is about the [[Realm]] of [[Magic]], maybe the most tangible of the four [[Realm]]s as far as [[Magus|magi]] are concerned. The book is about magical places and creatures, about their interaction with one another as well as with representatives of other [[Realm]]s.

= Released

The first edition of this book eraction with one another as well as with representatives of other [[Realm]]s.

= Released

The first edition of this book (ISBN-10 1-58978-102-3, ISBN-13 978-1-58978-102-3) was available in July 2008.

= Authors

[[Erik Dahl]], [[Timo
y Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]]
Editor: [[David Chart]]

= E
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268448572</unix>
						<iso>2010-03-13 03:49:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Detailed contents</comment>
					<text><![CDATA[
{{figure|http://www.atlas-games.com/images/product/0288.jpg|Front cover}}

'''Rules Edition:''' [[Fifth Edition]]
'''Author(s):'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]]
'''Editor:''' [[David Chart]]
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-102-3
'''Release Date:''' July 2008
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print


The full [[http://www.atlas-games.com/pdf_storage/RoPMagicContents.pdf | Table of Contents]] is available from [[Atlas Games]].

{{toc}}

= Subject and Contents =

The third of the four books about [[Ars Magica]]'s [[Realm]]s, *Realms of Power: Magic* is about the [[Realm]] of [[Magic]], maybe the most tangible of the four [[Realm]]s as far as [[Magus|magi]] are concerned. The book is about magical places and creatures, about their interaction with one another as well as with representatives of other [[Realm]]s.

== Chapter 1: Introduction ==

The introduction explains what what the [[Magic Realm]] is and what characteristics magical creatures and things share.

== Chapter 2: Magic Auras ==

This chapter describes the concept of [[tether|tethers]], which give magical places there powers.  Several example tethers are presented: for example tethers that might be found in magical caves or bodies of water.

It gives rules for magic [[aura|auras]] strengthening or weakening over time.  These are probably too much book-keeping to apply to every aura in your [[saga]], but might make sense to use for an aura in or near your home covenant.

Some auras are aligned with specific magical influences, which might be particular [[Form | Forms]] or [[Technique | Techniques]] but could also be abstract concepts like "hunger" or "greed."  

== Chapter 3: Magic Realm ==

This chapter several theories of what the [[Magic Realm]] is like.  Some of these are different from what [[House Criamon]] believes.  The Magic Realm is not well understood by magi so it is not clear who is right.

Methods for entering and traveling in the Magic Realm are given.

The [[Twilight Void]] is described as a special part of the Magic Realm.

There are new [[spell guidelines]] for traveling through and manipulating the Magic Realm.

== Chapter 4: Magic Characters ==

The emphasis in Chapter 4 is on creating magical creatures for use as [[player character | player characters]].  For [[npc | non-player characters]], RoP:M introduces the concept of a [[Character Guide]], which is a partially-completed character with enough details for the [[storyguide]] to use it in a game session.

Magic characters have a [[Season]] that replaces age.  Many magic creatures, such as spirits, are ageless so age isn't used to determine their starting experience points.

Magic creatures have [[Qualities]] and [[Inferiorities]], which are powers and vulnerabilities associated with their magical natures.  In some ways these are similar to [[Virtues and Flaws]], except that the magical character's number of Qualities and Inferiorities is tied to its [[Might Score]].

== Chapter 5: Magic Animals ==

Full statistics are given for about fifteen magical beasts of various kinds, from mice to dragons.

Magical [[cat | cats]] have their own section including example powers.

There are rules for [[training]] magical animals and for what can happen when animals are [[transformed animal|Transformed]] by [[Warping]].


= Community Reviews =

Please add your own thoughts on this book.

= External links

* [[http://www.atlas-games.com/product_tables/AG0288.php | Realms of Power: Magic]] page at [[Atlas Games]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268498145</unix>
						<iso>2010-03-13 17:35:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Completed detailed description.</comment>
					<text><![CDATA[
{{figure|http://www.atlas-games.com/images/product/0288.jpg|Front cover}}

'''Rules Edition:''' [[Fifth Edition]]
'''Author(s):'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]]
'''Editor:''' [[David Chart]]
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-102-3
'''Release Date:''' July 2008
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print


The full [[http://www.atlas-games.com/pdf_storage/RoPMagicContents.pdf | Table of Contents]] is available from [[Atlas Games]].

{{toc}}

= Subject and Contents =

The third of the four books about [[Ars Magica]]'s [[Realm]]s, *Realms of Power: Magic* is about the [[Realm]] of [[Magic]], maybe the most tangible of the four [[Realm]]s as far as [[Magus|magi]] are concerned. The book is about magical places and creatures, about their interaction with one another as well as with representatives of other [[Realm]]s.

== Chapter 1: Introduction ==

The introduction explains what what the [[Magic Realm]] is and what characteristics magical creatures and things share.

== Chapter 2: Magic Auras ==

This chapter describes the concept of [[tether|tethers]], which give magical places there powers.  Several example tethers are presented: for example tethers that might be found in magical caves or bodies of water.

It gives rules for magic [[aura|auras]] strengthening or weakening over time.  These are probably too much book-keeping to apply to every aura in your [[saga]], but might make sense to use for an aura in or near your home covenant.

Some auras are aligned with specific magical influences, which might be particular [[Form | Forms]] or [[Technique | Techniques]] but could also be abstract concepts like "hunger" or "greed."  

== Chapter 3: Magic Realm ==

This chapter several theories of what the [[Magic Realm]] is like.  Some of these are different from what [[House Criamon]] believes.  The Magic Realm is not well understood by magi so it is not clear who is right.

Methods for entering and traveling in the Magic Realm are given.

The [[Twilight Void]] is described as a special part of the Magic Realm.

There are new [[spell guidelines]] for traveling through and manipulating the Magic Realm.

== Chapter 4: Magic Characters ==

The emphasis in Chapter 4 is on creating magical creatures for use as [[player character | player characters]].  For [[npc | non-player characters]], RoP:M introduces the concept of a [[Character Guide]], which is a partially-completed character with enough details for the [[storyguide]] to use it in a game session.

Magic characters have a [[Season]] that replaces age.  Many magic creatures, such as spirits, are ageless so age isn't used to determine their starting experience points.

Magic creatures have [[Qualities]] and [[Inferiorities]], which are powers and vulnerabilities associated with their magical natures.  In some ways these are similar to [[Virtues and Flaws]], except that the magical character's number of Qualities and Inferiorities is tied to its [[Might Score]].

== Chapter 5: Magic Animals ==

Full statistics are given for about fifteen magical beasts of various kinds, from mice to dragons.

Magical [[cat | cats]] have their own section including example powers.

There are rules for [[training]] magical animals and for what can happen when animals are [[transformed animal|Transformed]] by [[Warping]].

== Chapter 6: Magic Humans ==

Magic humans include giants, [[spirit votary |spirit votaries]], several examples of '''magic kin''' (lineages of humans infused with the power of Magic]], and [[Transformed]] humans, including the undead.

In addition to example characters and their powers, this chapter includes some optional combat rules for fighting against giants and similar large creatures.  It introduces the free [[Supernatural Virtue]], Spirit Votary, that makes the character a Magical [[Mythic Companion]]. 

== Chapter 7: Magic Spirits ==

This chapter introduces [[airy spirit | airy spirits]], which are Magical spirits native to the material world and that personify a thing, place, or idea.  In contrast, [[daimon | daimons]] (which were introduced in [[TMRE]]) reside permanently in the Magic Realm but can affect the physical world through their powers.

This chapter gives an extensive list of powers for spirits and full statistics for several spirits.

It also discusses how ghosts fit into the cosmology of [[Mythic Europe]] and explains some of the beliefs of the [[Mythic Church]] regarding ghosts.

== Chapter 8: Magic Things ==

The Magic Things chapter introduces the idea of [[extraordinary vis]], which is [[vis]] that can produce magical effects like an [[enchanted item]] does.  These are naturally-occurring powers, not something a magus intentionally creates in the [[laboratory]].

There is also [[dedicated vis]], which is especially useful for either casting spells, studying, or creating enchantments.

[[Herb of Virtue | Herbs]] and [[object of virtue | Objects of Virtue]] can be [[Enriched]] by a [[hedge wizard]] to create a kind of magical charm that grants a [[Virtue]] to its possessor.  Enrichment does not require a laboratory but it does require a knowledge of [[Magic Lore]].

This chapter also contains the Fifth Edition rules and statistics for [[mandrake]] root.

== Appendix: the Book of Mundane Beasts ==

Included as an appendix is the complete text of the [[Book of Mundane Beasts]].  It is exactly the same as the version [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf | available for free]] from the [[Atlas Games]] Web site.

= Community Reviews =

Please add your own thoughts on this book.

= External links

* [[http://www.atlas-games.com/product_tables/AG0288.php | Realms of Power: Magic]] page at [[Atlas Games]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1268501864</unix>
						<iso>2010-03-13 18:37:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Clarified extraordinary vis</comment>
					<text><![CDATA[
{{figure|http://www.atlas-games.com/images/product/0288.jpg|Front cover}}

'''Rules Edition:''' [[Fifth Edition]]
'''Author(s):'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]]
'''Editor:''' [[David Chart]]
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-102-3
'''Release Date:''' July 2008
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print


The full [[http://www.atlas-games.com/pdf_storage/RoPMagicContents.pdf | Table of Contents]] is available from [[Atlas Games]].

{{toc}}

= Subject and Contents =

The third of the four books about [[Ars Magica]]'s [[Realm]]s, *Realms of Power: Magic* is about the [[Realm]] of [[Magic]], maybe the most tangible of the four [[Realm]]s as far as [[Magus|magi]] are concerned. The book is about magical places and creatures, about their interaction with one another as well as with representatives of other [[Realm]]s.

== Chapter 1: Introduction ==

The introduction explains what what the [[Magic Realm]] is and what characteristics magical creatures and things share.

== Chapter 2: Magic Auras ==

This chapter describes the concept of [[tether|tethers]], which give magical places there powers.  Several example tethers are presented: for example tethers that might be found in magical caves or bodies of water.

It gives rules for magic [[aura|auras]] strengthening or weakening over time.  These are probably too much book-keeping to apply to every aura in your [[saga]], but might make sense to use for an aura in or near your home covenant.

Some auras are aligned with specific magical influences, which might be particular [[Form | Forms]] or [[Technique | Techniques]] but could also be abstract concepts like "hunger" or "greed."  

== Chapter 3: Magic Realm ==

This chapter several theories of what the [[Magic Realm]] is like.  Some of these are different from what [[House Criamon]] believes.  The Magic Realm is not well understood by magi so it is not clear who is right.

Methods for entering and traveling in the Magic Realm are given.

The [[Twilight Void]] is described as a special part of the Magic Realm.

There are new [[spell guidelines]] for traveling through and manipulating the Magic Realm.

== Chapter 4: Magic Characters ==

The emphasis in Chapter 4 is on creating magical creatures for use as [[player character | player characters]].  For [[npc | non-player characters]], RoP:M introduces the concept of a [[Character Guide]], which is a partially-completed character with enough details for the [[storyguide]] to use it in a game session.

Magic characters have a [[Season]] that replaces age.  Many magic creatures, such as spirits, are ageless so age isn't used to determine their starting experience points.

Magic creatures have [[Qualities]] and [[Inferiorities]], which are powers and vulnerabilities associated with their magical natures.  In some ways these are similar to [[Virtues and Flaws]], except that the magical character's number of Qualities and Inferiorities is tied to its [[Might Score]].

== Chapter 5: Magic Animals ==

Full statistics are given for about fifteen magical beasts of various kinds, from mice to dragons.

Magical [[cat | cats]] have their own section including example powers.

There are rules for [[training]] magical animals and for what can happen when animals are [[transformed animal|Transformed]] by [[Warping]].

== Chapter 6: Magic Humans ==

Magic humans include giants, [[spirit votary |spirit votaries]], several examples of '''magic kin''' (lineages of humans infused with the power of Magic]], and [[Transformed]] humans, including the undead.

In addition to example characters and their powers, this chapter includes some optional combat rules for fighting against giants and similar large creatures.  It introduces the free [[Supernatural Virtue]], Spirit Votary, that makes the character a Magical [[Mythic Companion]]. 

== Chapter 7: Magic Spirits ==

This chapter introduces [[airy spirit | airy spirits]], which are Magical spirits native to the material world and that personify a thing, place, or idea.  In contrast, [[daimon | daimons]] (which were introduced in [[TMRE]]) reside permanently in the Magic Realm but can affect the physical world through their powers.

This chapter gives an extensive list of powers for spirits and full statistics for several spirits.

It also discusses how ghosts fit into the cosmology of [[Mythic Europe]] and explains some of the beliefs of the [[Mythic Church]] regarding ghosts.

== Chapter 8: Magic Things ==

The Magic Things chapter introduces the idea of extraordinary [[vis]].  There is [[lesser enchantment vis]] and [[spell-like vis]] which have naturally-occurring powers, and [[dedicated vis]], which is especially useful for either casting spells, studying, or creating enchantments.

[[Herb of Virtue | Herbs]] and [[object of virtue | Objects of Virtue]] can be [[Enriched]] by a [[hedge wizard]] to create a kind of magical charm that grants a [[Virtue]] to its possessor.  Enrichment does not require a laboratory but it does require a knowledge of [[Magic Lore]].

This chapter also contains the Fifth Edition rules and statistics for [[mandrake]] root.

== Appendix: the Book of Mundane Beasts ==

Included as an appendix is the complete text of the [[Book of Mundane Beasts]].  It is exactly the same as the version [[http://www.atlas-games.com/pdf_storage/ArM5Beasts.pdf | available for free]] from the [[Atlas Games]] Web site.

= Community Reviews =

Please add your own thoughts on this book.

= External links

* [[http://www.atlas-games.com/product_tables/AG0288.php | Realms of Power: Magic]] page at [[Atlas Games]]
]]></text>
				</version>
			</history>
		</page>
		<page node="690">
			<name>john_nephew</name>
			<title>John Nephew</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241562755</unix>
						<iso>2009-05-06 00:32:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
John Nephew is the founder and president of [[Atlas Games]], the current publisher of Ars Magica.

Mr. Nephew is the [[Line Editor]]'s boss.  He is the final authority for all decisions about the game.  He seems to make an effort to maintain contact with the [[Fan Community]] and sometimes answers questions on the Atlas Games [[http://www.atlas-games.com/forum/ | Discussion Forums]].
]]></text>
				</version>
			</history>
		</page>
		<page node="691">
			<name>third_edition</name>
			<title>Third Edition</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241563159</unix>
						<iso>2009-05-06 00:39:19</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The Third Edition of Ars Magica was published by [[White Wolf]] Game Studio.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241652327</unix>
						<iso>2009-05-07 01:25:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Expanded Stub</comment>
					<text><![CDATA[
The Third Edition of Ars Magica (abbreviated ''ArM3'') was published in 1992 by [[White Wolf]] Game Studio.

= Distinctive Features

Third Edition is important historically because much of the [[Canon]] was first established in supplements written for Third Edition.

Third Edition has the largest page count of any edition of the core book, at 392 pages.

Since Third Edition was published by [[White Wolf]], certain aspects of the setting are designed to be consistent with White Wolf's [[White_Wolf#WorldOfDarkness | World of Darkness]].  This explains such features as [[True Reason]] and the [[House_Tremere#Vampires | vampires in House Tremere]].

Third Edition also introduced a kind of [[Virtue]] called a "Passion," which was something like a [[Personality Trait]] that could grant benefits similar to [[Confidence]] when the character's specific Passion was aroused.  For example, a character with a Passion for Honor would gain benefits when attempting to exercise or defend his personal honor.

= Differences From Second Edition

I do want to bring up the most important difference between the two editions: the 2nd edition is concise and the writing is fairly reasonable. The 3rd edition is verbose and the editing is amazingly poor. The 3rd edition smacks of, "paid by the word", and the sheer amount of excess text is mind-boggling. I strongly encourage the people working on the 4th edition to not repeat 3rd edition verbatim, but to actually rewrite the paragraphs involved. Even if no _real_ material is actually cut, simply trimming down the writing style would eliminate countless pages of text.

I also want to note that I think the Introduction to the 2nd edition is a lot better than the 3rd, and that first page of ArM 2 is a lot more effective in conveying the essence of the world than the first bits of gray text in ArM 3.

Nonetheless, here we go with the diffs between the editions; this might not be a complete list, but I hope it's relatively thorough. The order follows the order of presentation in the 2nd edition book. Do note that there's a lot of stuff added to the 3rd edition which isn't in the 2nd edition at all. I may get flamed for this statement, but given the sheer number of changes to even the basic rules, I think that claims of the One True Edition are a bit hard to make (at least given the fact that most of the people on the mailing lists apparently use the 3rd edition rulings, and add some things out of 2nd, like vis extraction).

Below, when referring to location in the rulebook, something like, "xC yP" refers to x column, y paragraph (i.e., "2C 3P" is the 2nd column 3rd paragraph). Items in quotation marks are actual quotes; everything else is my own commentary. I have only put citations in places where the rule might be difficult to locate.

I've noted places where I, personally, think the ArM 2 rule is better, and also thrown in a few general suggestions for 4th edition.

==Character Creation

ArM 2, p. 14, 1C 2P: if you have a powerful mystical ability, you also suffer the -3 to social stuff that the magi do. (Presumably this refers to Exceptional Talents. 3rd edition has the -1 Flaw Magical Air instead.)

Beginning age: This is randomized in ArM 2, and chosen in ArM 3. It would be useful for good starting ages to be noted; particularly, ages should be noted for beginning magi (since your apprenticeship begins between age 7 and 17, and lasts 15 years).

Characteristics: Pairs have to be balanced in ArM 2 (the two characteristics in a pair have to be within 1 of each other), but not in ArM 3. (ArM 1 required the pair balance within 3 of each other.)

The Gift: ArM 2 imposes the -3 penalty on social interaction which involves people trusting you; ArM 3 imposes this on all rolls involving interacting with normal people (Presence and Communication).

Virtues and Flaws: Companions and Magi both get 7 points in ArM 2 (magi get 10 in ArM 3). Grogs only get 1 point in ArM 2 (as opposed to 3 in ArM 3). The V&Fs themselves have changed pretty substantially. I don't like the organization in either edition; it'd be nice to have a table summarizing V&Fs by cost, and then break them down in the same way ArM 3 does -- but PLEASE LIST THEM ALPHABETICALLY within each section (I've found it immensely frustrating to know a flaw name, cost, and section it appears in, only to not be able to rapidly locate it within that section).

Character Templates: the short little blurb templates in ArM 2 (p. 34, 35) are a lot better than the full templates in ArM 3. The "instant grog" (ArM 2, p. 22) is also a nice touch. They don't take up much space; I wish they'd appear in ArM 4. (What's badly needed, IMHO, is a list of typical V&Fs for each House of the Order, since this information was, by and large, left out in Houses of Hermes.)

==Confidence

Eeveryone in ArM 3 begins with 3 Confidence Points; in ArM 2, it's 3, 2, and 1 for Magi, Companions, and Grogs, respectively. The Confidence rules are completely different. To quickly summarize:

In ArM 2, you can declare use of X points of Cnf BEFORE making a stress roll, and add the number of points to the roll. If you make the roll, you keep the points. If you roll the Ease Factor exactly, you make a simple roll; if the roll if higher than your maximum Cnf (i.e., what you had before spending any temporarily), then you permanently gain 1 Cnf. If you fail, you lose the spent points for the duration of the story (or until the SG says otherwise, basically). If you botch, you lose 1 Cnf permanently; you always have at least 1 Cnf, though. There are also special rules for using Cnf on Personality Rolls.

In ArM 3, you can declare that you are spending a Confidence Point, after a failed stress roll. You then get a reroll. If you make the roll, you keep the point. If you fail it, you lose it for the duration of the story. If you botch it, you lose the point permanently. You cannot use Confidence more than once per action. Confidence can also be spent on Passions (different rules). Gaining Confidence can only be done via StoryGuide fiat. There is no stated minimum for Confidence points.

Reputations: these rules have increased in complexity in ArM 3; notable is the stress roll that is sometimes involved in losing Reputation.

==Abilities

In ArM 2, Grogs get their age + 10 in initial XP to spend; in ArM 3, Grogs get their age * 2 (same as Companions).

In ArM 2, Abilities can be reduced below 0 (to a minimum of -3), for the gain of 1 point per point reduced. However, to buy a negative ability up is "normal"; i.e., to go from -3 to -2 costs 3 points.

ArM 2 also says things like, "Drop all fractions." It'd be nice to have a consistent rounding scheme, which apparently doesn't exist in ArM 3.

The abilities themselves have been modified in various ways.

Penalties for using abilities you don't have:

    Talents: ArM 2, roll normally. ArM 3, roll but with 3 extra Botch Dice.

    Skills: ArM 2, penalty of -2 to -8, and/or 1-3 extra Botch Dice (decision of the StoryGuide, presumably). ArM 3, penalty of -3 and 3 extra Botch Dice.

    Formal/Arcane Knowledges: can't do it, both editions.

    Casual Knowledges: ArM 2, penalty of -3 to -10. ArM 3, roll normally.

    The "roll manipulation" stuff is only in ArM 2 (it's extraneous).

Experience in ArM 2 is a constant: in a story, it's 3 for magi, 2 for companions, 1 for grogs, plus any bonuses. ArM 3 makes it StoryGuide fiat (a far more reasonable way, since the ArM 2 way really kinda denigrates the contributions of the non-magi).

There is no Yearly Experience in ArM 2, though there is in both ArM 1 and ArM 3.

==Aging and Decrepitude

There is a major difference in the two editions, here.

ArM 2 begins aging at 35 + Stamina; ArM 3 begins it at 35, period. (I think the ArM 2 version is more reasonable, personally, since high Stamina should help with aging, which it doesn't, in ArM 3).

In ArM 2, to do an aging check, you first state the Characteristic you've used most often this year, and then make a simple roll, consulting a Characteristic Loss chart. If the characteristic chosen by the chart is the one you stated you used most often, the roll gets a +3. The roll gets -1 for every point of Decrepitude you possess. A longevity potion adds a flat +5 to the roll. On a roll of 5 or below, the Characteristic doesn't drop; otherwise, it's lowered by 1 point.

In ArM 3, aging has several steps. First, there's a roll to see if any characteristic drops at all. This roll is modified by +1 for every point of Decrepitude, and decreased by a longevity potion (the effectiveness of which is based on the InCo lab total of the magus who created it, at the time of the creation). If this roll indicates Characteristic loss, a simple roll + that Characteristic is made; if the roll is below 7, that characteristic is decreased by 1.

Decrepitude in ArM 2 also modifies healing rolls and the number of Botch Dice rolled on Soak botches. Decrepitude isn't used in either of those ways in ArM 3 (or at least, if it is, I can't find the rules for it).
Combat

I've looked this bit over a little less carefully than the rest, and thus didn't spot any big changes (other than the obvious split of combat into Action and Dueling systems).

Falling damage for falling on a hard surface is, in ArM 3, explicitly doubled after Soak is applied.

ArM 2 states that poisons can simply be handled as damage against which the Soak roll is based solely on Stamina + Size.

Plate Armor has been removed from the Armor Protection Chart in ArM 3. All Plate, in ArM 2, is Expensive; stats are as follows: Plate Cuirass (prot. 10, load 4), Plate Hauberk (prot. 15, load 6), Full Plate Armor (prot. 17, load 7).

One note, though: the Combat Botch suggestions in ArM 2 seem a lot more reasonable and useful for coming up with one's own Botch ideas.

==Magic

Magic Resistance: the roll for Parma Magica in ArM 2 is simple; it's stress in ArM 3. (In ArM 1, Parma Magica is an actual spell, not an ability.) ArM 3 allows you to also suppress your Form bonus by concentrating. ArM 2 does not allow this, but it does allow you to subtract your Vim score from your Magic Resistance, by concentrating.

Fast-Casting: ArM 2, -5 penalty on roll, plus double Botch Dice, and a roll of 0 indicates a side effect (whether or not you Botch). ArM 3, -5 penalty on roll, with 3 extra Botch Dice. (The chart for ArM 3 mentions a side-effect, but the rules do not; WotC has confirmed that the chart is erroneous.)

Spontaneous Spells: ArM 3, you must always roll a stress die if you are Fatiguing yourself (p. 173, 2C 3P). ArM 3 also gives a "similar spell" bonus of +1 for every 5 levels of a similar known Formulaic spell. ArM 2, however, allows up to a +5 bonus for a colorful description of the spell (a roleplaying modifier, essentially).

Strengthening Formulaic Spells: in ArM 2, with non-ritual Formulaics, you can double the effect by expending 1 pawn of vis for each 5 levels of the spell (I think -- this is really poorly worded, ArM 2 p. 69: "For non-ritual formulaic magic, each point of raw vis duplicates 5 Levels of the spell. Thus you can double the effect of your spell by using 1 raw vis point per 5 levels of the spell.") In ArM 3, this weirdness doesn't exist; spending a pawn of vis simply adds +5 to your spellcasting roll.

Words and Gestures: ArM 3 states explicitly that casting without gestures negates Encumbrance penalties.

Using raw vis: in ArM 2, the maximum vis you can expend at a single time is your Vim score. In ArM 3, the maximum amount vis of a single Art you can expend at a single time is your score in that Art. In other words, if you have Creo 5, Ignem 3, Vim 4, and are casting a Creo Ignem spell, in ArM 2 you would be restricted to expending 4 pawns total (but it can be of any type), whereas in ArM 3, you could expend up to 8 pawns (5 of Creo and 3 of Ignem) but it must be either Creo or Ignem vis.

Vis in general: the concept of Art-specific vis is basically non-existent in ArM 2. Furthermore, in ArM 2, if you expend vis, you must expend all the vis you are touching; in ArM 3, you can decide how much you use.

Casting from a text: in ArM 2, the spell goes off whether or not you go Unconscious; in ArM 3, the spell fails if you go Unconscious.

==Spells

Many spell descriptions have changed, of course.

One to note is the [[Aegis of the Hearth]]. In ArM 2, for spells entering the Aegis that have a target which would normally get a Resistance Roll, the target gets Level of the Aegis + 5 added to his Resistance Roll, thus making it much more likely that such spells will fizzle (spells that don't fit this get Level of the Aegis + 5 + die -- presumably a simple die). In ArM 3, it's just a flat resistance to all spells: Aegis + 5 + stress die.

Realms: The power interaction chart has been vastly simplified in ArM 3 (ArM 2 had the weird change in multipliers depending on Aura strength).

==Certámen

In ArM 2, the loser of a round drops a Fatigue level for every 5 points of exceeded resistance roll. In ArM 3, the loser drops a Fatigue level for every 5 points or fraction thereof.

ArM 3 allows explicit surrender before going Unconscious; the finishing spell can still be cast, but the loser's Parma Magica is not circumvented.

In ArM 2, the finishing spell must be of EITHER the same Technique or Form (or both); in ArM 3, the finishing spell must be of the same Technique AND Form.

In ArM 2, vis may be expended in the Certamen at any time. In ArM 3, vis can only be expended in the opposed roll (the one that involves the Form and Technique scores), not in the roll-to-weaken and its resistance roll.
Laboratory

The rules for studying/copying knowledges are only in ArM 2: you gain 3 XP in a knowledge per season of study, and your score cannot exceed the source's (usually a book). You can record 1 point per Season but cannot write more than half your score; you can copy at 3 points per season.

When studying from vis, in ArM 3, you add the rating of your Aura, to roll * pawns, in order to get the total effective score. In ArM 2, it's just roll * pawns.

The rules for vis extraction are only in ArM 2: you can extract, in a Season, a number of pawns of Vim vis equal to one-fifth of Creo + Vim + Magic Theory + (3 * Magical Aura).

Instilling effects: in ArM 2, you must equal the level of the desired effect with your lab total, in order to instill it. In ArM 3, you gain 1 point towards instilling the effect for every point your lab total is ABOVE the level of the effect; the effect is instilled when the accumulated points equal the effect level. In other words, it's MUCH harder to instill effects in ArM 3 (but there are no Lesser Enchanted Devices in ArM 2).

Potions: in ArM 2, the base total is your lab total plus three times the Aura; in ArM 3, it's your lab total plus the Aura. In ArM 2, expending vis increases this total by +3 per pawn; in ArM 3, expending vis for the appropriate Art(s) increases this total by +5 per pawn.

Longevity potions: the ArM 3 rules are more complicated, due to the change in aging; see above (and p. 107 in ArM 2 and p. 250 in ArM 3).

Magic Foci vs. Talismans: ArM 2 uses the former; ArM 3 uses the latter. The two serve the same function, under different names (a "spell focus" in ArM 3 is no longer an enchanted item, but a simple object used to give a bonus to a specific Formulaic spell). Both editions require that a Season be spent preparing the item for enchantment. ArM 3 also requires that an additional Season be spent attuning it as a talisman; a talisman in ArM 3 is also an Arcane Connection to you.

Distractions from Studies: ArM 3 reduces the penalties for being away; the first 10 days are "free", and after that it's 1 level of book study lost for every 2 days away, or -1 to the lab total for every 1 day away. (ArM 2 does not give any "free" days, and it's a -1 penalty to the lab total for each day; there's nothing said about study.)

Lab Texts: These only exist in ArM 3.

Familiars: Familiars have "familiar powers" in ArM 2; in ArM 3, there are "bond qualities" instead. The two are substantially different. ArM 2 there is one power for every Art, and a score of 15+ in that Art is required to enchant that power. ArM 3 allows the simple purchase of positive and negative aspects of the bond, which affect the way master and animal interact, rather than being overt powers of the animal itself.

Vis: for most magical activity, ArM 2 does not state that Art-specific vis must be used.

A lot of good Saga/playstyle material was cut or rewritten between ArM 2 and 3; I'm of the opinion that the simple directness of the ArM 2 stuff is more effective than the verbose moodiness of ArM 3.

["-- Lydia Leong]

= Commentary

In addition to the personal assessments embedded in the preceding section, we offer some other perspectives on Third Edition.

== Strong Points

Third Edition is often maligned in the [[Fan Community]] because of its well-known shortcomings.  However, the edition is not without merit.  It was a good game, and in practice its flaws (which mostly relate to atmosphere and meta-plot) could be easily disregarded or worked around.

Third Edition is very consistent in placing a strong emphasis role-playing a vibrant character and approaching the game as a narrative.  Later editions seem more dry and simulationist by comparison.

Compared to Second Edition, Third Edition includes more description and background material on Mythic Europe.

The interior artwork is generally well-regarded, featuring illustrations by [[Eric Hotz]] and [[William O'Connor]].

== Weak Points

Most of the criticism of Third Edition centers on two points: its generally dark and moody tone, and the unpopular features that tie Ars Magica into the [[White_Wolf#WorldOfDarkness | World of Darkness]].

The quality of Third Edition supplements was hit and miss.  Although there were some excellent Third Edition books, including [[Houses of Hermes Book | Houses of Hermes]], there were also several turkeys like the forgettable [[Pax Dei]].

= Obtaining Copies of Third Edition

As late as 2006, it was possible to buy a copy of Third Edition from [[http://www.warehouse23.com/ | Warehouse 23]] for as little as $5 U.S. (plus shipping).  It no longer seems to be available from Warehouse 23, can usually be found on [[http://www.ebay.com | Ebay]] at low prices -- probably less than the book cost when it was new.

So, although Third Edition is out of print, it could not be considered a rare find.  Shop around a bit before paying a high price.

= See Also

* [[ArM2]]
* [[ArM4]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241695056</unix>
						<iso>2009-05-07 13:17:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added heading for Laboratory</comment>
					<text><![CDATA[
The Third Edition of Ars Magica (abbreviated ''ArM3'') was published in 1992 by [[White Wolf]] Game Studio.

= Distinctive Features

Third Edition is important historically because much of the [[Canon]] was first established in supplements written for Third Edition.

Third Edition has the largest page count of any edition of the core book, at 392 pages.

Since Third Edition was published by [[White Wolf]], certain aspects of the setting are designed to be consistent with White Wolf's [[White_Wolf#WorldOfDarkness | World of Darkness]].  This explains such features as [[True Reason]] and the [[House_Tremere#Vampires | vampires in House Tremere]].

Third Edition also introduced a kind of [[Virtue]] called a "Passion," which was something like a [[Personality Trait]] that could grant benefits similar to [[Confidence]] when the character's specific Passion was aroused.  For example, a character with a Passion for Honor would gain benefits when attempting to exercise or defend his personal honor.

= Differences From Second Edition

I do want to bring up the most important difference between the two editions: the 2nd edition is concise and the writing is fairly reasonable. The 3rd edition is verbose and the editing is amazingly poor. The 3rd edition smacks of, "paid by the word", and the sheer amount of excess text is mind-boggling. I strongly encourage the people working on the 4th edition to not repeat 3rd edition verbatim, but to actually rewrite the paragraphs involved. Even if no _real_ material is actually cut, simply trimming down the writing style would eliminate countless pages of text.

I also want to note that I think the Introduction to the 2nd edition is a lot better than the 3rd, and that first page of ArM 2 is a lot more effective in conveying the essence of the world than the first bits of gray text in ArM 3.

Nonetheless, here we go with the diffs between the editions; this might not be a complete list, but I hope it's relatively thorough. The order follows the order of presentation in the 2nd edition book. Do note that there's a lot of stuff added to the 3rd edition which isn't in the 2nd edition at all. I may get flamed for this statement, but given the sheer number of changes to even the basic rules, I think that claims of the One True Edition are a bit hard to make (at least given the fact that most of the people on the mailing lists apparently use the 3rd edition rulings, and add some things out of 2nd, like vis extraction).

Below, when referring to location in the rulebook, something like, "xC yP" refers to x column, y paragraph (i.e., "2C 3P" is the 2nd column 3rd paragraph). Items in quotation marks are actual quotes; everything else is my own commentary. I have only put citations in places where the rule might be difficult to locate.

I've noted places where I, personally, think the ArM 2 rule is better, and also thrown in a few general suggestions for 4th edition.

==Character Creation

ArM 2, p. 14, 1C 2P: if you have a powerful mystical ability, you also suffer the -3 to social stuff that the magi do. (Presumably this refers to Exceptional Talents. 3rd edition has the -1 Flaw Magical Air instead.)

Beginning age: This is randomized in ArM 2, and chosen in ArM 3. It would be useful for good starting ages to be noted; particularly, ages should be noted for beginning magi (since your apprenticeship begins between age 7 and 17, and lasts 15 years).

Characteristics: Pairs have to be balanced in ArM 2 (the two characteristics in a pair have to be within 1 of each other), but not in ArM 3. (ArM 1 required the pair balance within 3 of each other.)

The Gift: ArM 2 imposes the -3 penalty on social interaction which involves people trusting you; ArM 3 imposes this on all rolls involving interacting with normal people (Presence and Communication).

Virtues and Flaws: Companions and Magi both get 7 points in ArM 2 (magi get 10 in ArM 3). Grogs only get 1 point in ArM 2 (as opposed to 3 in ArM 3). The V&Fs themselves have changed pretty substantially. I don't like the organization in either edition; it'd be nice to have a table summarizing V&Fs by cost, and then break them down in the same way ArM 3 does -- but PLEASE LIST THEM ALPHABETICALLY within each section (I've found it immensely frustrating to know a flaw name, cost, and section it appears in, only to not be able to rapidly locate it within that section).

Character Templates: the short little blurb templates in ArM 2 (p. 34, 35) are a lot better than the full templates in ArM 3. The "instant grog" (ArM 2, p. 22) is also a nice touch. They don't take up much space; I wish they'd appear in ArM 4. (What's badly needed, IMHO, is a list of typical V&Fs for each House of the Order, since this information was, by and large, left out in Houses of Hermes.)

==Confidence

Eeveryone in ArM 3 begins with 3 Confidence Points; in ArM 2, it's 3, 2, and 1 for Magi, Companions, and Grogs, respectively. The Confidence rules are completely different. To quickly summarize:

In ArM 2, you can declare use of X points of Cnf BEFORE making a stress roll, and add the number of points to the roll. If you make the roll, you keep the points. If you roll the Ease Factor exactly, you make a simple roll; if the roll if higher than your maximum Cnf (i.e., what you had before spending any temporarily), then you permanently gain 1 Cnf. If you fail, you lose the spent points for the duration of the story (or until the SG says otherwise, basically). If you botch, you lose 1 Cnf permanently; you always have at least 1 Cnf, though. There are also special rules for using Cnf on Personality Rolls.

In ArM 3, you can declare that you are spending a Confidence Point, after a failed stress roll. You then get a reroll. If you make the roll, you keep the point. If you fail it, you lose it for the duration of the story. If you botch it, you lose the point permanently. You cannot use Confidence more than once per action. Confidence can also be spent on Passions (different rules). Gaining Confidence can only be done via StoryGuide fiat. There is no stated minimum for Confidence points.

Reputations: these rules have increased in complexity in ArM 3; notable is the stress roll that is sometimes involved in losing Reputation.

==Abilities

In ArM 2, Grogs get their age + 10 in initial XP to spend; in ArM 3, Grogs get their age * 2 (same as Companions).

In ArM 2, Abilities can be reduced below 0 (to a minimum of -3), for the gain of 1 point per point reduced. However, to buy a negative ability up is "normal"; i.e., to go from -3 to -2 costs 3 points.

ArM 2 also says things like, "Drop all fractions." It'd be nice to have a consistent rounding scheme, which apparently doesn't exist in ArM 3.

The abilities themselves have been modified in various ways.

Penalties for using abilities you don't have:

    Talents: ArM 2, roll normally. ArM 3, roll but with 3 extra Botch Dice.

    Skills: ArM 2, penalty of -2 to -8, and/or 1-3 extra Botch Dice (decision of the StoryGuide, presumably). ArM 3, penalty of -3 and 3 extra Botch Dice.

    Formal/Arcane Knowledges: can't do it, both editions.

    Casual Knowledges: ArM 2, penalty of -3 to -10. ArM 3, roll normally.

    The "roll manipulation" stuff is only in ArM 2 (it's extraneous).

Experience in ArM 2 is a constant: in a story, it's 3 for magi, 2 for companions, 1 for grogs, plus any bonuses. ArM 3 makes it StoryGuide fiat (a far more reasonable way, since the ArM 2 way really kinda denigrates the contributions of the non-magi).

There is no Yearly Experience in ArM 2, though there is in both ArM 1 and ArM 3.

==Aging and Decrepitude

There is a major difference in the two editions, here.

ArM 2 begins aging at 35 + Stamina; ArM 3 begins it at 35, period. (I think the ArM 2 version is more reasonable, personally, since high Stamina should help with aging, which it doesn't, in ArM 3).

In ArM 2, to do an aging check, you first state the Characteristic you've used most often this year, and then make a simple roll, consulting a Characteristic Loss chart. If the characteristic chosen by the chart is the one you stated you used most often, the roll gets a +3. The roll gets -1 for every point of Decrepitude you possess. A longevity potion adds a flat +5 to the roll. On a roll of 5 or below, the Characteristic doesn't drop; otherwise, it's lowered by 1 point.

In ArM 3, aging has several steps. First, there's a roll to see if any characteristic drops at all. This roll is modified by +1 for every point of Decrepitude, and decreased by a longevity potion (the effectiveness of which is based on the InCo lab total of the magus who created it, at the time of the creation). If this roll indicates Characteristic loss, a simple roll + that Characteristic is made; if the roll is below 7, that characteristic is decreased by 1.

Decrepitude in ArM 2 also modifies healing rolls and the number of Botch Dice rolled on Soak botches. Decrepitude isn't used in either of those ways in ArM 3 (or at least, if it is, I can't find the rules for it).
Combat

I've looked this bit over a little less carefully than the rest, and thus didn't spot any big changes (other than the obvious split of combat into Action and Dueling systems).

Falling damage for falling on a hard surface is, in ArM 3, explicitly doubled after Soak is applied.

ArM 2 states that poisons can simply be handled as damage against which the Soak roll is based solely on Stamina + Size.

Plate Armor has been removed from the Armor Protection Chart in ArM 3. All Plate, in ArM 2, is Expensive; stats are as follows: Plate Cuirass (prot. 10, load 4), Plate Hauberk (prot. 15, load 6), Full Plate Armor (prot. 17, load 7).

One note, though: the Combat Botch suggestions in ArM 2 seem a lot more reasonable and useful for coming up with one's own Botch ideas.

==Magic

Magic Resistance: the roll for Parma Magica in ArM 2 is simple; it's stress in ArM 3. (In ArM 1, Parma Magica is an actual spell, not an ability.) ArM 3 allows you to also suppress your Form bonus by concentrating. ArM 2 does not allow this, but it does allow you to subtract your Vim score from your Magic Resistance, by concentrating.

Fast-Casting: ArM 2, -5 penalty on roll, plus double Botch Dice, and a roll of 0 indicates a side effect (whether or not you Botch). ArM 3, -5 penalty on roll, with 3 extra Botch Dice. (The chart for ArM 3 mentions a side-effect, but the rules do not; WotC has confirmed that the chart is erroneous.)

Spontaneous Spells: ArM 3, you must always roll a stress die if you are Fatiguing yourself (p. 173, 2C 3P). ArM 3 also gives a "similar spell" bonus of +1 for every 5 levels of a similar known Formulaic spell. ArM 2, however, allows up to a +5 bonus for a colorful description of the spell (a roleplaying modifier, essentially).

Strengthening Formulaic Spells: in ArM 2, with non-ritual Formulaics, you can double the effect by expending 1 pawn of vis for each 5 levels of the spell (I think -- this is really poorly worded, ArM 2 p. 69: "For non-ritual formulaic magic, each point of raw vis duplicates 5 Levels of the spell. Thus you can double the effect of your spell by using 1 raw vis point per 5 levels of the spell.") In ArM 3, this weirdness doesn't exist; spending a pawn of vis simply adds +5 to your spellcasting roll.

Words and Gestures: ArM 3 states explicitly that casting without gestures negates Encumbrance penalties.

Using raw vis: in ArM 2, the maximum vis you can expend at a single time is your Vim score. In ArM 3, the maximum amount vis of a single Art you can expend at a single time is your score in that Art. In other words, if you have Creo 5, Ignem 3, Vim 4, and are casting a Creo Ignem spell, in ArM 2 you would be restricted to expending 4 pawns total (but it can be of any type), whereas in ArM 3, you could expend up to 8 pawns (5 of Creo and 3 of Ignem) but it must be either Creo or Ignem vis.

Vis in general: the concept of Art-specific vis is basically non-existent in ArM 2. Furthermore, in ArM 2, if you expend vis, you must expend all the vis you are touching; in ArM 3, you can decide how much you use.

Casting from a text: in ArM 2, the spell goes off whether or not you go Unconscious; in ArM 3, the spell fails if you go Unconscious.

==Spells

Many spell descriptions have changed, of course.

One to note is the [[Aegis of the Hearth]]. In ArM 2, for spells entering the Aegis that have a target which would normally get a Resistance Roll, the target gets Level of the Aegis + 5 added to his Resistance Roll, thus making it much more likely that such spells will fizzle (spells that don't fit this get Level of the Aegis + 5 + die -- presumably a simple die). In ArM 3, it's just a flat resistance to all spells: Aegis + 5 + stress die.

Realms: The power interaction chart has been vastly simplified in ArM 3 (ArM 2 had the weird change in multipliers depending on Aura strength).

==Certámen

In ArM 2, the loser of a round drops a Fatigue level for every 5 points of exceeded resistance roll. In ArM 3, the loser drops a Fatigue level for every 5 points or fraction thereof.

ArM 3 allows explicit surrender before going Unconscious; the finishing spell can still be cast, but the loser's Parma Magica is not circumvented.

In ArM 2, the finishing spell must be of EITHER the same Technique or Form (or both); in ArM 3, the finishing spell must be of the same Technique AND Form.

In ArM 2, vis may be expended in the Certamen at any time. In ArM 3, vis can only be expended in the opposed roll (the one that involves the Form and Technique scores), not in the roll-to-weaken and its resistance roll.

==
==Laboratory

The rules for studying/copying knowledges are only in ArM 2: you gain 3 XP in a knowledge per season of study, and your score cannot exceed the source's (usually a book). You can record 1 point per Season but cannot write more than half your score; you can copy at 3 points per season.

When studying from vis, in ArM 3, you add the rating of your Aura, to roll * pawns, in order to get the total effective score. In ArM 2, it's just roll * pawns.

The rules for vis extraction are only in ArM 2: you can extract, in a Season, a number of pawns of Vim vis equal to one-fifth of Creo + Vim + Magic Theory + (3 * Magical Aura).

Instilling effects: in ArM 2, you must equal the level of the desired effect with your lab total, in order to instill it. In ArM 3, you gain 1 point towards instilling the effect for every point your lab total is ABOVE the level of the effect; the effect is instilled when the accumulated points equal the effect level. In other words, it's MUCH harder to instill effects in ArM 3 (but there are no Lesser Enchanted Devices in ArM 2).

Potions: in ArM 2, the base total is your lab total plus three times the Aura; in ArM 3, it's your lab total plus the Aura. In ArM 2, expending vis increases this total by +3 per pawn; in ArM 3, expending vis for the appropriate Art(s) increases this total by +5 per pawn.

Longevity potions: the ArM 3 rules are more complicated, due to the change in aging; see above (and p. 107 in ArM 2 and p. 250 in ArM 3).

Magic Foci vs. Talismans: ArM 2 uses the former; ArM 3 uses the latter. The two serve the same function, under different names (a "spell focus" in ArM 3 is no longer an enchanted item, but a simple object used to give a bonus to a specific Formulaic spell). Both editions require that a Season be spent preparing the item for enchantment. ArM 3 also requires that an additional Season be spent attuning it as a talisman; a talisman in ArM 3 is also an Arcane Connection to you.

Distractions from Studies: ArM 3 reduces the penalties for being away; the first 10 days are "free", and after that it's 1 level of book study lost for every 2 days away, or -1 to the lab total for every 1 day away. (ArM 2 does not give any "free" days, and it's a -1 penalty to the lab total for each day; there's nothing said about study.)

Lab Texts: These only exist in ArM 3.

Familiars: Familiars have "familiar powers" in ArM 2; in ArM 3, there are "bond qualities" instead. The two are substantially different. ArM 2 there is one power for every Art, and a score of 15+ in that Art is required to enchant that power. ArM 3 allows the simple purchase of positive and negative aspects of the bond, which affect the way master and animal interact, rather than being overt powers of the animal itself.

Vis: for most magical activity, ArM 2 does not state that Art-specific vis must be used.

A lot of good Saga/playstyle material was cut or rewritten between ArM 2 and 3; I'm of the opinion that the simple directness of the ArM 2 stuff is more effective than the verbose moodiness of ArM 3.

["-- Lydia Leong]

= Commentary

In addition to the personal assessments embedded in the preceding section, we offer some other perspectives on Third Edition.

== Strong Points

Third Edition is often maligned in the [[Fan Community]] because of its well-known shortcomings.  However, the edition is not without merit.  It was a good game, and in practice its flaws (which mostly relate to atmosphere and meta-plot) could be easily disregarded or worked around.

Third Edition is very consistent in placing a strong emphasis role-playing a vibrant character and approaching the game as a narrative.  Later editions seem more dry and simulationist by comparison.

Compared to Second Edition, Third Edition includes more description and background material on Mythic Europe.

The interior artwork is generally well-regarded, featuring illustrations by [[Eric Hotz]] and [[William O'Connor]].

== Weak Points

Most of the criticism of Third Edition centers on two points: its generally dark and moody tone, and the unpopular features that tie Ars Magica into the [[White_Wolf#WorldOfDarkness | World of Darkness]].

The quality of Third Edition supplements was hit and miss.  Although there were some excellent Third Edition books, including [[Houses of Hermes Book | Houses of Hermes]], there were also several turkeys like the forgettable [[Pax Dei]].

= Obtaining Copies of Third Edition

As late as 2006, it was possible to buy a copy of Third Edition from [[http://www.warehouse23.com/ | Warehouse 23]] for as little as $5 U.S. (plus shipping).  It no longer seems to be available from Warehouse 23, can usually be found on [[http://www.ebay.com | Ebay]] at low prices -- probably less than the book cost when it was new.

So, although Third Edition is out of print, it could not be considered a rare find.  Shop around a bit before paying a high price.

= See Also

* [[ArM2]]
* [[ArM
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1241695208</unix>
						<iso>2009-05-07 13:20:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Light edit to Obtaining Copies section</comment>
					<text><![CDATA[
The Third Edition of Ars Magica (abbreviated ''ArM3'') was published in 1992 by [[White Wolf]] Game Studio.

= Distinctive Features

Third Edition is important historically because much of the [[Canon]] was first established in supplements written for Third Edition.

Third Edition has the largest page count of any edition of the core book, at 392 pages.

Since Third Edition was published by [[White Wolf]], certain aspects of the setting are designed to be consistent with White Wolf's [[White_Wolf#WorldOfDarkness | World of Darkness]].  This explains such features as [[True Reason]] and the [[House_Tremere#Vampires | vampires in House Tremere]].

Third Edition also introduced a kind of [[Virtue]] called a "Passion," which was something like a [[Personality Trait]] that could grant benefits similar to [[Confidence]] when the character's specific Passion was aroused.  For example, a character with a Passion for Honor would gain benefits when attempting to exercise or defend his personal honor.

= Differences From Second Edition

I do want to bring up the most important difference between the two editions: the 2nd edition is concise and the writing is fairly reasonable. The 3rd edition is verbose and the editing is amazingly poor. The 3rd edition smacks of, "paid by the word", and the sheer amount of excess text is mind-boggling. I strongly encourage the people working on the 4th edition to not repeat 3rd edition verbatim, but to actually rewrite the paragraphs involved. Even if no _real_ material is actually cut, simply trimming down the writing style would eliminate countless pages of text.

I also want to note that I think the Introduction to the 2nd edition is a lot better than the 3rd, and that first page of ArM 2 is a lot more effective in conveying the essence of the world than the first bits of gray text in ArM 3.

Nonetheless, here we go with the diffs between the editions; this might not be a complete list, but I hope it's relatively thorough. The order follows the order of presentation in the 2nd edition book. Do note that there's a lot of stuff added to the 3rd edition which isn't in the 2nd edition at all. I may get flamed for this statement, but given the sheer number of changes to even the basic rules, I think that claims of the One True Edition are a bit hard to make (at least given the fact that most of the people on the mailing lists apparently use the 3rd edition rulings, and add some things out of 2nd, like vis extraction).

Below, when referring to location in the rulebook, something like, "xC yP" refers to x column, y paragraph (i.e., "2C 3P" is the 2nd column 3rd paragraph). Items in quotation marks are actual quotes; everything else is my own commentary. I have only put citations in places where the rule might be difficult to locate.

I've noted places where I, personally, think the ArM 2 rule is better, and also thrown in a few general suggestions for 4th edition.

==Character Creation

ArM 2, p. 14, 1C 2P: if you have a powerful mystical ability, you also suffer the -3 to social stuff that the magi do. (Presumably this refers to Exceptional Talents. 3rd edition has the -1 Flaw Magical Air instead.)

Beginning age: This is randomized in ArM 2, and chosen in ArM 3. It would be useful for good starting ages to be noted; particularly, ages should be noted for beginning magi (since your apprenticeship begins between age 7 and 17, and lasts 15 years).

Characteristics: Pairs have to be balanced in ArM 2 (the two characteristics in a pair have to be within 1 of each other), but not in ArM 3. (ArM 1 required the pair balance within 3 of each other.)

The Gift: ArM 2 imposes the -3 penalty on social interaction which involves people trusting you; ArM 3 imposes this on all rolls involving interacting with normal people (Presence and Communication).

Virtues and Flaws: Companions and Magi both get 7 points in ArM 2 (magi get 10 in ArM 3). Grogs only get 1 point in ArM 2 (as opposed to 3 in ArM 3). The V&Fs themselves have changed pretty substantially. I don't like the organization in either edition; it'd be nice to have a table summarizing V&Fs by cost, and then break them down in the same way ArM 3 does -- but PLEASE LIST THEM ALPHABETICALLY within each section (I've found it immensely frustrating to know a flaw name, cost, and section it appears in, only to not be able to rapidly locate it within that section).

Character Templates: the short little blurb templates in ArM 2 (p. 34, 35) are a lot better than the full templates in ArM 3. The "instant grog" (ArM 2, p. 22) is also a nice touch. They don't take up much space; I wish they'd appear in ArM 4. (What's badly needed, IMHO, is a list of typical V&Fs for each House of the Order, since this information was, by and large, left out in Houses of Hermes.)

==Confidence

Eeveryone in ArM 3 begins with 3 Confidence Points; in ArM 2, it's 3, 2, and 1 for Magi, Companions, and Grogs, respectively. The Confidence rules are completely different. To quickly summarize:

In ArM 2, you can declare use of X points of Cnf BEFORE making a stress roll, and add the number of points to the roll. If you make the roll, you keep the points. If you roll the Ease Factor exactly, you make a simple roll; if the roll if higher than your maximum Cnf (i.e., what you had before spending any temporarily), then you permanently gain 1 Cnf. If you fail, you lose the spent points for the duration of the story (or until the SG says otherwise, basically). If you botch, you lose 1 Cnf permanently; you always have at least 1 Cnf, though. There are also special rules for using Cnf on Personality Rolls.

In ArM 3, you can declare that you are spending a Confidence Point, after a failed stress roll. You then get a reroll. If you make the roll, you keep the point. If you fail it, you lose it for the duration of the story. If you botch it, you lose the point permanently. You cannot use Confidence more than once per action. Confidence can also be spent on Passions (different rules). Gaining Confidence can only be done via StoryGuide fiat. There is no stated minimum for Confidence points.

Reputations: these rules have increased in complexity in ArM 3; notable is the stress roll that is sometimes involved in losing Reputation.

==Abilities

In ArM 2, Grogs get their age + 10 in initial XP to spend; in ArM 3, Grogs get their age * 2 (same as Companions).

In ArM 2, Abilities can be reduced below 0 (to a minimum of -3), for the gain of 1 point per point reduced. However, to buy a negative ability up is "normal"; i.e., to go from -3 to -2 costs 3 points.

ArM 2 also says things like, "Drop all fractions." It'd be nice to have a consistent rounding scheme, which apparently doesn't exist in ArM 3.

The abilities themselves have been modified in various ways.

Penalties for using abilities you don't have:

    Talents: ArM 2, roll normally. ArM 3, roll but with 3 extra Botch Dice.

    Skills: ArM 2, penalty of -2 to -8, and/or 1-3 extra Botch Dice (decision of the StoryGuide, presumably). ArM 3, penalty of -3 and 3 extra Botch Dice.

    Formal/Arcane Knowledges: can't do it, both editions.

    Casual Knowledges: ArM 2, penalty of -3 to -10. ArM 3, roll normally.

    The "roll manipulation" stuff is only in ArM 2 (it's extraneous).

Experience in ArM 2 is a constant: in a story, it's 3 for magi, 2 for companions, 1 for grogs, plus any bonuses. ArM 3 makes it StoryGuide fiat (a far more reasonable way, since the ArM 2 way really kinda denigrates the contributions of the non-magi).

There is no Yearly Experience in ArM 2, though there is in both ArM 1 and ArM 3.

==Aging and Decrepitude

There is a major difference in the two editions, here.

ArM 2 begins aging at 35 + Stamina; ArM 3 begins it at 35, period. (I think the ArM 2 version is more reasonable, personally, since high Stamina should help with aging, which it doesn't, in ArM 3).

In ArM 2, to do an aging check, you first state the Characteristic you've used most often this year, and then make a simple roll, consulting a Characteristic Loss chart. If the characteristic chosen by the chart is the one you stated you used most often, the roll gets a +3. The roll gets -1 for every point of Decrepitude you possess. A longevity potion adds a flat +5 to the roll. On a roll of 5 or below, the Characteristic doesn't drop; otherwise, it's lowered by 1 point.

In ArM 3, aging has several steps. First, there's a roll to see if any characteristic drops at all. This roll is modified by +1 for every point of Decrepitude, and decreased by a longevity potion (the effectiveness of which is based on the InCo lab total of the magus who created it, at the time of the creation). If this roll indicates Characteristic loss, a simple roll + that Characteristic is made; if the roll is below 7, that characteristic is decreased by 1.

Decrepitude in ArM 2 also modifies healing rolls and the number of Botch Dice rolled on Soak botches. Decrepitude isn't used in either of those ways in ArM 3 (or at least, if it is, I can't find the rules for it).
Combat

I've looked this bit over a little less carefully than the rest, and thus didn't spot any big changes (other than the obvious split of combat into Action and Dueling systems).

Falling damage for falling on a hard surface is, in ArM 3, explicitly doubled after Soak is applied.

ArM 2 states that poisons can simply be handled as damage against which the Soak roll is based solely on Stamina + Size.

Plate Armor has been removed from the Armor Protection Chart in ArM 3. All Plate, in ArM 2, is Expensive; stats are as follows: Plate Cuirass (prot. 10, load 4), Plate Hauberk (prot. 15, load 6), Full Plate Armor (prot. 17, load 7).

One note, though: the Combat Botch suggestions in ArM 2 seem a lot more reasonable and useful for coming up with one's own Botch ideas.

==Magic

Magic Resistance: the roll for Parma Magica in ArM 2 is simple; it's stress in ArM 3. (In ArM 1, Parma Magica is an actual spell, not an ability.) ArM 3 allows you to also suppress your Form bonus by concentrating. ArM 2 does not allow this, but it does allow you to subtract your Vim score from your Magic Resistance, by concentrating.

Fast-Casting: ArM 2, -5 penalty on roll, plus double Botch Dice, and a roll of 0 indicates a side effect (whether or not you Botch). ArM 3, -5 penalty on roll, with 3 extra Botch Dice. (The chart for ArM 3 mentions a side-effect, but the rules do not; WotC has confirmed that the chart is erroneous.)

Spontaneous Spells: ArM 3, you must always roll a stress die if you are Fatiguing yourself (p. 173, 2C 3P). ArM 3 also gives a "similar spell" bonus of +1 for every 5 levels of a similar known Formulaic spell. ArM 2, however, allows up to a +5 bonus for a colorful description of the spell (a roleplaying modifier, essentially).

Strengthening Formulaic Spells: in ArM 2, with non-ritual Formulaics, you can double the effect by expending 1 pawn of vis for each 5 levels of the spell (I think -- this is really poorly worded, ArM 2 p. 69: "For non-ritual formulaic magic, each point of raw vis duplicates 5 Levels of the spell. Thus you can double the effect of your spell by using 1 raw vis point per 5 levels of the spell.") In ArM 3, this weirdness doesn't exist; spending a pawn of vis simply adds +5 to your spellcasting roll.

Words and Gestures: ArM 3 states explicitly that casting without gestures negates Encumbrance penalties.

Using raw vis: in ArM 2, the maximum vis you can expend at a single time is your Vim score. In ArM 3, the maximum amount vis of a single Art you can expend at a single time is your score in that Art. In other words, if you have Creo 5, Ignem 3, Vim 4, and are casting a Creo Ignem spell, in ArM 2 you would be restricted to expending 4 pawns total (but it can be of any type), whereas in ArM 3, you could expend up to 8 pawns (5 of Creo and 3 of Ignem) but it must be either Creo or Ignem vis.

Vis in general: the concept of Art-specific vis is basically non-existent in ArM 2. Furthermore, in ArM 2, if you expend vis, you must expend all the vis you are touching; in ArM 3, you can decide how much you use.

Casting from a text: in ArM 2, the spell goes off whether or not you go Unconscious; in ArM 3, the spell fails if you go Unconscious.

==Spells

Many spell descriptions have changed, of course.

One to note is the [[Aegis of the Hearth]]. In ArM 2, for spells entering the Aegis that have a target which would normally get a Resistance Roll, the target gets Level of the Aegis + 5 added to his Resistance Roll, thus making it much more likely that such spells will fizzle (spells that don't fit this get Level of the Aegis + 5 + die -- presumably a simple die). In ArM 3, it's just a flat resistance to all spells: Aegis + 5 + stress die.

Realms: The power interaction chart has been vastly simplified in ArM 3 (ArM 2 had the weird change in multipliers depending on Aura strength).

==Certámen

In ArM 2, the loser of a round drops a Fatigue level for every 5 points of exceeded resistance roll. In ArM 3, the loser drops a Fatigue level for every 5 points or fraction thereof.

ArM 3 allows explicit surrender before going Unconscious; the finishing spell can still be cast, but the loser's Parma Magica is not circumvented.

In ArM 2, the finishing spell must be of EITHER the same Technique or Form (or both); in ArM 3, the finishing spell must be of the same Technique AND Form.

In ArM 2, vis may be expended in the Certamen at any time. In ArM 3, vis can only be expended in the opposed roll (the one that involves the Form and Technique scores), not in the roll-to-weaken and its resistance roll.

==Laboratory

The rules for studying/copying knowledges are only in ArM 2: you gain 3 XP in a knowledge per season of study, and your score cannot exceed the source's (usually a book). You can record 1 point per Season but cannot write more than half your score; you can copy at 3 points per season.

When studying from vis, in ArM 3, you add the rating of your Aura, to roll * pawns, in order to get the total effective score. In ArM 2, it's just roll * pawns.

The rules for vis extraction are only in ArM 2: you can extract, in a Season, a number of pawns of Vim vis equal to one-fifth of Creo + Vim + Magic Theory + (3 * Magical Aura).

Instilling effects: in ArM 2, you must equal the level of the desired effect with your lab total, in order to instill it. In ArM 3, you gain 1 point towards instilling the effect for every point your lab total is ABOVE the level of the effect; the effect is instilled when the accumulated points equal the effect level. In other words, it's MUCH harder to instill effects in ArM 3 (but there are no Lesser Enchanted Devices in ArM 2).

Potions: in ArM 2, the base total is your lab total plus three times the Aura; in ArM 3, it's your lab total plus the Aura. In ArM 2, expending vis increases this total by +3 per pawn; in ArM 3, expending vis for the appropriate Art(s) increases this total by +5 per pawn.

Longevity potions: the ArM 3 rules are more complicated, due to the change in aging; see above (and p. 107 in ArM 2 and p. 250 in ArM 3).

Magic Foci vs. Talismans: ArM 2 uses the former; ArM 3 uses the latter. The two serve the same function, under different names (a "spell focus" in ArM 3 is no longer an enchanted item, but a simple object used to give a bonus to a specific Formulaic spell). Both editions require that a Season be spent preparing the item for enchantment. ArM 3 also requires that an additional Season be spent attuning it as a talisman; a talisman in ArM 3 is also an Arcane Connection to you.

Distractions from Studies: ArM 3 reduces the penalties for being away; the first 10 days are "free", and after that it's 1 level of book study lost for every 2 days away, or -1 to the lab total for every 1 day away. (ArM 2 does not give any "free" days, and it's a -1 penalty to the lab total for each day; there's nothing said about study.)

Lab Texts: These only exist in ArM 3.

Familiars: Familiars have "familiar powers" in ArM 2; in ArM 3, there are "bond qualities" instead. The two are substantially different. ArM 2 there is one power for every Art, and a score of 15+ in that Art is required to enchant that power. ArM 3 allows the simple purchase of positive and negative aspects of the bond, which affect the way master and animal interact, rather than being overt powers of the animal itself.

Vis: for most magical activity, ArM 2 does not state that Art-specific vis must be used.

A lot of good Saga/playstyle material was cut or rewritten between ArM 2 and 3; I'm of the opinion that the simple directness of the ArM 2 stuff is more effective than the verbose moodiness of ArM 3.

["-- Lydia Leong]

= Commentary

In addition to the personal assessments embedded in the preceding section, we offer some other perspectives on Third Edition.

== Strong Points

Third Edition is often maligned in the [[Fan Community]] because of its well-known shortcomings.  However, the edition is not without merit.  It was a good game, and in practice its flaws (which mostly relate to atmosphere and meta-plot) could be easily disregarded or worked around.

Third Edition is very consistent in placing a strong emphasis role-playing a vibrant character and approaching the game as a narrative.  Later editions seem more dry and simulationist by comparison.

Compared to Second Edition, Third Edition includes more description and background material on Mythic Europe.

The interior artwork is generally well-regarded, featuring illustrations by [[Eric Hotz]] and [[William O'Connor]].

== Weak Points

Most of the criticism of Third Edition centers on two points: its generally dark and moody tone, and the unpopular features that tie Ars Magica into the [[White_Wolf#WorldOfDarkness | World of Darkness]].

The quality of Third Edition supplements was hit and miss.  Although there were some excellent Third Edition books, including [[Houses of Hermes Book | Houses of Hermes]], there were also several turkeys like the forgettable [[Pax Dei]].

= Obtaining Copies of Third Edition

As late as 2006, it was possible to buy a copy of Third Edition from [[http://www.warehouse23.com/ | Warehouse 23]] for as little as $5 U.S. (plus shipping).  It no longer seems to be available from Warehouse 23, butbutcan usually be found on [[http://www.ebay.com | Ebay]] at low prices -- probably less than the book cost when it was new.

So, although Third Edition is out of print, it could not be considered a rare find.  Shop around a band it should be easy to find a bargaino find a bargain.

= See Also

* [[A
]]></text>
				</version>
			</history>
		</page>
		<page node="692">
			<name>creo</name>
			<title>Creo</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241563409</unix>
						<iso>2009-05-06 00:43:29</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Creo''' (Latin for "I create") is the Hermetic [[Technique]] related to creating or repairing things.  Because of the [[Limit of Creation]], Creo spells are usually not permanent unless they are [[Ritual | rituals]].

= See Also

* [[Technique]]
* [[Art]]
* [[Limit of Creation]]
]]></text>
				</version>
			</history>
		</page>
		<page node="693">
			<name>friendly_local_game_store</name>
			<title>Friendly Local Game Store</title>
			<language>en</language>
			<tags>
				<tag>Products</tag>
				<tag>Fan Community</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241827336</unix>
						<iso>2009-05-09 02:02:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Your Friendly Local Game Store (abbreviated FLGS) is the best place to hang out with other gamers, play new games, and indoctrinate new players into the cultish [[Fan Community]] of Ars Magica.

= Why Local Game Stores Matter

Local game stores act as community centers for gamers.  Unlike online stores, they provide an opportunity to socialize and to learn and discuss new games.  They are the best way of keeping the gaming hobby alive and thriving.

= Buying From Local Game Stores

There are fewer local game stores in the United States than there used to be.  Partly this is due to tabletop games (including board games, pen-and-paper roleplaying games, and collectible card games) declining in popularity compared to computer games.

Another factor in the dwindling numbers of game stores is competition from online sellers.  Buyers can usually get a considerable discount buying online, and a small, local business can't match the low prices of a monster corporation like [[http://www.amazon.com | Amazon]].  But, with every sale lost to a faceless Internet retailer, it becomes harder for the owner of a Friendly Local Game Store to make his modest living.

If you value your local game store, prove it.  Buy there.  If your store does not happen to carry Ars Magica products, ask at the counter.  Chances are they will gladly place a special order for you.

= Finding a Local Game Store

Some game stores are disguised as comic shops, hobby stores, book stores, or toy stores.  Check the independent retailers in your area.

You can also go to the [[http://www.atlas-games.com | Atlas Games Web site]] and click the big, friendly "Retailer Locator" button in the right-hand column (just under the yellow "Archives" box).  Even if that doesn't return any results near you, there could still be a game store that's simply not listed. Try asking your gamer friends or inquiring at a local book or comic store.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267326186</unix>
						<iso>2010-02-28 04:03:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed external link</comment>
					<text><![CDATA[
Your Friendly Local Game Store (abbreviated '''FLGS''') is the best place to hang out with other gamers, play new games, and indoctrinate new players into the cultish [[Fan Community]] of Ars Magica.

= Why Local Game Stores Matter

Local game stores act as community centers for gamers.  Unlike online stores, they provide an opportunity to socialize and to learn and discuss new games.  They are the best way of keeping the gaming hobby alive and thriving.

= Buying From Local Game Stores

There are fewer local game stores in the United States than there used to be.  Partly this is due to tabletop games (including board games, pen-and-paper roleplaying games, and collectible card games) declining in popularity compared to computer games.

Another factor in the dwindling numbers of game stores is competition from online sellers.  Buyers can usually get a considerable discount buying online, and a small, local business can't match the low prices of a monster corporation like [[http://www.amazon.com/ | Amazon]].  But, with every sale lost to a faceless Internet retailer, it becomes harder for the owner of a Friendly Local Game Store to make his modest living.

If you value your local game store, prove it.  Buy there.  If your store does not happen to carry Ars Magica [[products]], ask at the counter.  Chances are they will gladly place a special order for you.

= Finding a Local Game Store

Some game stores are disguised as comic shops, hobby stores, book stores, or toy stores.  Check the independent retailers in your area.

You can also go to the [[http://www.atlas-games.com/ | Atlas Games Web site]] and click the big, friendly "Retailer Locator" button in the right-hand column (just under the yellow "Archives" box).  Even if that doesn't return any results near you, there could still be a game store that's simply not listed. Try asking your gamer friends or inquiring at a local book or comic store.
]]></text>
				</version>
			</history>
		</page>
		<page node="694">
			<name>softcover</name>
			<title>Soft and Hard Cover Ars Magica Books</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241865924</unix>
						<iso>2009-05-09 12:45:24</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Some Ars Magica supplements are published with soft covers, and others with hard covers.  The reasons for the difference are related to [[Atlas Games]]'s publication costs and the retail price of the books.

= Hard Cover supplements

Starting with [[Blood and Sand]] in 2002, Atlas Games began publishing supplements with hard covers.

[begin:.quote]
In September we'll be releasing Niall Christie's [[Blood and Sand | Blood and Sand: The Tribunal of the Levant]]. As a $30 128 page hardback.

Why the price and format change? Basically, Ars Magica was only barely viable at the old rates. The hope is that the price rise won't affect sales too much, and that we will therefore make significantly more money on each publication. This should allow us to pay writers and artists a halfway decent amount, and should mean that ArM can justify its warehouse space. We're raising the price to make more money. We're going to hardback because it's not much more expensive than softback would have been, and you get a sturdier book. (Not all ArM books will be hardback -- [[Black Monks of Glastonbury | Black Monks]] will probably be 64 pages, which would look silly hardbound.)

The ideal would be to attract lots of new gamers, but that's a job for ArM5, and the line has to be viable in the meantime. 

["--John Nephew, Berkeley Ars Magica Mailing List, June 6, 2002]
[end:.quote]

= Soft Cover Supplements

Before 2002, all Ars Magica supplements were published with soft covers (as were the first four editions of the core book, with the exception of a small print run of hardcover copies of [[ArM4]]).

In 2009, [[Tales of Mythic Europe]] was published with a soft cover.  [[John Nephew]] explained in the comments on the [[http://www.atlas-games.com/2009/02/tales-of-mythic-europe.php | product page]]:

[begin:.quote]
Softcovers are much more affordable to reprint, including print on demand, which is an option I want to keep open for a book of adventures. We haven't published any adventures in a long time for ArM, and I am not sure what the demand will be.

Future sourcebooks are still planned to be in the familiar hardcover format of past ArM5 sourcebooks. 
[end:.quote]
]]></text>
				</version>
			</history>
		</page>
		<page node="695">
			<name>ward</name>
			<title>Ward</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241871737</unix>
						<iso>2009-05-09 14:22:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''Ward''' is any kind of [[Rego]] spell that protects a subject by keeping things away from it.  Some, but not all wards, have the word "ward" in the spell title.

[[Parma Magica]] is not a ward.  Neither is [[Aegis of the Hearth]].

= Wards Against Magic

[begin:.quote]
\[N\]ot even [[Bonisagus the Founder | Bonisagus]] was able to turn [[Parma Magica]] into a spell.
--Rego Vim Guidelines, [[ArM5]] page 161
[end:.quote]

There exists a [[Rego]] [[Vim]] [[Spell Guideline]] to "Ward the target against creatures with a Might less than the level of the spell..." (page 161).  This ward only protects against creatures with a [[Might Score]], so it is not effective against mortal wizards or their spells.

There are no warding spells that grant true, general-purpose [[Magic Resistance]].  [[Aegis of the Hearth]] is the closest thing to such a spell.

= Range and Target

The [[Spell Guidelines]] for wards are usually written for [[Touch Range]], [[Ring Duration]], and [[Circle Target]].  As with all spells, the caster may alter these parameters to anything he or she desires.  A ward with [[Touch Range]], [[Sun Duration]], [[Individual Target]] would have the same [[Spell Level]] as Touch/Target/Circle.

= Wards and Penetration

Wards against mundane things, like body lice or metal weapons, magically keep the warded things away.  This is automatic and infallible.

Wards are also effective against magical things of the appropriate types.  For example, a ward against water will keep away magical water.  However, wards against magical things are subject to [[Magic Resistance]] and [[Penetration]].  All spells in Ars Magica need to penetrate [[Magic Resistance]], and there is no special exception for wards.

== Examples of Wards and Penetration

* A magus casts a level 15 [[Rego]] [[Vim]] ward against supernatural creatures.  A demon with a [[Might Score]] of 14 tries to attack him.  The ward is effective, but needs to penetrate the demon's [[Magic Resistance]].  If it fails to penetrate, the demon is unaffected by the ward and can ignore it.

* A magus has a ward against humans and a second magus tries to touch him.  The ward must penetrate the second magus's Magic Resistance in order to keep him away.  Since a magus has no [[Might Score]], the [[Spell Level]] of the ward matters only insofar as it affects [[Penetration]].

* A magus has a ward against fire and another, very naughty magus casts a ''[[Pilum of Fire]]'' at him.  The [[RAW | rules as written]] are completely unclear about how to handle this.  Clearly, the ward is keeping out the fire, not the enemy caster.  Does the ward need to penetrate the enemy caster's Magic Resistance?  If not, then from a game balance point of view a ward is potentially a lot better than [[Parma Magica]]!  A sensible [[House Rule]] in this case would be to compare the Penetration Total of the ward and the ''Pilum of Fire''.  

= Wards and the Limit of Arcane Connection

Astute players will notice that the rules for Penetration and wards present a logical paradox.  If the target of the warding spell is really the thing warded against, this appears to violate the [[Limit of Arcane Connection]].  The caster can put a ward on his book and then be a hundred miles away when the ward has to make a Penetration roll.  This constitutes an in-character argument why wards should not have to penetrate; 

= House Rules for Wards and Penetration

Many players have adopted a [[House Rule]] that wards don't need to penetrate.  The only real problem with this is that it doesn't answer what happens when another magus's spell impinges on a ward -- but since the [[RAW]] don't cover that either, this can hardly be considered a disadvantage of the house rule.

It also makes the [[Columbae]] less powerful than they would be if played according to the [[RAW]].

=References

* Wards and Penetration, [[Houses of Hermes Societates]] 113
* Rego Vim Guidelines, [[ArM5]] page 161
* Ranges, Durations, and Target, [[ArM5]] pages 111-112.

= See Also

* Warding Virtue, [[Houses of Hermes Societates]] 112-113
]]></text>
				</version>
			</history>
		</page>
		<page node="696">
			<name>aegis_of_the_hearth</name>
			<title>Aegis of the Hearth</title>
			<language>en</language>
			<tags>
				<tag>Spells</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241900311</unix>
						<iso>2009-05-09 22:18:31</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
''Aegis of the Hearth'' is a [[Ritual Spell]] most magi use to protect their homes and laboratories from other wizards' magic.  Typically it is used to protect an entire [[Covenant]], but there is nothing to prevent a magus from casting 

= Protection

''Aegis of the Hearth'' works (in [[Fifth Edition]]) a lot like [[Magic Resistance]].  It protects against spells and other supernatural powers from operating, unless the caster participated in the casting of the ''Aegis'' (or has a special token given by the casters of the ''Aegis'').

It also prevents creatures who have a  [[Might Score]] below a certain limit from entering the protected area.  Creatures or persons who lack a Might Score can enter the area normally.

= ''Aegis of the Hearth'' and Penetration

Technically, all spells in [[Ars Magica]] need to penetrate [[Magic Resistance]] in order to affect anything.  Therefore, in order to keep a troll (for example) from entering an Aegis of the Hearth, the Aegis would have to [[Penetration | penetrate]] its [[Magic Resistance]].

In practice, many players waive the need for Penetration so they don't have to keep track of the Penetration Total of the ''Aegis'' for a whole game year.  This should be considered 

= Aegis of the Hearth and Hermetic Theory

''Aegis of the Hearth'' is a powerful spell, and from a meta-game point of view, if it were easy to modify there is a good chance it could be adapted into something that makes magi much too powerful.  Therefore, as noted in the spell description, the spell can only be modified in certain limited ways.  The in-game explanation for this is that Aegis of the Hearth is based on an ancient, pre-Hermetic ritual can is not fully explained by Hermetic [[Magic Theory]].

= References

* Spell description, [[ArM5]] page 161

= See also

* [[Magic Resistance]]
* [[Parma Magica]]
* [[Mercurian Rituals]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279095715</unix>
						<iso>2010-07-14 10:21:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>expanded introduction, Protection section</comment>
					<text><![CDATA[
''Aegis of the Hearth'' is a [[Ritual Spell]] most magi use to protect their homes and laboratories from other wizards' magic.  Typically it is used to protect an entire [[Covenant]], but there is nothing to prevent a magus from casting it to protect his [[sanctum]] or some other locale.

= Protection

''Aegis of the Hearth'' works (in [[Fifth Edition]]) a lot like [[Magic Resistance]].  It protects against spells and other supernatural powers, unless the caster or magic-worker participated in the casting of the ''Aegis'' (or has a special token given by the casters of the ''Aegis'').

It also prevents creatures who have a  [[Might Score]] below a certain limit from entering the protected area.  Creatures or persons who lack a Might Score can enter the area normally. Note, however, that the aegis "blocks" spells from outside that fail to [[Penetration|penetrate]] it, so that it may keep a character that is under such a spell from entering.

An often forgotten point is that the Aegis also affects magic items, and can block active enchanted devices or prevent items inside from activating their powers. 

= ''Aegis of the Hearth'' and Penetration

Technically, all spells in [[Ars Magica]] need to penetrate [[Magic Resistance]] in order to affect anything.  Therefore, in order to keep a troll (for example) from entering an Aegis of the Hearth, the Aegis would have to [[Penetration | penetrate]] its [[Magic Resistance]].

In practice, many players waive the need for Penetration so they don't have to keep track of the Penetration Total of the ''Aegis'' for a whole game year, or because they feel the spell works better this way.  This should be considered by the [[troupe]].

= Aegis of the Hearth and Hermetic Theory

''Aegis of the Hearth'' is a powerful spell, and from a meta-game point of view if it were easy to modify there is a good chance it could be adapted into something that makes magi much too powerful.  Therefore, as noted in the spell description, the spell can only be modified in certain limited ways.  The in-game explanation for this is that Aegis of the Hearth is based on an ancient, pre-Hermetic ritual and is not fully explained by Hermetic [[Magic Theory]].

= References

* Spell description, [[ArM5]] page 161

= See also

* [[Magic Resistance]]
* [[Parma Magica]]
* [[Mercurian Rituals]]
]]></text>
				</version>
			</history>
		</page>
		<page node="697">
			<name>arcane_connection</name>
			<title>Arcane Connection</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241986176</unix>
						<iso>2009-05-10 22:09:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The term '''Arcane Connection''' applies to the following circumstances and issues:

* The [[Range (spell)]] of a [[Hermetic]] [[Spell|spell]].
* The actual object that provides that [[Spell]] [[Range (spell)]] to its respective counterpart.
]]></text>
				</version>
			</history>
		</page>
		<page node="698">
			<name>spell_range</name>
			<title>Range (of a Spell)</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241985125</unix>
						<iso>2009-05-10 21:52:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Range''' of a [[Magic|magical]] effect in general, or [[Hermetic]] [[Spell|spell]] in particular, specifies the distance on which it successfully affects its [[Target (spell)|target]].

= References

* [[ArM5]], p. 111

= See also

* [[Spell]]
* [[Duration (spell)]]
* [[Target (spell)]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1241985774</unix>
						<iso>2009-05-10 22:02:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Added actual Ranges</comment>
					<text><![CDATA[
The '''Range''' of a [[Magic|magical]] effect in general, or [[Hermetic]] [[Spell|spell]] in particular, specifies the distance on which it successfully affects its [[Target (spell)|target]].

[[Mystery|Mysteries]] and [[Tradition]]s set aside, [[Hermetic]] [[Magic|magic]] knows the follow basic ranges:

: Personal : Affects the caster only.
: Touch : Affects a touched a [[Target (spell)]].
: Eye : Affects a [[Target (spell)]] that the caster can see eye to eye.
: Voice : Affects a [[Target (spell)]] that the caster's voice carries to.
: Sight : Affects a [[Target (spell)]] that the caster can see.
: [[Arcane Connection]] : Affects a [[Target (spell)]] that the caster has got an [[Arcane Connection]] to.

[[Mystery|Mysteries]] and [[Tradition]]s set aside, [[Hermetic]] [[Magic|magic]] knows the follow bas
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1279188526</unix>
						<iso>2010-07-15 12:08:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
The '''Range''' of a [[Magic|magical]] effect in general, or [[Hermetic]] [[Spell|spell]] in particular, specifies the distance on which it successfully affects its [[Target (spell)|target]]. It is important to note that this is the range to ''reach'' the target, and need not encompass all of it - it is enough to "touch" it, so to speak.

[[Mystery|Mysteries]] and [[Tradition]]s set aside, [[Hermetic]] [[Magic|magic]] knows the follow basic ranges:

: Personal : Affects the caster only.
: Touch : Affects a touched a [[Target (spell)]].
: Eye : Affects a [[Target (spell)]] that the caster can see eye to eye.
: Voice : Affects a [[Target (spell)]] that the caster's voice carries to.
: Sight : Affects a [[Target (spell)]] that the caster can see.
: [[Arcane Connection]] : Affects a [[Target (spell)]] that the caster has got an [[Arcane Connection]] to.

Although these are the standard ranged, Hermetic formulaic (and Ritual) spells can utilize non-standard ranges. These are limited only by the [[Limits of Magic]] and the consent of the [[troupe]], but precedent seems to indicate only minor extensions are allowed. Spontaneous spells are limited to the standard ranges.

= Non-Hermetic Ranges

Certain mysteries allow [[magi]] to cast spells with other ranges, often violating the [[Limits of Magic]] in subtle ways.

: Road : The [[Faerie Magic]] [[Exoteric Mystery|Exoteric]] [[Outer Mystery|Outer]] [[Mystery]] allows several benefits, amongst them the use of the new [[Road (Range)]] range. This range can also be accessed by the [[Neo-Mercurians]].
: Symbol : The [[Mystery]] of [[Symbolic Magic]] teaches several new [[spell parameter|spell parameters]], including the new range [[Symbol (Range)]].

= References

* [[ArM5]], p. 111

= See also

* [[Spell]]
* [[Duration (spell)]]
* [[Target (spell)]]
]]></text>
				</version>
			</history>
		</page>
		<page node="699">
			<name>spell_duration</name>
			<title>Duration (spell)</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241987009</unix>
						<iso>2009-05-10 22:23:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Duration''' of a [[Magic|magical]] effect in general, or [[Hermetic]] [[Spell|spell]] in particular, specifies ''how long'' it successfully affects its [[Target (spell)|target]].

[[Mystery|Mysteries]] and [[Tradition]]s set aside, [[Hermetic]] [[Magic|magic]] knows the following basic Durations:

: Momentary : The effects lasts for an instant.
: Concentration : The effects lasts until the caster concentrates.
: Diameter : The effects lasts for an amount of time equal to the duration that takes to sun to travel its diameter, that is, roughly two minutes.
: Sun : From dusk til dawn, or from dawn til dusk.
: Ring : As long as the affected [[Target (spell)]] remains in a [[Ring (duration)]].
: Moon : Until new moon and full moon have set.
: Year : Until the fourth equinox or solstice. [[Spell]]s with this Durations must be [[Ritual]] [[Spell|spells]].

= References

* [[ArM5]], p. 112

= See also

* [[Spell]]
* [[Range (spell)]]
* [[Target (spell)]]
]]></text>
				</version>
			</history>
		</page>
		<page node="7">
			<name>hermetic_arts</name>
			<title>The Hermetic Arts</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199913045</unix>
						<iso>2008-01-09 22:10:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Hermetic]] Arts is the common term to refer to the powers employed by [[Hermetic]] [[Magi|magi]]. [[Hermetic]] Arts are subdivided into 10 [[Form]]s, and 5 [[Technique]]s.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1199916157</unix>
						<iso>2008-01-09 23:02:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>How many are there?</comment>
					<text><![CDATA[
[[Hermetic]] Arts is the common term to refer to the powers employed by [[Hermetic]] [[Magi|magi]]. The 15 The 15 [[Hermetic]] Arts are subdivided into 10|Forms]]orm|Forms]] and 5 |Techniques[[e
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1199921407</unix>
						<iso>2008-01-10 00:30:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Combination of Arts.</comment>
					<text><![CDATA[
[[Hermetic]] Arts is the common term to refer to the powers employed by [[Hermetic]] [[Magi|magi]].


The 15 [[Hermetic]] Arts are subdivided into 10 [[Form|Forms]] and 5 [[Technique|Techniques]] The [[Technique|Techniques]] (and their abbreviations) are [[Creo]] (Cr), [[Intellego]] (In), [[Muto]] (Mu), [[Perdo]] (Pe), and [[Rego]] (Re). The [[Form|Forms]] (and their abbreviations) are [[Animal]] (An), [[Aquam]] (Aq), [[Auram]] (Au), [[Corpus]] (Co), [[Herbam]] (He), Ignem (Ig), [[Imaginem]] (Im), [[Mentem]] (Me), [[Terram]] (Te), and [[Vim]] (Vi).

To manifest a magical effect the combination of at least one [[Technique]] and one [[Form]] is required. The notation of [[Technique]]-[[Form]]-combinations is usually expressed using the respective Arts' abbreviations, and concatenating the two abbreviations in [[http://en.wikipedia.org/wiki/Camel_case|camel case]]. This results in four-letter specifications. [[Requisite|Requisites]], if applicable, are appended in parentheses. For example, CrAu refers to an [[Creo]]-[[Auram]]-effect, while MuCo(An) would describe a [[Muto]]-[[Corpus]]-effect with an [[Animal]] [[Requisite|requisite]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268293840</unix>
						<iso>2010-03-11 08:50:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>expanded a little</comment>
					<text><![CDATA[
[[Hermetic Magic]] is founded on the use of the '''Hermetic Arts'', which can be  employed by all [[Hermetic]] [[Magi|magi]]. Upon [[Opening the Arts]], an Hermetic [[apprentice]] receives a score of 0 in all Arts. The score of an Art can be increased later by acquiring [[experience point|experience points]] in it, which is typically what a significant part of the [[apprenticeship]] is dedicated for. Most [[magus|magi]] continue to develop their Arts throughout their lives, and Art scores can reach 40 or higher.

The 15 [[Hermetic]] Arts are subdivided into 10 [[Form|Forms]] and 5 [[Technique|Techniques]]. The [[Technique|Techniques]] (and their abbreviations) are [[Creo]] (Cr), [[Intellego]] (In), [[Muto]] (Mu), [[Perdo]] (Pe), and [[Rego]] (Re). The [[Form|Forms]] (and their abbreviations) are [[Animal]] (An), [[Aquam]] (Aq), [[Auram]] (Au), [[Corpus]] (Co), [[Herbam]] (He), Ignem (Ig), [[Imaginem]] (Im), [[Mentem]] (Me), [[Terram]] (Te), and [[Vim]] (Vi).

To manifest a magical effect the combination of at least one [[Technique]] and one [[Form]] is required. The notation of [[Technique]]-[[Form]]-combinations is usually expressed using the respective Arts' abbreviations, and concatenating the two abbreviations in [[http://en.wikipedia.org/wiki/Camel_case|camel case]]. This results in four-letter specifications. [[Requisite|Requisites]], if applicable, are appended in parentheses. For example, CrAu refers to a [[Creo]]-[[Auram]]-effect, while MuCo(An) would describe a [[Muto]]-[[Corpus]]-effect with an [[Animal]] [[Requisite|requisite]].

= Related Terms

* [[Hermetic Magic]]
* [[Difficult Art]]
* [[Accelerated Ability]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268294118</unix>
						<iso>2010-03-11 08:55:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted unneeded link</comment>
					<text><![CDATA[
[[Hermetic Magic]] is founded on the use of the '''Hermetic Arts'', which can be  employed by all [[Hermetic]] [[Magi|magi]]. Upon [[Opening the Arts]], an Hermetic [[apprentice]] receives a score of 0 in all Arts. The score of an Art can be increased later by acquiring [[experience point|experience points]] in it, which is typically what a significant part of the apprenticeship is dedicated for. Most [[magus|magi]] continue to develop their Arts throughout their lives, and Art scores can reach 40 or higher.

The 15 [[Hermetic]] Arts are subdivided into 10 [[Form|Forms]] and 5 [[Technique|Techniques]]. The [[Technique|Techniques]] (and their abbreviations) are [[Creo]] (Cr), [[Intellego]] (In), [[Muto]] (Mu), [[Perdo]] (Pe), and [[Rego]] (Re). The [[Form|Forms]] (and their abbreviations) are [[Animal]] (An), [[Aquam]] (Aq), [[Auram]] (Au), [[Corpus]] (Co), [[Herbam]] (He), Ignem (Ig), [[Imaginem]] (Im), [[Mentem]] (Me), [[Terram]] (Te), and [[Vim]] (Vi).

To manifest a magical effect the combination of at least one [[Technique]] and one [[Form]] is required. The notation of [[Technique]]-[[Form]]-combinations is usually expressed using the respective Arts' abbreviations, and concatenating the two abbreviations in [[http://en.wikipedia.org/wiki/Camel_case|camel case]]. This results in four-letter specifications. [[Requisite|Requisites]], if applicable, are appended in parentheses. For example, CrAu refers to a [[Creo]]-[[Auram]]-effect, while MuCo(An) would describe a [[Muto]]-[[Corpus]]-effect with an [[Animal]] [[Requisite|requisite]].

= Related Terms

* [[Hermetic Magic]]
* [[Difficult Art]]
* [[Accelerated Ability]]
]]></text>
				</version>
			</history>
		</page>
		<page node="70">
			<name>art_and_academe</name>
			<title>Art and Academe</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Real History</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205627983</unix>
						<iso>2008-03-16 01:39:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
''Art and Academe'' is an [[ArM5]] sourcebook on universities, scholarship, and the artistic pursuits in [[Mythic Europe]].

The latest news from [[Atlas Games]] is that they received the first printing from the printer on Wednesday, March 12, 2008 and are shipping it to distributors.  It should be available at U.S. stores a week or two later.

=Related Links

*[[http://www.atlas-games.com/product_tables/AG0287.php | Art & Academe]] Product Page at [[Atlas Games]]
*[[http://www.atlas-games.com/pdf_storage/AcademeContents.pdf | Download]] the Table of Contents (PDF format)
*The [[http://arsmagazine.wordpress.com/files/2008/03/subrosa-issue2-preview.pdf | Issue #2 preview]] of [[Sub Rosa]] contains a "News from the Line Editor" column that discusses ''Art & Acadme''
]]></text>
				</version>
			</history>
		</page>
		<page node="700">
			<name>spell_target</name>
			<title>Target (spell)</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241987586</unix>
						<iso>2009-05-10 22:33:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Target''' of a [[Magic|magical]] effect in general, or [[Hermetic]] [[Spell|spell]] in particular, specifies the object or subject that is affected by it.

[[Mystery|Mysteries]] and [[Tradition]]s set aside, [[Hermetic]] [[Magic|magic]] knows the following basic Targets:

: Individual : A single object or subject, one of its kind.
: Circle : That which is contained in a [[Circle (target)]].
: Part : A specific spatial part of an object or subject.
: Group : Multiple Individuals that are not “too distant” from one another.
: Room : Everything that is contained in a room, chamber, or hall.
: Structure : Everything that is contained in the spatial border of a structure, either built or natural.
: Boundary : Everything that is contained in a [[Boundary (target)]]. [[Spell]]s with this Duration must be [[Ritual|ritual]] [[Spell|spells]].

= References

* [[ArM5]], p. 112

= See also

* [[Spell]]
* [[Range (spell)]]
* [[Duration (spell)]]
]]></text>
				</version>
			</history>
		</page>
		<page node="701">
			<name>boundary_(target)</name>
			<title>Boundary (target)</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241988080</unix>
						<iso>2009-05-10 22:41:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Boundary''' [[Target (spell)]] of a [[Hermetic]] [[Spell|spell]] denotes an area that is contained within a distinctive border, built or natural. It affects everything that is contained in that border. Spells cast with [[Target (spell)]] Boundary must be [[Ritual|ritual]] [[Spell|spells]].
]]></text>
				</version>
			</history>
		</page>
		<page node="702">
			<name>circle_(target)</name>
			<title>Circle (target)</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241988600</unix>
						<iso>2009-05-10 22:50:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Target (spell)]] '''Circle''' affects everything within the outline of a circle that is drawn at the time of casting a [[Spell|spell]]. Objects or subjects that are put inside this area after the [[Spell|spell]] has been cast remain unaffected. Things that once were under the effect of a [[Spell|spell]] with [[Target (spell)]] Circle, and that are taken out of it, cease being affected.

[[Duration (spell)]] [[Ring (duration)]] effectively uses Circles.
]]></text>
				</version>
			</history>
		</page>
		<page node="703">
			<name>ring_(duration)</name>
			<title>Ring (duration)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1241988814</unix>
						<iso>2009-05-10 22:53:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Duration (spell)]] '''Ring''' affects [[Target (spell)]]s for as long as they remain in the [[Circle (target)]] that was used for casting the [[Spell|spell]], or until the outline of the [[Circle (target)]]/Ring is destroyed.
]]></text>
				</version>
			</history>
		</page>
		<page node="704">
			<name>magic_resistance_(arm4)</name>
			<title>Magic Resistance (ArM4)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1242126424</unix>
						<iso>2009-05-12 13:07:04</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
''Maintainer's Note: This article pertains specifically to the [[Fourth Edition]] mechanics for Magic Resistance and Parma Magica.  In Fifth Edition, the rules are [[Magic Resistance | quite different]].''

Parma Magica is a topic that has long been debated on the [[Mailing List | Ars Magica list]], and in an attempt to prevent too many more flames, I submit to my sodales the following. Please realize that this is how Parma Magica is defined by ArM4. It does not cover all situations and you will have to make rulings based on your own judgment of how parma and magic resistance work. I only ask that you do not try to claim that your house rules are anything but local rulings.

= Principles

# Parma Magica literally translates to 'magic shield.' It is defined in ArM4 as an Hermetic skill, and its description is found on pages 55, 72, and 73 of the 4th ed. rules book. More details can be found on pages 69-74 of the [[Wizards Grimoire Revised Edition | Wizard's Grimoire, Revised Edition]] (WGRE).
# Parma Magica is a form of magic resistance, and acts per the same rules as other magical resistances, except that it must be reinstated at sunrise and sunset. NOTE: though this is a 'ritual' it is not a '[[Ritual Spell]]' in the hermetic tradition.
# Resistance may be raised and lowered at will for its duration.
# Resistance only covers the target and anything he wears or holds in his hand.
# Just touching something does not convey protection.
# Parma Magica does not protect against spells that have a range of Personal.
# Parma Magica protects the magus from spells and magical effects that either directly attack the magus, or attack through a magically created media. If a natural result of a spell attacks the magus (someone PeTe the wall under his feet, for example), then the magus will still fall and take damage from that fall unless he is able to avoid it in another way.
      :Direct attack: A direct magical attack is any spell or magical effect that targets the maga specifically. Thus most Perdo, Mentem, Muto, and Rego spells are considered a direct attack. "Healing" spells (Creo) also target the individual, and are thus resisted unless the maga drops her resistance.
      :Magically created medium: A magically created medium includes anything created by magic with a duration other than Instant or Permanent (WGRE 73). This includes, rocks, wolves, fire, lightning, towers, and insects. 
      NOTE: [[Canon]] in no way says whether or not a Muto'd object (an arrow made from smoke, for instance) is a magically created medium or not. This should be determined in your saga, realizing that [[YMMV]].
# You cannot resist spells that change your environment. Neither can you touch, hold, or hit an enchanted object or spell to dispel it. Spells that change your environment include (but are not neccessarily limited to):
** [[Intellego]] spells used to view an area, as long as it does not target the caster directly (though a successful resistance roll will let the magus know that he is being watched through magical means).
** [[Muto]] spells that change an object other than the resisting magus. Thus a pebble turned into a boulder will not turn into a pebble again when it hits parma, nor will a nest of vipers that has been turned into a pebble. Whether or not it is resisted is not canonically defined and should be decided by the storyguide.
** Perdo spells that destroy something other than the resisting maga. For instance if it destroys the wall on which they are standing or a piece of the branch above their head.
** Rego spells that move things about that may cause other, natural events. For instance if an axe were used to chop down a tree to fall on the magus.
# When Parma Magica protects you from a spell it does not, necessarily, dispel the spell itself. Magically created animals may not attack, or may pop when they do. Flames may peter out or roar past the magus who is protected from their heat. A ReTe rock may stop an drop harmlessly at a maga's feet or be deflected elsewhere. As long as the effect is "dramatically appropriate" (WGRE 74) it is proper.
# Finally, we get the nitpicky details. Some would say that a magical bridge should be resisted by the magus, thus causing them to fall through. [[David Chart]], co-author of WGRE and a contributing author to ArM4, made clear his opinion on this issue: "Magical bridges don't disappear when magi step on them because nothing does. Magi don't have trouble walking on magical bridges because the Parma just stops the impact being damaging, and it wouldn't be anyway."

There are many other controversial examples that are omitted here. That is because much of this is left to the storyguide to decide how powerful parma should be. Even the bridge debate is opinion. Also note that anything above may be changed to fit the storyguide's vision of their gaming world.

Remember that [[YMMV]]. Parma is a powerful tool invented by [[Bonisagus the Founder | Bonisagus]], and most characters won't understand how it works anyway. Use it as a tool to make your adventures more fun and enjoyable, and don't get so bogged down in it that you lose sight of the fact that it is only a game.

["-- Joshua Badgley]

= References

* [[WGRE]] pages 69-74
* [[ArM4]] pages 55, 72-73

= See also

* [[Magic Resistance]] in [[ArM5]]
]]></text>
				</version>
			</history>
		</page>
		<page node="705">
			<name>icq</name>
			<title>ICQ</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245114888</unix>
						<iso>2009-06-16 03:14:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
ICQ (pronounced "I seek you") is a chat-like program available from http://www.icq.com/ .

= Ars Magica on ICQ

There are two CQ ActiveLists devoted to Ars Magica, numbers 54311732 and #78479803. This requires ICQ 99b or better to use.
]]></text>
				</version>
			</history>
		</page>
		<page node="706">
			<name>català</name>
			<title>Català</title>
			<language>en</language>
			<tags>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Fan-Created Content</tag>
				<tag>Fan Community</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245115255</unix>
						<iso>2009-06-16 03:20:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= El Punt de Trobada de la Ordre

[[Project Redcap | Project: Redcap]] és una pàgina Web dedicada al joc de rol Ars Magica. El seu objectiu és oferir enllaços a tants recursos d'Ars Magica com sigui possible en tantes llengües com sigui possible. Aquesta pàgina en català de Project: Redcap la manté Xavier Requejo.

Donat el fet que Ars Magica es publica principalment en anglès, els enllaços a la pàgina oficial del joc i a d'altres recursos importants es poden trobar a la [[Overview | pàgina anglesa de Project: Redcap]].

[[http://nuevaloth.iespana.es/nuevaloth/ | Nova Loth]]
    L´Aliança de Nova Loth, situada dins les màgiques i amagades terres de Gales. Zona salvatge a on impera el poder, la màgia, el domini,... Nova Loth està situada a Gales, en el Condat de Pembrokeshire i pertany al Tribunal de Stonehenge.
]]></text>
				</version>
			</history>
		</page>
		<page node="707">
			<name>español</name>
			<title>Español</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245115644</unix>
						<iso>2009-06-16 03:27:24</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Las Encrucijadas de la Orden

[[Project Redcap | Project: Redcap]] es una página Web dedicada al juego de rol [[Ars Magica]]. Su objetivo es ofrecer enlaces a tantos recursos de Ars Magica como sea posible, en tantas [[Languages | lenguas]] como sea posible. Esta página en castellano de Project: Redcap la mantiene Xavier Requejo.

Dado que Ars Magica se publica principalmente en inglés, los enlaces a la página oficial del juego y a otros recursos importantes se pueden encontrar en [[Overview | la página en inglés de Project: Redcap]].

Lista de Mails
    El anfitrión de esta lista es eGroups, y la dirección es:
    sodalis@egroups.com
    El nombre de la lista es Sodalis, y puedes suscribirte a ella en el sitio web de eGroups, o enviando un email con la palabra "subscribe" en el cuerpo del mensaje a:
    sodalis-subscribe@egroups.com

== Enlaces sobre Alianzas

Enlaces a páginas relacionadas con las sagas de otros jugadores.

[[http://www.iespana.es/adversusflumine/portada.htm/ | Adversus Flumine]]
    Paginadedicada a Ars Magica de la alianza Adversus Flumine situada en el Valle de Soba (Cantabria).Tambien incluye mudulos, fichas, ayudas y reglas.
[[http://tau.uab.es/~marc/ars/draconia.html/ | Draconia]]
[[http://nuevaloth.iespana.es/nuevaloth/ | Nueva Loth]]
    Alianza de Nueva Loth, situada en las mágicas y escondidas tierras de Gales. Zona salvaje, donde impera el poder, la magia, el domino,.... Nueva Loth está situada en Gales, en el Condado de Pembrokeshire y pertenece al Tribunal de Stonehenge.

== Enlaces Varios
    Otros enlaces en Español.
]]></text>
				</version>
			</history>
		</page>
		<page node="708">
			<name>italiano</name>
			<title>Italiano</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245116324</unix>
						<iso>2009-06-16 03:38:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= The Crossroads of the Order

[[Project Redcap | Project: Redcap]] è un sito web devoto al gioco di ruolo da tavolo [[Ars Magica]]. Il suo obiettivo è fornire collegamenti a quanto più materiale legato ad Ars Magica possibile, nel maggior numero di [[Langauages | lingue]] possibili. Questa è la pagina Italiana di Project: Redcap ed è mantenuta da Michele Agostinelli.

Dato che Ars Magica è principalmente pubblicato in Inglese, i link al sito web ufficiale del gioco e altre importanti risorse possono essere trovate nella [[Overview | pagina in lingua Inglese di Project: Redcap]].

:[[ http://www.fabulaenoctis.com/forum/index.php?showforum=23 | Fabulae Noctis ]]: An experimental Play by Forum of Ars Magica, that we hope to start soon. 
:[[ http://digilander.libero.it/faeryboy/Quis%20Super.htm/ | Tutor Vespertinus]]: You will recognize it for its shiny blue flags...Tutor Vespertinus is the last safe place on the perilous travel through the Western Alps,Â famous for its library, theÂ  magical forge and the quarrels between itsÂ Four Founders, Parrhasius of Bonisagus, Sophonax of Criamon, Coluber of Tytalus and the passionate Sela of Bjornaer (Goldmane "Chiomadoro" for those who have seen her in her joyful days). Tormented by theÂ furies of the sky and by the urges of theÂ Hearts Tutor Vespertinus is striving hard in order to survive its icy springtime.
:[[http://www.arsmagica.it/Cliffheart/ | Cliffheart]]: Cliffheart is a Covenant placed in the southern part of Hibernia. You'll find out how our Magi manage to stay alive in such a wild land. You'll live with us in our community in everyday life. Stories,home rules, data for Storytellers and everything you're looking for. Both English and Italian languages supported.
[[http://www.arsmagica.it/Kraken/ | Lo Scoglio del Kraken]]
Lo Scoglio del Kraken un'Alleanza molto antica, fondata nelle Fiandre, nei pressi di Anversa. Dopo un lungo periodo di decadenza, sta tornando al precedente splendore grazie ad un gruppo di nuovi magi, determinati a diventare figure di spicco di tutto l'Ordine.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245116705</unix>
						<iso>2009-06-16 03:45:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added remainder of Project Redcap links</comment>
					<text><![CDATA[
= The Crossroads of the Order

[[Project Redcap | Project: Redcap]] è un sito web devoto al gioco di ruolo da tavolo [[http://www.arsmagica.it/home.htm | Ars Magica]]. Il suo obiettivo è fornire collegamenti a quanto più materiale legato ad Ars Magica possibile, nel maggior numero di [[Langauages | lingue]] possibili. Questa è la pagina Italiana di Project: Redcap ed è mantenuta da Michele Agostinelli.

Dato che Ars Magica è principalmente pubblicato in Inglese, i link al sito web ufficiale del gioco e altre importanti risorse possono essere trovate nella [[Overview | pagina in lingua Inglese di Project: Redcap]].

:[[http://www.arsmagica.it/home.htm/]]:
:[[ http://www.fabulaenoctis.com/forum/index.php?showforum=23 | Fabulae Noctis ]]: An experimental Play by Forum of Ars Magica, that we hope to start soon. 
:[[ http://digilander.libero.it/faeryboy/Quis%20Super.htm/ | Tutor Vespertinus]]: You will recognize it for its shiny blue flags...Tutor Vespertinus is the last safe place on the perilous travel through the Western Alps, famous for its library, the  magical forge and the quarrels between itsÂ Four Founders, Parrhasius of Bonisagus, Sophonax of Criamon, Coluber of Tytalus and the passionate Sela of Bjornaer (Goldmane "Chiomadoro" for those who have seen her in her joyful days). Tormented by the furies of the sky and by the urges of the  days). Tormented by the furies of the sky and by the urges of the Hearts Tutor Vespertinus is striving hard in order to survive its icy springtime.
:[[http://www.arsmagica.it/Cliffheart/ | Cliffheart]]: Cliffheart is a Covenant placed in the southern part of Hibernia. You'll find out how our Magi manage to stay alive in such a wild land. You'll live with us in our community in everyday life. Stories,home rules, data for Storytellers and everything you're looking for. Both English and Italian languages supported.
[[http://www.arsmagica.it/Kraken/ | Lo Scoglio del Kraken]]
Lo Scoglio del Kraken un'Alleanza molto antica, fondata nelle Fiandre, nei pressi di Anversa. Dopo un lungo periodo di decadenza, sta tornando al precedente splendore grazie ad un gruppo di nuov
:[[http://swordandtroll.gdr.net/ | Silvae Lucentes]]:
:[[http://www.arsmagica.it/briarea/ | Crocus Briarea]]: Le notizie riguardo l'Alleanza di Crocus Briarea risalgono al 1130AD, data della fondazione. L'edificio sorge nelle vicinanze di Brixia, l'odierna Brescia, al centro di una pianura. Col tempo, Briarea conoscerˆ la fama di prosperoso paese, i cui abitanti sono dediti alla pastorizia e alla falegnameria, e i cui illuminati reggenti ricercano nei libri e nell'esperienza il segreto nascosto delle cose.
:[[ http://www.arsmagica.it/demetra/ | Demetra Hyblaea ]]: l'alleanza di Demetra Hyblaea è stata fondata nel 1234 da 5 magi fuggiti dalla Provenza dopo la Crociata contro i Catari, e sorge su una scogliera 15 miglia a nord di Siracusa, in Sicilia. Attualmente l'alleanza si sta battendo per essere riconosciuta nel tribunale Romano.
:[[http://arsmagica.it/dragonero/ | Il Drago Nero]]: Sulla piccola isola di Mann Ã¨ nata un'alleanza nei primi anni di vita dell'Ordine: cinque ambiziosi maghi, discepoli diretti dei fondatori dell'Ordine, lottano, tramano, cercano, sperando di ottenere il potere assoluto sugli altri... ma nell'ombra il Drago Nero vede e sente ogni cosa...
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245116771</unix>
						<iso>2009-06-16 03:46:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link to Arsmagica.it</comment>
					<text><![CDATA[
= The Crossroads of the Order

[[Project Redcap | Project: Redcap]] è un sito web devoto al gioco di ruolo da tavolo [[http://www.arsmagica.it/home.htm | Ars Magica]]. Il suo obiettivo è fornire collegamenti a quanto più materiale legato ad Ars Magica possibile, nel maggior numero di [[Langauages | lingue]] possibili. Questa è la pagina Italiana di Project: Redcap ed è mantenuta da Michele Agostinelli.

Dato che Ars Magica è principalmente pubblicato in Inglese, i link al sito web ufficiale del gioco e altre importanti risorse possono essere trovate nella [[Overview | pagina in lingua Inglese di Project: Redcap]].

:[[http://www.arsmagica.it/ttp://www.fabulaenoctis.com/forum/index.php?showforum=23 | Fabulae Noctis ]]: An experimental Play by Forum of Ars Magica, that we hope to start soon. 
:[[ http://digilander.libero.it/faeryboy/Quis%20Super.htm/ | Tutor Vespertinus]]: You will recognize it for its shiny blue flags...Tutor Vespertinus is the last safe place on the perilous travel through the Western Alps, famous for its library, the  magical forge and the quarrels between itsÂ Four Founders, Parrhasius of Bonisagus, Sophonax of Criamon, Coluber of Tytalus and the passionate Sela of Bjornaer (Goldmane "Chiomadoro" for those who have seen her in her joyful days). Tormented by the furies of the sky and by the urges of the Hearts Tutor Vespertinus is striving hard in order to survive its icy springtime.
:[[http://www.arsmagica.it/Cliffheart/ | Cliffheart]]: Cliffheart is a Covenant placed in the southern part of Hibernia. You'll find out how our Magi manage to stay alive in such a wild land. You'll live with us in our community in everyday life. Stories,home rules, data for Storytellers and everything you're looking for. Both English and Italian languages supported.
[[http://www.arsmagica.it/Kraken/ | Lo Scoglio del Kraken]]
Lo Scoglio del Kraken un'Alleanza molto antica, fondata nelle Fiandre, nei pressi di Anversa. Dopo un lungo periodo di decadenza, sta tornando al precedente splendore grazie ad un gruppo di nuovi magi, determinati a diventare figure di spicco di tutto l'Ordine.
:[[http://swordandtroll.gdr.net/ | Silvae Lucentes]]:
:[[http://www.arsmagica.it/briarea/ | Crocus Briarea]]: Le notizie riguardo l'Alleanza di Crocus Briarea risalgono al 1130AD, data della fondazione. L'edificio sorge nelle vicinanze di Brixia, l'odierna Brescia, al centro di una pianura. Col tempo, Briarea conoscerˆ la fama di prosperoso paese, i cui abitanti sono dediti alla pastorizia e alla falegnameria, e i cui illuminati reggenti ricercano nei libri e nell'esperienza il segreto nascosto delle cose.
:[[ http://www.arsmagica.it/demetra/ | Demetra Hyblaea ]]: l'alleanza di Demetra Hyblaea è stata fondata nel 1234 da 5 magi fuggiti dalla Provenza dopo la Crociata contro i Catari, e sorge su una scogliera 15 miglia a nord di Siracusa, in Sicilia. Attualmente l'alleanza si sta battendo per essere riconosciuta nel tribunale Romano.
:[[http://arsmagica.it/dragonero/ | Il Drago Nero]]: Sulla piccola isola di Mann Ã¨ nata un'alleanza nei primi anni di vita dell'Ordine: cinque ambiziosi maghi, discepoli diretti dei fondatori dell'Ordine, lottano, tramano, cercano, sperando di ottenere il potere assoluto sugli altri... ma nell'ombra il Drago Nero vede e sente ogni cosa...
]]></text>
				</version>
			</history>
		</page>
		<page node="71">
			<name>hermetic</name>
			<title>Hermetic</title>
			<language>en</language>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205656628</unix>
						<iso>2008-03-16 09:37:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Magic''' is magic as practiced in accordance with the Theory of Magic discovered by [[Bonisagus]], by the [[magi]] of the [[Order of Hermes]]. Thus a [[Hedge Magic|hedge wizard]]'s magic is non-Hermetic, as is the ancient magic used in Egypt. Note that members of the Order may wield non-Hermetic magic, and indeed many do.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205656814</unix>
						<iso>2008-03-16 09:40:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>landscape note added</comment>
					<text><![CDATA[
'''Hermetic Magic''' is magic as practiced in accordance with the Theory of Magic discovered by [[Bonisagus]], by the [[magi]] of the [[Order of Hermes]]. Thus a [[Hedge Magic|hedge wizard]]'s magic is non-Hermetic, as is the ancient magic used in Egypt. Note that members of the Order may wield non-Hermetic magic, and indeed many do.

Reference to the '''Hermetic Landscape''' or '''Hermetic community'' or so on refer to the members of the [[Order of Hermes]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205656830</unix>
						<iso>2008-03-16 09:40:30</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Hermetic Magic''' is magic as practiced in accordance with the Theory of Magic discovered by [[Bonisagus]], by the [[magi]] of the [[Order of Hermes]]. Thus a [[Hedge Magic|hedge wizard]]'s magic is non-Hermetic, as is the ancient magic used in Egypt. Note that members of the Order may wield non-Hermetic magic, and indeed many do.

Reference to the '''Hermetic Landscape''' or '''Hermetic community'''' or so on refer to the members of the [[Order of Hermes]]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205675766</unix>
						<iso>2008-03-16 14:56:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>changed</comment>
					<text><![CDATA[
*Hermetic* means purtaining to, or of, the [[Order of Hermes]] or equivalently the inventions of [[Bonisagus the Founder|Bonisagus]] that lies at the heart of Hermetic tradition. 

'''Hermetic Magic''' is magic as practiced by the [[magi]] of the [[Order of Hermes]], in accordance with the Theory of Magic discovered by Bonisagus. Thus a [[Hedge Magic|hedge wiHermetic Magic''' is magic as practiced by the [[magi]] of the [[Order of Hermes]], in accordance with the Theory of Magic discovered by Bonisagus. Th, where their magic deviates from the principles set down by Bonisagus and the general Hermetic traditionus a [[Hedge Magic|hedge wizard]]'s magic is non-Hermetic, as is the ancient magic used in Egypt. Note that members of the Order m
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205675787</unix>
						<iso>2008-03-16 14:56:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
'''Hermetic'''c''' means purtaining to, or of, the [[Order of Hermes]] or equivalently the inventions of [[Bonisagus the Founder|Bonisagus]] that lies at the heart of Hermetic tradition. 

'''Hermetic Magic''' is magic as practiced by the [[magi]] of the [[Order of Hermes]], in accordance with the Theory of Magic discovered by Bonisagus. Thus a [[Hedge Magic|hedge wizard]]'s magic is non-Hermetic, as is the ancient magic used in Egypt. Note that members of the Order may wield non-Hermetic magic, and indeed many do, where their magic deviates from the principles set down by Bonisagus and the general Hermetic tradition.

Reference to the '''Hermetic Landscape''' or '''Hermetic community''' or so on refer to the members of the [[Order of Herme
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205933930</unix>
						<iso>2008-03-19 14:38:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted second paragraph</comment>
					<text><![CDATA[
'''Hermetic''' means purtaining to, or of, the [[Order of Hermes]] or equivalently the inventions of [[Bonisagus the Founder|Bonisagus]] that lieat the heart of Hermetic tradition.


See also [[lso [[HerSociety]], [[Magic]], [[
]]></text>
				</version>
			</history>
		</page>
		<page node="710">
			<name>norsk</name>
			<title>Norsk</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245188980</unix>
						<iso>2009-06-16 23:49:40</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Project Redcap]] er er ei vevside tilegna Ars Magica og dreven av David Chart. Sida vart grunnlagd av Geoff Grabowski i 1994, og ho inneheld i dag 4 norske Ars Magica-arkiv, ved sidan av ei lang rekkje sider på andre språk. 

= Paktar

:[[http://www.ii.uib.no/~georg/alt/rpg/ars/sagas/france/ | Makt og avmakt ]]:I 1193 kom fem unge magi til Toulouse for å grunnleggja ein pakt. «Makt og avmakt» er soga om dei og pakten deira.
:[[http://come.to/turris-nebulae/ | Turris Nebulæ]]:    Turris Nebulæ er ein vårpakt i Vest-Wales, i nærleiken av Cardigan, på byrjinga av 1200-talet.  (Turris Nebulae is a new spring covenant located in western Wales, near Cardigan, set at the begining of the 13th century.)
]]></text>
				</version>
			</history>
		</page>
		<page node="711">
			<name>polski</name>
			<title>Polski</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245189280</unix>
						<iso>2009-06-16 23:54:40</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Project Redcap | Projekt: Redcap]] jest stroną poświęconą klasycznej grze rpg [[Ars Magica]]. Jej celem jest udostępnienie jak największej liczby linków do stron poświęconych Ars Magica w jak największej liczbie wersji językowych. Ta polska strona Projektu: Redcap jest utrzymywana przez Macieja Kowalskiego.

Ponieważ Ars Magica jest publikowana w głównej mierze w języku angielskim, linki do oficjalnej strony wydawcy oraz do innych ważnych zasobów znajdują się na angielskojęzycznej stronie Project: Redcap.

= Zgromadzenia

:[[http://luxextenebris.prv.pl/ | Lux ex Tenebris]]: Odrodzone po upadku bractwo, Lux ex Tenebris (na podstawie kampanii Twelfth Night) zmaga siÄ� z problemami letniego bractwa w trybunale starych i znamienitych potÄ�g Zakonu Hermesa. Energiczna grupka magĂłw odbudowuje zniszczone i tajemnicze bractwo. Stara siÄ� zapobiec zakusom sÄ�siadĂłw dla ktĂłrych ziemie Lux sÄ� Ĺ�akomym kÄ�skiem. 
:[[http://chall.ifj.edu.pl/~kaczmars/ | White Seagull]]: Jesli tylko macie ochote pogadac z nami o Zakonie, poogladac z okien naszego zgromadzenia zachod slonca nad klasztorem sw. Michala, isc na imprezke do miejscowych fejow a wieczorem wychylic z nami kufelek piwa (z vis) uwarzonego przez naszego nadwornego verditiusa to zapraszamy! Zgromadzenie Biala Mewa i jego magowie czekaja na Ciebie!
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245236911</unix>
						<iso>2009-06-17 13:08:31</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Promises, Promises</comment>
					<text><![CDATA[
[[Project Redcap | Projekt: Redcap]] jest stroną poświęconą klasycznej grze rpg [[Ars Magica]]. Jej celem jest udostępnienie jak największej liczby linków do stron poświęconych Ars Magica w jak największej liczbie wersji językowych. Ta polska strona Projektu: Redcap jest utrzymywana przez Macieja Kowalskiego.

Ponieważ Ars Magica jest publikowana w głównej mierze w języku angielskim, linki do oficjalnej strony wydawcy oraz do innych ważnych zasobów znajdują się na [[Project Redcap | angielskojęzycznej stronie Project: Redcap]].

= Wprowadzenie do gr y Ars Magica

:[[http://www.atlas-games.com/pdf_storage/obiecanki.pdf | Obiecanki-cacanki]]:

= roject: Redcap]].

= Wprowadzenie do gr y Ars Magica

:[[http://www.atlas-games.com/pdf_storage/obiecanki.pdf | Obiecanki-cacanki]]:

= Zgromadzenia

:[[http://luxextenebris.prv.pl/ | Lux ex Tenebris]]: Odrodzone po upadku bractwo, Lux ex Tenebris (na podstawie kampanii Twelfth Night) zmaga siÄ� z problemami letniego bractwa w trybunale starych i znamienitych potÄ�g Zakonu Hermesa. Energiczna grupka magĂłw odbudowuje zniszczone i tajemnicze bractwo. Stara siÄ� zapobiec zakusom sÄ�siadĂłw dla ktĂłrych ziemie Lux sÄ� Ĺ�akomym kÄ�skiem. 
:[[http://chall.ifj.edu.pl/~kaczmars/ | White Seagull]]: Jesli tylko macie ochote pogadac z nami o Zakonie, poogladac z okien naszego zgromadzenia zachod slonca nad klasztorem sw. Michala, isc na imprezke do miejscowych fejow a wieczorem wychylic z nami kufe
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1269342806</unix>
						<iso>2010-03-23 12:13:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead link</comment>
					<text><![CDATA[
[[Project Redcap | Projekt: Redcap]] jest stroną poświęconą klasycznej grze rpg [[Ars Magica]]. Jej celem jest udostępnienie jak największej liczby linków do stron poświęconych Ars Magica w jak największej liczbie wersji językowych. Ta polska strona Projektu: Redcap jest utrzymywana przez Macieja Kowalskiego.

Ponieważ Ars Magica jest publikowana w głównej mierze w języku angielskim, linki do oficjalnej strony wydawcy oraz do innych ważnych zasobów znajdują się na [[Project Redcap | angielskojęzycznej stronie Project: Redcap]].

= Wprowadzenie do gr y Ars Magica

:[[http://www.atlas-games.com/pdf_storage/obiecanki.pdf | Obiecanki-cacanki]]:

= Zgromadzenia

:[[http://luxextenebris.prv.pl/ | Lux ex Tenebris]]: Odrodzone po upadku bractwo, Lux ex Tenebris (na podstawie kampanii Twelfth Night) zmaga siÄ� z problemami letniego bractwa w trybunale starych i znamienitych potÄ�g Zakonu Hermesa. Energiczna grupka magĂłw odbudowuje zniszczone i tajemnicze bractwo. Stara siÄ� zapobiec zakusom sÄ�siadĂłw dla ktĂłrych ziemie Lux sÄ� Ĺ�akomym kÄ�skiem.
]]></text>
				</version>
			</history>
		</page>
		<page node="712">
			<name>suomi</name>
			<title>Suomi</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245189427</unix>
						<iso>2009-06-16 23:57:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Project Redcap]] on WWW-sivusto, joka on omistettu Ars Magicalle ja jota hoitaa [[David Chart]]. Geoff Grabowski perusti sivut 1994, ja tällä hetkellä ne sisältävät linkin 1:lle suomalaiselle sivulle ja useille muunkielisille sivuille. Otamme aina kiitollisina vastaan lisäyksiä, joten jos löydät sivuja, joita ei ole mainittu täällä, lähetä osoite minulle sähköpostitse: redcap@redcap.org. Redcapin suomi on surkeaa, joten ole hyvä ja kirjoita englanniksi jos mahdollista. Ei haittaa vaikka englantisi olisi kuinka huonoa, se on aina parempaa kuin minun suomeni.

:[[http://www.cs.helsinki.fi/u/okoskimi/ArM/ArM.html | Oskari Koskimies' Archive]]: Oskari Koskimiehen Ars Magica -saaga. Sivut ovat osittain suomeksi, osittain englanniksi.
]]></text>
				</version>
			</history>
		</page>
		<page node="713">
			<name>svenska</name>
			<title>Svenska</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245189810</unix>
						<iso>2009-06-17 00:03:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
=Mötesplatsen för Ordern

[[Project Redcap | Project: Redcap]] är en webbplats ägnad åt rollspelet [[Ars Magica]]. Målet är att vara en länkplats till så många Ars Magica relaterade resurser som möjligt och på så många olika språk som möjligt. Detta är den svenska sidan för Project: Redcap som underhålls av Michael Geller.

Eftersom Ars Magica huvudsakligen är utgiven på engelska, så finns länkarna till den officella webbplatsen samt flera andra viktiga resurser under den [[Project Redcap | engelska webbsidan i Project: Redcap]].

=Covenant Länkar

:[[http://hem.passagen.se/arsmagica/ | Eäropéa]]: Eäropéa är en Ars Magica saga om mänsklighetens kamp under en mörk och mytisk tid som utspelar sig i och omkring magikergillet Mistridge.
:[[http://www.acc.umu.se/~pax/mistridge/ | Mistridge]]: En saga som utspelar sig i det förvintrade kovenantet Mistridge. 

=Övriga Länkar
]]></text>
				</version>
			</history>
		</page>
		<page node="714">
			<name>sanctuary_of_ice</name>
			<title>Sanctuary of Ice</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>Products</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245190868</unix>
						<iso>2009-06-17 00:21:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[ http://www.atlas-games.com/product_tables/AG0267.php/ | Sanctuary of Ice: The Greater Alpine Tribunal]] is a sourcebook for [[Fourth Edition]] covering the [[Greater Alps Tribunal]].  It was written by [[Timothy Ferguson]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results is:

FAQ Rating: ** (1 reviews; 0 *, 1 **, 0 ***, 0 ****)
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245190944</unix>
						<iso>2009-06-17 00:22:24</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Covenant of Tarragon Vale</comment>
					<text><![CDATA[
[[ http://www.atlas-games.com/product_tables/AG0267.php/ | Sanctuary of Ice: The Greater Alpine Tribunal]] is a sourcebook for [[Fourth Edition]] covering the [[Greater Alps Tribunal]].  It was written by [[Timothy Ferguson]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results is:

FAQ Rating: ** (1 reviews; 0 *, 1 **, 0 ***, 0 ****)

= See Also

* [[Covenant of Tarragon Vale]]
]]></text>
				</version>
			</history>
		</page>
		<page node="715">
			<name>covenant_of_tarragon_vale</name>
			<title>Covenant of Tarragon Vale</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>Products</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245191213</unix>
						<iso>2009-06-17 00:26:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The Covenant of Tarragon Vale is a free [[Fourth Edtion]] PDF supplement that accompanies the sourcebook [[Sanctuary of Ice]] (though it can be used on its own).  It is available for [[http://www.atlas-games.com/pdf_storage/TarragonVale.pdf | download]] from the [[Atlas Games]] Web site.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245234102</unix>
						<iso>2009-06-17 12:21:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added player reviews</comment>
					<text><![CDATA[
of Tarragon Vale is a free [[Fourth Edtion]] PDF supplement that accompanies the sourcebook [[Sanctuary of Ice]] (though it can be used on its own).  It is available for [[http://www.atlas-games.com/pdf_storage/TarragonVale.pdf | download]] from the [[Atlas Games]] Web site.

= Player R

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\* (1 review; 0 *, 1 \*\*, 0 \*\*\*, 0 \*\*\*\*)
]]></text>
				</version>
			</history>
		</page>
		<page node="716">
			<name>black_monks_of_glastonbury</name>
			<title>Black Monks of Glastonbury</title>
			<language>en</language>
			<tags>
				<tag>Infernal Realm</tag>
				<tag>Rules</tag>
				<tag>ArM4</tag>
				<tag>Products</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245191741</unix>
						<iso>2009-06-17 00:35:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

''The Black Monks of Glastonbury'' is a [[Fourth Edition]] scenario by [[David Chart]].  As the title suggests, it deals with a corrupt group of monks at the mystical site of [[http://www.glastonburytor.org.uk/ | Glastonbury Tor]].

= D20/Ars Magica Crossover

''The Black Monks of Glastonbury'' is a special game supplement with statistics for both Ars Magica and Third Edition [[Dungeons and Dragons]].  It is the only Ars Magica supplement with such dual game statistics.  It is not exactly a crossover between the two systems, but rather a single scenario designed to be played with either of two rule systems.

The D&D rules sections contains guidelines on how to play a D&D game with wizards who resemble Hermetic magi, in a setting like [[Mythic Europe]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: *** (2 reviews; 0 *, 0 **, 2 ***, 0 ****)

* This book is just crammed full of story hooks and ideas. Suits a Western saga.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245257843</unix>
						<iso>2009-06-17 18:57:23</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed three-star rating</comment>
					<text><![CDATA[
= Synopsis

''The Black Monks of Glastonbury'' is a [[Fourth Edition]] scenario by [[David Chart]].  As the title suggests, it deals with a corrupt group of monks at the mystical site of [[http://www.glastonburytor.org.uk/ | Glastonbury Tor]].

= D20/Ars Magica Crossover

''The Black Monks of Glastonbury'' is a special game supplement with statistics for both Ars Magica and Third Edition [[Dungeons and Dragons]].  It is the only Ars Magica supplement with such dual game statistics.  It is not exactly a crossover between the two systems, but rather a single scenario designed to be played with either of two rule systems.

The D&D rules sections contains guidelines on how to play a D&D game with wizards who resemble Hermetic magi, in a setting like [[Mythic Europe]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (2 reviews; 0 *, 0 *\*, 2 \*\*\*, 0 \*\*\*\* 0 \*\*\*\*)

* This book is just crammed full of story hooks and ideas. Suits a We
]]></text>
				</version>
			</history>
		</page>
		<page node="717">
			<name>novgorod_tribunal</name>
			<title>Novgorod Tribunal</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245193390</unix>
						<iso>2009-06-17 01:03:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The Novgorod Tribunal is the [[Regional Tribunal]] covering Scandinavia, Poland, and Russia.  It is by far the largest Tribunal geographically, but sparsely populated by both magi and mundanes.

= See Also

* [[Land of Fire and Ice]]
* The [[Dragon and the Bear]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245203113</unix>
						<iso>2009-06-17 03:45:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Ultima Thule</comment>
					<text><![CDATA[
= Synopsis

The Novgorod Tribunal is the [[Regional Tribunal]] covering Scandinavia, Poland, and Russia.  It is by far the largest Tribunal geographically, but sparsely populated by both magi and mundanes.

= See Also

* 
* [[Ultima Thule]]
* [[Lan
* [[Ultima Thule]]
* [[Land of Fire and Ice]]
]]></text>
				</version>
			</history>
		</page>
		<page node="718">
			<name>blood_and_sand</name>
			<title>Blood and Sand</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM4</tag>
				<tag>Products</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245193630</unix>
						<iso>2009-06-17 01:07:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

[[ http://www.atlas-games.com/product_tables/AG0269.php | Blood and Sand: The Levant Tribunal]] is the [[Fourth Edition]] sourcebook dealing with the [[Levant Tribunal]].  It was written by [[Niall Christie]].

= Production Details

Blood and Sand was published in September 2002.  It was the first Fourth Edition supplement to be published as a [[Hardcover | hardcover]] book.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: ** (1 review; 0 *, 1 **, 0 ***, 0 ****)
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245193696</unix>
						<iso>2009-06-17 01:08:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Secrets in Sand</comment>
					<text><![CDATA[
= Synopsis

[[ http://www.atlas-games.com/product_tables/AG0269.php | Blood and Sand: The Levant Tribunal]] is the [[Fourth Edition]] sourcebook dealing with the [[Levant Tribunal]].  It was written by [[Niall Christie]].

= Production Details

Blood and Sand was published in September 2002.  It was the first Fourth Edition supplement to be published as a [[Hardcover | hardcover]] book.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: ** (1 review; 0 *, 1 **, 0 ***, 0 ****)

= See Also

* [[Secrets in Sand]]
]]></text>
				</version>
			</history>
		</page>
		<page node="719">
			<name>medieval_bestiary_revised</name>
			<title>Medieval Bestiary Revised</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245201101</unix>
						<iso>2009-06-17 03:11:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

[[http://www.atlas-games.com/product_tables/AG0266.php | The Medieval Bestiary Revised Edition]] is a sourcebook for [[Ars Magica Fourth Edition]] covering animals, both supernatural and mundane.  It was written by [[John Kasab]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: ** (13 reviews; 2 \*, 9 \*\*, 2 \*\*\* , 0 \*\*\*\*)

* Useful, but much less interesting than it could have been.
* Lacks a bit of flavour.
* Decent resource, although it requires some thought to get into. The allegories involving animals are a good source of inspiration. Not very much use as a "monster manual", though.
* A good book to have, since every saga has animals in it somewhere.
* A complement to but not a complete substitute for the original Bestiary. Suffers from a lack of art and mystery.
* Big book of animals and monsters. Its best feature is a story-seed that comes with every critter.
* A book of beasts without illustrations, too bad.
* No illustrations, too short descriptions; as in the rulebook, each creature should be enough for one session.
* Lacks many of the things I liked about the old Bestiary.
* Biggest disappointment of a new release. The original was much better. The art was scant and awful.
* Packed statbook with better balanced beasts than most ArM products. Thin, poor art detracts from the surface polish, leaving this a plain utility book. Too bad they didn't recyle Eric Hotz's art from the earlier edition. Lacks the beast-builder system of the earlier edition.

= See also

* [[Realms of Power Magic | Realms of Power: Magic]] covers magical beasts for [[Fifth Edition]]
* [[Book of Mundane Beasts]]
* [[Medieval Bestiary]] (original edition)
]]></text>
				</version>
			</history>
		</page>
		<page node="72">
			<name>hedge_magic</name>
			<title>Hedge Magic</title>
			<language>en</language>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205657129</unix>
						<iso>2008-03-16 09:45:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hedge Magic''' is a derogatory term used by [[magi]] to describe magic used by the many practitioners of magic in [[Mythic Europe]] that don't adhere to Bonisagus' magic theory. As such, it is similar in content to non-[[Hermetic]] magic, but usually refers to petty and weak magical folk traditions. A magus likely to scoff at a skinchanger's magic, calling her a hedge wizard, but is unlikely to refer to the ancient and long-lost magic of Solomon as "hedge magic".
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205657405</unix>
						<iso>2008-03-16 09:50:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment>more content</comment>
					<text><![CDATA[
'''Hedge Magic''' is a derogatory term used by [[magi]] to describe magic used by the many practitioners of magic in [[Mythic Europe]] that don't adhere to Bonisagus' magic theory. As such, it is similar in content to non-[[Hermetic]] magic, but usually refers to petty and weak magical folk traditions. A magus likely to scoff at a skinchanger's magic, calling her a hedge wizard, but is unlikely to refer to the ancient and long-lost magic of Solomon as "hedge magic".

In [[ArM5]], hedge magic is usually practiced by [[The Gift|Gifted]] practitioners that have not been trained in [[Hermetic]] ways, whether they are members of the Order or not. Their magic usually relies on one or more [[Supernatural Abilities]]. Such magic is discussed in the [[House Ex Miscellenea|Ex Miscellenea]] chapter of [[Houses of Hermes: Societates]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1267015246</unix>
						<iso>2010-02-24 13:40:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed some typos in the links</comment>
					<text><![CDATA[
'''Hedge Magic''' is a derogatory term used by [[magi]] to describe magic used by the many practitioners of magic in [[Mythic Europe]] that don't adhere to Bonisagus' magic theory. As such, it is similar in content to non-[[Hermetic]] magic, but usually refers to petty and weak magical folk traditions. A magus likely to scoff at a skinchanger's magic, calling her a hedge wizard, but is unlikely to refer to the ancient and long-lost magic of Solomon as "hedge magic".

In [[ArM5]], hedge magic is usually practiced by [[The Gift|Gifted]] practitioners that have not been trained in [[Hermetic]] ways, whether they are members of the Order or not. Their magic usually relies on one or more [[Supernatural Ability|Supernatural Abilities]]. Such magic is discussed in the [[House Ex Miscellanea|Ex Miscellanea]] chapter of [[Houses of Hermes: Societates]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1267369460</unix>
						<iso>2010-02-28 16:04:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>added references and links to related products</comment>
					<text><![CDATA[
'''Hedge Magic''' is a derogatory term used by [[magi]] to describe magic used by the many practitioners of magic in [[Mythic Europe]] that use [[non-Hermetic]] magic. As such, it usually refers to petty and weak magical folk traditions. A magus likely to scoff at a skinchanger's magic, calling her a hedge wizard, but is unlikely to refer to the ancient and long-lost magic of Solomon as "hedge magic".

A practitioner of hedge magic is called a ''hedge wizard.'' or ''hedge magician.'' He or she is never referred to as a [[magus]] -- that term is reserved for members of the [[Order of Hermes]].

In [[ArM5]], hedge magic is usually practiced by [[The Gift|Gifted]] practitioners that have not been trained in [[Hermetic]] ways, whether they are members of the Order or not. Their magic usually relies on one or more [[Supernatural Ability|Supernatural Abilities]]. Such magic is discussed in the [[House Ex Miscellanea|Ex Miscellanea]] chapter of [[Houses of Hermes: Societates]].

= References

* Other Wizards, [[ArM5]] page 16

= Related Products

* [[Hedge Magic book|Hedge Magic]], the [[Fourth Edition]] supplement
* [[Hedge Magic Revised Edition]]
* [[Ancient Magic]]
* [[Houses of Hermes: Societates]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1267450034</unix>
						<iso>2010-03-01 14:27:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-worded some awkward sentences</comment>
					<text><![CDATA[
'''Hedge Magic''' is a derogatory term used by [[magi]] for the many forms of [[non-Hermetic]] magic practiced in [[Mythic Europe]]. As such, it usually refers to petty and weak magical folk traditions. A magus likely to scoff at a skinchanger's magic, calling her a hedge wizard, but is unlikely to refer to the ancient and long-lost magic of Solomon as "hedge magic".

A practitioner of hedge magic is called a ''hedge wizard.'' or ''hedge magician.'' He or she is never referred to as a [[magus]] -- that term is reserved for members of the [[Order of Hermes]].

In [[ArM5]], hedge magic is usually practiced by [[The Gift|Gifted]] practitioners that have not been trained in [[Hermetic]] ways, whether they are members of the Order or not. Their magic usually relies on one or more [[Supernatural Ability|Supernatural Abilities]]. Such magic is discussed in the [[House Ex Miscellanea|Ex Miscellanea]] chapter of [[Houses of Hermes: Societates]].

= References

* Other Wizards, [[ArM5]] page 16

= Related Products

* [[Hedge Magic book|Hedge Magic]], the [[Fourth Edition]] supplement
* [[Hedge Magic Revised Edition]]
* [[Ancient Magic]]
* [[Houses of Hermes: Societates]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1279194094</unix>
						<iso>2010-07-15 13:41:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>phrasing</comment>
					<text><![CDATA[
'''Hedge Magic''' is a derogatory term used by [[magi]] for the many forms of [[non-Hermetic]] magic practiced in [[Mythic Europe]]. As such, it usually refers to petty and weak magical folk traditions. A magus is likely to scoff at a skinchanger's magic, calling him a hedge wizard, but is unlikely to refer to the ancient and long-lost magic of Solomon as "hedge magic".

A practitioner of hedge magic is called a ''hedge wizard'' or ''hedge magician''. He or she is never referred to as a [[magus]] -- that term is reserved for members of the [[Order of Hermes]].

In [[ArM5]], hedge magic is usually practiced by [[The Gift|Gifted]] practitioners that have not been trained in [[Hermetic]] ways, whether they are members of the Order or not. Their magic usually relies on one or more [[Supernatural Ability|Supernatural Abilities]]. Such magic is discussed in the [[House Ex Miscellanea|Ex Miscellanea]] chapter of [[Houses of Hermes: Societates]], and in [[Hedge Magic Revised Edition]].

= References

* Other Wizards, [[ArM5]] page 16

= Related Products

* [[Hedge Magic book|Hedge Magic]], the [[Fourth Edition]] supplement
* [[Hedge Magic Revised Edition]]
* [[Ancient Magic]]
* [[Houses of Hermes: Societates]]
]]></text>
				</version>
			</history>
		</page>
		<page node="720">
			<name>the_mysteries_book</name>
			<title>The Mysteries book</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245201927</unix>
						<iso>2009-06-17 03:25:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

[[http://www.atlas-games.com/product_tables/AG0265.php/ | The Mysteries]] was a ground-breaking supplement for [[Fourth Edition]] Ars Magica that introduced the concept of [[Mystery | Mysteries]] to Ars Magica.  It was very well-received by the [[Fan Community]].  It was written by [[Adam Bank]] and [[Jeremiah Genest]].

This supplement was so popular, a [[The Mysteries Revised Edition | revised edition]] of ''The Mysteries'' was one of the early products released for [[ArM5]].  The concept of Mysteries was worked into the core rules for Fifth Edition, through the introduction of [[Mystery House | Mystery Houses]].

= Relevance to Fifth Edition

The mechanics of ''The Mysteries'' are now considered outdated from the point of view of [[ArM5]].  Mysteries in Fifth Edition work rather differently than they are portrayed in this book.

None the less, the actual [[Mystery Cult | Mystery cults]] covered are somewhat different from those in the [[The Mysteries Revised Edition | revised edition]].  Some storyguides may still find it useful as a source of ideas, although those ideas would require considerable adaptation to translate into Fifth Edition rules.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: **** (16 reviews; 0 *, 1 \*\*, 4 \*\*\*, 11 \*\*\*\*)

* Very good: an excellent Storyguide idea resource, and a somewhat different view of the Order. I found its view of Hermetic magic slightly too rigid, however.
* This a must-have if you want an Order over 1200 members.
* Excellent stuff if you have the time and creativity to integrate it to your saga. For "experienced users," however.
* The most used book on my Ars shelf. Details magical cults and societies, including new rules, spells, virtues, critters and sample NPCs.
* Hard to get into, but once you do, hoo-boy! Expert-level Ars.
* Difficult to read and suffers greatly from the lack of an index, but nonetheless a seminal work on individualizing magi and increasing their variety. Will definitely have a fundamental impact on the evolution of the game.
* Great stuff, anchors ArM into real myth.
* The One True Way to handle magic with a medieval feeling, the core of Ars Magica.
* A classic, and should be considered essential.
* Advanced Ars Magica that broke the developing genre boundaries.
* I have to agree that this supplement is an important addition to an SG's library, especially with the anticipated wave of upcoming mystery-type magic. This sets the tone for the game's magic, which is different from every other wizardly rpg.
* Adds tons of flavor, and moves ArM from its modernist high-fantasy leanings, albeit with post-medieval magic. Plays up mystical lineages and points a way to an ArM revamp.
* Excellent. Packed full of goodness.
* Excellent concepts, but wildly unbalanced game mechanics. Would get 4 splats from me if it were a stat-free book.

= See also

* [[Mystery]] and [[Mystery Cult]]
* [[TMRE | The Mysteries, Revised Edition]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245201958</unix>
						<iso>2009-06-17 03:25:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed 4-star rating from player reviews</comment>
					<text><![CDATA[
= Synopsis

[[http://www.atlas-games.com/product_tables/AG0265.php/ | The Mysteries]] was a ground-breaking supplement for [[Fourth Edition]] Ars Magica that introduced the concept of [[Mystery | Mysteries]] to Ars Magica.  It was very well-received by the [[Fan Community]].  It was written by [[Adam Bank]] and [[Jeremiah Genest]].

This supplement was so popular, a [[The Mysteries Revised Edition | revised edition]] of ''The Mysteries'' was one of the early products released for [[ArM5]].  The concept of Mysteries was worked into the core rules for Fifth Edition, through the introduction of [[Mystery House | Mystery Houses]].

= Relevance to Fifth Edition

The mechanics of ''The Mysteries'' are now considered outdated from the point of view of [[ArM5]].  Mysteries in Fifth Edition work rather differently than they are portrayed in this book.

None the less, the actual [[Mystery Cult | Mystery cults]] covered are somewhat different from those in the [[The Mysteries Revised Edition | revised edition]].  Some storyguides may still find it useful as a source of ideas, although those ideas would require considerable adaptation to translate into Fifth Edition rules.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\*\*\*\* (16 reviews; 0 *, 1 \*\*, 4 \*\*\*, 11 \*\*\*\*)

* Very good: an excellent Storyguide idea resource, and a somewhat different view of the Order. I found its view of Hermetic magic slightly too rigid, however.
* This a must-have if you want an Order over 1200 members.
* Excellent stuff if you have the time and creativity to integrate it to your saga. For "experienced users," however.
* The most used book on my Ars shelf. Details magical cults and societies, including new rules, spells, virtues, critters and sample NPCs.
* Hard to get into, but once you do, hoo-boy! Expert-level Ars.
* Difficult to read and suffers greatly from the lack of an index, but nonetheless a seminal work on individualizing magi and increasing their variety. Will definitely have a fundamental impact on the evolution of the game.
* Great stuff, anchors ArM into real myth.
* The One True Way to handle magic with a medieval feeling, the core of Ars Magica.
* A classic, and should be considered essential.
* Advanced Ars Magica that broke the developing genre boundaries.
* I have to agree that this supplement is an important addition to an SG's library, especially with the anticipated wave of upcoming mystery-type magic. This sets the tone for the game's magic, which is different from every other wizardly rpg.
* Adds tons of flavor, and moves ArM from its modernist high-fantasy leanings, albeit with post-medieval magic. Plays up mystical lineages and points a way to an ArM revamp.
* Excellent. Packed full of goodness.
* Excellent concepts, but wildly unbalanced game mechanics. Would get 4 splats from me if it were a stat-free book.

= See also

* [[Mystery]] and [[Mystery Cult]]
* [[TMRE | The Mysteries, Revised Editi
]]></text>
				</version>
			</history>
		</page>
		<page node="721">
			<name>triamore_book</name>
			<title>Triamore book</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245202316</unix>
						<iso>2009-06-17 03:31:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0264.php/ | Triamore: The Covenant at Lucien's Folly]] is a sourcebook for [[Fourth Edition]], written by Charles Ryan.  The entire sourcebook is a complete treatment of the covenant of Triamore, located in the [[Rhine Tribunal]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\* (9 reviews; 0 *, 8 \*\*, 1 \*\*\*, 0 \*\*\*\*)

* I really hated this at first, because of the new rules, but it grew on me. The setting material is very helpful for a saga set in the western Rhine.
* A detailed if uninteresting look at a covenant in the Western Holy Empire. New XP advancement systems and some neat spells at the back.
* Much better than Mistridge.
* Good, if bland, for new players but with a twist of "My book will rock the campaign world" that left a sort of aniseed aftertaste.
* It offers a complete setting for those unfamiliar with a covenant or medieval history.
* Solidly presented sample covenant. Not especially useful unless you want to play there, or use as a rival, but sets a possible comparitive standard. Suffers from some modern-fantasy sheen.
* Not glaringly bad, but not very interesting.

= See Also

* [[Mistridge_book | Mistridge]]
]]></text>
				</version>
			</history>
		</page>
		<page node="722">
			<name>ordo_nobilis</name>
			<title>Ordo Nobilis</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245202665</unix>
						<iso>2009-06-17 03:37:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0263.php/ | Ordo Nobilis: Mythic Europe's Nobility]] is a weighty, 224-page supplement for Ars Magica [[Fourth Edition]] dealing with knights and nobles in Mythic Europe.  It was written by [[Michaël de Verteuil]], Ian Hargrove, and Robin Steeden.

= Notable Rules

* Rules for assembling a suit of armor out of individual pieces
* Advanced combat rules for [[ArM4]]
* [[Combat Encumbrance]], an optional rule that helped fix the liabilities of wearing armor in 4th Edition
* Several new Social Status Virtues for knights and nobles

= References

* Link to first source, including the page number(s) for print media.
* Link to second source, including the page number(s) for print media.

= See also

* Link to first similar term or topic.
* Link to second similar term or topic.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245202748</unix>
						<iso>2009-06-17 03:39:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added player reviews</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0263.php/ | Ordo Nobilis: Mythic Europe's Nobility]] is a weighty, 224-page supplement for Ars Magica [[Fourth Edition]] dealing with knights and nobles in Mythic Europe.  It was written by [[Michaël de Verteuil]], Ian Hargrove, and Robin Steeden.

= Notable Rules

* Rules for assembling a suit of armor out of individual pieces
* Advanced combat rules for [[ArM4]]
* [[Combat Encumbrance]], an optional rule that helped fix the liabilities of wearing armor in 4th Edition
* Several new Social Status Virtues for knights and nobles

= Player ReviewvieUntil about 2005, tArsoriginal Ars Magica FAQ site solicited reviews of Ars Magica products from tommcommunity. The online review submission ne m is no longer available, buw please feel free r aediabthis page to add yout own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (10 reviews; 0 *, 0 \*\*, 7 \*\*\*, 3 \*\*\*\*)

* A detailed and comprehensive look at noble society in Mythic Europe, with a rundown on each major kingdom, an optional combat system, new virtues and flaws and three small adventures.
* This is an essential "companion" book. It's long, but full of useful material. The adventures at the back are great!
* Background, rules fixing, scenarios, perfect.
* All about nobility, combat, but nothing about the Order and nobility.
* A good ressource on all things concerning nobility. Great adventures, too.
* Solid treatment of the subject, but ignores mages almost absolutely.
* toves up it its title but doesn't offeadmr eowhan any gnod historical/social/feudal survey. The combat  atches don't save ArM4 combat.
* Great for noble characters, less useful for other characters. New armor rules, scmple mass oombat system, a high level of medieval flavor and detail, lots of guidance for everyday lifem Very little on magic or the Order, or Order-noble relations. Would have preferred the adventure section in the back be used for something else.
* Rules useful, background useful scenarios all good.
]]></text>
				</version>
			</history>
		</page>
		<page node="723">
			<name>land_of_fire_and_ice</name>
			<title>Land of Fire and Ice</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245193235</unix>
						<iso>2009-06-17 01:00:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

[[http://www.atlas-games.com/product_tables/AG0270.php/ | Land of Fire and Ice: The Sourcebook of Mythic Iceland]] is a [[Fourth Edition]] sourcebook dealing with the island of Iceland in [[Mythic Europe]].  Iceland is considered part of the [[Novgorod Tribunal]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: *** (3 reviews; 0 *, 1 **, 1 ***, 1 ****)

* Some interesting story ideas, with complicated game mechanics. Not really part of Mythic Europe.
* In a word, I ADORE this supplement! History, particular habits, indigenous magic and creatures, all are there!
* Works very well as an alternative location for a saga to move to for short time.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245203021</unix>
						<iso>2009-06-17 03:43:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed page title</comment>
					<text><![CDATA[
= Synopsis

[[http://www.atlas-games.com/product_tables/AG0270.php/ | Land of Fire and Ice: The Sourcebook of Mythic Iceland]] is a [[Fourth Edition]] sourcebook dealing with the island of Iceland in [[Mythic Europe]].  Iceland is considered part of the [[Novgorod Tribunal]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: *** (3 reviews; 0 *, 1 **, 1 ***, 1 ****)

* Some interesting story ideas, with complicated game mechanics. Not really part of Mythic Europe.
* In a word, I ADORE this supplement! History, particular habits, indigenous magic and creatures, all are there!
* Works very well as an alternative location for a saga to move to for short time.

= See Also

* [[Novgorod Tribunal]]
]]></text>
				</version>
			</history>
		</page>
		<page node="724">
			<name>secrets_in_sand</name>
			<title>Secrets in Sand</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245203469</unix>
						<iso>2009-06-17 03:51:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Secrets in Sand is a free, 14-page PDF supplement by [[Niall Christie]] that accompanied the [[Fourth Edition]] sourcebook, [[Blood and Sand]].  It may be [[http://www.atlas-games.com/pdf_storage/secretsinsand.pdf | downloaded]] from the [[Atlas Games]] Web site.

= Contents

# The Islamic Tradition in the Order of Hermes
# Magi of the Levant Tribunal (statistics for 8 magi)
# Husn Maryam's Talisman (a powerful enchanted item, adapted from the ''Arabian Nights'').
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245203554</unix>
						<iso>2009-06-17 03:52:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added player reviews</comment>
					<text><![CDATA[
Secrets in Sand is a free, 14-page PDF supplement by [[Niall Christie]] that accompanied the [[Fourth Edition]] sourcebook, [[Blood and Sand]].  It may be [[http://www.atlas-games.com/pdf_storage/secretsinsand.pdf | downloaded]] from the [[Atlas Games]] Web site.

= Contents

# The Islamic Tradition in the Order of Hermes
# Magi of the Levant Tribunal (statistics for 8 magi)
# Husn Maryam's Talisman (a powerful enchanted item, adapted from the ''Arabian Nights'').

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\* (1 review; 0 *, 1 \*\*, 0 \*\*\*, 0 \*\*\*\*)
]]></text>
				</version>
			</history>
		</page>
		<page node="725">
			<name>fallen_angel</name>
			<title>Fallen Angel</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245361630</unix>
						<iso>2009-06-18 23:47:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0253.php/ | The Fallen Angel]] is a scenario for [[Fourth Edition]] by [[James Buchanan]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\* (11 reviews; 5 *, 5 \*\*, 1 \*\*\*, 0 \*\*\*\*)

* Somewhere inside this incredibly bad railroad trip of an adventure is a really good story idea struggling to get out. I haven't found it yet, though.
* A powerful demon arrives in Ireland and the PCs are the only people who can stop him.
* A bad linear paint-by-numbers adventure, not quite the worst ever published for Ars Magica.
* Linear scenario, treasure is too big.
* It seemed thorough enough, but I didn't find it exciting enough to play.
* Overly linear, with a couple of severely high-fantasy concepts, but salvageable with some work. Includes adaptation notes to several other periods.
* OK. Didn't inspire.
* The appendix is thick with stats for a variety of men-at-arms, the usual "heavies" my group runs up against. I find it in my pile of books game after game after game.
* Not bad, not good, lots of cultural errors the whole basis of the plot is a little too Demonic, and a little laughable.
]]></text>
				</version>
			</history>
		</page>
		<page node="726">
			<name>nigrasaxa_book</name>
			<title>Nigrasaxa book</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245236342</unix>
						<iso>2009-06-17 12:59:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Nigrasaxa is a free mini-saga for [[Fourth Edition]] Ars Magica, available as a free 31-page PDF from the Atlas Web site.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245236684</unix>
						<iso>2009-06-17 13:04:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added player reviews</comment>
					<text><![CDATA[
Nigrasaxa (by [[David Chart]] is a free mini-saga for [[Fourth Edition]] Ars Magica, available as a free 31-page PDF from the Atlas Web site.  The player characters belong to the covenant of [[Nigrasaxa Covenant | the same name]], located in the [[Stonehenge Tribunal]].

= Download

You can obtain [[http://www.atlas-games.com/pdf_storage/nigrasaxa.pdf | Nigrasaxa]] (657 KB) for free from the [[Atlas Games]] Web site.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (1 review; 0 *, 0 \*\*, 1 \*\*\*, 0 \*\*\*\*)
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245236709</unix>
						<iso>2009-06-17 13:05:09</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
Nigrasaxa (by [[David Chart]])) is a free mini-saga for [[Fourth Edition]] Ars Magica, available as a free 31-page PDF from the Atlas Web site.  The player characters belong to the covenant of [[Nigrasaxa Covenant | the same name]], located in the [[Stonehenge Tribunal]].

= Download

You can obtain [[http://www.atlas-games.com/pdf_storage/nigrasaxa.pdf | Nigrasaxa]] (657 KB) for free from the [[Atlas Games]] Web site.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (1 review; 0 *, 0 \*\*, 1 \*\*\*, 0 \*\*\*\*
]]></text>
				</version>
			</history>
		</page>
		<page node="727">
			<name>ultima_thule</name>
			<title>Ultima Thule</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245320278</unix>
						<iso>2009-06-18 12:17:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0261.php | Ultima Thule: Mythic Scandinavia]], by Paul Williams, is a [[Fourth Edition]] Tribunal sourcebook about Scandinavia.  It is one of several Fourth Edition supplements related to the [[Novgorod Tribunal]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\* (9 reviews; 1 *, 7 \*\*, 1 \*\*\*, 0 \*\*\*\*)

* Anachronistic, not needed for the line, but moderately useful if you're playing on the edges of Scandinavia or want to have a "Wild West" frontier Saga.
* Yet another set of hedge magicians (sigh).
* If you want Vikings, this is good vikings (bar minor anachronisms that probably increase the mythic feel).
* Yet another book about the fringes of the Order, where the main player characters types aren't.
* Offers a runic magic system that I don't care about and commits the most grievous "canonical" error I can think of: it deletes the Order of Odin from Mythic Europe. A mystical order that could have provided powerful opponents for the Hermetic Order, with whom they could interact (battle, trade, explore) without Hermetic Code restrictions, was lost with one (expletive deleted) sentence.

= See Also

* The [[Dragon and the Bear]]
* [[Land of Fire and Ice]]
* [[Order of Odin]]
]]></text>
				</version>
			</history>
		</page>
		<page node="728">
			<name>dragon_and_the_bear</name>
			<title>Dragon and the Bear</title>
			<language>en</language>
			<tags>
				<tag>Products</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245321862</unix>
						<iso>2009-06-18 12:44:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0260.php | The Dragon and the Bear: The Novgorod Tribunal]] by Simeon Shoul is the main [[Fourth Edition]] Tribunal supplement about the [[Novgorod Tribunal]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (13 reviews; 0 *, 4 \*\*, 6 \*\*\*, 3 \*\*\*\*)

* Excellent sourcebook except for too many [[Mongols]] and grossly overpowered elder magi.
* All your Slavic needs. Greatly divides the Mythic from the mundane, but gives a good overview of Russia, the Novgorod Tribunal, new slavic hedge-magic, the Slavic Fae and the soon-to-be-arriving Mongol Hordes.
* Great Tribunal book, made me want to play in Novgorod.
* A great Tribunal Book, although I couldn't care less about *another* brand of hedge mages.
* Yet another book set in the distant wilderness, about being in the distant wilderness, but this time with a millenial theme.
* Thick and meaty, but only useful for sagas set in Russia and Poland. This is the only book whose narrative prose chapter beginnings are actual good reads.
* Seemingly very complete treatment of Russia and Slavic lands. I would like to see the Covenant sheet format used here made the standard presentation format. The Slavic magic and faerie power levels may be too high.
* Good background, interesting setting, of limited use in most games.
* Good, the shaman section is worth it, the other aspects need to looked at closely.

= See Also

* [[Land of Fire and Ice]]
* [[Ultima Thule]]
* [[Shamans]]
]]></text>
				</version>
			</history>
		</page>
		<page node="729">
			<name>mythic_seas</name>
			<title>Mythic Seas</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245322186</unix>
						<iso>2009-06-18 12:49:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[ | The Mythic Seas]] by Alan Smithee and Roderick Robertson is a [[Fourth Edition]] supplement about ships, sailing, and the sea.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: * (13 reviews; 9 *, 4 \*\*, 0 \*\*\*, 0 \*\*\*\*)

* A missed opportunity. The subject deserved a much better treatment.
* The seas are apparently not all that Mythic. Constant first person interludes don't add much. A few interesting spells but otherwise a rather vanilla treatment.
* A decent treatment, though dull at times.
* A book set in a distant wilderness where there are no other objects.
* Not very necessary for a storyguide.
* Utilitarian and important if you're going to be spending a lot of time in and around ships. Seems to lack focus and organization, and has an unnecessary and distracting fiction element.
* If there was a lower ranking it would get it. Very bad - avoid.
* Haven't found a use for it yet.

= See Also

* The supplement [[Mythic Europe book | Mythic Europe]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245322232</unix>
						<iso>2009-06-18 12:50:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0259.php/http://www.atlas-games.com/product_tables/AG0259.php/ | The Mythic Seas]] by Alan Smithee and Roderick Robertson is a [[Fourth Edition]] supplement about ships, sailing, and the sea.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: * (13 reviews; 9 *, 4 \*\*, 0 \*\*\*, 0 \*\*\*\*)

* A missed opportunity. The subject deserved a much better treatment.
* The seas are apparently not all that Mythic. Constant first person interludes don't add much. A few interesting spells but otherwise a rather vanilla treatment.
* A decent treatment, though dull at times.
* A book set in a distant wilderness where there are no other objects.
* Not very necessary for a storyguide.
* Utilitarian and important if you're going to be spending a lot of time in and around ships. Seems to lack focus and organization, and has an unnecessary and distracting fiction element.
* If there was a lower ranking it would get it. Very bad - avoid.
* Haven't found a use for it yet.

= See Also

*
]]></text>
				</version>
			</history>
		</page>
		<page node="73">
			<name>mundane</name>
			<title>Mundane</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205657736</unix>
						<iso>2008-03-16 09:55:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''mundane''' is lacking in supernatural ability, or not affiliated with the supernatral [[Realms]]. This usually extends to people with links to the Realm but without [[The Gift]]. Thus an area with no supernatural [[aura]] is mundane, as are nobles, peasants, and even infernalists and priests. Faeries, magical beasts, angels, and so on are not mundanes. Magi are never mundanes, even if they lack the Gift (e.g. [[redcaps]]).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205658188</unix>
						<iso>2008-03-16 10:03:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>note on Code</comment>
					<text><![CDATA[
A '''mundane''' is lacking in supernatural ability, or not affiliated with the supernatral [[Realms of Power of Power]]. This usually extends to people with links to the Realm but without [[The Gift]]. Thus an area with no supernatural [[aura]] is mundane, as are nobles, peasants, and even inf, priests, and arguably holy menriests, and arguably holy men. Faeries, magical beasts, angels,[[Magi]] so on are not mundanes. [[Magi]] are never mundanes, even if they 

Mundane society encompasses all tiers of medieval society, including the Church and nobility. The [[Code]] forbids interference with mundanes, but in many cases friction between magi and mundanes is all but inevitable. This clause is hence of vital importance in many [[ArM]] sagas, as it directs the interaction of the magi with the Church, nobility, and common folk of [[Mythic Europe]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205850620</unix>
						<iso>2008-03-18 15:30:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>of hermes</comment>
					<text><![CDATA[
A '''mundane''' is lacking in supernatural ability, or not affiliated with the supernatral [[Realms of Power]]. This usually extends to people with links to the Realm but without [[The Gift]]. Thus an area with no supernatural [[aura]] is mundane, as are nobles, peasants, and even infernalists, priests, and arguably holy men. Faeries, magical beasts, angels, and so on are not mundanes. [[Magi]] are never mundanes, even if they lack the Gift (e.g. [[redcaps]]).

Mundane society encompasses all tiers of medieval society, including the Church and nobility. The [[Code of Hermes of Hermes]] forbids interference with mundanes, but in many cases friction between magi and mundanes is all but inevitable. This clause is hence of vital importance in many [[ArM]] sagas, as it directs the interaction of the magi with the Church, nobility, and common folk of [[Mythic
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205860639</unix>
						<iso>2008-03-18 18:17:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
A '''mundane''' is lacking in supernatural ability, or not affiliated with the supernatral [[Realms of Power]]. This usually extends to people with links to the Realm but without [[The Gift]]. Thus an area with no supernatural [[Aura]] is mundane, as are nobles, peasants, and even infernalists, priests, and arguably holy men. Faeries, magical beasts, angels, and so on are not mundanes. [[Magi]] are never mundanes, even if they lack the Gift (e.g. [[Redcap|redcaps]]dcaps]]).

Mundane society encompasses all tiers of medieval society, including the Church and nobility. The [[Code of Hermes]] forbids interference with mundanes, but in many cases friction between magi and mundanes is all but inevitable. This clause is hence of vital importance in many [[ArM]] sagas, as it directs the interaction of the magi with the Church, nobility, and common folk of [[Mythic Eu
]]></text>
				</version>
			</history>
		</page>
		<page node="730">
			<name>wizards_grimoire_revised_edition</name>
			<title>Wizards Grimoire Revised Edition</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245323021</unix>
						<iso>2009-06-18 13:03:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0258.php/ | The Wizard's Grimoire, Revised Edition]] (or WGRE), by [[John Kasab]] and [[David Chart]], is an improved version of the previous [[Wizards Grimoire]] updated to [[Fourth Edition]] mechanics.

= Key Contents

* The WGRE contains a detailed explanation and clarification of how [[Magic Resistance]] works in [[Fourth Edition]], with examples.
* There are many [[Virtues and Flaws]] compiled from among the best of other [[Third Edition]] and [[Fourth Edition]] supplements
* Discussion of the [[Peripheral Code]]
* Of course, as the title suggests, the book contains a large compilation of spells and enchanted items.

= Relevance to Current Edition

Many of the best parts of the WGRE have been translated into [[Fifth Edition]] and either incorporated into the core rules or other supplements.  Since the WGRE is a mechanics-heavy book, and the mechanics for magic have changed substantially between [[ArM4]] and [[ArM5]] (the [[Spell Guidelines]] are different, some of the [[Art | Arts]] have changed scope, and the [[Range | Ranges]] of spells work differently), most of the contents of WGRE are obsolete for Fifth Edition.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (14 reviews; 0 *, 4 \*\*, 10 \*\*\*, 1 \*\*\*\*)

* Terrific resource, and much better balanced than the earlier edition. Faerie magic is -way- too powerful, however.
* Good, a bit dated and has a number of rules that are optional
* Very useful for adding flavour to laboratory work. Easy to use.
* Some interesting ideas, extra spells, but on the whole a bit too eclectic and insufficiently playtested. Many if not most of the features may not appeal to most troupes.
* A broad treatment of Hermetic culture and traditions. Reprints a lot from previous books, and introduces a lot of spells and a faerie magic system that are possible game-breakers.
* Hit and miss. Parts of it are essential, others read like someone threw it in at the last minute. Test whatever you intend to use.
* Maybe not revised enough for me.
* [[Mysteries book | The Mysteries]] is now more useful to let magi grow.
* An improvement over the old Grimoire, but still not enough.
* A flawed but necessary acquisition for most storyguides.
* I like the laboratory creation, book, and peripheral code sections. The spells scream "munchkin" and I don't like most of them.
* Much of the missing stuff from the rulebook.
* Patchy, but the good bits are very useful.
]]></text>
				</version>
			</history>
		</page>
		<page node="731">
			<name>festival_of_the_damned</name>
			<title>Festival of the Damned</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245359308</unix>
						<iso>2009-06-18 23:08:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0257.php | Festival of the Damned]] is a scenario for Ars Magica [[Fourth Edition]], written by [[Jonathan Tweet]] and [[John Nephew]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (9 reviews; 1 *, 1 \*\*, 3 \*\*\*, 4 \*\*\*\*)

* Excellent reissue of a classic adventure.
* Two adventures revolving around a single village. Potential for a great game, also for a dull one. Demons are the main antagonist in both stories.
* Loved it. The players didn't want it to end.
* The greatest scenario I've ever GMed.
* Best. ArM. adventure. ever. Period.
* A very medieval-themed and difficult adventure.
* One of the worst adventures I've ever played. The first half is a bit over the top. The second half suffers from a lack of goals and vague clues about what's going on lead to a horrific disaster. In-your-face demons rear up late and go on an over-the-top rampage after the characters fail; requires the characters to fail for anything really interesting to happen, and by then it's too late!
* Ghoul is only OK, but Festival is terrific.
]]></text>
				</version>
			</history>
		</page>
		<page node="732">
			<name>return_of_the_stormrider</name>
			<title>Return of the Stormrider</title>
			<keywords>Atlas Games, Return of the Stormrider, adventure, book, scenario</keywords>
			<description>Return of the Stormrider scenario</description>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245359788</unix>
						<iso>2009-06-18 23:16:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0256.php/ | Return of the Stormrider]] is a scenario for [[Fourth Edition]], by J.D. Wiker.  It is a sequel to the [[Third Edition]] scenario, the [[Stormrider Jump-Start Kit]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: * (5 reviews; 4 *, 1 \*\*, 0 \*\*\*, 0 \*\*\*\*)

* The Ars start-up kit that returns to the classic Stormrider in 2nd or 3rd Ed. Sample characters, NPCs. Gives old-timers a chance to face off with the Stormrider again.
* Bad for newbies, bad for ArM fans... Bad!
* Read it but don't remember it. Didn't play it. I guess that speaks for itself.
* Didn't make me want to run it.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1280323418</unix>
						<iso>2010-07-28 15:23:38</iso>
					</timestamp>
					<author>Visitor</author>
					<comment>LQqtEM  &lt;a href=&quot;http://sznahexzvxmq.com/&quot;&gt;sznahexzvxmq&lt;/a&gt;, [url=http://wcxeajfbxkte.com/]wcxeajfbxkte[/url], [link=http://idbpfjfeedvd.com/]idbpfjfeedvd[/link], http://ueqdtbgwxjqg.com/</comment>
					<text><![CDATA[
LQqtEM  <a href="http://sznahexzvxmq.com/">sznahexzvxmq</a>, [url=http://wcxeajfbxkte.com/]wcxeajfbxkte[/url], [link=http://idbpfjfeedvd.com/]idbpfjfeedvd[/link], http://ueqdtbgwxjqg.com/
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1280328400</unix>
						<iso>2010-07-28 16:46:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Restored, after being distored.</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0256.php/ | Return of the Stormrider]] is a scenario for [[Fourth Edition]], by J.D. Wiker.  It is a sequel to the [[Third Edition]] scenario, the [[Stormrider Jump-Start Kit]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: * (5 reviews; 4 *, 1 \*\*, 0 \*\*\*, 0 \*\*\*\*)

* The Ars start-up kit that returns to the classic Stormrider in 2nd or 3rd Ed. Sample characters, NPCs. Gives old-timers a chance to face off with the Stormrider again.
* Bad for newbies, bad for ArM fans... Bad!
* Read it but don't remember it. Didn't play it. I guess that speaks for itself.
* Didn't make me want to run it.
]]></text>
				</version>
			</history>
		</page>
		<page node="733">
			<name>kabbalah_book</name>
			<title>Kabbalah book</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245360137</unix>
						<iso>2009-06-18 23:22:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0255.php/ | Kabbalah: Mythic Judiasm]], by [[David Honigsberg]], [[Adam Bank]], and [[Jeremiah Genest]], is a [[Fourth Edition]] supplement entirely devoted to Jews in [[Mythic Europe]].  The emphasis is on Jewish mysticism and folk magic, including rules for three kinds of Jewish [[Hedge Wizard]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (12 reviews; 0 *, 2 \*\*, 11 \*\*\*, 0 \*\*\*\*)

* Excellently researched, and a beautiful work. However, it very accurately reflects the fact that Judaism's prohibitions against idolatry leave virtually no room to play a devout Jew of any stripe in a standard Saga.
* An excellent treatment of Mythic Judaism, though the topic is inherently narrow. Profiled NPCs tend to be overpowered.
* An overly narrow focus for a book, it presents Jewish mysticism, history and culture, but fails to open up to any broader uses.
* Generally very good ideas, but very hard to introduce to the saga.
* Excellent!
* Very complete, but the Kabbalists aren't equal to magi with the rules, contrary to the background.
* A good and interesting treatment. Great ressource!
* A wonderful read, which I've never been able to incorporate into any of my campaigns, due to the prohibition on Jews to avoid the main PC class.
* I have read it twice and incorporated a Jewish section into one of our sagas. The players loved fighting a Golem-gone-bad who had accidentally created an Infernal regio in one of the blocks of the Jewish slums.
* Highly detailed, flavorful, chocked with medieval-setting stuff, but marginal to the setting.
* Really interesting. Only flaw is limited applicability in most games.

= See also

* [[Golem]]
* [[Kabbalah]]
* [[Gematria]]
* [[Jews]]
]]></text>
				</version>
			</history>
		</page>
		<page node="734">
			<name>medieval_tapestry</name>
			<title>Medieval Tapestry</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245361175</unix>
						<iso>2009-06-18 23:39:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0254.php/ | A Medieval Tapestry: Personalities of Mythic Europe]] is a supplement for [[Fourth Edition]].  It was edited by [[Jeff Tidball]] from the work of several contributing authors.

= Subject

''A Medieval Tapestry'' takes the novel approach of trying to depict [[Mythic Europe]] entirely by describing characters who live there.  (Compare to the well-known book of [[Real History]], [[http://books.google.com/books?id=eLIriww425UC&dq=Medieval+People&printsec=frontcover&source=bl&ots=plmtp5llhu&sig=EpRCQ6rTB9UEmVw299JTbdOoujA&hl=en&ei=xrI6SpaoN5GOMvCouK8F&sa=X&oi=book_result&ct=result&resnum=6 | Medieval People]] by Eileen Power).

The majority of the characters in the book are mundanes, but there is also a chapter with ready-made magi.  There are no [[Hedge Wizard | hedge wizards]] in the book.

= Contents

# Introduction
# Magus Archetypes (6 archetypes)
# Those Who Rule (5 characters)
# Those Who Pray (14 characters)
# Those Who Toil (12 characters)
# Those Who Work Magic (8 magi)
# Outsiders (5 characters)

This book includes a bibliography.

= Relevance to Current Edition

Since this is a [[Fourth Edition]] supplement, practically all the game statistics for the characters are obsolete in terms of [[ArM5]].  However, the character concepts, backgrounds, motivations, and story seeds remain relevant.  It would be a lot of work to convert the whole book to a new edition, but to convert one character should not be too difficult (especially with the help of a computer tool such as [[Metacreator]]).

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (10 reviews; 0 *, 4 \*\*, 4 \*\*\*, 2 \*\*\*\*)

* Some interesting snippets of varying quality.
* A big list of NPCs, with backgrounds and stats included from every concievable strata of Mythic European society. I found the archmage rather a lightweight. Didn't engender much interest. Could be useful as a list of templates.
* Nice "pick an NPC" book.
* Not only NPCs, but some background and interwoven ideas, more than what was expected.
* This offers many guides and insights into medieval characters.
* Handy for NPCs. The best bits are the sidebar articles. With so many authors, the presentation comes off unevenly.
* You are bound to find some useful parts.
]]></text>
				</version>
			</history>
		</page>
		<page node="735">
			<name>bishop's_staff</name>
			<title>The Bishop's Staff</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>Products</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245235838</unix>
						<iso>2009-06-17 12:50:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0268.php/ | The Bishop's Staff]] is a scenario for Ars Magica [[Fourth Edition]], written by [[Michaël de Verteuil]].

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (9 reviews; 1 *, 2 \*\*, 6 \*\*\*, 0 \*\*\*\*)

* A good adventure with lots of stuff to do and neat ideas to improve the game.
* An interesting look at a new magical hedge-tradition with a simple adventure to boot. Could be frustrating to those who have to deal with the NPCs, and has a dubious Jewish money lender with unfortunately stereotypical personality traits.
* Didn't like it much. I fail to see why PC magi would go, and once there, why they would stay. A wonderful central idea is lost in the midst of an unengaged tale.
* Highly detailed but highly generic adventure, lacking punch. Very much set in the middle ages and avoids the high-fantasy sheen that plagues so many ArM products. Probably requires considerable work to adapt to a running saga. Magi may be very weak for their ages, depending on local power level.
* All round good as adventures go.
]]></text>
				</version>
			</history>
		</page>
		<page node="736">
			<name>hedge_magic_book</name>
			<title>Hedge Magic book</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245362111</unix>
						<iso>2009-06-18 23:55:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0252.php/ | Hedge Magic]] is a supplement for [[Fourth Edition]] Ars Magica by [[Aaron Link]] and [[John Snead]].

= Subject and Contents

''Hedge Magic'' is, obviously, about [[Hedge Wizard | hedge wizards]].

''Maintainer's note: More detail is needed here''

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (14 reviews; 0 *, 7 \*\*, 5 \*\*\*, 2 \*\*\*\*)

* Much space wasted by indifferent fiction. Could have benefited from profiling more hedge traditions, even if only to consolidate others scattered throughout the canon. An opportunity to flesh out some of the traditions of House ex Miscellenea was also missed. Nonetheless a seminal work.
* Half the book is spent on fiction which I didn't read. The other half has new hedge-magic systems which were not adequately detailed but are still of use. Includes new animals and other assorted goodies.
* Some mechanics broken, but nice overall.
* Rules are ok, but some background should have been better.
* Not that exciting. Why exactly is this considered a "core" supplement?
* Very useful, but let down by the Summoner tradition which does not work and has been superseded, and the lengthy bit of fiction at the beginning that lacks any direct use.
* This, too, helped define the idea of a medieval wizard - albeit hedge wizard - for my troupe. This is just as important for those outside the order as The Mysteries is for those inside.
* Great for hedge magic; some balance issues crop up. The fiction could have been exercised entirely and the space used to put more game in the game. Sets a higher power bar for magi of the Order, if they're more powerful than hedgies.
* Has some oddities, but overall quite useful.
* Very good, nice ideas for lesser magi.
* Very good for adding flavour to NPCs. Still have to decide whether Ascetism is too overpowered for companions or not.

= See also

* [[Hedge Magic Revised Edition]]
]]></text>
				</version>
			</history>
		</page>
		<page node="737">
			<name>parma_fabula</name>
			<title>Parma Fabula</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245362696</unix>
						<iso>2009-06-19 00:04:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG0251.php/ | Parma Fabula]] (Latin for "Story Shield") is the gamemaster's screen for [[Fourth Edition]] Ars Magica.  

= Subject and Contents

A gamemaster's screen is a folded piece of cardstock the gamemaster can stand up between the players and himself so the players can't see his dice and notes; it is printed with useful tables from the rulebook as a convenience during play.

In addition to the cardstock screen, ''Parma Fabula'' included a booklet (just stapled pages, with no cover) containing some additional game rules, including:

* A ready-made covenant [[Library]] (using [[Fourth Edition]] book rules)
* Several mercenary warriors (usable as grogs or adversaries)

= Relevance to Current Edition

Since practically all of the content of Parma Fabula is rules-related, it is relevant only to a [[Fourth Edition]] game.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\* (7 reviews; 0 *, 5 \*\*, 2 \*\*\*, 0 \*\*\*\*)

* A lot of this should have been in the core book. The screen is strong enough not to bend like a rag, and most of the info in the booklet is guaranteed to be of use for someone.
* I like screens, and as screens go, this one isn't half bad.
* A late addition to my collection and a good one. The constructed library alone was worth the cost. However, I never used, nor will use the shield.
* The screen is durable, with utilitarian tables at hand (unlike the previous screen). The insert contains an uneven hodge-podge of rules and items, with terrible Scotillo art.
* It's a screen. The added stuff is mildly useful.
]]></text>
				</version>
			</history>
		</page>
		<page node="738">
			<name>faeries_revised_edition</name>
			<title>Faeries Revised Edition</title>
			<keywords>Faeries, book, product, revised, revised edition</keywords>
			<description>Faeries Book</description>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
				<tag>ArM4</tag>
				<tag>Products</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245363530</unix>
						<iso>2009-06-19 00:18:50</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG1110.php/ | Faeries, Revised Edition]] is a supplement about faeries and the [[Faerie Realm]].

'''Rules Edition:''' [[ArM3]]
'''Author(s):''' [[John Snead]] and [[Sarah Link]] 
'''Publisher:''' [[Wizards of the Coast]]

= Compatibility

Although Faeries, Revised Edition was written for [[ArM3]], it should be usable with [[ArM4]] with little trouble.  It is not, however, compatible with [[ArM5]].  The rules have changed too much, and the background definition of what the [[Faerie Realm]] is has changed as well.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\*\* (11 reviews; 0 *, 1 \*\*, 3 \*\*\*, 7 \*\*\*\*)

* Even better than the [[Faeries book | original]]. Workable rules for 'regio' are a plus.
* A must-have (different from the 1st ed.)
* Best medieval RPG supplement I have
* Wonderful, wonderful book. Can't praise it enough.
* Necessary, and a good read, but the mechanics no longer mesh properly with the later books.
* Does a pretty good job of presenting faeries as alien entities, not demi-humans. Too much and poor fiction for my taste.
* Very useful if you have a fairy element in your game.
* Footnotes in the margins a nice feature.
* Very good take on Fae, dated a little, but generally the flavour of the courts and Faerie is well presented and woven into ME.

= See also

* [[Realms of Power Faerie]]
* [[Faerie Stories]]
* [[Faeries book | Faeries]] (original edition)
* [[Faerie Realm]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245364134</unix>
						<iso>2009-06-19 00:28:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added image link and more publication details</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG1110.php/ | Faeries, Revised Edition]] is a supplement about faeries and the [[Faerie Realm]].

[[image:Faeries_Revised_Cover.jpg]]

'''Rules Edition:''' [[ArM3]]
'''Author(s):''' [[John Snead]] and [[Sarah Link]] 
'''Publisher:''' [[Wizards of the Coast]]
'''Release Date:''' 1995
'''Format:''' [[Softcover]], 144 pages 
'''Availability:''' Out of print; available as a PDF from [[http://e23.sjgames.com/item.html?id=AG1110 | e23]]

= Compatibility

Although Faeries, Revised Edition :''' 1995
'''Format:''' [[Softcover]], 144 pages 
'''Availability:''' Out of print; available as a PDF from [[http://e23.sjgames.com/item.html?id=AG1110 | e23]]

= Compatibility

Although Faeries, Revised Edition was written for [[ArM3]], it should be usable with [[ArM4]] with little trouble.  It is not, however, compatible with [[ArM5]].  The rules have changed too much, and the background definition of what the [[Faerie Realm]] is has changed as well.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\*\* (11 reviews; 0 *, 1 \*\*, 3 \*\*\*, 7 \*\*\*\*)

* Even better than the [[Faeries book | original]]. Workable rules for 'regio' are a plus.
* A must-have (different from the 1st ed.)
* Best medieval RPG supplement I have
* Wonderful, wonderful book. Can't praise it enough.
* Necessary, and a good read, but the mechanics no longer mesh properly with the later books.
* Does a pretty good job of presenting faeries as alien entities, not demi-humans. Too much and poor fiction for my taste.
* Very useful if you have a fairy element in your game.
* Footnotes in the margins a nice feature.
* Very good take on Fae, dated a little, but 

---
Copyright Notice: The Faeries Revised Edition cover image is ©1995 [[Atlas Games]] and is used with permission.  Atlas has also [[http://forum.atlas-games.com/viewtopic.php?f=25&t=4313 | given permission]] to use the image in any site that promotes Ars Magica.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245364192</unix>
						<iso>2009-06-19 00:29:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed image link and copyright notice</comment>
					<text><![CDATA[
[[http://www.atlas-games.com/product_tables/AG1110.php/ | Faeries, Revised Edition]] is a supplement about faeries and the [[Faerie Realm]].

[image:Faeries_Revised_Cover.jpg
'''Rules Edition:''' [[ArM3]]
'''Author(s):''' [[John Snead]] and [[Sarah Link]] 
'''Publisher:''' [[Wizards of the Coast]]
'''Release Date:''' 1995
'''Format:''' [[Softcover]], 144 pages 
'''Availability:''' Out of print; available as a PDF from [[http://e23.sjgames.com/item.html?id=AG1110 | e23]]

= Compatibility

Although Faeries, Revised Edition was written for [[ArM3]], it should be usable with [[ArM4]] with little trouble.  It is not, however, compatible with [[ArM5]].  The rules have changed too much, and the background definition of what the [[Faerie Realm]] is has changed as well.

= Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\*\* (11 reviews; 0 *, 1 \*\*, 3 \*\*\*, 7 \*\*\*\*)

* Even better than the [[Faeries book | original]]. Workable rules for 'regio' are a plus.
* A must-have (different from the 1st ed.)
* Best medieval RPG supplement I have
* Wonderful, wonderful book. Can't praise it enough.
* Necessary, and a good read, but the mechanics no longer mesh properly with the later books.
* Does a pretty good job of presenting faeries as alien entities, not demi-humans. Too much and poor fiction for my taste.
* Very useful if you have a fairy element in your game.
* Footnotes in the margins a nice feature.
* Very good take on Fae, dated a little, but generally the flavour of the courts and Faerie is well presented and woven into ME.

= See also

* [[Realms of Power Faerie]]
* [[Faerie Stories]]
* [[Faeries book | Faeries]] (original edition)
* [[Faerie Realm]]

---

=
=Copyright Notice

The Faeries Revised Edition cover image is ©1995 [[Atlas Games]] and is used with permission.  Atlas has also [[http://forum.atlas-games.com/viewtopic.php?f=25&t=4313 | given permission]] to use the image in any site that promotes Ars Magica.
]]></text>
				</version>
			</history>
		</page>
		<page node="739">
			<name>introduction_to_ars_magica</name>
			<title>Introduction_to_ars_magica</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245417021</unix>
						<iso>2009-06-19 15:10:21</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
body
]]></text>
				</version>
			</history>
		</page>
		<page node="74">
			<name>houses_of_hermes:_societates</name>
			<title>Houses of Hermes: Societates</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
			</tags>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205659159</unix>
						<iso>2008-03-16 10:19:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Houses of Hermes: Societates''' is a sourcebook for [[Ars Magica Fifth Edition]]] published by [[Atlas Games]] in 2007. It describes the canonic take n the four [[Houses]] that function as Societates in this edition: [[House Flambeau]], [[House Jerbiton]], [[House Tytalus]], and [[House Ex Miscellanea]]. 

Post-release discussions on the [[Berklist]] focused on flame-wars regarding the protrayal of the character of [[Flambeau the Founder|Flambeau]] the Founder, and in general dislike for the level of detail given in the Founder's biographies. The book was well-liked as a whole, however, with special notice being paid to the protrayal of Fleambeau magi as something more than the archetypal savages, and the rich treatment of Tytalian apprenticeship and outlook.

[[HoHS]] was written by Erik Dahl, Timothy Ferguson, Andrew Gronosky, John Post, Mark Shirley, and Nick Simmonds. 

===Further References

* See the [[http://www.atlas-games.com/product_tables/AG0285.php|official product page]].
* The book's table of contents and introduction are available as a [[http://www.atlas-games.com/pdf_storage/HOHS_Preview.pdf|free download]] at that page.
* See also the [[http://index.rpg.net/display-entry.phtml?mainid=7992|RPGNet]] page on HoHS. As of 16 Mar 2008, it holds no comments or reviews.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205659394</unix>
						<iso>2008-03-16 10:23:14</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typos</comment>
					<text><![CDATA[
'''Houses of Hermes: Societates''' is a sourcebook for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2007. It describes the [[canonic]] take on the the four [[Houses]] that function as Societates in this edition: [[House Flambeau]], [[House Jerbiton]], [[House Tytalus]], and [[House Ex Miscellanea]]. 

Post-release discussions on the [[Berklist]] focused on flame-wars regarding the protrayal of the character of [[Flambeau the Founder|Flambeau]] the Founder, and in general dislike for the level of detail given in the Founder's biographies. The book was well-liked as a whole, however, with special notice being paid to the protrayal of Fleambeau magi as something more than the archetypal savages, and the rich treatment of Tytalian apprenticeship and outlook.

[[HoHS]] was written by Erik Dahl, Timothy Ferguson, Andrew Gronosky, John Post, Mark Shirley, and Nick Simmonds. 

===Further References

* See the [[http://www.atlas-games.com/product_tables/AG0285.php|official product page]].
* The book's table of contents and introduction are available as a [[http://www.atlas-games.com/pdf_storage/HOHS_Preview.pdf|free download]] at that page.
* See also the [[http://index.rpg.net/display-entry.phtml?mainid=7992|RPGNet]] page on HoHS. As of 16 Mar 2008, it holds no comments or revi
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205659441</unix>
						<iso>2008-03-16 10:24:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>n</comment>
					<text><![CDATA[
'''Houses of Hermes: Societates''' is a sourcebook for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2007. It describes the [[canonic]] take on the four [[Houses]] that function as Societates in this edition: [[House Flambeau]], [[House Jerbiton]], [[House Tytalus]], and [[House Ex Miscellanea]]. 

Post-release discussions on the [[Berklist]] focused on flame-wars regarding the protrayal of the character of [[Flambeau the Founder|Flambeau]] the Founder, and in general dislike for the level of detail given in the Founder's biographies. The book was well-liked as a whole, however, with special notice being paid to the protrayal of Fleambeau magi as something more than the archetypal savages, and the rich treatment of Tytalian apprenticeship and outlook.

[[HoHS]] was written by Erik Dahl, Timothy Ferguson, Andrew Gronosky, John Post, Mark Shirley, and Nick Simmonds. 

===Further References

* See the [[http://www.atlas-games.com/product_tables/AG0285.php|official product page]].
* The book's table of contents and introduction are available as a [[http://www.atlas-games.com/pdf_storage/HOHS_Preview.pdf|free download]] at that page.
* See also the [[http://index.rpg.net/display-entry.phtml?mainid=7992|RPGNet page on HoHS]]. As of 16 Mar 2008, it holds no comments or reviews.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1206460321</unix>
						<iso>2008-03-25 16:52:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added author links</comment>
					<text><![CDATA[
'''Houses of Hermes: Societates''' is a sourcebook for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2007. It describes the [[canonic]] take on the four [[Houses]] that function as Societates in this edition: [[House Flambeau]], [[House Jerbiton]], [[House Tytalus]], and [[House Ex Miscellanea]]. 

Post-release discussions on the [[Berklist]] focused on flame-wars regarding the protrayal of the character of [[Flambeau the Founder|Flambeau]] the Founder, and in general dislike for the level of detail given in the Founder's biographies. The book was well-liked as a whole, however, with special notice being paid to the protrayal of Fleambeau magi as something more than the archetypal savages, and the rich treatment of Tytalian apprenticeship and outlook.

[[HoHS]] was written by [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]]], and [[Nick Simmonds]]. 

===Further References

* See the [[http://www.atlas-games.com/product_tables/AG0285.php|official product page]].
* The book's table of contents and introduction are available as a [[http://www.atlas-games.com/pdf_storage/HOHS_Preview.pdf|free download]] at that page.
* See also the [[http://index.rpg.net/display-entry.phtml?mainid=7992|RPGNet page on HoHS]]. As of 16 Mar 2008, it holds
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1245795704</unix>
						<iso>2009-06-24 00:21:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Merged content from misspelled page &quot;Houses of Hermes Societas&quot;</comment>
					<text><![CDATA[
'''Houses of Hermes: Societates''' is a sourcebook for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2007. It describes the [[canonic]] take on the four [[Houses]] that function as Societates in this edition: [[House Flambeau]], [[House Jerbiton]], [[House Tytalus]], and [[House Ex Miscellanea]]. 

Post-release discussions on the [[Berklist]] focused on flame-wars regarding the protrayal of the character of [[Flambeau the Founder|Flambeau]] the Founder, and in general dislike for the level of detail given in the Founder's biographies. The book was well-liked as a whole, however, with special notice being paid to the protrayal of Fleambeau magi as something more than the archetypal savages, and the rich treatment of Tytalian apprenticeship and outlook.

[[HoHS]] was written by [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], and [[Nick Simmonds]]. 


=Other Content

Some books, available throughout the Order, are described. These include the works of [[Elaine of Flambeau]] stored in the [[Great Library]] of Durenmar (including works on Ignem, Penetration, Magic Theory, and Philosophiae) on p. 9, as well as the widely-available [[Analects of Tytalus]] (covering House Tytalus and Order of Hermes Lore, as well as Philosophiae) on p. 74. The legendary "[[Herbal of Crateuas]]" is also mentioned on p. 124, a work on Medicine, Apothecary, and Mythic Herbalism.

An extensive discussion of [[Wizard War]] is given on p. 22-25.

Rules for [[Fighting Invisibly]] are given on p. 32-33.

The [[Fast-Trigger]] [[Enchantment Option]] is given on p. 33.

New [[Spell Mastery]] special [[Mastery Ability|abilities]] are offered. Combat-related ones are described on p. 34. Mercurian options are given on p. 34. Two more options (affecting others' magic) are detailed on p. 129.

New [[Spell Guidelines]] and rules are provided. Rules for firing projectiles using Rego are given on p. 35 and p. 38. Guidelines for rego and creo [[Craft Magic]] are given on p. 60. Rules for [[Flourishes]] (flourishing your sigil) are given on p. 60-61. Guidelines for illusion and mental magic are given on p. 61-70. A suggestion on how to treat [[Aura of Ennobled Presence]] and similar spells in combination with the Gift is given on p. 96. A new healing guidelines is given on p. 100. A new ReVi guideline is given on p. 129.

Rules for [[Mythic Companions]] and [[Favored Abilities]] are given at p. 106.

A discussion of [[The Dead]] and [[Spirits]] is given on p. 117.

Rules for [[Agent]]s are given on p. 140-144.

New [[Spell]]s are presented. These include combat spells on p.35-37. Spells relating to illusions and mental manipulation are given on p. 63-70. Spells relating to social interactions and manipulation are provided on p. 96-98. Some spirit-related spells are given on p. 99-100, and a few healing spells on p. 100. Two new spells related to hedge magi are given page 129.

A new coveted artifact is presented, the [[Mappa Mundi]], on p. 47. Another is given on p. 111, sort-of.

Rules for and discussion of [[Etiquette]] are given on p. 48-51.

New [[Virtues and Flaws]] are presented, suitable for any magus at character generation. These include beauty-related V&F (as well as the [[Muse]] virtue) on p. 56, [[Performance Magic]] on p. 58, the [[Persona]] virtue and [[Leprosy]] flaw on p. 94. A few V&F related to exotic traditions are given on p. 107. In addition, Societas presents several new supernatural abilities.

New rules for [[Lacuna]], which are related to regios, are given on p. 57.

Rules for mundane [[Disguise]], using the [[Guile]] ability, are given on p. 87.

Rules for [[Debate]] are given on p. 90-93.

New [[Supernatural Ability|supernatural abilities]] available at character generation, as well as guidelines on how to design new ones, are given on p. 103-106 ([[Summon Animals]], [[Whistle Up the Wind]], and [[Control Fertility]]). Other supernatural abilities are also presented in this chapter, but are probably more suited to the Ex Misc traditions they are related to (these include [[Warding]], [[Banishing]], [[Mythic Herbalism]], and [[Comprehend Magic]]).

=Further References

* See the [[http://www.atlas-games.com/product_tables/AG0285.php|official product page]].
* The book's table of contents and introduction are available as a [[http://www.atlas-games.com/pdf_storage/HOHS_Preview.pdf|free download]] at that page.
* See also the [[http://index.rpg.net/display-entry.phtml?mainid=7992|RPGNet page on HoHS]]. As of 16 Mar 2008, it holds no comments or reviews.
]]></text>
				</version>
			</history>
		</page>
		<page node="740">
			<name>deutsch</name>
			<title>Deutsch</title>
			<keywords>Abriss, Projektbeschreibung, deutsch, Überblick</keywords>
			<description>Überblick über das Projekt in deutscher Sprache</description>
			<language>en</language>
			<variants>			<variant>da:Dansk en:Overview es:Español</variant>
			</variants>			<tags>
				<tag>HermesWeb Project</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245418413</unix>
						<iso>2009-06-19 15:33:33</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Die Seiten [[Über]] und [[Überblick]] vermitteln einen groben Eindruck über die deutschsprachigen Inhalte dieses Projekts.
]]></text>
				</version>
			</history>
		</page>
		<page node="741">
			<name>twelfth_night</name>
			<title>Twelfth Night</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
				<tag>Products</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245619644</unix>
						<iso>2009-06-21 23:27:24</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version; need image</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Twelfth Night''' is an Ars Magica scenario, the fourth in the [[Four Seasons]] series.

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.


; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Mark Keavney]] 
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1993
'''Format:''' [[Softcover]], 117 pages
'''Availability:''' Out of print

= Subject and Contents

Please see the [[ http://www.atlas-games.com/product_tables/AG0503.php | official product page]] for a description.

; For newer books, provide a link to the table of contents at the Atlas website

= Community Reviews

The following reviews were collected from the old Ars Magica FAQ site (which has now been incorporated into this site).  Please edit this page to add your own brief review.

FAQ Rating: \*\*\* (10 reviews; 2 *, 3 \*\*, 5 \*\*\*, 1 \*\*\*\*)

* Awful!
* Good saga hook, my players loved scheming against Azenis.
* Not good.
* A superb adventure! The PCs will not figure it out at first, and then gradually get it. Gave me a lot of ideas and will prove a lot of fun playing.
* It is something that the storyguide will love!
* A little cheesy around the edges. The climax *will* kill young magi unless seriously toned down.
* Usable, needs work due to [[White Wolf]] influence on the line at the time.


= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Covenant Season]]
* [[Winter]]

== Related Products

; Other products about the same topic or somehow related
* [[Four Seasons]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0503.php/ | Official product page]] at Atlas Games:
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245620357</unix>
						<iso>2009-06-21 23:39:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Cover linked</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

{{figure|twelfth_night_cover.jpg|Cover of ''Twelfth Night''}}

'''Twelfth Night''' is an Ars Magica scenario, the fourth in the [[Four Seasons]] series.

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.


; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Mark Keavney]] 
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1993
'''Format:''' [[Softcover]], 117 pages
'''Availability:''' Out of print

= Subject and Contents

Please see the [[ http://www.atlas-games.com/product_tables/AG0503.php | official product page]] for a description.

; For newer books, provide a link to the table of contents at the Atlas website

= Community Reviews

The following reviews were collected from the old Ars Magica FAQ site (which has now been incorporated into this site).  Please edit this page to add your own brief review.

FAQ Rating: \*\*\* (10 reviews; 2 *, 3 \*\*, 5 \*\*\*, 1 \*\*\*\*)

* Awful!
* Good saga hook, my players loved scheming against Azenis.
* Not good.
* A superb adventure! The PCs will not figure it out at first, and then gradually get it. Gave me a lot of ideas and will prove a lot of fun playing.
* It is something that the storyguide will love!
* A little cheesy around the edges. The climax *will* kill young magi unless seriously toned down.
* Usable, needs work due to [[White Wolf]] influence on the line at the time.


= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Covenant Season]]
* [[Winter]]

== Related Products

; Other products about the same topic or somehow related
* [[Four Seasons]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0503.php/ | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="742">
			<name>wizards_grimoire</name>
			<title>The Wizard's Grimoire</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
				<tag>Products</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245622059</unix>
						<iso>2009-06-22 00:07:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

''This page is about the original Wizard's Grimoire for [[ArM3]].  For other versions of this supplement, see the Related Links section, below.''

'''The Wizard's Grimoire''' is an Ars Magica supplement about [[Hermetic]] magic, offering expanded rules for magi.

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  various; edited by [[Kevin Hassal]]
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1993
'''Format:''' [[Softcover]]
'''Availability:''' Out of print

= Subject and Contents

''The Wizard's Grimoire'' contains many new [[spells]], [[Virtues and Flaws]], and [[laboratory]] options for [[ArM3]], as well as information on [[Hermetic law]] and [[hermetic society | society]].

Several of the spells and Virtues and Flaws were complied from earlier Third Edition supplements, but there is plenty of original material as well.

This book has been superseded by the [[Wizards Grimoire Revised Edition]].

= Community Reviews

; Please leave the following text intact unless you have a good reason to change it

The following reviews were collected from the previous Ars Magica FAQ site:

FAQ Rating: \*\*\* (17 reviews; 2 *, 8 \*\*, 5 \*\*\*, 3 \*\*\*\*)

* Good and bad things bounded together.
* New gadgets and toys, pretty unorganized. Not too interesting.
* Worthless, given the release of the [[Wizards Grimoire Revised Edition | Revised edition]].
* Great at the time, very little that isn't in the revised.
* Very Nice. Lots of cool new stuff
* Despite the Hype, it's a good book, but NOT the most important for playing ArM. The best additions are the faerie spells, about 50% of the Hermetic spells are flawed or out of paradigm.
* The best 3rd-Ed supplement so far. Although the spells need some debugging, the ideas and rules are overwhelming. Give color to your labs and libraries
* Good ideas for ruling at Tribunals.
* Really hit-or-miss sourcebook. Every troupe should vote on each idea before allowing it.
* As a compendium of House Rules, it's interesting reading. It's probably of limited usefulness to most people; the laboratory and book rules, as well as the sections on the Peripheral Code, are the most worthwhile.
* Good, but overpowered.

Please feel free to edit this page and add your own comments below.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Code of Hermes]]
* [[Order of Hermes]]

== Related Products

; Other products about the same topic or somehow related
* [[Wizards Grimoire Revised Edition]]
]]></text>
				</version>
			</history>
		</page>
		<page node="743">
			<name>tribunals_of_hermes_iberia</name>
			<title>Tribunals of Hermes: Iberia</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245706277</unix>
						<iso>2009-06-22 23:31:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version; needs image</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Tribunals of Hermes: Iberia''' is an Ars Magica supplement about the [[Iberian Tribunal]].

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Peter Hentges]] 
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1993
'''Format:''' [[Softcover]], 126 pages
'''Availability:''' Out of print, electronic version available

= Subject and Contents

This book covers the [[Iberian Tribunal]], including a discussion of the [[Reconquista]].  Some of the Tribunal's magi and covenants are involved on both sides of that conflict.

== Covenants Included

* [[Val-Negra]]
* [[Barcelona]]

= Community Reviews

FAQ Rating: \*\*\* (16 reviews; 1 *, 7 \*\*, 5 \*\*\*, 3 \*\*\*\*)

* The first look at what a Tribunal might be, but suffers from being first, and therefore so widely duplicated it no longer seems novel.
* Good presentation of the Iberian Tribunal, darkened by editorial mismanagement.
* "Craft: Sex Toys (Painful Ones)." 'Nuff said.
* Very nice, very adaptable to a wide range of chronicles.
* Suffers from an editor's battle with his demonic obsession, but otherwise a superb book. Ignore half the references to demons and it's well worth the money.
* Use depends upon your interest in running a saga in Iberia.
* Nice work, bad editing
* Less demons than ToH: Rome, nothing about exotic magics that are in the background.
* I liked the whole Shadow Flambeau plot and the conflicting interests of the tribunal's covenants.
* If you can ignore the devils, this is a really nice sourcebook, useful even if you're not going to be playing primarily in Spain.
* Interesting, colorful ideas, particularly regarding Flambeau. The editing is poor and the writing quality inconsistent, but it's still one of the better sourcebooks. 

Please edit this page to add a brief review of what you like or don't like about the book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Iberian Tribunal]]
* [[Moor]]
* [[Sahir]]
* [[Reconquista]]

== Related Products

; Other products about the same topic or somehow related
* [[ArM3]]
* [[Tribunals of Hermes Rome | Tribunals of Hermes: Rome]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0750.php/ | Official product page]] at Atlas Games:
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245706316</unix>
						<iso>2009-06-22 23:31:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Tribunals of Hermes: Iberia''' is an Ars Magica supplement about the [[Iberian Tribunal]].

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Peter Hentges]] 
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1993
'''Format:''' [[Softcover]], 126 pages
'''Availability:''' Out of print, electronic version available

= Subject and Contents

This book covers the [[Iberian Tribunal]], including a discussion of the [[Reconquista]].  Some of the Tribunal's magi and covenants are involved on both sides of that conflict.

== Covenants Included

* [[Val-Negra]]
* [[Barcelona]]

= Community Reviews

FAQ Rating: \*\*\* (16 reviews; 1 *, 7 \*\*, 5 \*\*\*, 3 \*\*\*\*)

* The first look at what a Tribunal might be, but suffers from being first, and therefore so widely duplicated it no longer seems novel.
* Good presentation of the Iberian Tribunal, darkened by editorial mismanagement.
* "Craft: Sex Toys (Painful Ones)." 'Nuff said.
* Very nice, very adaptable to a wide range of chronicles.
* Suffers from an editor's battle with his demonic obsession, but otherwise a superb book. Ignore half the references to demons and it's well worth the money.
* Use depends upon your interest in running a saga in Iberia.
* Nice work, bad editing
* Less demons than ToH: Rome, nothing about exotic magics that are in the background.
* I liked the whole Shadow Flambeau plot and the conflicting interests of the tribunal's covenants.
* If you can ignore the devils, this is a really nice sourcebook, useful even if you're not going to be playing primarily in Spain.
* Interesting, colorful ideas, particularly regarding Flambeau. The editing is poor and the writing quality inconsistent, but it's still one of the better sourcebooks. 

Please edit this page to add a brief review of what you like or don't like about the book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Iberian Tribunal]]
* [[Moor]]
* [[Sahir]]
* [[Reconquista]]

== Related Products

; Other products about the same topic or somehow related
* [[ArM3]]
* [[Tribunals of Hermes Rome | Tribunals of Hermes: Rome]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0750.php | Official product page]] at Atlas Games:
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245706348</unix>
						<iso>2009-06-22 23:32:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Tribunals of Hermes: Iberia''' is an Ars Magica supplement about the [[Iberian Tribunal]].

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Peter Hentges]] 
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1993
'''Format:''' [[Softcover]], 126 pages
'''Availability:''' Out of print, electronic version available

= Subject and Contents

This book covers the [[Iberian Tribunal]], including a discussion of the [[Reconquista]].  Some of the Tribunal's magi and covenants are involved on both sides of that conflict.

== Covenants Included

* [[Val-Negra]]
* [[Barcelona Covenant]]

= Community Reviews

FAQ Rating: \*\*\* (16 reviews; 1 *, 7 \*\*, 5 \*\*\*, 3 \*\*\*\*)

* The first look at what a Tribunal might be, but suffers from being first, and therefore so widely duplicated it no longer seems novel.
* Good presentation of the Iberian Tribunal, darkened by editorial mismanagement.
* "Craft: Sex Toys (Painful Ones)." 'Nuff said.
* Very nice, very adaptable to a wide range of chronicles.
* Suffers from an editor's battle with his demonic obsession, but otherwise a superb book. Ignore half the references to demons and it's well worth the money.
* Use depends upon your interest in running a saga in Iberia.
* Nice work, bad editing
* Less demons than ToH: Rome, nothing about exotic magics that are in the background.
* I liked the whole Shadow Flambeau plot and the conflicting interests of the tribunal's covenants.
* If you can ignore the devils, this is a really nice sourcebook, useful even if you're not going to be playing primarily in Spain.
* Interesting, colorful ideas, particularly regarding Flambeau. The editing is poor and the writing quality inconsistent, but it's still one of the better sourcebooks. 

Please edit this page to add a brief review of what you like or don't like about the book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Iberian Tribunal]]
* [[Moor]]
* [[Sahir]]
* [[Reconquista]]

== Related Products

; Other products about the same topic or somehow related
* [[ArM3]]
* [[Tribunals of Hermes Rome | Tribunals of Hermes: Rome]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0750.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="744">
			<name>pax_dei</name>
			<title>Pax Dei</title>
			<language>en</language>
			<tags>
				<tag>Divine Realm</tag>
				<tag>ArM3</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245708818</unix>
						<iso>2009-06-23 00:13:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial Version</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Pax Dei''' is an Ars Magica supplement about the [[Divine Realm]].

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):''' [[Sam Chupp]] with [[Leigh Ann Hildebrand]] 
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1992
'''Format:''' [[Softcover]], 112 pages
'''Availability:''' Out of print; electronic version available

= Subject and Contents

No detailed description is available.  You can [[Contributing | contribute]] one, or see the [[http://www.atlas-games.com/product_tables/AG1021.php | Official product page]].

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (21 reviews; 9 *, 7 \*\*, 5 \*\*\*, 0 \*\*\*\*)

* Ugly art, presents the Divine as a barely better alternative to Hell.
* Suffers from the [[White Wolf]] pathology that says all attempts to structure society are corrupt, and all who follow an ideal are dupes or con artists.
* Overly complex, any usefulness needs to be extracted from between a confusing writing style and odd formatting. The weird art is either loved or hated.
* Good layout, lots of different bells and whistles that can be separated from each other, a neat idea for differentiating between different flavors of an aura that could be useful for other types of auras.
* The adventure in the back seemed remarkably ordinary (although the rules on pious magi are remarkably cool)
* Good concept, but the rules seem to be a little too powerfully in favor of the Dominion, and the Pious Magus rules seem to have suffered major cuts.
* Provides useful information about the Church, and some interesting bits on Pious Magi. Interesting material, in general. The artwork is jarringly dark.
* Some aspects are usable, but not much; artwork is very disturbing.
* Poor art, very tiresome to read, overpowered and has a very limited use.

Please edit this page to add a brief review of what you like or don't like about the book.

* [[Realms of Power Divine | Realms of Power: The Divine]] gives a much more interesting and more playable treatment of the same subject.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Divine Realm]]
* [[Mythic Church]]

== Related Products

; Other products about the same topic or somehow related
* [[Realms of Power Divine | Realms of Power: The Divine]]
* [[Kabbalah | Kabbalah : Mythic Judaism]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG1021.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="745">
			<name>shamans</name>
			<title>Shamans: The Hidden Paths</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245709545</unix>
						<iso>2009-06-23 00:25:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version; needs image</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Shamans: The Hidden Paths''' is an Ars Magica supplement about an animistic [[hedge tradition]].

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):''' [[Sarah Link]] and [[John Snead]] 
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1993
'''Format:''' [[Softcover]], 127 pages
'''Availability:''' Out of print; electronic version available

= Subject and Contents

''Shamans: The Hidden Path'' describes a kind of spiritualist [[hedge wizard]].  It contains rules for their magic as well as background information and story ideas.

Shamans are found mostly in the pagan lands of the [[Novgorod Tribunal]].

; For newer books, provide a link to the table of contents at the Atlas website

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (16 reviews; 2 *, 9 \*\*, 5 \*\*\*, 0 \*\*\*\*)

* Good book, but not very suited for Mythic Europe. With a little work, you could make up a great Mythic North America with it, though.
* Improved in [[Dragon and the Bear]].
* Pretty out of place in ME.
* Made more sense than Werewolf or Mage - unfortunately, ArM is not the World of Darkness.
* Buy [[Hedge Magic]] instead.
* Completely unnecessary and so out of paradigm that it stings like a mosquito bite right between your shoulder blades.
* Pretty good guide to shamans, but smacks of American Indian shamanism.
* Its poor fit with ME is a pity for an otherwise interesting book.
* White Wolf's Treatment of shamanism. Interesting.
* Beautiful, but limited use.
* ...being non-American, I am not displeased with this source book's Amerind flavor (this brings 'exotism' into play).
* Useful to build an [[Order of Odin]] and using Vikings in a saga.
* One of the better treatments of shamanism in any rpg, but doesn't fit really well into Ars Magica, nor does it seem like it would be fun to use in a game. 

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[House Ex Miscellanea]]

== Related Products

; Other products about the same topic or somehow related
* [[Hedge Magic]]
* [[Dragon and the Bear]]
* [[Hedge Magic Revised Edition]]
* [[Houses of Hermes Societates]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0250.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="746">
			<name>maleficium</name>
			<title>Maleficium</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245710472</unix>
						<iso>2009-06-23 00:41:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''The Maleficium''' is an Ars Magica supplement about demons and the [[Infernal Realm]].

; Cover image.  
(No image available)


; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):''' [[Ken Cliffe]] and [[Christopher Early]]
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1992
'''Format:''' [[Softcover]], 144 pages
'''Availability:''' Out of print

= Subject and Contents

The Maleficium is a sourcebook on demons and black magic.  As can be expected, its tone is dark and twisted.

; For newer books, provide a link to the table of contents at the Atlas website

= Availability

''The Maleficium'' was once available as a PDF from RPGNow, but RPGNow no longer carries Atlas Games products.  No electronic version is currently available.  Used or collectible copies may be available from Web retailers.

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (23 reviews; 5 \*, 9 \*\*, 7 \*\*\*, 2 \*\*\*\*)

* An interesting read, though one wonders if the rules are really useful. The style is dry, detached, and scholarly, apparently in an effort to avoid glamorizing the material; unfortunately, it also makes it feel like a boring textbook.
* Spiritually the core book of the Third Edition, but no longer important because of its foolish insistence on Goetica.
* I did once envision running a saga with dark magi making hidden rolls to see if they could control demons. It wouldn't feel like Ars Magica, though. This is still the best selling Ars book on ebay.
* Much too thickly written for a game supplement. Not very useful, but has a few salvageable concepts.
* Over complex, actually not very useful in games that want some infernal element but aren't obsessed with it.
* Some nice ideas, but seemed to spend a lot of time giving very specific rules for how to do diabolism, which struck me as a bit odd, since NPCs can be fudged, and I can't believe most PCs would get into it. I hope.
* Interesting read.... Not as many rules as much as interesting philosophical discussions on hell in the 12th century.
* Interesting. I had a lot of fun reading it. However, I'm not sure I will ever use it. I feel the described Hell was too "bureaucratic" and organized, and I tend to associate demons with chaos, but that's my own feeling, and I can't blame it on the authors.
* Excellent Supplement of Diabolism, Summoning and the like that allows a better portrayal of the Infernal and Diabolism among Magi. Again,. the section on Dark Apprenticeship suffered from some serious cuts.
* Part 1 of the 'Official' Ars Magica cosmology, detailing the Infernal. Some interesting ideas, but not all to my liking. A fun read, though.
* To many "numbers" and not enough background , or the contrary , but alas this is a "compromise-book"!
* Great! The history of hell is really fun to read and gave me a lot of ideas. I would like to agree that it's a little to "organized" to be hell for my taste.
* Dark. Dark art, dark subjects, dark rules. Don't know how useful it is either.
* Much too complicated for use in a saga.
* Poor art, but easier to read and more useful. Maybe overpowered.

Please edit this page to add your own comments on the book.

* Has some interesting bits but is generally weak. [[Realms of Power Infernal]] is much better.


= Related Subjects

See the following links for more information.


== Related Products

; Other products about the same topic or somehow related
* [[Realms of Power Infernal | Realms of Power: The Infernal]]


== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,

:[[http://index.rpg.net/display-entry.phtml?mainid=1362 | Product Page at RPG.net]]: There is no official product page at [[Atlas Games]], so we offer this link as a substitute.
]]></text>
				</version>
			</history>
		</page>
		<page node="747">
			<name>world_of_darkness</name>
			<title>World of Darkness</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245711353</unix>
						<iso>2009-06-23 00:55:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Created as its own page</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics


The '''World of Darkness''' is a popular game line and game setting published by [[White Wolf Game Studio]].  The World of Darkness line includes such games as ''Vampire: The Requiem'' (formerly ''Vampire: The Masquerade'') and ''Mage: The Awakening'' (formerly ''Mage: The Ascension'').

= Relationship of World of Darkness to Ars Magica

Ars Magica is not related to the World of Darkness. IT'S NOT! NOTNOTNOT!!!

Seriously, though, at one time things were heading toward some kind of connection between the two settings. Back when [[White Wolf]] briefly owned Ars Magica, they seemed to be working toward the idea that the World of Darkness grew out of [[Mythic Europe]]. This appears to be the meta-game reason for such [[Third Edition]] features as "[[True Reason]]" and the vampires in [[House Tremere]]; note also the inclusion of an Order of Hermes in the World of Darkness game Mage: the Ascension (now Mage: the Awakening).

That was a long time ago. [[Atlas Games]] now owns Ars Magica, and Atlas has nothing to do with the World of Darkness. White Wolf wrote their own medieval-themed World of Darkness "prequel" setting, so there is no need for Mythic Europe to fill that role. The [[Fourth Edition]] of Ars Magica eliminated True Reason, and the Fifth Edition removed vampires from House Tremere.

You can still portray Mythic Europe as eventually turning into the World of Darkness if you want to, but there is no longer anything in the official Ars Magica books suggesting that it will (or won't).

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[True Reason]]
* [[House Tremere]]
* [[White Wolf Game Studio]]

== Related Products

; Other products about the same topic or somehow related
* [[ArM3]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.white-wolf.com/worldofdarkness/ | World of Darkness home page]]: Official World of Darkness page at the [[White Wolf]] Web site.
:[[http://en.wikipedia.org/wiki/World_of_Darkness | Wikipedia article on the World of Darkness]]:
]]></text>
				</version>
			</history>
		</page>
		<page node="748">
			<name>mythic_europe_book</name>
			<title>Mythic Europe book</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245722586</unix>
						<iso>2009-06-23 04:03:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version; needs image</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Mythic Europe''' is an Ars Magica supplement about the official setting.

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Roderick Robertson]] and [[Curtis Scott]] 
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1992
'''Format:''' [[Softcover]], 184 pages
'''Availability:''' Out of print; electronic version available

= Subject and Contents

''Mythic Europe'' is a gazetteer describing the setting of [[Mythic Europe]] location by location.  Kingdoms, counties, provinces, and major cities are all described (though no one location receives great detail).  The emphasis is on characterizing each area and providing a few interesting historical or legendary details about it.  

There are also overview chapters about major subject: medieval society, the [[Mythic Church]], and the [[Crusades]].

In spite of this book's title, it contains a healthy dose of [[Real History]].  It is almost entirely a background book: it contains few, if any, game statistics.

== Table of Contents

| Early History of Mythic Europe  | 9  |
| Society (Chapter 2)  | 15  |
| The Church (Chapter 3) | 27  |
| The Crusades (Chapter 4)  | 47  |
| Iberian Peninsula (Chapter 5)  | 55  |
| British Isles (Chapter 6)  | 67  |
| France (Chapter 7)  | 79  |
| Northern Mythic Europe (Chapter 8)  | 91  |
| Eastern Mythic Europe (Chapter 9)  | 107 |
| Italy (Chapter 10)  | 117  |
| Eastern Empires (Chapter 11)  | 133  |
| Islam (Chapter 12)  | 147  |
| Appendix A: Timeline of Rulers  | 157  |
| Appendix B: Timeline of Popes  | 162  |

In case you're wondering what happened to the Holy Roman Empire, it's in the "Northern Mythic Europe" chapter (and in fact occupies most of that chapter).

; For newer books, provide a link to the table of contents at the Atlas website

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (18 reviews; 3 *, 11 \*\*, 3 \*\*\*, 1 \*\*\*\*)

* A quick-reference compendium that's probably most useful for those who don't know much about history. Suffers from a failure to separate what's historical fact and what's Ars Magica fiction, as well as poor editing.
* Too many shortly described things
* An okay overview, though inaccurate (or wrong) at times.
* A general guide to the setting of Mythic Europe. More fantastic than the line has trended, but chock-full of story ideas and hooks. The historical basis is lacking.
* An OK primer if you don't have a history degree.
* Boring. History and geography are readily available in the local library. Where was the bleedin' MYTH?
* Has some good ideas, but most are things you could find in any good reference book.
* I've not found a lot of interest in it as I didn't learn a lot from it.
* Probably the most widely useful supplement for ArM3 but doesn't quite measure up to Order of Hermes.
* Interesting geographical and societal info on Mythic Europe, but the lack of maps reduces its value.
* The book gives a good overview, but it covers the lands too shortly.
* Badly stored index of the European history.
* Lots of interesting tidbits about lots of different places, without enough information on any one place to establish an entire saga.
* Beurgh. I want my money back.

Please edit this page to add your own comments about this book.

* Probably most useful for newcomers who want to enjoy [[Mythic Europe]] but aren't interested in reading a lot of [[Real History]].  Long on history and short on myth in my opinion.  Has an extensive index: a feature regrettably lacking from later ArM supplements.  Most of the material is still relevant even though [[canon]] was restarted with [[ArM5]]. - Andrew Gronosky

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Mythic Europe]]
* [[Real History]]

== Related Products

; Other products about the same topic or somehow related
* [[Guardians of the Rhine]]
* [[Lion and the Lily]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0600.php | Official product page]] at Atlas Games:
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245722651</unix>
						<iso>2009-06-23 04:04:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed title of Guardians of the Forest</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Mythic Europe''' is an Ars Magica supplement about the official setting.

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Roderick Robertson]] and [[Curtis Scott]] 
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1992
'''Format:''' [[Softcover]], 184 pages
'''Availability:''' Out of print; electronic version available

= Subject and Contents

''Mythic Europe'' is a gazetteer describing the setting of [[Mythic Europe]] location by location.  Kingdoms, counties, provinces, and major cities are all described (though no one location receives great detail).  The emphasis is on characterizing each area and providing a few interesting historical or legendary details about it.  

There are also overview chapters about major subject: medieval society, the [[Mythic Church]], and the [[Crusades]].

In spite of this book's title, it contains a healthy dose of [[Real History]].  It is almost entirely a background book: it contains few, if any, game statistics.

== Table of Contents

| Early History of Mythic Europe  | 9  |
| Society (Chapter 2)  | 15  |
| The Church (Chapter 3) | 27  |
| The Crusades (Chapter 4)  | 47  |
| Iberian Peninsula (Chapter 5)  | 55  |
| British Isles (Chapter 6)  | 67  |
| France (Chapter 7)  | 79  |
| Northern Mythic Europe (Chapter 8)  | 91  |
| Eastern Mythic Europe (Chapter 9)  | 107 |
| Italy (Chapter 10)  | 117  |
| Eastern Empires (Chapter 11)  | 133  |
| Islam (Chapter 12)  | 147  |
| Appendix A: Timeline of Rulers  | 157  |
| Appendix B: Timeline of Popes  | 162  |

In case you're wondering what happened to the Holy Roman Empire, it's in the "Northern Mythic Europe" chapter (and in fact occupies most of that chapter).

; For newer books, provide a link to the table of contents at the Atlas website

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (18 reviews; 3 *, 11 \*\*, 3 \*\*\*, 1 \*\*\*\*)

* A quick-reference compendium that's probably most useful for those who don't know much about history. Suffers from a failure to separate what's historical fact and what's Ars Magica fiction, as well as poor editing.
* Too many shortly described things
* An okay overview, though inaccurate (or wrong) at times.
* A general guide to the setting of Mythic Europe. More fantastic than the line has trended, but chock-full of story ideas and hooks. The historical basis is lacking.
* An OK primer if you don't have a history degree.
* Boring. History and geography are readily available in the local library. Where was the bleedin' MYTH?
* Has some good ideas, but most are things you could find in any good reference book.
* I've not found a lot of interest in it as I didn't learn a lot from it.
* Probably the most widely useful supplement for ArM3 but doesn't quite measure up to Order of Hermes.
* Interesting geographical and societal info on Mythic Europe, but the lack of maps reduces its value.
* The book gives a good overview, but it covers the lands too shortly.
* Badly stored index of the European history.
* Lots of interesting tidbits about lots of different places, without enough information on any one place to establish an entire saga.
* Beurgh. I want my money back.

Please edit this page to add your own comments about this book.

* Probably most useful for newcomers who want to enjoy [[Mythic Europe]] but aren't interested in reading a lot of [[Real History]].  Long on history and short on myth in my opinion.  Has an extensive index: a feature regrettably lacking from later ArM supplements.  Most of the material is still relevant even though [[canon]] was restarted with [[ArM5]]. - Andrew Gronosky

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Mythic Europe]]
* [[Real History]]

== Related Products

; Other products about the same topic or somehow related
* [[Guardians of the Forest]]
* [[Lion and the Lily]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0600.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="749">
			<name>curtis_scott</name>
			<title>Curtis Scott</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245722865</unix>
						<iso>2009-06-23 04:07:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

'''Curtis Scott''' is one of the co-authors of the [[Mythic Europe book]].  That book is dedicated to his memory, so presumably he passed away in or before 1992.

= References

* [[Mythic Europe book | Mythic Europe]], page 2

= Related Subjects

See the following links for more information.

== Related Products

; Other products about the same topic or somehow related
* [[Mythic Europe]]
]]></text>
				</version>
			</history>
		</page>
		<page node="75">
			<name>the_gift</name>
			<title>The Gift</title>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205660651</unix>
						<iso>2008-03-16 10:44:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Some people in [[Mythic Europe]] are blessed with the '''Gift of Magic'''. Aligned with the [[Magical Realm]] of power, these people are capable of wielding magic. If left untrained, their magical aptitude will usually manifest in idiosyncratic ways, in a specific [[Supernatural Ability]] and [[Virtues]] reflective of their nature and circumstances. If properly trained, a Gifted child can learn to master the [[Hermetic Arts]] and be inititated into the secrets of [[Hermetic| Hermetic magic]]. [[Magi]] are often very keen on locating promising Gifted children, to be raised as apprentices.

The Gift is unnatural, and repulsive to [[mundanes]] and animals. Some characters are blessed with the [[Gentle Gift]], or with a Gift amicable to certain kinds of creatures (see [[HoHMC]]). Others have a [[Blatant Gift]], or a Gift particularly intolerable to certain beings (see [[HoHMC]] again).

===References

* The social effects of the Gift are described in detail in [[ArM5]] p. ??.
* The mechanical affects of the Gift in relation to learning Supernatural Abilities or traditions of magic are described in [[ArM5]] ??, and furthermore on [[HoHS]] ??.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205668390</unix>
						<iso>2008-03-16 12:53:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added ArM5 page references</comment>
					<text><![CDATA[
Some people in [[Mythic Europe]] are blessed with the '''Gift of Magic'''. Aligned with the [[Magical Realm]] of power, these people are capable of wielding magic. If left untrained, their magical aptitude will usually manifest in idiosyncratic ways, in a specific [[Supernatural Ability]] and [[Virtues]] reflective of their nature and circumstances. If properly trained, a Gifted child can learn to master the [[Hermetic Arts]] and be inititated into the secrets of [[Hermetic| Hermetic magic]]. [[Magi]] are often very keen on locating promising Gifted children, to be raised as apprentices.

The Gift is unnatural, and repulsive to [[mundanes]] and animals. Some characters are blessed with the [[Gentle Gift]], or with a Gift amicable to certain kinds of creatures (see [[HoHMC]]). Others have a [[Blatant Gift]], or a Gift particularly intolerable to certain beings (see [[HoHMC]] again).

===References

* The social effects of the Gift are described in detail in [[ArM5]] pp. 75-77.-77.
* The mechanical affects of the Gift in relation to learning Supernatural Abilities or traditions of magic are described in [[ArM166] 166, and furthermore on [[HoHS]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205853059</unix>
						<iso>2008-03-18 16:10:59</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Some people in [[Mythic Europe]] are blessed with the '''Gift of Magic'''. Aligned with the [[Magical Realm]] of power, these people are capable of wielding magic. If left untrained, their magical aptitude will usually manifest in idiosyncratic ways, in a specific [[Supernatural Ability]] and [[Virtues]] reflective of their nature and circumstances. If properly trained, a Gifted child can learn to master the [[Hermetic Arts]] and be inititated into the secrets of [[Hermetic| Hermetic magic]]. [[Magi]] are often very keen on locating promising Gifted children, to be raised as apprentices.

The Gift is unnatural, and repulsive to [[Mundane|Mundane|mundanes]] and animals. Some characters are blessed with the [[Gentle Gift]], or with a Gift amicable to certain kinds of creatures (see [[HoHMC]]). Others have a [[Blatant Gift]], or a Gift particularly intolerable to certain beings (see [[HoHMC]] again).

===References

* The social effects of the Gift are described in detail in [[ArM5]] pp. 75-77.
* The mechanical affects of the Gift in relation to learning Supernatural Abilities or traditions of magic are described in [[ArM5]] 166, and furthermore on [[Ho
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1232584317</unix>
						<iso>2009-01-22 01:31:57</iso>
					</timestamp>
					<author>Jachra</author>
					<comment>Mystery of the Gift</comment>
					<text><![CDATA[
Some people in [[Mythic Europe]] are blessed with the '''Gift of Magic'''. Aligned with the [[Magical Realm]] of power, these people are capable of wielding magic. If left untrained, their magical aptitude will usually manifest in idiosyncratic ways, in a specific [[Supernatural Ability]] and [[Virtues]] reflective of their nature and circumstances. If properly trained, a Gifted child can learn to master the [[Hermetic Arts]] and be inititated into the secrets of [[Hermetic| Hermetic magic]]. [[Magi]] are often very keen on locating promising Gifted children, to be raised as apprentices.

The Gift is unnatural, and repulsive to [[Mundane|mundanes]] and animals. Some characters are blessed with the [[Gentle Gift]], or with a Gift amicable to certain kinds of creatures (see [[HoHMC]]). Others have a [[Blatant Gift]], or a Gift particularly intolerable to certain beings (see [[HoHMC]] again).

The origins of the Gift are mysterious and unclear.  While it can potentially be obtained in the Garden of Eden, it can also be gained by one who undergoes Odin's Sacrifice, meaning it may not necessarily be a Divine gift.  Its provenience and nature remain unknown.

The origins of the Gift are mysterious and unclear.  While it can potentially be obtained in the Garden of Eden, it can also be gained by one who undergoes Odin's Sacrifice, meaning it may not necessarily be a Divine gift.  Its provenience and nature remain unknow
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1241867534</unix>
						<iso>2009-05-09 13:12:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added social effects FAQ</comment>
					<text><![CDATA[
Some people in [[Mythic Europe]] are blessed with the '''Gift of Magic'''. Aligned with the [[Magical Realm]] of power, these people are capable of wielding magic. If left untrained, their magical aptitude will usually manifest in idiosyncratic ways, in a specific [[Supernatural Ability]] and [[Virtues]] reflective of their nature and circumstances. If properly trained, a Gifted child can learn to master the [[Hermetic Arts]] and be inititated into the secrets of [[Hermetic| Hermetic magic]]. [[Magi]] are often very keen on locating promising Gifted children, to be raised as apprentices.

= Social Effects 

The Gift is unnatural, and repulsive to [[Mundane|mundanes]] and animals. This makes it difficult for magi and other Gifted people to have normal relationships with people. The so-called Gift is a mixed blessing, and the term itself is tinged with irony.

Some characters are blessed with the [[Gentle Gift]], or with a Gift amicable to certain kinds of creatures (see [[HoHMC]]). Others have a [[Blatant Gift]], or a Gift particularly intolerable to certain beings (see [[HoHMC]] again).

== Social Effects in Fifth Edition

The social effects of the Gift have definitely changed from Fourth Edition to Fifth - but only in so far as [[Parma Magica]] now blocks the unease and distrust engendered by other wizards' Gifts.

The social effects of the Gift are explained on pages 75-77 of ArM5. A lot more text is devoted to explaining the Gift than has been done in past editions, and the description of the social effects of the Gift is harsh and unequivocal. This has led many veteran players, who had interpreted the Gift's effects more moderately, to regard the rules as changed (and these players generally think the change is for the worse). Other people say the description of the Gift in Fifth Edition matches the way they've always played it.

So, the extend of the difference depends on how you played the Gift before Fifth Edition came out. If you think the effects of the Gift have changed for the worse, don't feel forced into a different intepretation just because a new edition came out. You can always overrule the book.

= What Causes the Gift

The origins of the Gift are mysterious and unclear.  While it can potentially be obtained in the Garden of Eden, it can also be gained by one who undergoes Odin's Sacrifice, meaning it may not necessarily be a Divine gift.  Its provenience and nature remain unknown.

=e definitely changed from Fourth Edition to Fifth - but only in so far as [[Parma Magica]] now blocks the unease and distrust engendered by other wizards' Gifts.

The social effects of the Gift are explained on pages 75-77 of ArM5. A lot more text is devoted to
]]></text>
				</version>
			</history>
		</page>
		<page node="750">
			<name>deadly_legacy</name>
			<title>Deadly Legacy</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245753882</unix>
						<iso>2009-06-23 12:44:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Deadly Legacy''' is an Ars Magica scenario.

{{image|Deadly_Legacy_Cover.jpg|Cover Image: Deadly Legacy}}

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Thomas M Kane]]
'''Publisher:''' [[White Wolf Game Studo]]
'''Release Date:''' 1992
'''Format:''' [[Softcover]], 72 pages
'''Availability:''' Out of print; electronic version available.

= Subject and Contents

This scenario is apparently a long-running campaign that affects a whole covenant, not just a single adventure for one or two magi.

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (12 reviews; 2 \*, 7 \*\*, 3 \*\*\*, 0 \*\*\*\*)

* Poor scenario.
* The middle part (Scotland) plays slow, and the parts of the adventure are not that seamlessly linked, but with a little work, this can be a great adventure.
* Apparently intended as an epic quest tale spurred by vengeance through the ages. If successful, you'll spend vastly more resources than you get at the end, but at least you'll wind up with determined, dangerous, implacable enemies.
* Some interesting stuff, but a fairly linear adventure.
* Very interesting. Still under play, so I don't know how it will end, but there is a lot of possibilities in it. In fact, I have broken it in three parts, and a few (game-)years (= a few real-months) have passed between the first two parts: my players don't remember all the details from the first parts, and it's a lot of fun to see them doing the same mistakes once again.
* Heavy stuff again, but unlimited bridges to later times.
* A long series of connected stories, but it felt really choppy to me.
* Linear story, hard to relocate.
* Fun, has to be tweaked though.

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0811.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="751">
			<name>mistridge_book</name>
			<title>Mistridge book</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
				<tag>Products</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245754936</unix>
						<iso>2009-06-23 13:02:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Mistridge''' is an Ars Magica supplement describing a complete covenant and its environs.

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):''' [[Kevin Hassal]]
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1992
'''Format:''' [[Softcover]], 128 pages
'''Availability:''' Out of print; electronic version available

= Subject and Contents

This supplement for Ars Magica describes [[Mistridge covenant]] and its members in detail.  Mistridge and its residents are used in the examples throughout the [[ArM2]] and [[ArM3]] rule books.  This supplement expands on those examples to present a complete covenant, ready for beginning players to use as the setting of their Sagas.

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (13 reviews; 9 \*, 2 \*\*, 0 \*\*\*, 2 \*\*\*\*)

* Presentation of a dark, depressing covenant, using ugly art to convey just how unpleasant life in the middle ages was. The covenant is populated by sick, twisted magi who fail to evoke any sympathy, and they're the good guys!
* Very nice ideas; easy to take individual story-bits and tailor them to the chronicle setting. Engaging magus descriptions, and history of the covenant.
* No interest at all. Completely empty. Maybe for newcomers?
* Specifically contradicts previous material, magi are poorly designed, the covenant isn't even a particularly good example of how to put a covenant together.
* Despite being the home of under-rated Magi and monsters, Mistridge is a surprisingly well designed environment and very useful for ideas. Despite all expectations to the contrary, I like it.
* The Gothic-punk take on Mythic Europe. Who let Mervyn Peake write an Ars Magica supplement (and who forgot to tell him the rules)?
* The engaging descriptions of the magi of Mistridge and Windgraven, and the otherwise interesting material, are marred by the atrocious proof-reading which resulted in pathetically wrong stats for everything.
* Plain boring.

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Mistridge covenant]]
* [[Provençal Tribunal]]
* [[Grimgroth]]

== Related Products

; Other products about the same topic or somehow related
* [[Stormrider Jump-Start Kit]]
* [[Triamore book]]
* [[ArM2]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0902.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="752">
			<name>storyguide_screen</name>
			<title>Storyguide's Screen</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
				<tag>Products</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245802001</unix>
						<iso>2009-06-24 02:06:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

The '''storyguide's screen''' is an Ars Magica supplement for Third Edition.

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):''' David O. Miller
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1992?
'''Format:''' Cardboard screen with accompanying booklet
'''Availability:''' Out of print; no electronic version available

= Subject and Contents

[[White Wolf]] published a [[storyguide]]'s screen for [[ArM3]].  It's a folded piece of cardboard printed with tables from the rulebook (or other useful information), which the storyguide can stand up between him or herself and the players so they can't see the storyguide's dice, notes, and other secrets.

We infer from the community rules, below, that the ''Storyguide's Screen'' included an adventure.

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (9 reviews; 2 *, 5 \*\*, 2 \*\*\*, 0 \*\*\*\*)

* A nice little screen. Nothing special.
* Looks neat, Fancy front side picture, always seem to miss the one table I am looking for, Never uses it as a screen since I like to have good contact with the players. Included a little adventure I only used ideas from.
* Very useful accessory, better as a reference card than SG Screen.
* Good reference
* Ugly.
* Useful primarily in combat. And who uses a screen anymore anyway? Or preprinted character sheets?
* Poor art, poor design, should be 4-sided.

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Products

; Other products about the same topic or somehow related
* [[Parma Fabula]], the storyguide's screen for [[ArM4]]
]]></text>
				</version>
			</history>
		</page>
		<page node="753">
			<name>more_mythic_places</name>
			<title>More Mythic Places</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Faerie Realm</tag>
				<tag>Divine Realm</tag>
				<tag>Infernal Realm</tag>
				<tag>ArM3</tag>
				<tag>Products</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245803817</unix>
						<iso>2009-06-24 02:36:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''More Mythic Places''' is a book of Ars Magica scenarios, the sequel to [[Mythic Places]].

{{image|more_mythic_places.jpg|cover image: More Mythic Places}}

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Carl Schnurr]]
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1992
'''Format:''' [[Softcover]], 64 pages
'''Availability:''' Out of print; electronic version available

= Subject and Contents

More Mythic places provides five short scenarios, each centered on a different supernatural location.

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\* (16 reviews; 1 *, 9 \*\*, 4 \*\*\*, 2 \*\*\*\*)

* More nice regiones and story ideas.
* Nice little book for when the GM only has 30 minutes to prepare the next session.
* High fantasy Ars Magica pocket realities.
* Well done and clear. Ideal for long sagas, when you are in a day without inspiration, or when you want to throw a derivative in it. More useful than a ready-to-play scenario, which doesn't always fit in a saga.
* The adventures are well constructed and the areas better thought out. One silly adventure but the rest are good.
* Interesting and usable regios to put in the world. The dominion, faerie regios are especially good, while the infernal is not too good.
* Repeat of the first one, but the places aren't as useful (IMO).
* Dated, rules need to be examined and checked, good hooks for new players.

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Products

; Other products about the same topic or somehow related
* [[Mythic Places]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG1016.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="754">
			<name>black_death</name>
			<title>Black Death</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
				<tag>Products</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245805063</unix>
						<iso>2009-06-24 02:57:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
{{preface| This article is about the Ars Magica supplement entitled Black Death, not the actual plague that struck Europe in [[Real History]]. }}

; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Black Death''' is an Ars Magica scenario for Third Edition.

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

{{image|black death cover|Cover Image: Black Death}}

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Thomas M Kane]]
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1991
'''Format:''' [[Softcover]], 112
'''Availability:''' Out of print; electronic version available

= Subject and Contents

'''Black Death''' is a fairly lengthy, 112-page scenario in which the characters confront a mysterious and deadly plague.

; For newer books, provide a link to the table of contents at the Atlas website

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\*\* (10 reviews; 0 *, 3 \*\*, 5 \*\*\*, 2 \*\*\*\*)

* Excellent scenario.
* Neat idea for a story, could be fairly well integrated. Could stand a bit more organization. Took a couple of reads to figure out where all the major people were and how they had been related.
* Very well scripted and conceived. If all ArM adventures were this good, it would be amazingly successful.
* Interesting treatment of the Black Plauge but the appearance of that disease is somewhat anachronistic to "official" ArM time.
* A little too harsh in my opinion. I like to have fun with my players, not to make them desperate. A good capture of the harsh time of the 10th century.
* Very good story, but a little too deadly. A mistake spells death!
* This adventure just left me cold. Some nice ideas, but I would have liked it better with more interesting long-term characters. 

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0813.php | Official product page]] at Atlas Games:
:[[http://www.insecta-inspecta.com/fleas/bdeath/ | The Black Death]]: The plague in [[Real History]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245805211</unix>
						<iso>2009-06-24 03:00:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed link to cover image</comment>
					<text><![CDATA[
{{preface| This article is about the Ars Magica supplement entitled Black Death, not the actual plague that struck Europe in [[Real History]]. }}

; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Black Death''' is an Ars Magica scenario for Third Edition.

; Cover image.  We have permission to download any image from the Atlas Games
; Web site, but not from other Internet sites.  If possible, resize the 
; image to be about 200 pixels wide.

{{image|black death cover.jpg | Cover Image: Black Death}}

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Thomas M Kane]]
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1991
'''Format:''' [[Softcover]], 112
'''Availability:''' Out of print; electronic version available

= Subject and Contents

'''Black Death''' is a fairly lengthy, 112-page scenario in which the characters confront a mysterious and deadly plague.

; For newer books, provide a link to the table of contents at the Atlas website

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\*\* (10 reviews; 0 *, 3 \*\*, 5 \*\*\*, 2 \*\*\*\*)

* Excellent scenario.
* Neat idea for a story, could be fairly well integrated. Could stand a bit more organization. Took a couple of reads to figure out where all the major people were and how they had been related.
* Very well scripted and conceived. If all ArM adventures were this good, it would be amazingly successful.
* Interesting treatment of the Black Plauge but the appearance of that disease is somewhat anachronistic to "official" ArM time.
* A little too harsh in my opinion. I like to have fun with my players, not to make them desperate. A good capture of the harsh time of the 10th century.
* Very good story, but a little too deadly. A mistake spells death!
* This adventure just left me cold. Some nice ideas, but I would have liked it better with more interesting long-term characters. 

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0813.php | Official product page]] at Atlas Games:
:[[http://www.insecta-inspecta.com/fleas/bdeath/ | The Black Death]]: The plague in [[Real History]]
]]></text>
				</version>
			</history>
		</page>
		<page node="755">
			<name>white_wolf_magazine</name>
			<title>White Wolf Magazine</title>
			<language>en</language>
			<tags>
				<tag>Products</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245807818</unix>
						<iso>2009-06-24 03:43:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics


; The next text should come before any headings.  It will appear directly
;; under the page title.

White Wolf Magazine was an independent game magazine started by [[Stewart Wieck]] in 1986.  It published articles and scenarios for several role-playing games.

Starting with Issue #11, White Wolf Magazine began running articles about the new role-playing game [[Ars Magica]].  The first details of the [[Order of Hermes]] appeared in its pages ("Order of Hermes: the Enigmatic Society of Wizards," by [[Jonathan Tweet]] and [[Mark Rein•Hagen]], ''White Wolf Magazine'' issue #11).

In 1990, the then-thriving White Wolf Magazine merged with [[Lion Rampant]] to become [[White Wolf Game Studio]], and began printing games.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[White Wolf Game Studio]]
* [[Lion Rampant]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,

:[[http://www.pen-paper.net/rpgdb.php?op=showmagtitle&magtitleid=3 | White Wolf Magazine at pen-and-paper.net]]: Cover images and content summaries for issues 5 through 49
:[[http://www.rpg.net/columns/briefhistory/briefhistory11.phtml | RPG.net: White Wolf, Part 1]]: Origins of White Wolf Magazine and its evolution into [[White Wolf Game Studio]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245809022</unix>
						<iso>2009-06-24 04:03:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics


; The next text should come before any headings.  It will appear directly
;; under the page title.

White Wolf Magazine was an independent game magazine started by [[Stewart Wieck]] in 1986.  It published articles and scenarios for several role-playing games.

Starting with Issue #11, White Wolf Magazine began running articles about the new role-playing game [[Ars Magica]].  The first details of the [[Order of Hermes]] appeared in its pages ("Order of Hermes: the Enigmatic Society of Wizards," by [[Jonathan Tweet]] and [[Mark Rein•Hagen]], ''White Wolf Magazine'' issue #11).

In 1990, the then-thriving White Wolf Magazine merged with [[Lion Rampant]] to become [[White Wolf Game Studio]], and began developing and publishing games -- including [[Ars Magica]].

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[White Wolf Game Studio]]
* [[Lion Rampant]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,

:[[http://www.pen-paper.net/rpgdb.php?op=showmagtitle&magtitleid=3 | White Wolf Magazine at pen-and-paper.net]]: Cover images and content summaries for issues 5 through 49
:[[http://www.rpg.net/columns/briefhistory/briefhistory11.phtml | RPG.net: White Wolf, Part 1]]: Origins of White Wolf Magazine and its evolution into [[White Wolf Game Studio]]
]]></text>
				</version>
			</history>
		</page>
		<page node="756">
			<name>ken_cliffe</name>
			<title>Ken Cliffe</title>
			<language>en</language>
			<tags>
				<tag>Author</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245808487</unix>
						<iso>2009-06-24 03:54:47</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics


; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Ken Cliffe''' is an author of several early Ars Magica supplements.  He also worked as an editor for [[White Wolf Magazine]].

= Ars Magica Products by Ken Cliffe

; Other products about the same topic or somehow related
* [[Maleficium]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245808801</unix>
						<iso>2009-06-24 04:00:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Correction: didn't write &quot;several&quot; supplements</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Ken Cliffe''' is an author and editor of Ars Magica supplements published by [[White Wolf Game Studio]].  Previously, he worked as an editor for [[White Wolf Magazine]].

= Ars Magica Products by Ken Cliffe

; Other products about the same topic or somehow related
* [[Maleficium]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245808937</unix>
						<iso>2009-06-24 04:02:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Medieval Bestiary</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Ken Cliffe''' is an author and editor of Ars Magica supplements published by [[White Wolf Game Studio]].  Previously, he worked as an editor for [[White Wolf Magazine]].

= Ars Magica Products by Ken Cliffe

; Other products about the same topic or somehow related
* [[Maleficium]]
* [[Medieval Bestiary]]
]]></text>
				</version>
			</history>
		</page>
		<page node="757">
			<name>pact_of_pasaquine</name>
			<title>Pact of Pasaquine</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
				<tag>Products</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245841744</unix>
						<iso>2009-06-24 13:09:04</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Pact of Pasaquine''' is an Ars Magica scenario.

{{image|pact_of_pasaquine_cover.jpg|Cover image: Pact of Pasaquine}}

; "Statistics block" for books

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Carl Schnurr]]
'''Publisher:''' [[White Wolf Game Studio]]
'''Release Date:''' 1991
'''Format:''' [[Softcover]], 96 pages
'''Availability:''' Out of print; electronic version available

= Subject and Contents

''Pact of Pasaquine'' is a full-length scenario set in a village and the neighboring faerie forest.

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\*\* (8 reviews; 0 *, 3 \*\*, 3 \*\*\*, 2 \*\*\*\*)

* Introduces regio, haven't read this thoroughly as the story didn't grab me.
* Nothing to say about this one. I wasn't interested, and I haven't make it play. It's probably too ready-to-play for my campaign, and it doesn't fit at all. Perhaps as an introduction for new players?
* This includes a well-developed village that could really be transplanted in most places in Mythic Europe with little effort. The main story is decent too. First big push on the "regio."
* I like the description of Pasaquine and its inhabitants. I found the adventure rather weak and dull.

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0812.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="758">
			<name>carl_schnurr</name>
			<title>Carl Schnurr</title>
			<language>en</language>
			<tags>
				<tag>ArM3</tag>
				<tag>Author</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245841872</unix>
						<iso>2009-06-24 13:11:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics


; The next text should come before any headings.  It will appear directly
;; under the page title.

'''Carl Schnurr''' wrote some early Ars Magica supplements for [[White Wolf Game Studio]].

= Ars Magica Products by Carl Schnurr

; Other products about the same topic or somehow related
* [[Mythic Places]]
* [[More Mythic Places]]
* [[Pact of Pasaquine]]
]]></text>
				</version>
			</history>
		</page>
		<page node="759">
			<name>get_the_most_out_of_your_playing_time</name>
			<title>How to get the most out of your playing time</title>
			<language>en</language>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245918582</unix>
						<iso>2009-06-25 10:29:42</iso>
					</timestamp>
					<author>TheHoodedMan</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

Know the game mechanics
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

Know the characters
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

Know the story
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

Keep out what can be kept out
This doesn`t relate to disturbances from outside also these should be kept out too.
Administration/ Experience/ Lab activities
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a development record (see downloads).
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

Single player action
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other player will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

Notes
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

Stroyguiding
Reduced playing time is especially a challenge for the storyguide.
Climax
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
Flow
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1245918793</unix>
						<iso>2009-06-25 10:33:13</iso>
					</timestamp>
					<author>TheHoodedMan</author>
					<comment></comment>
					<text><![CDATA[
Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Know the game mechanics'''
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

'''Know the characters'''
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

'''Know the story'''
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside also these should be kept out too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a development record (see downloads).
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other player will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245919044</unix>
						<iso>2009-06-25 10:37:24</iso>
					</timestamp>
					<author>TheHoodedMan</author>
					<comment></comment>
					<text><![CDATA[
Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Know the game mechanics'''
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

'''Know the characters'''
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

'''Know the story'''
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside also these should be kept out too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a troupe development record.
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other player will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1245919161</unix>
						<iso>2009-06-25 10:39:21</iso>
					</timestamp>
					<author>TheHoodedMan</author>
					<comment></comment>
					<text><![CDATA[
Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Know the game mechanics'''
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

'''Know the characters'''
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

'''Know the story'''
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside also these should be kept out too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a troupe development record.
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other players will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1245919243</unix>
						<iso>2009-06-25 10:40:43</iso>
					</timestamp>
					<author>TheHoodedMan</author>
					<comment>format</comment>
					<text><![CDATA[
Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Be prepared'''
__Know the game mechanics__
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

__Know the characters__
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

__Know the story__
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside also these should be kept out too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a troupe development record.
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other players will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1245919291</unix>
						<iso>2009-06-25 10:41:31</iso>
					</timestamp>
					<author>TheHoodedMan</author>
					<comment></comment>
					<text><![CDATA[
Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Be prepared'''
__Know the game mechanics__
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

__Know the characters__
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

__Know the story__
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside although these should be kept out, too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a troupe development record.
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other players will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1262545721</unix>
						<iso>2010-01-03 20:08:41</iso>
					</timestamp>
					<author>TheHoodedMan</author>
					<comment>corrections</comment>
					<text><![CDATA[
Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Be prepared'''
__Know the game mechanics__
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

__Know the characters__
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

__Know the story__
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside although these should be kept out, too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a troupe development record.
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other players will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.
]]></text>
				</version>
			</history>
		</page>
		<page node="76">
			<name>mythic_places</name>
			<title>Mythic Places</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Faerie Realm</tag>
				<tag>Divine Realm</tag>
				<tag>ArM3</tag>
				<tag>Products</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205665107</unix>
						<iso>2008-03-16 11:58:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Mythic Places was a supplement for [[Ars Magica]] Third (?) Edition, published by [[White Wolf Inc.]] in 1991 (?). It introduces the concept of [[regiones]], and presented four sample ones, one of each [[Realm]]. Although the mechanics are outdated, the locales and suggested adventure lines may still be worth persuing. An example is the adaptation of the Animal Powers into the covenant of [[Crintera]] in the [[Guardians of the Forest]] supplement.

=== References
* See the [[http://www.atlas-games.com/product_tables/AG1016.php|official product page]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205852291</unix>
						<iso>2008-03-18 15:58:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
Mythic Places was a supplement for [[Ars Magica]] Third (?) Edition, published by [[White Wolf Inc.]] in 1991 (?). It introduces the concept of [[Regio|Regio|regiones]], and presented four sample ones, one of each [[Realm]]. Although the mechanics are outdated, the locales and suggested adventure lines may still be worth persuing. An example is the adaptation of the Animal Powers into the covenant of [[Crintera]] in the [[Guardians of the Forest]] supplement.

=== References
* See the [[http://www.atlas-games.com/product_tables/AG1016.php|official product p
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1245803099</unix>
						<iso>2009-06-24 02:24:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Applied template, added categories and community reviews</comment>
					<text><![CDATA[
'''Mythic Places''' is an Ars Magica supplement consisting of several short adventures.

{{image|mythic_places_cover.jpg|Cover image: Mythic Places}}

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Carl Schnurr]] 
'''Publisher:''' [[Atlas Games]]
'''Release Date:''' 1991
'''Format:''' [[Softcover]], 64 pages
'''Availability:''' Out of print; electronic version available
'''Other Editions:''' (links to other editions of the same book)

= Subject and Contents

Mythic Places is a collection of short scenarios. It introduces the concept of [[Regio|regiones]], and presents four sample ones, one of each [[Realm]]. Although the mechanics are outdated, the locales and suggested adventure lines may still be worth perusing. An example is the adaptation of the Animal Powers into the covenant of [[Crintera]] in the [[Guardians of the Forest]] supplement.

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\*\* (18 reviews; 0 *, 9 \*\*, 8 \*\*\*, 1 \*\*\*\*)

* Interesting ideas, worth perusing, but perhaps of limited usefulness.
* Illustrates very well the concept of regio. Too bad that generic regio aren't what I want, I want historic - filled regios ;)
* Nice regiones and story ideas.
* Four good examples of regiones.
* The original pocket dimension book. Introduced regios and related rules, but didn't present settings of great interest.
* Reasonable adventure seeds.
* Really liked these... nice ideas for quick adventures, without being so scripted to ruin them. Good idea done well.
* Good development of the regio, with regios and regio-control spells, but the adventures are poor. Better to get Faeries for the same rules and better adventures (The Animal Powers lifts it into mediocrity).
* Some good story ideas, some silly stuff
* Adventure locations utilizing regio. None took my fancy.
* Ideas for small encounters on the way
* Good places & short stories to introduce every-where. A good idea to replace "Magic-Aura-Rating Area" by the more customized Regio.
* Some cute little places here with real stretches to include a regio in each one. Not bad ideas, but I've never managed to use one of them in a story.
* Dated, rules need to be examined and checked, good hooks for new players.
* Regios are neat. Was a must before 4th edition, but it's only valuable now for the regio examples.

Please edit this page to add your own comments on the book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Regio]]

== Related Products

; Other products about the same topic or somehow related
* [[More Mythic Places]]

== Related Sites

* See the [[http://www.atlas-games.com/product_tables/AG1016.php|official product page]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1245804070</unix>
						<iso>2009-06-24 02:41:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added categories</comment>
					<text><![CDATA[
'''Mythic Places''' is an Ars Magica supplement consisting of several short adventures.

{{image|mythic_places_cover.jpg|Cover image: Mythic Places}}

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Carl Schnurr]] 
'''Publisher:''' [[Atlas Games]]
'''Release Date:''' 1991
'''Format:''' [[Softcover]], 64 pages
'''Availability:''' Out of print; electronic version available
'''Other Editions:''' (links to other editions of the same book)

= Subject and Contents

Mythic Places is a collection of short scenarios. It introduces the concept of [[Regio|regiones]], and presents four sample ones, one of each [[Realm]]. Although the mechanics are outdated, the locales and suggested adventure lines may still be worth mining for ideas. For example, the Animal Powers scenario apparently inspired the covenant of [[Crintera]] in the [[Guardians of the Forest]] supplement.

= Community Reviews

The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: \*\*\* (18 reviews; 0 *, 9 \*\*, 8 \*\*\*, 1 \*\*\*\*)

* Interesting ideas, worth perusing, but perhaps of limited usefulness.
* Illustrates very well the concept of regio. Too bad that generic regio aren't what I want, I want historic - filled regios ;)
* Nice regiones and story ideas.
* Four good examples of regiones.
* The original pocket dimension book. Introduced regios and related rules, but didn't present settings of great interest.
* Reasonable adventure seeds.
* Really liked these... nice ideas for quick adventures, without being so scripted to ruin them. Good idea done well.
* Good development of the regio, with regios and regio-control spells, but the adventures are poor. Better to get Faeries for the same rules and better adventures (The Animal Powers lifts it into mediocrity).
* Some good story ideas, some silly stuff
* Adventure locations utilizing regio. None took my fancy.
* Ideas for small encounters on the way
* Good places & short stories to introduce every-where. A good idea to replace "Magic-Aura-Rating Area" by the more customized Regio.
* Some cute little places here with real stretches to include a regio in each one. Not bad ideas, but I've never managed to use one of them in a story.
* Dated, rules need to be examined and checked, good hooks for new players.
* Regios are neat. Was a must before 4th edition, but it's only valuable now for the regio examples.

Please edit this page to add your own comments on the book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Regio]]

== Related Products

; Other products about the same topic or somehow related
* [[More Mythic Places]]

== Related Sites

* See the [[http://www.atlas-games.com/product_tables/AG1016.php|official product page]].
]]></text>
				</version>
			</history>
		</page>
		<page node="760">
			<name>academic_ability</name>
			<title>Academic Ability</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1245928401</unix>
						<iso>2009-06-25 13:13:21</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; The next text should come before any headings.  It will appear directly
;; under the page title.

An '''Academic Ability''' is an [[Ability]] that can only be learned through formal training, and are usually taught at a school or university.  [[Latin]] and [[Artes Liberales]] are important Academic Abilities.  (In [[ArM5]], Latin is one of the languages classified under the (Dead Language) Academic Ability).

= Access to Academic Abilities

Beginning characters must meet certain prerequisites in order to take Academic Abilities.  Grogs and companions must be educated; in [[ArM5]], this requires one of several [[Virtues]] such as Educated or Privileged Upbringing.  Magi receive education during their apprenticeship, and can only learn Academic Abilities during or after [[apprenticeship]] (unless they have a Virtue that allows then to learn Academic Abilities earlier).

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Ability]]
* [[Virtues and Flaws]]

== References

* Ability types, [[ArM5]] page 63
* Dead Language, [[ArM5]] page 64
* Educated Virtue, [[ArM5]] page 41
* Priveleged Upbringing Virtue, [[ArM5]] page 47
]]></text>
				</version>
			</history>
		</page>
		<page node="761">
			<name>dragon</name>
			<title>Dragon</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Mythic Europe</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249424219</unix>
						<iso>2009-08-05 00:16:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dragons''' are mythical, [[Magic Realm|magical]] creatures. A large variety of dragons exists. The sub-types of dragon-kind are:

* Serpents
* Drakes
* Worms
* True dragons

= References

* [[Realms of Power: Magic]], page 73
]]></text>
				</version>
			</history>
		</page>
		<page node="762">
			<name>dragon-kind</name>
			<title>Dragon-Kind</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Mythic Europe</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249424322</unix>
						<iso>2009-08-05 00:18:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
body
]]></text>
				</version>
			</history>
		</page>
		<page node="763">
			<name>cat</name>
			<title>Cat</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249424672</unix>
						<iso>2009-08-05 00:24:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cats''' (Lat. ''felis'') are feline (and sometimes [[Magic Realm|magical]]) creatures.

= References

* [[Book of Mundane Beasts]], p. 3
* [[Realms of Power: Magic]], p. 70
]]></text>
				</version>
			</history>
		</page>
		<page node="764">
			<name>giant</name>
			<title>Giant</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249424900</unix>
						<iso>2009-08-05 00:28:20</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Giants''' are large (sometimes huge), humanoid, [[Magic Realm|magical]] creatures.

= References

* [[Realms of Power: Magic]], p. 83
]]></text>
				</version>
			</history>
		</page>
		<page node="765">
			<name>kelpie</name>
			<title>Kelpie</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Mythic Europe</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249425187</unix>
						<iso>2009-08-05 00:33:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Kelpies''' are aquatic, equine, [[Magic Realm|magical]], malicious creatures.

= References

* [[Realms of Power: Magic]], p. 131
]]></text>
				</version>
			</history>
		</page>
		<page node="766">
			<name>elemental</name>
			<title>Elemental</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249425428</unix>
						<iso>2009-08-05 00:37:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Elementals''' are [[Magic Realm|magical]] creatures that manifest in form of elemental matter.

= References

* [[Realms of Power: Magic]], p. 132
]]></text>
				</version>
			</history>
		</page>
		<page node="767">
			<name>animal</name>
			<title>Animal</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249505432</unix>
						<iso>2009-08-05 22:50:32</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], '''Animal''' (abbr. An) is a [[Form]] that deals with animals and animal products of all kinds.

= References

* [[ArM5]], p. '''78''', 117 ([[Spell guidelines]])
]]></text>
				</version>
			</history>
		</page>
		<page node="768">
			<name>aquam</name>
			<title>Aquam</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249505677</unix>
						<iso>2009-08-05 22:54:37</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], '''Aquam''' (abbr. Aq) is a [[Form]] that deals with water and liquids.

= References

* [[ArM5]], p. '''78''', 121 ([[Spell guidelines]])
]]></text>
				</version>
			</history>
		</page>
		<page node="769">
			<name>auram</name>
			<title>Auram</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249505844</unix>
						<iso>2009-08-05 22:57:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], '''Auram''' (abbr. Au) is a [[Form]] that deals with air and substances in gaseous form.

= References

* [[ArM5]], p. '''78''', 125 ([[Spell guidelines]])
]]></text>
				</version>
			</history>
		</page>
		<page node="77">
			<name>house_bjornaer</name>
			<title>House Bjornaer</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Character</tag>
			</tags>
			<history size="15">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205666446</unix>
						<iso>2008-03-16 12:20:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermers: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes shapeshifters and associations with mundane religions that do not seem to easily fit the canonic view presented in [[HoHMC]]. However, the bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Wilderists]] and [[Harmonists]] in the House. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

===References

* The core description of the House is in [[ArM5]] ??.
* The House is further described in [[HoHMC]] ??-??.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205666538</unix>
						<iso>2008-03-16 12:22:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Herme: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes shapeshifters and associations with mundane religions that do not seem to easily fit the canonic view presented in [[HoHMC]]. However, the bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Wilderists]] and [[Harmonists]] in the House. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

===References

* The core description of the House is in [[ArM5]] ??.
* The House is further described in [[HoHMC]] ??-??.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205702893</unix>
						<iso>2008-03-16 22:28:13</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added page numbers</comment>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes shapeshifters and associations with mundane religions that do not seem to easily fit the canonic view presented in [[HoHMC]]. However, the bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Wilderists]] and [[Harmonists]] in the House. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

===References

* The core description of the House is in [[ArM5]] 11.
* The House is further described in [[HoHMC]] 7443
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205861076</unix>
						<iso>2008-03-18 18:24:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>singular</comment>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes shapeshifters and associations with mundane religions that do not seem to easily fit the canonic view presented in [[HoHMC]]. However, the bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Wilderist|Wilderists]] and [[Harmonist|Harmonists]] in tst|Harmonists]] in the House. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

===References

* The core description of the House is in [[ArM5]] 11.
* The House is further describe
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205862786</unix>
						<iso>2008-03-18 18:53:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>singular</comment>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes shapeshifters and associations with mundane religions that do not seem to easily fit the canonic view presented in [[HoHMC]]. However, the bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Wilderist|Wilderists]] and [[Harmonist|Harmonists]] in the House. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

===References

* The core description of the House is in [[ArM5]] 11.
* The House is further described in [
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1206512063</unix>
						<iso>2008-03-26 07:14:23</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes shapeshifters and associations with mundane religions that do not seem to easily fit the canonic view presented in [[HoHMC]]. However, the bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Wilderists and e. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

===References

* The core description of the House is in [[ArM5]] 11.
* The House is further described in [[HoHMC]] 7-43.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1206512555</unix>
						<iso>2008-03-26 07:22:35</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes shapeshifters and associations with mundane religions that do not seem to easily fit the canonic view presented in [[HoHMC]]. However, the bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Harmonists and Wilderists]] in the House. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

===References

* The core description of the House is in [[ArM5]] 11.
* The House is further described in [[HoHMC]] 7-43.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1206999096</unix>
						<iso>2008-03-31 23:31:36</iso>
					</timestamp>
					<author>Yair</author>
					<comment>corrected link</comment>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beast|Great BeastsGreat Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes shapeshifters and associations with mundane religions that do not seem to easily fit the canonic view presented in [[HoHMC]]. However, the bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Harmonists and Wilderists]] in the House. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

===References

* The core description of the House is in [[ArM5]] 11.
* The House is further described in [[H
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1207025120</unix>
						<iso>2008-04-01 06:45:20</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beast|Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes shapeshifters and associations with mundane religions that do not seem to easily fit the canonic view presented in [[HoHMC]]. However, the bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Harmonists and Wilderists]] in the House. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

Although it is non-[[Canon|Canonic]], a common [[House Rule]] is to allow Bjornaer magi to initiate [[Inscription on the Soul]] ([[TMRE]] 69) as a [[House Mystery]]. This allows them to utilize a [[Talisman]] without needing to lug a physical magic item around.

Although it is non-[[Canon|Canonic]], a common [[House Rule]] is to allow Bjornaer magi to initiate [[Inscription on the
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1207605327</unix>
						<iso>2008-04-07 23:55:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>author recognition</comment>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beast|Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes shapeshifters and associations with mundane religions that do not seem to easily fit the canonic view presented in [[HoHMC]]. However, the bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Harmonists and Wilderists]] in the House. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

Although it is non-[[Canon|Canonic]], a common [[House Rule]] is to allow Bjornaer magi to initiate [[Inscription on the Soul]] ([[TMRE]] 69) as a [[House Mystery]]. This allows them to utilize a [[Talisman]] without needing to lug a physical magic item around.

===References

* The core description of the House is in [[ArM5]] 11.
* The House is further described in [[HoHMC]] 7-43. This description was written by [[Mark Shirley]].
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1209797005</unix>
						<iso>2008-05-03 08:43:25</iso>
					</timestamp>
					<author>Yair</author>
					<comment>corrected HoHMC inconsistency</comment>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beast|Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes associations with mundane religions and a means of ascertaining one's heartbeast that do not seem to easily fit the canonic view presented in [[HoHMC]]. Note that the House's description implies all of none of Crintera's covenfolk would be [[Shapechanger|Shapechangers]], which is not the impression the raw text of [[GotF]] might give but is consistent with the covenant's depiction. The bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. rs]], which is not the impression the raw text of [[GotF]] might give but is consistent with the covenant's depiction. The bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasise the conflict between [[Harmonists and Wilderists]] in the House. The House is currently led by [[Falke]], but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

Although it is non-[[Canon|Canonic]], a common [[House Rule]] is to allow Bjornaer magi to initiate [[Inscription on the Soul]] ([[TMRE]] 69) as a [[House Mystery]]. This allows them t
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1245682100</unix>
						<iso>2009-06-22 16:48:20</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor changes</comment>
					<text><![CDATA[
'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beast|Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes associations with mundane religions and a means of ascertaining one's heartbeast that do not seem to easily fit the canonic view presented in [[HoHMC]]. Note that the House's description implies none of Crintera's covenfolk would be [[Shapechanger|Shapechangers]], which is not the impression the raw text of [[GotF]] might give but is consistent with the covenant's depiction. The bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasize the conflict between [[Harmonists and Wilderists]] in the House. The House is currently led by [[Falke]], a Harmonist, but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

Although it is non-[[Canon|Canonic]], a common [[House Rule]] is to allow Bjornaer magi to initiate [[Inscription on the Soul]] ([[TMRE]] 69) as a [[House Mystery]]. This allows them to utilize a [[Talisman]] without needing to lug a physical magic item around.

===References

* The core description of the House is in [[ArM5]] 11.
* The House is further described in [[HoHMC]] 7-43. This description was written by [[Mark Shirley]].
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1253207369</unix>
						<iso>2009-09-17 19:09:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Potentio super ipso potentia super allis."" (Power of the self means power over others)|
|Symbol:|Cone|
|Prima:|[[Falke]]|
|[[Domus Magna]]:|[[Crintera]]|

'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beast|Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes associations with mundane religions and a means of ascertaining one's heartbeast that do not seem to easily fit the canonic view presented in [[HoHMC]]. Note that the House's description implies none of Crintera's covenfolk would be [[Shapechanger|Shapechangers]], which is not the impression the raw text of [[GotF]] might give but is consistent with the covenant's depiction. The bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasize the conflict between [[Harmonists and Wilderists]] in the House. The House is currently led by [[Falke]], a Harmonist, but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

Although it is non-[[Canon|Canonic]], a common [[House Rule]] is to allow Bjornaer magi to initiate [[Inscription on the Soul]] ([[TMRE]] 69) as a [[House Mystery]]. This allows them to utilize a [[Talisman]] without needing to lug a physical magic item around.

= References

* The core description of the House is in [[ArM5]] 11.
* The House is further described in [[HoHMC]] 7-43. This description was written by [[Mark Shirley]].
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1268430358</unix>
						<iso>2010-03-12 22:45:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Added symbol of House as external file</comment>
					<text><![CDATA[
{{figure|http://images2.wikia.nocookie.net/arsmagica/en/images/5/50/Bjornaersymbol.jpg|Symbol of House Bjornaer}}

|Motto:|""Potentio super ipso potentia super allis."" (Power of the self means power over others)|
|Symbol:|Cone|
|Prima:|[[Falke]]|
|[[Domus Magna]]:|[[Crintera]]|

'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beast|Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes associations with mundane religions and a means of ascertaining one's heartbeast that do not seem to easily fit the canonic view presented in [[HoHMC]]. Note that the House's description implies none of Crintera's covenfolk would be [[Shapechanger|Shapechangers]], which is not the impression the raw text of [[GotF]] might give but is consistent with the covenant's depiction. The bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasize the conflict between [[Harmonists and Wilderists]] in the House. The House is currently led by [[Falke]], a Harmonist, but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

Although it is non-[[Canon|Canonic]], a common [[House Rule]] is to allow Bjornaer magi to initiate [[Inscription on the Soul]] ([[TMRE]] 69) as a [[House Mystery]]. This allows them to utilize a [[Talisman]] without needing to lug a physical magic item around.

= References

* The core description of the House is in [[ArM5]] 11.
* The House is further described in [[HoHMC]] 7-43. This description was written by [[Mark Shirley]].
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1268600288</unix>
						<iso>2010-03-14 21:58:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added members</comment>
					<text><![CDATA[
{{figure|http://images2.wikia.nocookie.net/arsmagica/en/images/5/50/Bjornaersymbol.jpg|Symbol of House Bjornaer}}

|Motto:|""Potentio super ipso potentia super allis."" (Power of the self means power over others)|
|Symbol:|Cone|
|Prima:|[[Falke]]|
|[[Domus Magna]]:|[[Crintera]]|

'''House Bjornaer''' is one of the twelve [[Houses]] in the [[Order of Hermes]], a [[Mystery Cult]] house whose members follow the initiations and mystical teaching of their Founder, [[Bjornaer the Founder|Bjornaer]]. Its magi are characterized by their ability to take the form of their [[Heartbeast]], and their inability to bind a familiar. The House's Germanic roots and small size leads to a low status in most sagas. Its [[domus magna]] is [[Crintera]], in the [[Rhine Tribunal]]. 

The House is extensively detailed in the [[Houses of Hermes: Mystery Cults]] supplement. Canonic Bjornaer magi revere animal anestors and abhor other shapeshifters. They are divided into six [[Bjornaer Clans|clans]], each descending from one of the [[Founder|Founder's]] apprentices, and are further divided into [[Sept|septs]]. Beyond the [[Outer Mystery]] of the [[Heartbeast]], the clans hold the key to [[Inner Mystery|Inner Mysteries]]. The chapter establishes a new and meaningful sense to Bjornaer twilight with its introduction of [[Great Beast|Great Beasts]] and the associated secret teachings.

[[Crintera]], the [[domus magna]] of the House, is detailed in the [[Guardians of the Forest]] supplement. This description includes associations with mundane religions and a means of ascertaining one's heartbeast that do not seem to easily fit the canonic view presented in [[HoHMC]]. Note that the House's description implies none of Crintera's covenfolk would be [[Shapechanger|Shapechangers]], which is not the impression the raw text of [[GotF]] might give but is consistent with the covenant's depiction. The bulk of the description of the covenant and its ruling council conforms to and serves to add to the canonic House description. 

Both sources emphasize the conflict between [[Harmonists and Wilderists]] in the House. The House is currently led by [[Falke]], a Harmonist, but the former head and still active archmagus [[Urgen]] remains a prominent figure and an active [[Wilderist]].

= Members of House Bjornaer =

Magi of House Bjornaer mentioned in [[canon]] include:

== Living Members ==

* Eule (see [[Fengheld]]): [[GotF]] 85

== Famous Members (deceased) ==

* [[Birna]], also known as [[Bjornaer the Founder]]

= Variations

Although it is non-[[Canon|Canonic]], a common [[House Rule]] is to allow Bjornaer magi to initiate [[Inscription on the Soul]] ([[TMRE]] 69) as a [[House Mystery]]. This allows them to utilize a [[Talisman]] without needing to lug a physical magic item around.

= References

* The core description of the House is in [[ArM5]] 11.
* The House is further described in [[HoHMC]] 7-43. This description was written by [[Mark Shirley]].
]]></text>
				</version>
			</history>
		</page>
		<page node="770">
			<name>corpus</name>
			<title>Corpus</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249506211</unix>
						<iso>2009-08-05 23:03:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], '''Corpus''' (abbr. Co) is a [[Form]] that deals with human bodies, living as well as dead.

= References

* [[ArM5]], p. '''78''' (description), 129 ([[Spell guidelines]])

= Trivia

* In former editions Corpus was called Corporem.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1250190351</unix>
						<iso>2009-08-13 21:05:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor addition</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], '''Corpus''' (abbr. Co) is a [[Form]] that deals with human bodies, living as well as dead. By extension, it applies the body of any creature with human-like shape, such as giants and certain kinds of angels and demons. 

= References

* [[ArM5]], p. '''78''' (description), 129 ([[Spell guidelines]])

= Trivia

* In former editions Corpus was called Corporem.
]]></text>
				</version>
			</history>
		</page>
		<page node="771">
			<name>herbam</name>
			<title>Herbam</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249506329</unix>
						<iso>2009-08-05 23:05:29</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], '''Herbam''' (abbr. He) is a [[Form]] that deals with plants and plant products.

= References

* [[ArM5]], p. '''78''' (description), 135 ([[Spell guidelines]])
]]></text>
				</version>
			</history>
		</page>
		<page node="772">
			<name>terram</name>
			<title>Terram</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249506553</unix>
						<iso>2009-08-05 23:09:13</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], '''Terram''' (abbr. Te) is a [[Form]] that deals with solid substances, such as sand, earth, stone, rock, metal, and gems.

= References

* [[ArM5]], p. '''79''' (description), 152 ([[Spell guidelines]])
]]></text>
				</version>
			</history>
		</page>
		<page node="773">
			<name>vim</name>
			<title>Vim</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249506766</unix>
						<iso>2009-08-05 23:12:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], '''Vim''' (abbr. Vi) is a [[Form]] that deals with magical power as such, as well as creatures of the four [[Realms of Power]].

= References

* [[ArM5]], p. '''79''' (description), 156 ([[Spell guidelines]])
]]></text>
				</version>
			</history>
		</page>
		<page node="774">
			<name>intellego</name>
			<title>Intellego</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1249506983</unix>
						<iso>2009-08-05 23:16:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], '''Intellego''' (abbr. In) is a [[Technique]] used to examine objects and subjects, determining the targets' location, origin, and nature.

= References

* [[ArM5]], p. 77
]]></text>
				</version>
			</history>
		</page>
		<page node="775">
			<name>level</name>
			<title>Level</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250909196</unix>
						<iso>2009-08-22 04:46:36</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The ambiguous terminus '''level''' refers to one of the following unambiguous cirumstances:

: [[Spell level]] : Describes the inherent power of a magical effect.
: [[Regio]] level : Determines the displacement of a [[regio]] from the mundane [[Realm]]. Higher [[regio]] levels usually result in higher (i. e. stronger) [[aura]]s.
: [[Summa]] level : The upper bound of the [[Ability]] or [[Art]] that is studied by reading a [[summa]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1250913724</unix>
						<iso>2009-08-22 06:02:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Body level added.</comment>
					<text><![CDATA[
The ambiguous terminus '''level''' refers to one of the following unambiguous cirumstances:

: [[Spell level]] : Describes the inherent power of a magical effect.
: [[Regio]] level : Determines the displacement of a [[regio]] from the mundane [[Realm]]. Higher [[regio]] levels usually result in higher (i. e. stronger) [[aura]]s.
: [[Summa]] level : The upper bound of the [[Ability]] or [[Art]] that is studied by reading a [[summa]].
: [[Body level]] : Degree of health (or injury) of a character.
]]></text>
				</version>
			</history>
		</page>
		<page node="776">
			<name>spell_level</name>
			<title>Spell Level</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250910208</unix>
						<iso>2009-08-22 05:03:28</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''spell level''' designates the inherent power of a [[Magic|magical effect]] — the higher the level, the more powerful the [[spell]]. The level, and thus the complexity, is determined by adding up all components involved in the effect of the [[spell]]; in case of [[Hermetic magic]], this includes the [[base level]], [[range]], [[duration]], and [[target]].

= References

* [[ArM5]], p. 111, 115.

= See also

* [[Magnitude]] of a [[spell]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1250911611</unix>
						<iso>2009-08-22 05:26:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Additional levels for complexity.</comment>
					<text><![CDATA[
The '''spell level''' designates the inherent power of a [[Magic|magical effect]] — the higher the level, the more powerful the [[spell]]. The level, and thus the complexity, is determined by adding up all components involved in the effect of the [[spell]]. In the context of [[Hermetic magic]], this includes the [[base level]], [[range]], [[duration]], and [[target]]. In case of exceptionally complex [[spell]]s, or [[spell]]s that depend on a [[Spell requisite|requisite]], additional levels are sometimes added to represent the supplemental complexity factor.

= References

* [[ArM5]], p. 111, 115.

= See also

* [[Magnitude]] of a [[spell]].
]]></text>
				</version>
			</history>
		</page>
		<page node="777">
			<name>base_level</name>
			<title>Base Level</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250910841</unix>
						<iso>2009-08-22 05:14:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''base level''' of a [[spell]] denotes a numerical representation of the complexity and power of the underlying [[Magic|magical]] effect, a higher level implying a more powerful effect. The base levels of the various [[Form]]-[[Technique]]-combinations are described in the [[spell guidelines]].

= References

* [[ArM5]], p. 111, 115.

= See also

* [[Spell level]]
]]></text>
				</version>
			</history>
		</page>
		<page node="778">
			<name>magnitude</name>
			<title>Magnitude</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250910983</unix>
						<iso>2009-08-22 05:16:23</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''magnitude''' of a [[spell]] is its [[Spell level|level]] divided by 5, rounded up.

= References

* [[ArM5]], p. 111.
]]></text>
				</version>
			</history>
		</page>
		<page node="779">
			<name>spell_requisite</name>
			<title>Spell Requisite</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250912768</unix>
						<iso>2009-08-22 05:46:08</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
[[Hermetic]] [[spell]]s of high complexity sometimes require a '''requisite''', an additional [[Art]] beyond the two [[Arts]] of a standard [[Form]]-[[Technique]]-combination. Examples are a [[Rego]] requisite to deflect a harmful (side-) effect of a [[Creo]] [[spell]] from the caster, or a second [[Form]] for a transformation [[spell]].

Requisites may or may not increase the complexity (and thus [[Spell level|level]]) of a [[spell]], depending on whether they enhance the effect.

= References

* [[ArM5]], p. 114.
]]></text>
				</version>
			</history>
		</page>
		<page node="78">
			<name>houses_of_hermes:_mystery_cults</name>
			<title>Houses of Hermes: Mystery Cults</title>
			<language>en</language>
			<history size="14">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205668713</unix>
						<iso>2008-03-16 12:58:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house as a small but highly hierarchical House, divinded into [[Bjornaer Clans|clans]] and [[Sept|septs]]. The clan elders hold the key to [[Inner Mysteries]], and are in turn guided by [[Great Beasts]], which may be Bjornaer magi in their [[Final Twilight]]. All share the worship of animal ancestors, and the chapter describes the Houses's malignant relations with the Founder's hedge heritage of shapeshifters and their dim view of shapeshifters in general. The chapter further provides the rules to mechancially present mundane beasts, and a system categorizing them according to their [[humour]]. 

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, each privy to its own [[Inner Mysteries]]. The chapter presents a wide variety of Inner Mysteries, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing immortality by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fairy.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. 

===References

* See the [[http://www.atlas-games.com/product_tables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]] lists two comments but no reviews (as of 16 Mar 2008).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205847341</unix>
						<iso>2008-03-18 14:35:41</iso>
					</timestamp>
					<author>Yair</author>
					<comment>other content</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house as a small but highly hierarchical House, divinded into [[Bjornaer Clans|clans]] and [[Sept|septs]]. The clan elders hold the key to [[Inner Mysteries]], and are in turn guided by [[Great Beasts]], which may be Bjornaer magi in their [[Final Twilight]]. All share the worship of animal ancestors, and the chapter describes the Houses's malignant relations with the Founder's hedge heritage of shapeshifters and their dim view of shapeshifters in general. The chapter further provides the rules to mechancially present mundane beasts, and a system categorizing them according to their [[humour]]. 

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, each privy to its own [[Inner Mysteries]]. The chapter presents a wide variety of Inner Mysteries, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing immortality by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fairy.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. 

=Other Content

MC provides condensed rules on [[initiation]] into mysteries on p. 4, and on [[Potent Magic]] on page 6, extended in The Mysteries (Revised Edition). Potent spells in particular can be learned and used by magi without the virtues, so are of general interest.

[[Nature mysteries]] based on [[Nature Lore]] (p. 102-104), expanding on [[Forest Lore]] from Guardians of the Forest: The Rhine Tribunal and allowing initiation into inner Mysteries using the mechanic of paths rather than cults.

Discussing of various modes of [[shapeshifting]] are on p. 22.

Some [[spell]]s of general use are presented. A few spells affecting you shape-shifted into animal form are on p. 36.

New [[virtues and flaws]] are given. On p. 37-38, including things like [[Keen Sense of Smell]] or [[Secretive]]. A few more are presented on p. 73, such as [[Dance that Heals]] or [[Gorgiastic]]. More are presented on p. 86 to 88, such as [[Alluring to (Beings)]] or [[Vulnerable Magic]].

Rules and guidelines on creating the statistics of [[animals]] are on p. 38-43.

Notes on magi outside Criamon and [[Enigmatic Wisdom]] are on p. 49. There are further notes on p. 73. Rules on using EW are on p. 60; aimed at Criamon magi, but supposedly accessible to others. Note that EW is related to [[Stigmata]] and [[Adulteration]]s, new concepts that go beyond the core book's treatment of the ability.

Rules on enchanting [[tattoos]] are on p. 51.

Expanded [[shape and material bonus]]es are provided on p. 137.

===References


MC provides condensed rules on [[initiation]] into mysteries on p. 4, and on [[Potent Magic]] on page 6, extended in The Mysteries (Revised Edition). Potent spells in particular can be learned and used by magi without the virtu
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205848462</unix>
						<iso>2008-03-18 14:54:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>d</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house as a small but highly hierarchical House, divinded into [[Bjornaer Clans|clans]] and [[Sept|septs]]. The clan elders hold the key to [[Inner Mysteries]], and are in turn guided by [[Great Beasts]], which may be Bjornaer magi in their [[Final Twilight]]. All share the worship of animal ancestors, and the chapter describes the Houses's malignant relations with the Founder's hedge heritage of shapeshifters and their dim view of shapeshifters in general. The chapter further provides the rules to mechancially present mundane beasts, and a system categorizing them according to their [[humour]]. 

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, each privy to its own [[Inner Mysteries]]. The chapter presents a wide variety of Inner Mysteries, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing immortality by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fairy.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. 

=Other Content

MC provides condensed rules on [[initiation]] into mysteries on p. 4, and on [[Potent Magic]] on page 6, extended in The Mysteries (Revised Edition). Potent spells in particular can be learned and used by magi without the virtues, so are of general interest.

[[Nature mysteries]] based on [[Nature Lore]] (p. 102-104), expanding on [[Forest Lore]] from Guardians of the Forest: The Rhine Tribunal and allowing initiation into inner Mysteries using the mechanic of paths rather than cults.

Discussing of various modes of [[shapeshifting]] are on p. 22.

Some [[spell]]s of general use are presented. A few spells affecting you shape-shifted into animal form are on p. 36.

New [[virtues and flaws]] are given. On p. 37-38, including things like [[Keen Sense of Smell]] or [[Secretive]]. A few more are presented on p. 73, such as [[Dance that Heals]] or [[Gorgiastic]]. More are presented on p. 86 to 88, such as [[Alluring to (Beings)]] or [[Vulnerable Magic]].

Rules and guidelines on creating the statistics of [[animals]] are on p. 38-43.

Notes on magi outside Criamon and [[Enigmatic Wisdom]] are on p. 49. There are further notes on p. 73. Rules on using EW are on p. 60; aimed at Criamon magi, but supposedly accessible to others. Note that EW is related to [[Stigmata]] and [[Adulteration]]s, new concepts that go beyond the core book's treatment of the ability.

Rules on enchanting [[tattoo]]s are on p. 51.ables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]] lists two comments but no reviews (as of 16 Mar 2008).
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205849238</unix>
						<iso>2008-03-18 15:07:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house as a small but highly hierarchical House, divinded into [[Bjornaer Clans|clans]] and [[Sept|septs]]. The clan elders hold the key to [[Inner Mysteries]], and are in turn guided by [[Great Beasts]], which may be Bjornaer magi in their [[Final Twilight]]. All share the worship of animal ancestors, and the chapter describes the Houses's malignant relations with the Founder's hedge heritage of shapeshifters and their dim view of shapeshifters in general. The chapter further provides the rules to mechancially present mundane beasts, and a system categorizing them according to their [[humour]]. 

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, each privy to its own [[Inner Mysteries]]. The chapter presents a wide variety of Inner Mysteries, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing immortality by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fairy.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. 

=Other Content

MC provides condensed rules on [[initiation]] into mysteries on p. 4ng the mechanic of paths rather than cults.

Discussing of various modes of [[shapeshifting]] are on p. 22.

Some [[spell]]s of general use are presented. A few spells affecting you shape-shifted into animal form are on p. 36.

New [[virtues and flaws]] are given. On p. 37-38, including things like [[Keen Sense of Smell]] or [[Secretive]]. A few more are presented on p. 73, such as [[Dance that Heals]] or [[Gorgiastic]]. More are presented on p. 86 to 88, such as [[Alluring to (Beings)]] or [[Vulnerable Magic]].

Rules and guidelines on creating the statistics of [[animals]] are on p. 38-43.

Notes on magi outside Criamon and [[Enigmatic Wisdom]] are on p. 49. There are further notes on p. 73. Rules on using EW are on p. 60; aimed at Criamon magi, but supposedly accessible to others. Note that EW is related to [[Stigmata]] and [[Adulteration]]s, new concepts that go beyond the core book's treatment of the ability.

===References

* See the [[http://www.atlas-games.com/product_tables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]]  2008).
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205849311</unix>
						<iso>2008-03-18 15:08:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house as a small but highly hierarchical House, divinded into [[Bjornaer Clans|clans]] and [[Sept|septs]]. The clan elders hold the key to [[Inner Mysteries]], and are in turn guided by [[Great Beasts]], which may be Bjornaer magi in their [[Final Twilight]]. All share the worship of animal ancestors, and the chapter describes the Houses's malignant relations with the Founder's hedge heritage of shapeshifters and their dim view of shapeshifters in general. The chapter further provides the rules to mechancially present mundane beasts, and a system categorizing them according to their [[humour]]. 

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, each privy to its own [[Inner Mysteries]]. The chapter presents a wide variety of Inner Mysteries, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing immortality by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fairy.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. 

=Other Content

MC provides condensed rules on [[initiation]] into mysteries on p. 4.

[[Nature mysteries]] based on [[Nature Lore]] (p. 102-104), expanding on [[Forest Lore]] from Guardians of the Forest: The Rhine Tribunal and allowing initiation into inner Mysteries using the mechanic of paths rather than cults.

Discussing of various modes of [[shapeshifting]] are on p. 22.

Some [[Spell]]s of general use are presented. A few spells affecting you shape-shifted into animal form are on p. 36.

New [[virtues and flaws]] are given. On p. 37-38, including things like [[Keen Sense of Smell]] or [[Secretive]]. A few more are presented on p. 73, such as [[Dance that Heals]] or [[Gorgiastic]]. More are presented on p. 86 to 88, such as [[Alluring to (Beings)]] or [[Vulnerable Magic]].

Rules and guidelines on creating the statistics of [[animals]] are on p. 38-43.

Notes on magi outside Criamon and [[Enigmatic Wisdom]] are on p. 49. There are further notes on p. 73. Rules on using EW are on p. 60; aimed at Criamon magi, but supposedly accessible to others. Note that EW is related to [[Stigmata]] and [[Adulteration]]s, new concepts that go beyond the core book's treatment of the ability.

===References

* See the [[http://www.atlas-games.com/product_tables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]] lists two comments but no reviews (as of 16 Mar 2008).
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205850158</unix>
						<iso>2008-03-18 15:22:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house as a small but highly hierarchical House, divinded into [[Bjornaer Clans|clans]] and [[Sept|septs]]. The clan elders hold the key to [[Inner Mysteries]], and are in turn guided by [[Great Beasts]], which may be Bjornaer magi in their [[Final Twilight]]. All share the worship of animal ancestors, and the chapter describes the Houses's malignant relations with the Founder's hedge heritage of shapeshifters and their dim view of shapeshifters in general. The chapter further provides the rules to mechancially present mundane beasts, and a system categorizing them according to their [[humour]]. 

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, each privy to its own [[Inner Mysteries]]. The chapter presents a wide variety of Inner Mysteries, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing immortality by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fairy.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. 

=Other Content

MC provides condensed rules on [[initiation]] into mysteries on p. 4.

[[Nature mysteries]] based on [[Nature Lore]] (p. 102-104), expanding on [[Forest Lore]] from Guardians of the Forest: The Rhine Tribunal and allowing initiation into inner Mysteries using the mechanic of paths rather than cults.

Discussing of various modes of [[shapeshifting]] are on p. 22.

Some [[Spell]]s of general use are presented. A few spells affecting you shape-shifted into animal form are on p. 36.

New [[virtues and flaws]] are given. On p. 37-38, including things like [[Keen Sense of Smell]] or [[Secretive]]. A few more are presented on p. 73, such as [[Dance that Heals]] or [[Gorgiastic]]. More are presented on p. 86 to 88, such as [[Alluring to (Beings)]] or [[Vulnerable Magic]].

Rules and guidelines on creating the statistics of [[animals]] are on p. 38-43.

Notes on magi outside Criamon and [[Enigmatic Wisdom]] are on p. 49. There are further notes on p. 73. Rules on using EW are on p. 60; aimed at Criamon magi, but supposedly accessible to others. Note that EW is related to [[Stigmata]] and [[Adulteration]]s, new concepts that go beyond the core book's treatment of the ability.

===References

* See the [[http://www.atlas-games.com/product_tables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]] lists two comments but no reviews (as of 16 Mar 2008).
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205851372</unix>
						<iso>2008-03-18 15:42:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house as a small but highly hierarchical House, divinded into [[Bjornaer Clans|clans]] and [[Sept|septs]]. The clan elders hold the key to [[Inner Mysteries]], and are in turn guided by [[Great Beasts]], which may be Bjornaer magi in their [[Final Twilight]]. All share the worship of animal ancestors, and the chapter describes the Houses's malignant relations with the Founder's hedge heritage of shapeshifters and their dim view of shapeshifters in general. The chapter further provides the rules to mechancially present mundane beasts, and a system categorizing them according to their [[humour]]. 

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, each privy to its own [[Inner Mysteries]]. The chapter presents a wide variety of Inner Mysteries, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing immortality by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fairy.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. 

=Other Content

MC provides condensed rules on [[initiation]] into mysteries on p. 4.

[[Nature Mysteries]] based on [[Nature Lore]] (p. 102-104), expanding on [[Forest Lore]] from Guardians of the Forest: The Rhine Tribunal and allowing initiation into inner Mysteries using the mechanic of paths rather than cults.

Discussing of various modes of [[shapeshifting]] are on p. 22.

Some [[Spell]]s of general use are presented. A few spells affecting you shape-shifted into animal form are on p. 36.

New [[Virtues and Flaws]] are given. On p. 37-38, including things like [[Keen Sense of Smell]] or [[Secretive]]. A few more are presented on p. 73, such as [[Dance that Heals]] or [[Gorgiastic]]. More are presented on p. 86 to 88, such as [[Alluring to (Beings)]] or [[Vulnerable Magic]].

Rules and guidelines on creating the statistics of [[Animals]] are on p. 38-43.

Notes on magi outside Criamon and [[Enigmatic Wisdom]] are on p. 49. There are further notes on p. 73. Rules on using EW are on p. 60; aimed at Criamon magi, but supposedly accessible to others. Note that EW is related to [[Stigmata]] and [[Adulteration]]s, new concepts that go beyond the core book's treatment of the ability.

===References

* See the [[http://www.atlas-games.com/product_tables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]] lists two comments but no reviews (as of 16 Mar 2008).
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1205860429</unix>
						<iso>2008-03-18 18:13:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house as a small but highly hierarchical House, divinded into [[Bjornaer Clans|clans]] and [[Sept|septs]]. The clan elders hold the key to [[Inner Mysteries]], and are in turn guided by [[Great Beasts]], which may be Bjornaer magi in their [[Final Twilight]]. All share the worship of animal ancestors, and the chapter describes the Houses's malignant relations with the Founder's hedge heritage of shapeshifters and their dim view of shapeshifters in general. The chapter further provides the rules to mechancially present mundane beasts, and a system categorizing them according to their [[humour]]. 

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, each privy to its own [[Inner Mysteries]]. The chapter presents a wide variety of Inner Mysteries, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing immortality by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fairy.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. 

=Other Content

MC provides condensed rules on [[Initiation]] into mysteries on p. 4.

[[Nature Mysteries]] based on [[Nature Lore]] (p. 102-104), expanding on [[Forest Lore]] from Guardians of the Forest: The Rhine Tribunal and allowing initiation into inner Mysteries using the mechanic of paths rather than cults.

Discussing of various modes of [[Shapeshifter|shapeshifting]] are on p. 22.

Some [[Spell]]s of general use are presented. e presented. A few spells affecting you shape-shifted into animal form are on p. 36.

New [[Virtues and Flaws]] are given. On p. 37-38, including things like [[Keen Sense of Smell]] or [[Secretive]]. A few more are presented on p. 73, such as [[Dance that Heals]] or [[Gorgiastic]]. More are presented on p. 86 to 88, such as [[Alluring to (Beings)]] or [[Vulnerable Magic]].

Rules and guidelines on creating the statistics of [[Animals]] are on p. 38-43.

Notes on magi outside Criamon and [[Enigmatic Wisdom]] are on p. 49. There are further notes on p. 73. Rules on using EW are on p. 60; aimed at Criamon magi, but supposedly accessible to others. Note that EW is related to [[Stigmata]] and [[Adulteration]]s, new concepts that go beyond the core book's treatment of the ability.

===References

* See the [[http://www.atlas-games.com/product_tables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]] lists two comments but no reviews (as of
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1206459285</unix>
						<iso>2008-03-25 16:34:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>removed some content that belongs in House description</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house, but further provides rules to represent mundane beasts, and a system categorizing them according to their [[Humour|humour]]. 

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing [[Immortality|immortality]] by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fay.

[[House omplex and is similar in concept to the rules presented in [[Ancient Magic]]. 

=Other Content

MC provides condensed rules on [[Initiation]] into mysteries on p. 4.

[[Nature Mysteries]] based on [[Nature Lore]] (p. 102-104), expanding on [[Forest Lore]] from Guardians of the Forest: The Rhine Tribunal and allowing initiation into inner Mysteries using the mechanic of paths rather than cults.

Discussing of various modes of [[Shapeshifter|shapeshifting]] are on p. 22.

Some [[Spell]]s of general use are presented. A few spells affecting you shape-shifted into animal form are on p. 36.

New [[Virtues and Flaws]] are given. On p. 37-38, including things like [[Keen Sense of Smell]] or [[Secretive]]. A few more are presented on p. 73, such as [[Dance that Heals]] or [[Gorgiastic]]. More are presented on p. 86 to 88, such as [[Alluring to (Beings)]] or [[Vulnerable Magic]].

Rules and guidelines on creating the statistics of [[Animals]] are on p. 38-43.

Notes on magi outside Criamon and [[Enigmatic Wisdom]] are on p. 49. There are further notes on p. 73. Rules on using EW are on p. 60; aimed at Criamon magi, but supposedly accessible to others. Note that EW is related to [[Stigmata]] and [[Adulteration]]s, new concepts that go beyond the core book's treatment of the ability.

===References

* See the [[http://www.atlas-games.com/product_tables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]] lists two comments but no reviews (as of 16 Mar 2008).
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1206459564</unix>
						<iso>2008-03-25 16:39:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>removed Other Content section</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house, but further provides rules to represent mundane beasts, a system categorizing them according to their [[Humour|humour]], and a discussion on [[Shapeshifter|shapeshiters]].a discussion on [[Shapeshifter|shapeshiters]].

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing [[Immortality|immortality]] by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fay.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1206511205</unix>
						<iso>2008-03-26 07:00:05</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses (or [[Exoteric Mystery Cults]]) oor [[Exoteric Mystery Cults]]) of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by Erik Dahl, Timothy Ferguson, Matt Ryan, and Mark Shirley. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house, but further provides rules to represent mundane beasts, a system categorizing them according to their [[Humour|humour]], and a discussion on [[Shapeshifter|shapeshiters]].

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing [[Immortality|immortality]] by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fay.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. 

===References

* See the [[http://www.atlas-games.com/product_tables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]] lists two comments but
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1206511399</unix>
						<iso>2008-03-26 07:03:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added author links</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses (or [[Exoteric Mystery Cults]]) of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by [[Erik Dahl]], [[Timothy Ferguson]], [[Matt Ryan]], and [[Mark Shirley]][[Mark Shirley]]. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house, but further provides rules to represent mundane beasts, a system categorizing them according to their [[Humour|humour]], and a discussion on [[Shapeshifter|shapeshiters]].

The canonic take on [[House Criamon]] seems to illicit a hate-it or love-it response. It presents a specific vision of the [[Enigma]] as related to the attempt to free humanity from the Cycle of Time and has been criticized for restricting Criamon magi into specific philosophical, moral, and mystical positions. On the other hand, it has also been extalled as presenting an excellent vision of the Enigma that allows a great degree of latitude in its application while maintaining it as a totally crazy position that, somehow, still makes sense, and commended for providing several colorful [[Criamon Paths|paths]] of [[Inner Mysteries]] while leaving room for others.

[[House Merinita]] is presented in several flavors, emphasizing the diversity of various societies within the House, including a series of [[Nature Mysteries]] and [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. Most other  Mysteries relate to Faeries themes, of course. Noteworthy is [[Becoming]], a method of ganing [[Immortality|immortality]] by transforming oneself into a Faerie being that has been criticized for allowing PCs to gain a lot of power by remaining only partially fay.

[[House Verditius]] is presented as a continuation of the Cult of Heaphestus, merged with further mystical secrets and cleansed of its pagan elements. It introduces the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of vandetta is also explored, with Verditius fallen to a mundane family's vandetta and the Houses engaged in petty personal "vandettas". The Inner Mysteries presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[AncIn addition to its information on the four Houses, HoHMC provides the basic rules for [[Initiation]] into the [[Exoteric Mystery Cults|Exoteric Mysteries]], and for [[Potent Magic]].

ient Magic]]. 

In addition to its information on the four Houses, HoHMC provides the basic rules for [[Initiation]] into the [[Exoteric Mystery Cults|Exoteric Mysteries]], and for [[Potent Magic]].

===References

* See the [[http://www.atlas
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1209109591</unix>
						<iso>2008-04-25 09:46:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor edits</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses (or [[Exoteric Mystery Cults]]) of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by [[Erik Dahl]], [[Timothy Ferguson]], [[Matt Ryan]], and [[Mark Shirley]]. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house, but further provides rules to represent mundane beasts, a system categorizing them according to their [[Humour|humour]], and a discussion on [[Shapeshifter|shapeshiters]].

Perhaps the most discussed issue in relation to this book was its unique take on [[House Criamon]], which seems to illicit a hate-it-or-love-it response. It presents a specific interpretation from what the [[Enigma]] is, and has been criticized as overly restricting Criamon character concepts. On the other hand, it has also been praised for providing a unique and original philosophy and concepts that serve as tools for protraying truly alien-thinking Criamon magi.

The section on [[House Merinita]] included a treatment of [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. A noteworthy [[Inner Mystery]] is [[Becoming]], a method of ganing [[Immortality|immortality]] by transforming oneself into a Faerie being, that has been criticized for allowing PCs to gain a lot of power by remaining only partially fay.

[[House Verditius]]'s description includes the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of [[Vandetta|vandetta]] is also explored, with [[Verditius the Founder|Verditius]] fallen to a mundane family's vandetta. The [[Inner Mystery|Inner Mysteries]] presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. [[??]]

In addition to its information on the four Houses, HoHMC provides the basic rules for [[Initiation]] into the [[Exoteric Mystery Cults|Exoteric Mysteries]], and for [[Potent Magic]].

===References

* See the [[http://www.atlas-games.com/product_tables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]] lists two comments but no reviews (as of 16 Mar 2008).
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1268046657</unix>
						<iso>2010-03-08 12:10:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link changes</comment>
					<text><![CDATA[
'''Houses of Hermes: Mystery Cults''' is a supplement for [[Ars Magica Fifth Edition]] published by [[Atlas Games]] in 2006. It details the four [[Mystery Cult ]] Houses (or [[Exoteric Mystery Cult|Exoteric Mystery Cults]]) of the [[Order of Hermes]] in the [[Canon|canonical]] setting: [[House Bjornaer]], [[House Criamon]], [[House Merinita]], and [[House Verditius]]. [[HoHMC]] was written by [[Erik Dahl]], [[Timothy Ferguson]], [[Matt Ryan]], and [[Mark Shirley]]. 

The book was published before [[The Mysteries Revised Edition]], but functions best alongside it. [[TMRE]] presents further details on the initiation rules, and provides complementary Mysteries occasionally alluded to as options in [[HoHMC]].

The chapter on [[House Bjornaer]] describes the canonic house, but further provides rules to represent mundane beasts, a system categorizing them according to their [[Humour|humour]], and a discussion on [[Shapeshifter|shapeshiters]].

Perhaps the most discussed issue in relation to this book was its unique take on [[House Criamon]], which seems to illicit a hate-it-or-love-it response. It presents a specific interpretation of what the [[Enigma]] is, and has been criticized as overly restricting Criamon character concepts. On the other hand, it has also been praised for providing a unique and original philosophy and concepts that serve as tools for protraying truly alien-thinking Criamon magi.

The section on [[House Merinita]] included a treatment of [[Nature Lore]] that expand on the concepts of [[Forest Paths]] and [[Forest Lore]] presented in [[Guardians of the Forest]]. A noteworthy [[Inner Mystery]] is [[Becoming]], a method of ganing [[Immortality|immortality]] by transforming oneself into a Faerie being, that has been criticized for allowing PCs to gain a lot of power by remaining only partially fay.

[[House Verditius]]'s description includes the concept of [[Verditius Hubris]], a mechanic that was criticized for making all Verditius alike (at least in their pride and jealousy over their creations). The concept of [[Vandetta|vandetta]] is also explored, with [[Verditius the Founder|Verditius]] fallen to a mundane family's vandetta. The [[Inner Mystery|Inner Mysteries]] presented include [[Automata]], which has been criticized as overly complex and is similar in concept to the rules presented in [[Ancient Magic]]. [[??]]

In addition to its information on the four Houses, HoHMC provides the basic rules for [[Initiation]] into the [[Exoteric Mystery|Exoteric Mysteries]], and for [[Potent Magic]].

===References

* See the [[http://www.atlas-games.com/product_tables/AG0281.php|official product page]].
* The [[http://www.atlas-games.com/forum/viewtopic.php?t=450 |RPGNet product page]] lists two comments but no reviews (as of 16 Mar 2008).
]]></text>
				</version>
			</history>
		</page>
		<page node="780">
			<name>range</name>
			<title>Range</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250913102</unix>
						<iso>2009-08-22 05:51:42</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Range''' refers to one of the following unambiguous terms:

* [[Spell range]]
]]></text>
				</version>
			</history>
		</page>
		<page node="781">
			<name>duration</name>
			<title>Duration</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250913137</unix>
						<iso>2009-08-22 05:52:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Duration''' refers to one of the following unambiguous terms:

* [[Spell duration]]
]]></text>
				</version>
			</history>
		</page>
		<page node="782">
			<name>target</name>
			<title>Target</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250913160</unix>
						<iso>2009-08-22 05:52:40</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Target''' refers to one of the following unambiguous terms:

* [[Spell target]]
]]></text>
				</version>
			</history>
		</page>
		<page node="783">
			<name>princeps</name>
			<title>Princeps</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250914838</unix>
						<iso>2009-08-22 06:20:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''princeps''' of a [[covenant]] acts as its formal head and chief executive officer. There are no universal rules as to how, and on whom, this title is bestowed, nor regarding the rights and duties it brings about for its bearer.
]]></text>
				</version>
			</history>
		</page>
		<page node="784">
			<name>sanctum</name>
			<title>Sanctum</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250971651</unix>
						<iso>2009-08-22 22:07:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''sanctum''' (pl. sancta) is the private domain of a [[magus]]. It, as well as its interior, is protected by the [[Code of Hermes]]. However, santca must be marked by their owners to function as sanctuaries.

The sanctum of a [[magus]] usually (but not necessarily) accommodates his [[laboratory]].
]]></text>
				</version>
			</history>
		</page>
		<page node="785">
			<name>hoplite</name>
			<title>Hoplite</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250973468</unix>
						<iso>2009-08-22 22:37:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hoplites''' are [[Magus|magi]] who, for whatever personal motivation, dedicate themselves to the enforcement of the [[Code of Hermes]]. Hoplites are not necessarily [[quaesitor]]es; rather, they either support the latter, or operate completely independently. While [[quaesitor]]es are usually (though not necessarily) members of [[House Guernicus]], a practicing hoplite may belong to any [[House]]. However, since the enforcement of the [[Code of Hermes|Code]] matter-of-factly requires considerable feats of assertiveness and martial prowess ([[Magic|magical]] and/or otherwise), members of the more straight-forward [[Houses of Hermes|Houses]], such as [[House Flambeau]], form the majority of the hoplites' ranks. Some hoplites make a name for themselves by readily taking part in [[March]]es against renegade wizards.

= References

* ''[[Houses of Hermes: True Lineages]]'', p. 67, 70.
]]></text>
				</version>
			</history>
		</page>
		<page node="786">
			<name>wizard's_march</name>
			<title>Wizard's March</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250974090</unix>
						<iso>2009-08-22 22:48:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Sysnopsis

A [[magus]] that is cast out of the [[Order]] is considered a renegade or outlaw, and as such loses the protection of the [[Code of Hermes]]. Consequently, he or she can be slain by any member of the [[Order]] with impunity, and the [[parens]] of the renegade is even obliged to do so due to the [[Code of Hermes|Code]]. The act of prosecuting the culprit means to take part in a '''March''' against him.

= References

* [[Houses of Hermes: True Lineages]], p. 60.
]]></text>
				</version>
			</history>
		</page>
		<page node="787">
			<name>march</name>
			<title>March</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1250974164</unix>
						<iso>2009-08-22 22:49:24</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
body
]]></text>
				</version>
			</history>
		</page>
		<page node="788">
			<name>lab_total</name>
			<title>Lab Total</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1251042524</unix>
						<iso>2009-08-23 17:48:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The '''lab total''' is the sum of all bonuses that apply when a character performs some sort of [[laboratory]] work. Such bonuses come in form of the [[Arts]] involved to create the [[Magic|magical]] effect, as well as a [[Characteristics|characteristic]] (primarily [[Intelligence]]), an appropriate [[Ability]] (most predominantly [[Magic Theory]], but narrower specialties do apply sometimes), the local [[aura]], and situational modifiers, such as [[Shape and Material bonus]]es for enchanting items. The higher the lab total the [[magus]] achieves, the more powerful the effect that can be created, researched, or enchanted. Likewise, a high lab total allows for faster accomplishment of the work at hand.

There are various ways of how to boost one's lab total. For example, some [[Virtue]]s, such as [[Magical Focus|foci]], apply to specific activities in the [[laboratory]].

= References

* [[ArM5]], p. '''94''', 95, , 110, 183, 223.
]]></text>
				</version>
			</history>
		</page>
		<page node="789">
			<name>ignem</name>
			<title>Ignem</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1251042705</unix>
						<iso>2009-08-23 17:51:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

One of the fifteen [[Hermetic Arts]], '''Ignem''' (abbr. Ig) is a [[Form]] that deals with elemental fire, light, and warmth.

= References

* [[ArM5]], p. '''78''', 139 ([[Spell guidelines]])
]]></text>
				</version>
			</history>
		</page>
		<page node="79">
			<name>perdo</name>
			<title>Perdo</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205671549</unix>
						<iso>2008-03-16 13:45:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], Perdo is a [[Technique]] used in [[Hermetic Magic]] intended to destroy or degrade its target. 

Perdo cannot improve something, moving it closer to its ideal form - thus, Perdo can be used to serrate a sword, but not to sharpen it. 

Changes caused by predition often persist naturally, as the destroyed qualities usually don't resume by themselves. For example, a pit dug by magic will not naturally fill so remains empty. In contrast, a person turned weightless by Perdo-ing his weight quality will regain his weight once the magic ends. 

===References

* ArM5 ??.
]]></text>
				</version>
			</history>
		</page>
		<page node="790">
			<name>penetration</name>
			<title>Penetration</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1251044389</unix>
						<iso>2009-08-23 18:19:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Penetration''' is the ability of a character to overcome the [[Magic Resistance]] of a target by [[Magic|magical]] means. Penetration is of no use against characters that do not have [[Magic Resistance]].

= Penetration Ability

The [[Arcane Ability]] Penetration provides the base value for all calculations with regard to Penetration.

= Penetration Total

When casting a [[spell]], the Penetration total is equal to the sum of the [[Casting Total]] and the Penetration bonus (see below), minus the effective [[spell level]]. Consequently, [[spell]]s with low [[spell level|levels]] yield higher Penetration totals.

The Penetration bonus either consists of the score of the Penetration [[Ability]] only, or, when using [[Sympathetic Magic]], an additional bonus in form of a multiplier of the Penetration score.

= References

* [[ArM5]], p. 66 ([[Ability]]), 82 (Penetration total), 84 ([[Sympathetic Magic]]), 87 ([[Spell Mastery]]), 99 ([[Enchantment|Enchanting items]]), 183 (Effect of [[aura]]s), 184 ([[Magic Resistance]]), 191 ([[Might]] score, [[Magic Resistance]]).
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1251098890</unix>
						<iso>2009-08-24 09:28:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>a few notes on reaching high penetration</comment>
					<text><![CDATA[
= Synopsis

'''Penetration''' is the ability of a character to overcome the [[Magic Resistance]] of a target by [[Magic|magical]] means. Penetration is of no use against characters that do not have [[Magic Resistance]].

= Penetration Ability

The [[Arcane Ability]] Penetration provides the base value for all calculations with regard to Penetration.

= Penetration Total

When casting a [[spell]], the Penetration total is equal to the sum of the [[Casting Total]] and the Penetration bonus (see below), minus the effective [[spell level]]. Consequently, [[spell]]s with low [[spell level|levels]] yield higher Penetration totals.

The Penetration bonus either consists of the score of the Penetration [[Ability]] only, or, when using [[Sympathetic Magic]], an additional bonus in form of a multiplier of the Penetration score. Note that penetration can also be increased by the use of [[raw vis]].

Achieving high penetration can be done in several ways. The simplest, perhaps, is using plenty of raw vis. Alternatively, one can use powerful sympathetic magic. If the spell is cast outside combat (usually with an [[Arcane Connection]]), [[Wizard's Communion]] can be used to greatly increase penetration, even more-so as it would usually be cast in a high Magic aura. Finally, charged items that make heavy use of the penetration enchantment option, especially ones created with the aid of a lab text, can reach very high penetration totals. Of course, the lower the spell level, the higher the penetration. In short, Hermetic magi can reach very high penetrations, much higher than the simple initial formula might suggest.



= References

* [[ArM5]], p. 66 ([[Ability]]), 82 (Penetration total), 84 ([[Sympathetic Magic]]), 87 ([[Spell Mastery]]), 99 ([[Enchantment|Enchanting items]]), 183 (Effect of [[aura]]s), 184 ([[Magic Resistance]]), 191 ([[Might]] score, [[Magic Resistance]]).
]]></text>
				</version>
			</history>
		</page>
		<page node="791">
			<name>might</name>
			<title>Might</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1251044896</unix>
						<iso>2009-08-23 18:28:16</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The '''Might''' of a creature, quantified by its [[Might score]], designates its level of power. The [[Might score]] functions as its [[Magic Resistance]] against [[Magic|magical]] attacks, and must be [[Penetration|overcome]] in order to affect the creature by non-mundane means. All mythical creatures are aligned with one of the four [[Realms of Power]]s.

= References

* [[ArM5]], p. 191, 192.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279173879</unix>
						<iso>2010-07-15 08:04:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added Might pool</comment>
					<text><![CDATA[
= Synopsis

The '''Might''' of a creature, quantified by its [[Might score]], designates its level of power. The [[Might score]] functions as its [[Magic Resistance]] against [[Magic|magical]] attacks, and must be [[Penetration|overcome]] in order to affect the creature by non-mundane means. The Might also corresponds to a [[Might pool]] of points, that can be used to activate magical powers. The might pool is initially at the size of the Might score, getting lower as points are spent but replenishing with time.

All mythical creatures are aligned with one of the four [[Realms of Power]]s, and the Might of a creature is associated with its Realm (e.g. "Divine Might", "Magic Might", and so on). 

= References

* [[ArM5]], p. 191, 192.
]]></text>
				</version>
			</history>
		</page>
		<page node="792">
			<name>might_score</name>
			<title>Might Score</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Faerie Realm</tag>
				<tag>Divine Realm</tag>
				<tag>Infernal Realm</tag>
				<tag>Rules</tag>
				<tag>Creatures</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1251044957</unix>
						<iso>2009-08-23 18:29:17</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
body
]]></text>
				</version>
			</history>
		</page>
		<page node="793">
			<name>spell_mastery</name>
			<title>Spell Mastery</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1251045724</unix>
						<iso>2009-08-23 18:42:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Spell Mastery''' represents a way to focus on the perfection of a particular [[Formulaic Magic|Formulaic spell]].

= Benefits

[[XP]] are used to buy incremental levels of expertise, much the same as with [[Ability|Abilities]]. Whenever a new level is reached, that is, the [[spell]] mastery reaches the next value, the character may choose one of the following specialties:

: Fast Casting : Allows [[Fast Casting]] to mastered [[spell]].
: Magic Resistance : Doubles [[Magic Resistance]] against the mastered or similar [[spell]]s.
: Multiple Casting : The mastered [[spell]] can be cast more than once.
: Penetration : Increases the [[Penetration]] of the mastered [[spell]].
: Quiet Casting : The penalty for quiet casting is reduced.
: Still Casting : There is no penalty for casting the mastered [[spell]] without gestures.

= References

* [[ArM5]], p. 42 ([[Flawless Magic]] [[Virtue]]), 46 ([[Mastered Spells]] [[Virtue]]), '''86'''.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1272553238</unix>
						<iso>2010-04-29 17:00:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added link to all abilities</comment>
					<text><![CDATA[
= Synopsis

'''Spell Mastery''' represents a way to focus on the perfection of a particular [[Formulaic Magic|Formulaic spell]].

= Benefits

[[XP]] are used to buy incremental levels of expertise, much the same as with [[Ability|Abilities]]. Whenever a new level is reached, that is, the [[spell]] mastery reaches the next value, the character may choose one [[mastered spell special ability|special ability]]; these include

: Fast Casting : Allows [[Fast Casting]] to mastered [[spell]].
: Magic Resistance : Doubles [[Magic Resistance]] against the mastered or similar [[spell]]s.
: Multiple Casting : The mastered [[spell]] can be cast more than once.
: Penetration : Increases the [[Penetration]] of the mastered [[spell]].
: Quiet Casting : The penalty for quiet casting is reduced.
: Still Casting : There is no penalty for casting the mastered [[spell]] without gestures.

= References

* [[ArM5]], p. 42 ([[Flawless Magic]] [[Virtue]]), 46 ([[Mastered Spells]] [[Virtue]]), '''86'''.
]]></text>
				</version>
			</history>
		</page>
		<page node="795">
			<name>formulaic_magic</name>
			<title>Formulaic Magic</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Spells</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1251046511</unix>
						<iso>2009-08-23 18:55:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Formulaic magic''' is based on [[spell]]s that are learned or developed before the [[spell]] is cast. Unless the restrictions are softened by [[Hermetic Virtue]]s, Formulaic magic can only be used in exactly one way, but allows for much higher [[Casting Total]]s than [[Spontaneous magic]].

The [[Casting total]] for Formulaic [[spell]]s is

{{p|center|[[Technique]] + [[Form]] + [[Stamina]] + [[Aura]] + [[Stress die]]}}

= References

* [[ArM5]], p. 42 ([[Flexible Formulaic Magic]]), 81.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1266928873</unix>
						<iso>2010-02-23 13:41:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Consolidated with page &quot;formulaic spell&quot;, removed text of a rule</comment>
					<text><![CDATA[
'''Formulaic magic''' is based on [[spell]]s that are learned or developed before the [[spell]] is cast. Such spells are called '''formulaic spells''', as distinct from [[spontaneous magic|spontaneous]] spells.

Unless the restrictions are softened by [[Hermetic Virtue]]s, Formulaic spells can only be cast in exactly one way every time.  Formulaic magic allows for much higher [[Casting Total]]s than [[Spontaneous magic]].

= References

* [[ArM5]], p. 81
* [[Casting Total]] for formulaic spells is given on [[ArM5]] p. 81

= See Also

* [[Flexible Formulaic Magic]]
* [[Spontaneous Magic]]
]]></text>
				</version>
			</history>
		</page>
		<page node="796">
			<name>filius</name>
			<title>Filius</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1251234165</unix>
						<iso>2009-08-25 23:02:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

When a [[magus]] (henceforth called ''parens'') takes a [[Gift]]ed apprentice, opens his [[Arts]], and teaches him [[Hermetic]] [[Magic]], this individual is called his '''filius''' (fem. filia).

= Miscellanea

The [[Code of Hermes]] specifically covers the [[parens]]-filius-relationship through various sections.

= References

* [[ArM5]], p. 8.
* ''[[Houses of Hermes: True Lineages]]'', p. 52-53.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1255346926</unix>
						<iso>2009-10-12 13:28:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>filius only after entering the Order</comment>
					<text><![CDATA[
= Synopsis

When a [[magus]] (henceforth called ''parens'', fem. "mater") takes a [[Gift]]ed apprentice, opens his [[Arts]], teaches him [[Hermetic]] [[Magic]], and confirms him into the [[Order of Hermes]], this individual is called his '''filius''' (fem. filia). Until he has taken the [[Hermetic Oath]], a filius is merely the apprentice of his master. It is only after his confirmation that he becomes a filius.

= Miscellanea

The [[Code of Hermes]] specifically covers the [[parens]]-filius-relationship through various sections.

In Latin, filius means "son". The filius is the Hermetic son of his Hermetic father.

= References

* [[ArM5]], p. 8.
* ''[[Houses of Hermes: True Lineages]]'', p. 52-53.
]]></text>
				</version>
			</history>
		</page>
		<page node="797">
			<name>filia</name>
			<title>Filia</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1251234211</unix>
						<iso>2009-08-25 23:03:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
body
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267047135</unix>
						<iso>2010-02-24 22:32:15</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Pointed out that it's feminine</comment>
					<text><![CDATA[
body
]]></text>
				</version>
			</history>
		</page>
		<page node="798">
			<name>true_lineages</name>
			<title>True Lineages</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1251234521</unix>
						<iso>2009-08-25 23:08:41</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Four [[Houses of Hermes|Houses]] belong to the '''True Lineages''':

* [[House Bonisagus]]
* [[House Guernicus]]
* [[House Tremere]]
* [[House Mercere]]

All four [[Houses of Hermes|Houses]] are particularly interested in the stability and well-being of the [[Order of Hermes]].

= References

* [[ArM5]], p. 10, 11, 30, 223.
* ''[[Houses of Hermes: True Lineages]]''
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1255346468</unix>
						<iso>2009-10-12 13:21:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>notes on meaning</comment>
					<text><![CDATA[
Four [[Houses of Hermes|Houses]] belong to the '''True Lineages''':

* [[House Bonisagus]]
* [[House Guernicus]]
* [[House Tremere]]
* [[House Mercere]]

All four [[Houses of Hermes|Houses]] are particularly interested in the stability and well-being of the [[Order of Hermes]].

A true lineage is quintessentially characterized by direct descent from the [[Founder]], in an unbroken line of [[parens]]-[[apprentice]]. However, at least formally all magi in the [[Order of Hermes|Order]] follow this pattern, as all magi were formally accepted as apprentices and then attested to pass their [[gauntlet]] in order to be accepted into the Order. Thus, this requirement should be perceived as a matter of substance, rather than formality - in a true lineage the apprenticeship is extensive and meaningful, and true to the founder's ideals.

On the other hand, in practice many true lineages incorporated various magi from other [[Houses of Hermes|Houses]] or traditions over the years. For example, in its early years [[House Tremere]] adopted many magi from necromantic cults, which were taught little if much at all by [[Tremere the Founder|Tremere]]. Nevertheless, these lineages were assimilated by the House and are now part of the true lineage. In such cases, your troupe may consider that descent from an indirect lineage may be considered a lower status within the House, or that descent from a direct lineage be considered a high status (as, for example, in [[House Mercere]], where the direct Hermetic lineage is a small fraction of the House).

Finally, while [[Canon|canonically]] the above four Houses are built around the idea of a True Lineage, this need not be the case in your saga, and you should consider changing it or adding other elements. Perhaps the inner circles of [[House Tremere]] form a [[Mystery Cult]] teaching cthonic magic and immortality by transformation into a vampire, or maybe [[House Bonisagus]] has evolved into a [[Societates]] that invites innovative researchers and leading peacemakers from all Houses (perhaps even not accepting young magi - membership in House Bonisagus is now an honorary title, much like the status of a [[Quaesitor]]). Fifth Edition presents the four houses as true lineages to foster ideas and emphasize contrast between the Houses, not to limit your imagination, or the Houses.

= References

* [[ArM5]], p. 10, 11, 30, 223.
* ''[[Houses of Hermes: True Lineages]]''
]]></text>
				</version>
			</history>
		</page>
		<page node="799">
			<name>prima</name>
			<title>Prima</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1253207756</unix>
						<iso>2009-09-17 19:15:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
body
]]></text>
				</version>
			</history>
		</page>
		<page node="8">
			<name>technique</name>
			<title>Technique</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199914154</unix>
						<iso>2008-01-09 22:29:14</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Ars Magica]], which is mostly about magic, Technique almost exclusively refers to Techniques in the context of [[Hermetic Arts]].

A Technique is a method applied to a [[Hermetic]] [[Form]]. It more or less describes an action, whereas [[Form]]s determine the object or subject the Technique applies to. The combination of both is required to create a [[Hermetic]] magical effect.

The nomenclature used to describe Techniques is Latin verbs in the first person singular form, all of which end in “-o” to represent that grammatical form. Unlike in Latin, where the predicate or verb concludes a linguistic expression, Techniques _usually_ precede the corresponding [[Form]] to describe the [[Form]]-Technique combination.

There are 5 different Techniques:

* [[Creo]] (Lat. “I create”)
* [[Intellego]] (Lat. “I examine/perceive”)
* [[Muto]] (Lat. “I transform”)
* [[Perdo]] (Lat. “I destroy”)
* [[Rego]] (Lat. “I control”)
]]></text>
				</version>
			</history>
		</page>
		<page node="80">
			<name>crintera</name>
			<title>Crintera</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205672194</unix>
						<iso>2008-03-16 13:56:34</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The [[covenant]] of '''Crintera''' is the The [[domus magna]] of [[House Bjornaer]]. As detailed in [[Guardians of the Forest]], the canonic covenant lies in Stubnitz Forest on the island of Rugen in the [[Rhine Tribunal]]. Secluded in its regio, it holds the [[Gathering of Twelve Years]] and the high council of the House.

The covenant as described builds on the Animal Powers chapter in [[Mythic Places]]. Although some details have changed, the details of the regio can still be used to exapnd on the description of Crinterta. It is somehwat inconsistent with the emphasis later put in [[HoHMC]] on abhorring shapeshifters.

===References

* [[GotF]] ?? provides its detailed description.
* [[HoHMC]] mentions the covenant, but little else.
* [[Mythic Places]] provides the original Animal Powers regio.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205851170</unix>
						<iso>2008-03-18 15:39:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
The [[Covenant|Covenant|covenant]] of '''Crintera''' is the The [[domus magna]] of [[House Bjornaer]]. As detailed in [[Guardians of the Forest]], the canonic covenant lies in Stubnitz Forest on the island of Rugen in the [[Rhine Tribunal]]. Secluded in its regio, it holds the [[Gathering of Twelve Years]] and the high council of the House.

The covenant as described builds on the Animal Powers chapter in [[Mythic Places]]. Although some details have changed, the details of the regio can still be used to exapnd on the description of Crinterta. It is somehwat inconsistent with the emphasis later put in [[HoHMC]] on abhorring shapeshifters.

===References

* [[GotF]] ?? provides its detailed description.
* [[HoHMC]] mentions the covenant, but little else.
* [[Mythic Places]] provides the original Animal Powe
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206511872</unix>
						<iso>2008-03-26 07:11:12</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
The [[Covenant|covenant]] of '''Crintera''' is the The [[domus magna]] of [[House Bjornaer]]. As detailed in [[Guardians of the Forest]], the canonic covenant lies in Stubnitz Forest on the island of Rugen in the [[Rhine Tribunal]]. Secluded in its regio, it holds the [[Gathering of Twelve Years]] and the high council of the House.

The covenant as described builds on the Animal Powers chapter in [[Mythic Places]]. Although some details have changed, the details of the regio can still be used to exapnd on the description of Crinterta. It is somehwat inconsistent with the emphasis later put in [[HoHMC]] on abhorring shapeshifters.

===References

* [[GotF]] [[??]] provides its detailed description.
* [[HoHMC]] 8 mentions the covenant, providing a short summary of the above.
* [[Mythic ary of the above.
* [[Mythic Places]] provides the
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1209796846</unix>
						<iso>2008-05-03 08:40:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>corrected HoHMC inconsistency</comment>
					<text><![CDATA[
The [[Covenant|covenant]] of '''Crintera''' is the The [[domus magna]] of [[House Bjornaer]]. As detailed in [[Guardians of the Forest]], the canonic covenant lies in Stubnitz Forest on the island of Rugen in the [[Rhine Tribunal]]. Secluded in its regio, it holds the [[Gathering of Twelve Years]] and the high council of the House.

The covenant as described builds on the Animal Powers chapter in [[Mythic Places]]. Although some details have changed, the details of the regio can still be used to exapnd on the description of Crinterta. It is somehwat inconsistent with the emphasis later put in [[HoHMC]] on the mystery surrounding what is the heartbeast of a person. Note that the covenfolk of Crintera use the [[Skinchanger]] rather than [[Shapeshifter]] virtue, in accordance with the [[HoHMC]] description of the House.what is the heartbeast of a person. Note that the covenfolk of Crintera use the [[Skinchanger]] rather than [[Shapeshifter]] virtue, in accordance with the [[HoHMC]] description of the House.

===References

*
]]></text>
				</version>
			</history>
		</page>
		<page node="800">
			<name>personality_trait</name>
			<title>Personality Trait</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Character</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1255732290</unix>
						<iso>2009-10-17 00:31:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Personality traits''' describe the personality of a character on a quantified basis. They may be called upon in delicate situations where the circumstances somehow relate to a specific facet of the personality of the character involved. A character who tries to keep his composure when being harassed, or who is about to commit an act of bravery in an obviously dangerous situation may be tried according to a respective personality trait. Personality traits such as “Brave” or “Loyal” are especially important for [[grog]]s.

= Quantification

Defaulting to 0, personality traits range from –3 to +3. To successfully deal with a particular demanding situation players may have to make [[die roll]]s modified by the respective trait. The [[Ease Factor]] depends on the severity of the situation.

= References

* [[ArM5]], p. 18.

= See also

* [[Stress die]]
* [[Ease Factor]]
]]></text>
				</version>
			</history>
		</page>
		<page node="801">
			<name>die_roll</name>
			<title>Die Roll</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1255732366</unix>
						<iso>2009-10-17 00:32:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Ars Magica]], die rolls come in two forms:

* [[Stress die]] rolls
* [[Simple die]] rolls
]]></text>
				</version>
			</history>
		</page>
		<page node="802">
			<name>confidence</name>
			<title>Confidence</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Character</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1255733485</unix>
						<iso>2009-10-17 00:51:25</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

In situations of great peril, or simply to bolster the intended action, some characters can call upon their '''confidence'''. To do this the player spends one or more [[Confidence Points]], and gets a +3 bonus to the total of one [[die roll]] for each point spent.

= Limits of Confidence

* Only [[Magus|magi]] and [[companion]]s have Confidence; [[grog]]s don't.
* Players may not spend more [[Confidence Points]] than the character's [[Confidence Score]] at a time.
* Confidence can usually not be spent on long-term events, such as lab activities.

= References

* [[ArM5]], p. 19, 33.

= See also

* [[Confidence score]]
* [[Confidence point]]
* [[Self-Confident]] ([[Virtue]])
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1255811091</unix>
						<iso>2009-10-17 22:24:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Singularization of *-points</comment>
					<text><![CDATA[
= Synopsis

In situations of great peril, or simply to bolster the intended action, some characters can call upon their '''confidence'''. To do this the player spends one or more [[Confidence Point]]s, and gets a +3 bonus to the total of one [[die roll]] for each point spent.

= Limits of Confidence

* Only [[Magus|magi]] and [[companion]]s have Confidence; [[grog]]s don't.
* Players may not spend more [[Confidence Point]]s than the character's [[Confidence Score]] at a time.
* Confidence can usually not be spent on long-term events, such as lab activities.

= References

* [[ArM5]], p. 19, 33.

= See also

* [[Confidence score]]
* [[Confidence point]]
* [[Self-Confident]] ([[Virtue]])
]]></text>
				</version>
			</history>
		</page>
		<page node="803">
			<name>confidence_score</name>
			<title>Confidence Score</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Character</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1255733659</unix>
						<iso>2009-10-17 00:54:19</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The '''Confidence Score''' determines how many [[Confidence Point]]s a character may spend at a time.

= References

* [[ArM5]], p. 19.

= See also

* [[Confidence Point]]s
* [[Confidence]]
]]></text>
				</version>
			</history>
		</page>
		<page node="804">
			<name>confidence_point</name>
			<title>Confidence Point</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Character</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1255733798</unix>
						<iso>2009-10-17 00:56:38</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

Some characters may try their [[Confidence]] by spending '''Confidence Points''' on [[die roll]]s.

= References

* [[ArM5]], p. 19.

= See also

* [[Confidence Score]]
* [[Confidence]]
]]></text>
				</version>
			</history>
		</page>
		<page node="805">
			<name>divine</name>
			<title>Divine</title>
			<language>en</language>
			<tags>
				<tag>Divine Realm</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1257030951</unix>
						<iso>2009-11-01 00:15:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

As a noun, '''divine''' usually refers to a being or creature of the [[Divine Realm]], that is, a member or representative of that [[Realm]]. As an adjective, the term implies that a being or creature that is or is not aligned with the [[Divine Realm]] has [[Ability|abilities]], traits, or powers that are usually associated with that [[Realm]].

= References

* [[Realms of Power: The Divine]]
* [[ArM5]]
]]></text>
				</version>
			</history>
		</page>
		<page node="806">
			<name>infernal</name>
			<title>Infernal</title>
			<language>en</language>
			<tags>
				<tag>Infernal Realm</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1257031063</unix>
						<iso>2009-11-01 00:17:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

As a noun, '''infernal''' usually refers to a being or creature of the [[Infernal Realm]], that is, a member or representative of that [[Realm]]. As an adjective, the term implies that a being or creature that is or is not aligned with the [[Infernal Realm]] has [[Ability|abilities]], traits, or powers that are usually associated with that [[Realm]].

= References

* [[Realms of Power: The Infernal]]
* [[ArM5]]
]]></text>
				</version>
			</history>
		</page>
		<page node="807">
			<name>realms_of_power:_the_infernal</name>
			<title>Realms of Power: The Infernal</title>
			<language>en</language>
			<tags>
				<tag>Infernal Realm</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1257031595</unix>
						<iso>2009-11-01 00:26:35</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
{{figure|http://www.atlas-games.com/images/product/0282.jpg|Front cover}}

= Synopsis

The second of the four books about [[Ars Magica]]'s [[Realm]]s, '''Realms of Power: The Infernal''' is about the [[Inferal Realm]], a [[Realm]] that opposes the powers of the [[Divine Realm]] and the One God.

= Released

The first edition of this book (ISBN-10 1-58978-087-6) was available in July 2006.

= Authors

[[Erik Dahl]], [[Timothy Ferguson]], [[Mark Shirley]]
Editor: [[David Chart]]

= External links

* [[http://www.atlas-games.com/product_tables/AG0282.php|Realms of Power: The Infernal]] page at [[Atlas Games]]
]]></text>
				</version>
			</history>
		</page>
		<page node="808">
			<name>realms_of_power:_the_divine</name>
			<title>Realms of Power: The Divine</title>
			<language>en</language>
			<tags>
				<tag>Divine Realm</tag>
				<tag>Rules</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Mythic Europe</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1257032035</unix>
						<iso>2009-11-01 00:33:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
{{figure|http://www.atlas-games.com/images/product/0278.jpg|Front cover}}

= Synopsis

The first of the four books about [[Ars Magica]]'s [[Realm]]s, ''Realms of Power: The Divine'' (AG0278) is about the [[Divine Realm]], a [[Realm]] associated with [[Faith]] in the One God, and those who do His will.

= Released

The first edition of this book (1-58978-075-2) was available in July 2005.

= Authors

[[Niall Christie]], [[Erik Dahl]], [[Matt Ryan]], [[Alex White]]
Editor: [[David Chart]]

= External links

* [[http://www.atlas-games.com/product_tables/AG0278.php|Realms of Power: The Divine]] page at [[Atlas Games]]
]]></text>
				</version>
			</history>
		</page>
		<page node="809">
			<name>troupe</name>
			<title>Troupe</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1257202504</unix>
						<iso>2009-11-02 23:55:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

The collection of player characters in an [[Ars Magica]] game is called '''troupe'''.

= See also

* [[Troupe-style play]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279178516</unix>
						<iso>2010-07-15 09:21:56</iso>
					</timestamp>
					<author>Yair</author>
					<comment>also the players (as in &quot;playing group&quot;)</comment>
					<text><![CDATA[
= Synopsis

The collection of player characters in an [[Ars Magica]] game is called '''troupe'''. The word is also used to describe the group of players, including the story guide. 

= See also

* [[Troupe-style play]]
]]></text>
				</version>
			</history>
		</page>
		<page node="81">
			<name>muto</name>
			<title>Muto</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205672448</unix>
						<iso>2008-03-16 14:00:48</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], Muto is a [[Technique]] used in [[Hermetic Magic]] intended to alter the target.

Hermetic magic cannot change something's [[essential nature]], instead Muto effects add or subtract qualities that would not naturally be associated with the target. Therefore the change is usually temporary, the item reverting to its natural qualities once no longer under the effect. Lead turned into gold, for example, will revert back into lead when the magic ends.

===References

* ArM5 ??.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205860029</unix>
						<iso>2008-03-18 18:07:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], Muto is a [[Technique]] used in [[Hermetic Magic]] intended to alter the target.

Hermetic magic cannot change something's [[Essential Nature]], instead Muto effects add or subtract qualities that would not naturally be associated with the target. Therefore the change is usually temporary, the item reverting to its natural qualities once no longer under the effect. Lead turned into gold, for example, will revert back into lead when the magic ends.

===References

* ArM5 ??.
]]></text>
				</version>
			</history>
		</page>
		<page node="810">
			<name>troupe-style_play</name>
			<title>Troupe-Style Play</title>
			<language>en</language>
			<tags>
				<tag>Character</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1257205747</unix>
						<iso>2009-11-03 00:49:07</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

Unlike many other [[role-playing game]]s, [[Ars Magica]] propagates '''troupe-style play''', a sort of division of powers regarding the responsibilities of the [[story guide]].

= Aspects of Troupe-Style Play

Troupe-style play differs from conventional [[role-playing game]]s mainly in two points:

First, instead of placing the burden of the game master (called [[story guide]] in [[Ars Magica]]) on the shoulders of a single person, that burden is shared by all or some of the players of the gaming group. It is up to the players to find a suitable way of distributing the responsibilities of guiding and running the game.

Second, each player may (and is actually encouraged to) play more than just one character. As [[Ars Magica]] is a game about [[magic]], each player is likely to play at least a [[magus]] or [[maga]]. However, since [[covenant]]s are inhabited by diversified folk, players are encouraged to take on the responsibilities for [[companion]]s and [[grog]]s as well.

An important side effect of this kind of multi-person embodiment is that there is always something to do for each player, something to get involved in, even if the player's primary character, the [[magus]], has locked himself up in his [[laboratory]] for some long-term activity, or is not available due to being away from the [[covenant]] for whatever reason.

Another aspect of troupe-style play is that there are no strict player-character relations for the secondary cast of the saga in some gaming groups, the result being that low-priority player characters, such as [[grog]]s, are pooled and shared by all players. Consequently, a [[magus]] can go on a mission while being accompanied by his own [[grog]] without having to soliloquize.

= See also

* [[http://redcap.org/FAQ/FAQ1a.html|Section in Project: RedCap]]
* [[http://en.wikipedia.org/wiki/Troupe_system|Wikipedia article]]
]]></text>
				</version>
			</history>
		</page>
		<page node="811">
			<name>sub_rosa_magazine</name>
			<title>Sub Rosa Magazine</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Magic Realm</tag>
				<tag>Faerie Realm</tag>
				<tag>Divine Realm</tag>
				<tag>Infernal Realm</tag>
				<tag>Rules</tag>
				<tag>ArM5</tag>
				<tag>Mythic Europe</tag>
				<tag>Fan-Created Content</tag>
				<tag>Fan Community</tag>
				<tag>House Rules</tag>
				<tag>Character</tag>
				<tag>Covenants</tag>
				<tag>Creatures</tag>
				<tag>Spells</tag>
				<tag>Real History</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1258395071</unix>
						<iso>2009-11-16 19:11:11</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''Sub Rosa Magazine''' is a PDF-based [[Ars Magica]]-magazine published by [[Alex White]]. Each issue features material provided by various authors of the [[Ars Magica]] fan community.

= Links

* [[http://www.subrosamagazine.org/|Official web site]]

= See also

* ''Hermes Portal'': [[Hermes Portal|page]], [[http://pagesperso-orange.fr/styren/hermesportal/hermes.htm|web site]]
* ''Ars Mag'': [[Ars Mag|page]], [[http://pagesperso-orange.fr/styren/ars/zin-eng.htm|web site]]
]]></text>
				</version>
			</history>
		</page>
		<page node="812">
			<name>lords_of_men</name>
			<title>Lords of men</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1264963670</unix>
						<iso>2010-01-31 19:47:50</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Emergency update</comment>
					<text><![CDATA[
'''Lords of Men''' is an Ars Magica supplement about the knights and nobles of [[Mythic Europe]].

{{figure|http://www.atlas-games.com/images/product/0293.jpg}}

; Insert cover image if available.  Use images from Atlas Games website only.

'''Rules Edition:''' [[ArM5]]
'''Author(s):'''  [[Timothy Ferguson]], [[Andrew Gronosky]], [[Chris Jensen-Romer]], [[Mark Lawford]] 
'''Publisher:''' [[Atlas Games]]
'''Release Date:''' Not yet released
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' Not yet released

= Subject and Contents



; For newer books, provide a link to the table of contents at the Atlas website

== Particular Sub-topic

If there is an important sub-topic dealt with in the book, write a sentence or two about it.  For example, [[Houses of Hermes True Lineages]] has an important section on Hermetic Law and that should be mentioned in a section like this.

== Another Sub-topic

With text

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Ordo Nobilis]]
* [[Related subject two]]

== Related Products

; Other products about the same topic or somehow related
* [[Ordo Nobilis]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0293.php | Official product page]] at Atlas Games:
;:[[http://www.location-of-site.com | Name of Site 2]]: Description of Site 2 and/or its contents
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1264964025</unix>
						<iso>2010-01-31 19:53:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
'''Lords of Men''' is an Ars Magica supplement about the knights and nobles of [[Mythic Europe]].

{{figure|http://www.atlas-games.com/images/product/0293.jpg}}

; Insert cover image if available.  Use images from Atlas Games website only.

'''Rules Edition:''' [[ArM5]]
'''Author(s):'''  [[Timothy Ferguson]], [[Andrew Gronosky]], [[Chris Jensen-Romer]], [[Mark Lawford]] 
'''Publisher:''' [[Atlas Games]]
'''Release Date:''' Not yet released
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' Not yet released

= Subject and Contents

This is a book about the lives and affairs of nobles in Mythic Europe.  Since the book hasn't been released yet, it is difficult to say exactly what the contents will be.  One can speculate that it will be useful to both the Storyguide and to players who are interested in noble-blooded characters.

; For newer books, provide a link to the table of contents at the Atlas website

== Combat Rules

The [[http://www.atlas-games.com/product_tables/AG0293.php | Official product page]] notes this book will include optional rules for combat.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Combat]]
* [[Real History]]

== Related Products

; Other products about the same topic or somehow related
* [[Covenants]] has some rules and information on castles and running an estate
* [[Houses of Hermes Societates]] covers House Jerbiton
* [[Ordo Nobilis]] is the Fourth Edition sourcebook on the nobility

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0293.php | Official product page]] at Atlas Games:
;:[[http://www.location-of-site.com | Name of Site 2]]: Description of Site 2 and/or its contents
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268004982</unix>
						<iso>2010-03-08 00:36:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed unused links from comments</comment>
					<text><![CDATA[
'''Lords of Men''' is an Ars Magica supplement about the knights and nobles of [[Mythic Europe]].

{{figure|http://www.atlas-games.com/images/product/0293.jpg}}

; Insert cover image if available.  Use images from Atlas Games website only.

'''Rules Edition:''' [[ArM5]]
'''Author(s):'''  [[Timothy Ferguson]], [[Andrew Gronosky]], [[Chris Jensen-Romer]], [[Mark Lawford]] 
'''Publisher:''' [[Atlas Games]]
'''Release Date:''' Not yet released
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' Not yet released

= Subject and Contents

This is a book about the lives and affairs of nobles in Mythic Europe.  Since the book hasn't been released yet, it is difficult to say exactly what the contents will be.  One can speculate that it will be useful to both the Storyguide and to players who are interested in noble-blooded characters.

; For newer books, provide a link to the table of contents at the Atlas website

== Combat Rules

The [[http://www.atlas-games.com/product_tables/AG0293.php | Official product page]] notes this book will include optional rules for combat.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Combat]]
* [[Real History]]

== Related Products

; Other products about the same topic or somehow related
* [[Covenants]] has some rules and information on castles and running an estate
* [[Houses of Hermes Societates]] covers House Jerbiton
* [[Ordo Nobilis]] is the Fourth Edition sourcebook on the nobility

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0293.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="813">
			<name>andrew_gronosky</name>
			<title>Andrew Gronosky</title>
			<language>en</language>
			<tags>
				<tag>HermesWeb Project</tag>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1266929828</unix>
						<iso>2010-02-23 13:57:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Created</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Andrew Gronosky''' is an Ars Magica author and the maintainer of [[Project Redcap]].  He has been playing Ars Magica since 1989, when his close friend (who happens to be [[Matt Ryan]]'s brother) bought him a copy of [[ArM1]] as a graduation gift.

Andrew is a software engineer by profession and lives near Boston, Massachusetts.

= Fifth Edition Books by Andrew Gronosky

* [[Lords of Men]]
* [[Realms of Power: Magic]]
* [[Houses of Hermes: Societates]] ([[House Flambeau]])
* [[Book of Mundane Beasts]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267045663</unix>
						<iso>2010-02-24 22:07:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added external links and contact info</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Andrew Gronosky''' is an Ars Magica author and the maintainer of [[Project Redcap]].  He has been playing Ars Magica since 1989, when his close friend (who happens to be [[Matt Ryan]]'s brother) bought him a copy of [[ArM1]] as a graduation gift.

Andrew is a software engineer by profession and lives near Boston, Massachusetts.

= Fifth Edition Books by Andrew Gronosky

* [[Lords of Men]]
* [[Realms of Power: Magic]]
* [[Houses of Hermes: Societates]] ([[House Flambeau]])
* [[Book of Mundane Beasts]]

= Contact Information

If you need assistance with matters related to [[Project Redcap]], the Ars Magica [[FAQ]], or anything else, the best thing to do is contact Andrew directly at:

{{p|align:center|'''firstname dot lastname at comcast dot net'''}}

making the appropriate substitutions for "firstname" and "lastname."

= External Links

:[[http://arsmagica.andrewgronosky.us/|Andrew's Ars Magica Site]]
:[[http://www.andrewgronosky.us/|The Runes of Binaria]]: Andrew Gronosky's blog
]]></text>
				</version>
			</history>
		</page>
		<page node="814">
			<name>provençal_tribunal</name>
			<title>Provençal tribunal</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1266980553</unix>
						<iso>2010-02-24 04:02:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Created</comment>
					<text><![CDATA[
; Use this template when none of the other templates seems more appropriate

; Sometimes you may want a {{preface| preamble section }}

{{toc}}

The '''Provençal Tribunal''' is the [[Regional Tribunal]] covering the southern part of modern-day France, from Bordeaux on the Atlantic coast, across the northern Pyrenées, to Marseilles on the Mediterreanean coast.  This territory is much larger than the present-day French region called Provence, including also Languedoc and Gascony.  The Provençal Tribunal is bordered by the [[Normandy Tribunal]] to the north, the [[Iberian Tribunal]] to the south, and the [[Greater Alps Tribunal | Greater Alps]] and [[Roman Tribunal | Roman]] Tribunals to the east.

The Provençal Tribunal is one of the few regional Tribunals never to be fully detailed in a Ars Magica supplement.

= Notable Covenants

* [[Castra Solis]]

= Provençal Tribunal in Past Editions

From [[First Edition]] through [[ArM3]], the Provençal Tribunal was the default setting for beginning [[Saga]]s.  Several early scenarios such as the [[Stormrider jump-start kit]] and [[Broken Covenant of Calebais]] were set there.

Part of the interest of Provençal Tribunal is the event in [[real history]] called the Albigensian Crusade.  Briefly, a religious movement called the Cathar heresy spread through the region and, in the early 13th century, a [[crusade]] was called to suppress it.  Through [[ArM3]], the suggested starting date of a Saga was 1197 (not 1220 as in [[ArM4]] and [[ArM5]]), so there was about a decade of game time before the Crusade really got started.  The years leading up to the Albigensian Crusade could be a tense and interesting time for a Saga. 

== Covenants in Past Editions

The following covenants were mentioned in older supplements but are no longer considered part of Fifth Edition [[canon]].

* [[Doissetep]]
* [[Mistridge_covenant | Mistridge]]

= Related Sites

; These are links to external sites with related information about the topic

* [[http://www.atlas-games.com/pdf_storage/europemap.pdf | Map of Mythic Europe]]:
* [[http://en.wikipedia.org/wiki/Albigensian_Crusade | Wikipedia articale on the Albigensian Crusade]]:
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1266980814</unix>
						<iso>2010-02-24 04:06:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed table of contents.  It looked silly on a page of this length.</comment>
					<text><![CDATA[
; Use this template when none of the other templates seems more appropriate

; Sometimes you may want a {{preface| preamble section }}

The '''Provençal Tribunal''' is the [[Regional Tribunal]] covering the southern part of modern-day France, from Bordeaux on the Atlantic coast, across the northern Pyrenées, to Marseilles on the Mediterreanean coast.  This territory is much larger than the present-day French region called Provence, including also Languedoc and Gascony.  The Provençal Tribunal is bordered by the [[Normandy Tribunal]] to the north, the [[Iberian Tribunal]] to the south, and the [[Greater Alps Tribunal | Greater Alps]] and [[Roman Tribunal | Roman]] Tribunals to the east.

The Provençal Tribunal is one of the few regional Tribunals never to be fully detailed in a Ars Magica supplement.

= Notable Covenants

* [[Castra Solis]]

= Provençal Tribunal in Past Editions

From [[First Edition]] through [[ArM3]], the Provençal Tribunal was the default setting for beginning [[Saga]]s.  Several early scenarios such as the [[Stormrider jump-start kit]] and [[Broken Covenant of Calebais]] were set there.

Part of the interest of Provençal Tribunal is the event in [[real history]] called the Albigensian Crusade.  Briefly, a religious movement called the Cathar heresy spread through the region and, in the early 13th century, a [[crusade]] was called to suppress it.  Through [[ArM3]], the suggested starting date of a Saga was 1197 (not 1220 as in [[ArM4]] and [[ArM5]]), so there was about a decade of game time before the Crusade really got started.  The years leading up to the Albigensian Crusade could be a tense and interesting time for a Saga. 

== Covenants in Past Editions

The following covenants were mentioned in older supplements but are no longer considered part of Fifth Edition [[canon]].

* [[Doissetep]]
* [[Mistridge_covenant | Mistridge]]

= Related Sites

; These are links to external sites with related information about the topic

* [[http://www.atlas-games.com/pdf_storage/europemap.pdf | Map of Mythic Europe]]
* [[http://en.wikipedia.org/wiki/Albigensian_Crusade | Wikipedia articale on the Albigensian Crusade]]
]]></text>
				</version>
			</history>
		</page>
		<page node="815">
			<name>lion_of_the_north</name>
			<title>Lion of the North</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM3</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267014860</unix>
						<iso>2010-02-24 13:34:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
'''Lion of the North''' is an Ars Magica supplement covering the [[Loch Leglean Tribunal]] and Mythic Scotland.

; Insert cover image if available.  Use images from Atlas Games website only.

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Roderick Robertson]]
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-880992-42-8
'''Release Date:''' 1994
'''Format:''' [[Softcover]], 152 pages
'''Availability:''' Out of print

= Subject and Contents

The [[http://www.amazon.com/reader/1880992418?_encoding=UTF8&ref_=sib_aps_sup&qid=1267014057&page=random#reader_1880992418 | Table of Contents]] is available from [[http://www.amazon.com/|amazon.com]].

The Loch Leglean Tribunal as portrayed in ''Lion of the North'' is a wild hinterland of the Order.  It is a stronghold of [[House Ex Miscellanea]].  The [[Faerie Realm]] is strong in Mythic Scotland and several dangerous faeries are described.

; For newer books, provide a link to the table of contents at the Atlas website

== Hermetic History

'''Lion of the North''' is the first supplement set in the British Isles, so it (rather than [[Heirs to Merlin]]) covers the war between [[Pralix]] and [[Damhan-Allaidh]] that led to the founding of [[House Ex Miscellanea]].  It describes Pralix's campaign and her recruitment of the [[hedge wizard]]s of Britain and Scotland.  As of [[Fifth Edition]], this history is no longer [[canon|canonical]] and it has been changed somewhat in more recent supplements such as [[House of Hermes: Societates]].

== Order of Odin

''Lion of the North'' also includes the first reference to the [[Order of Odin]], a mysterious group of Scandinavian magicians that is portrayed as a potential rival to the [[Order of Hermes]].  Again, because this is a Third Edition book, its treatment of the Order of Odin is no longer [[canon|canonical]].

== Gruagachan

A tradition of Highland Scottish [[hedge wizard]]s, the Gruagachan (singular, ''grugach'') are detailed.  They are powerful shape-shifters, but also possess other powers.  The general consensus in the [[fan community]] seems to be that the rules for gruagachan in ''Lion of the North'' (which were written for [[ArM3]]) are over-powered, but fortunately the tradition has been revised and expanded in [[Hedge Magic Revised Edition]] (pages 55-78).

== Covenants

Three covenants are described:

* [[Horsingas]]
* [[Crun Clach]]
* [[Mac Gruagach]]


= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

No community reviews are available yet.  Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Order of Odin]]
* [[House Ex Miscellanea]]


= Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
* [[http://www.atlas-games.com/product_tables/AG1150.php | Official product page]] at Atlas Games
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267015397</unix>
						<iso>2010-02-24 13:43:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
'''Lion of the North''' is an Ars Magica supplement covering the [[Loch Leglean Tribunal]] and Mythic Scotland.

; Insert cover image if available.  Use images from Atlas Games website only.

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Roderick Robertson]]
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-880992-42-8
'''Release Date:''' 1994
'''Format:''' [[Softcover]], 152 pages
'''Availability:''' Out of print

= Subject and Contents

The [[http://www.amazon.com/reader/1880992418?_encoding=UTF8&ref_=sib_aps_sup&qid=1267014057&page=random#reader_1880992418 | Table of Contents]] is available from [[http://www.amazon.com/|amazon.com]].

The Loch Leglean Tribunal as portrayed in ''Lion of the North'' is a wild hinterland of the Order.  It is a stronghold of [[House Ex Miscellanea]].  The [[Faerie Realm]] is strong in Mythic Scotland and several dangerous faeries are described.

; For newer books, provide a link to the table of contents at the Atlas website

== Hermetic History

'''Lion of the North''' is the first supplement set in the British Isles, so it (rather than [[Heirs to Merlin]]) covers the war between [[Pralix]] and [[Damhan-Allaidh]] that led to the founding of [[House Ex Miscellanea]].  It describes Pralix's campaign and her recruitment of the [[hedge wizard]]s of Britain and Scotland.  As of [[Fifth Edition]], this history is no longer [[canon|canonical]] and it has been changed somewhat in more recent supplements such as [[Houses of Hermes: Societates]].

== Order of Odin

''Lion of the North'' also includes the first reference to the [[Order of Odin]], a mysterious group of Scandinavian magicians that is portrayed as a potential rival to the [[Order of Hermes]].  Again, because this is a Third Edition book, its treatment of the Order of Odin is no longer [[canon|canonical]].

== Gruagachan

A tradition of Highland Scottish [[hedge wizard]]s, the Gruagachan (singular, ''grugach'') are detailed.  They are powerful shape-shifters, but also possess other powers.  The general consensus in the [[fan community]] seems to be that the rules for gruagachan in ''Lion of the North'' (which were written for [[ArM3]]) are over-powered, but fortunately the tradition has been revised and expanded in [[Hedge Magic Revised Edition]] (pages 55-78).

== Covenants

Three covenants are described:

* [[Horsingas]]
* [[Crun Clach]]
* [[Mac Gruagach]]


= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

No community reviews are available yet.  Please edit this page to add your own comments about this book.

= Related Subjects

See the following links for more information.

== Related Pages

; Related pages within this site
* [[Order of Odin]]
* [[House Ex Miscellanea]]


= Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
* [[http://www.atlas-games.com/product_tables/AG1150.php | Official product page]] at Atlas Games
]]></text>
				</version>
			</history>
		</page>
		<page node="816">
			<name>ars_flambonis</name>
			<title>Ars flambonis</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Tome</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267046301</unix>
						<iso>2010-02-24 22:18:21</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Created</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

Ars Flabonis ("Flamebeau's Art") is a [[summa]] on the [[Art]] of [[Ignem]] by [[Elaine of Flambeau]].

= References

* Elaine's Writings, [[HoHS]] page 9
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267046684</unix>
						<iso>2010-02-24 22:24:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Great Library</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

Ars Flabonis ("Flamebeau's Art") is a [[summa]] on the [[Art]] of [[Ignem]] by [[Elaine of Flambeau]].

= Related Pages

* [[Great Library]]

= References

* Elaine's Writings, [[HoHS]] page 9
]]></text>
				</version>
			</history>
		</page>
		<page node="817">
			<name>ultor</name>
			<title>Ultor</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Tome</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267046459</unix>
						<iso>2010-02-24 22:20:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Created</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Ultor''' ("The Avenger") is a [[summa]] on the [[Penetration]] Abilty by [[Elaine of Flambeau]].

= Related Pages

; Related pages within this site
* [[Great Library]]

= References

* Elaine's Writings, [[HoHS]] page 9
]]></text>
				</version>
			</history>
		</page>
		<page node="818">
			<name>liber_de_lumine</name>
			<title>Liber de lumine</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Tome</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267046642</unix>
						<iso>2010-02-24 22:24:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Liber de Lumine''' ("Book of Light") is a [[tractatus]] on the [[Art]] of [[Ignem]] by [[Elaine of Flambeau]].

= Related Pages

; Related pages within this site
* [[Great Library]]

= References

* Elaine's Writings, [[HoHS]] page 9
]]></text>
				</version>
			</history>
		</page>
		<page node="819">
			<name>de_magia_sympathetica</name>
			<title>De magia sympathetica</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Tome</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267046840</unix>
						<iso>2010-02-24 22:27:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Created</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''De Magia Sympathetica''' ("On Sympathetic Magic") is a [[tractatus]] on [[Magic Theory]] by [[Elaine of Flambeau]].


= Related Pages

; Related pages within this site
* [[Great Library]]
* [[Related subject two]]

= References

* Elaine's Writings, [[HoHS]] page 9
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267046868</unix>
						<iso>2010-02-24 22:27:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Cleaned up leftover link from template</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''De Magia Sympathetica''' ("On Sympathetic Magic") is a [[tractatus]] on [[Magic Theory]] by [[Elaine of Flambeau]].


= Related Pages

; Related pages within this site
* [[Great Library]]

= References

* Elaine's Writings, [[HoHS]] page 9
]]></text>
				</version>
			</history>
		</page>
		<page node="82">
			<name>sept</name>
			<title>Sept</title>
			<language>en</language>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205672521</unix>
						<iso>2008-03-16 14:02:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A division in [[House Bjornaer]], functioning much like a family. See [[Houses of Hermes: Mystery Cults]] page ??.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1206818844</unix>
						<iso>2008-03-29 20:27:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment>note from Mark Shirley</comment>
					<text><![CDATA[
A division in [[House Bjornaer]], functioning much like a family. See [[Houses of Hermes: Mystery Cults]] page [[??]].

In a [[http://www.atlas-games.com/forum/viewtopic.php?p=17403&sid=3ae9f749081d9d7303337f192b175885#17403|post ]] on the [[Atlas Games]] forums, [[Mark Shirley]] clarified Septs are intended to cross Tribunal boundaries, and are not obligatory.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1206821683</unix>
						<iso>2008-03-29 21:14:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>reference</comment>
					<text><![CDATA[
A division in [[House Bjornaer]], functioning much like a family. See [[Houses of Hermes: Mystery Cults]] page [[??]].

In a [[http://www.atlas-games.com/forum/viewtopic.php?p=17403&sid=3ae9f749081d9d7303337f192b175885#17403|post ]] on the [[Atlas Games]] forums, [[Mark Shirley]] clarified Septs are intended to cross Tribunal boundaries, and are not obligatory. 

===References
* [[HoHMC]] 15
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1207054630</unix>
						<iso>2008-04-01 14:57:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>deleted needless referece</comment>
					<text><![CDATA[
A division in [[House Bjornaer]], functioning much like a family. php?p=17403&sid=3ae9f749081d9d7303337f192b175885#17403|post ]] on the [[Atlas Games]] forums, [[Mark Shirley]] clarified Septs are intended to cross Tribunal boundaries, and are not obligatory. 

===References
* [[HoHMC]] 15
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1207055208</unix>
						<iso>2008-04-01 15:06:48</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added link</comment>
					<text><![CDATA[
A division in [[House Bjornaer]], functioning much like a family. 

In a [[http://www.atlas-games.com/forum/viewtopic.php?p=17403&sid=3ae9f749081d9d7303337f192b175885#17403|post ]] on the [[Atlas Games]] forums, [[Mark Shirley]] clarified Septs are intended to cross Tribunal boundaries, and are not obligatory. 

===References


* [[HoHMC]] 1
* See also [[Bjornaer Clans]]
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1207055260</unix>
						<iso>2008-04-01 15:07:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>clan note</comment>
					<text><![CDATA[
A division in [[House Bjornaer]] (a part of a [[Bjornaer Clans|clan]]) (a part of a [[Bjornaer Clans|clan]]), functioning much like a family. 

In a [[http://www.atlas-games.com/forum/viewtopic.php?p=17403&sid=3ae9f749081d9d7303337f192b175885#17403|post ]] on the [[Atlas Games]] forums, [[Mark Shirley]] clarified Septs are intended to cross Tribunal boundaries, and are not obligatory. 

===References

* [[Ho
]]></text>
				</version>
			</history>
		</page>
		<page node="820">
			<name>de_potestate_et_obligatione</name>
			<title>De potestate et obligatione</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Tome</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267047038</unix>
						<iso>2010-02-24 22:30:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Created</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.
'''De Potestate et Obligatione''' ("On Power and Responsibility") is a [[tractatus]] on [[Philosophiae]] by [[Elaine of Flambeau]].


= Related Pages

; Related pages within this site
* [[Great Library]]

== References

* Elaine's Writings, [[HoHS]] page 9
]]></text>
				</version>
			</history>
		</page>
		<page node="821">
			<name>robbies_mantra</name>
			<title>Robbie's mantra</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267050199</unix>
						<iso>2010-02-24 23:23:19</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Robbie's Mantra''' is: "Do what works for your [[Saga]]."  The implication is that [[canon]] and the [[rules as written]] should be altered or disregarded if that makes more fun.

Robbie's Mantra is named for Robbie Westmoreland, once an active member of the [[Fan Community]] and a frequent poster to the [[Berk List]].

= Related Topics

* [[Golden Rule of Ars Magica]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267964098</unix>
						<iso>2010-03-07 13:14:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed link to &quot;golden rule&quot; because &quot;golden rule&quot; is made up</comment>
					<text><![CDATA[
'''Robbie's Mantra''' is: "Do what works for your [[Saga]]."  The implication is that [[canon]] and the [[rules as written]] should be altered or disregarded if that makes more fun.

Robbie's Mantra is named for Robbie Westmoreland, once an active member of the [[Fan Community]] and a frequent poster to the [[Berk List]].

= Related Topics

* [[canon]]
]]></text>
				</version>
			</history>
		</page>
		<page node="823">
			<name>divine_realm</name>
			<title>The Divine Realm</title>
			<language>en</language>
			<tags>
				<tag>Divine Realm</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267059274</unix>
						<iso>2010-02-25 01:54:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

The '''Divine Realm''' is the supernatural [[Realm]] associated with the Judeo-Christian God.  In [[Fifth Edition]], the monotheistic religions of [[Mythic Europe]] -- Judaism, Christianity, and Islam -- are all affiliated with the Divine Realm.  In [[canon|canonical]] Ars Magica, the Divine Realm is demonstrably real and practically everyone in [[Mythic Europe]] believes in it.

The Divine Realm manifests in [[Mythic Europe]] primarily through the [[Dominion]], a very widespread supernatural [[Aura]].

The Divine Realm encompasses holy places such as churches, consecrated ground, and the sites of miracles.  Naturally holy sites such as sacred wells or hilltops are possible.  There are creatures who belong to the Divine Realm: angels of various levels of power, but also other creatures such as the [[Nephilim]].  Holy relics are objects imbued with Divine power.

= Relative Power of the Divine

Compared to the other Realms, the Divine Realm is clearly the most powerful.  Some players don't like that and change it with a [[House Rule]].  According to [[canon]], God has an infinite [[Might Score]] and can do anything He wants; there is no defense or resistance possible against a direct miracle. However, the Divine more commonly acts indirectly through supernatural beings (such as angels) or mortals (prophets, saints, and very occasionally pious individuals).

The Fifth Edition [[Realm Interaction]] rules favor the Divine Realm in the sense that a Divine [[Aura]] imposes stiff penalties on creatures and powers from other Realms (including [[Hermetic Magic]]), but Divine creatures don't suffer any penalties at all when they are surrounded by non-Divine Auras.

= The Divine Realm in Past Editions

Before [[ArM5]], the Christian faith was clearly associated with the Divine Realm but the status of Judiasm and especially Islam was left unclear.  This led to the occasional [[flame war]] on the [[Berk List]] when someone thought that the [[medieval paradigm]] required anti-Semitic or anti-Islamic beliefs from [[real history]] to be treated as in-game reality.  You can still play things that way if you really want to, but in practice most members of the [[fan community]] don't ''want'' to role-play intolerance.

In [[ArM4]] and earlier, the [[Dominion]] was considerably less of a hindrance to magi than it is in [[Fifth Edition]].

According to the Fourth Edition supplement [[Ordo Nobilis]], page 9, kings acquired Divine Might upon coronation due to their divine right to rule.  This is no longer considered [[canon|canonical]] in Fifth Edition.

= References

* Realm Interaction Table, [[ArM5]] page 183
* The Divine Realm, [[ArM5]] pages 188-189
* Creatures of the Divine, [[ArM5]] page 198
* Heaven and Earth, [[RoPD]] pages 7-12

= Related Topics

; Related pages within this site
* [[Dominion]]
* [[Holy Magic]]
* [[Infernal Realm]]
* [[Mythic Church]]
* [[True Faith]]

== Related Products

* [[Realms of Power: the Divine]]
* [[Pax Dei]]
* [[Kaballah]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267253272</unix>
						<iso>2010-02-27 07:47:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

The '''Divine Realm''' is the supernatural [[Realm]] associated with the Judeo-Christian God.  In [[Fifth Edition]], the monotheistic religions of [[Mythic Europe]] -- Judaism, Christianity, and Islam -- are all affiliated with the Divine Realm.  So are other monotheistic faiths, such as the ancient Roman cult of Sol Invictus (see [[RoPD]] page 70). In [[canon|canonical]] Ars Magica, the Divine Realm is demonstrably real and practically everyone in [[Mythic Europe]] believes in it.

The Divine Realm manifests in [[Mythic Europe]] primarily through the [[Dominion]], a very widespread supernatural [[Aura]]. The Dominion encompasses holy places such as churches, consecrated ground, and the sites of miracles, and even extends to the living and working areas of the devout.  Naturally holy sites such as sacred wells or hilltops are also possible.  There are creatures who belong to the Divine Realm: angels of various levels of power, but also other creatures such as the [[Nephilim]].  Holy relics are objects imbued with Divine power.

= Relative Power of the Divine

Compared to the other Realms, the Divine Realm is clearly the most powerful.  Some players don't like that and change it with a [[House Rule]].  According to [[canon]], God has an infinite [[Might Score]] and can do anything He wants; there is no defense or resistance possible against a direct miracle. However, the Divine more commonly acts indirectly through supernatural beings (such as angels) or mortals (prophets, saints, and very occasionally pious individuals).

The Fifth Edition [[Realm Interaction]] rules favor the Divine Realm in the sense that a Divine [[Aura]] imposes stiff penalties on creatures and powers from other Realms (including [[Hermetic Magic]]), but Divine creatures don't suffer any penalties at all when they are surrounded by non-Divine Auras.

= The Divine Realm in Past Editions

Before [[ArM5]], the Christian faith was clearly associated with the Divine Realm but the status of Judiasm and especially Islam was left unclear.  This led to the occasional [[flame war]] on the [[Berk List]] when someone thought that the [[medieval paradigm]] required anti-Semitic or anti-Islamic beliefs from [[real history]] to be treated as in-game reality.  You can still play things that way if you really want to, but in practice most members of the [[fan community]] don't ''want'' to role-play intolerance.

In [[ArM4]] and earlier, the [[Dominion]] was considerably less of a hindrance to magi than it is in [[Fifth Edition]].

According to the Fourth Edition supplement [[Ordo Nobilis]], page 9, kings acquired Divine Might upon coronation due to their divine right to rule.  This rule was expanded to also grant an [[Aura of Rightful Authority]] and a small increase to Soak in [[RoPD]] pages 42-43.

= References

* Realm Interaction Table, [[ArM5]] page 183
* The Divine Realm, [[ArM5]] pages 188-189
* Creatures of the Divine, [[ArM5]] page 198
* Heaven and Earth, [[RoPD]] pages 7-12

= Related Topics

; Related pages within this site
* [[Dominion]]
* [[Holy Magic]]
* [[Infernal Realm]]
* [[Mythic Church]]
* [[True Faith]]

== Related Products

* [[Realms of Power: the Divine]]
* [[Pax Dei]]
* [[Kaballah]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268056555</unix>
						<iso>2010-03-08 14:55:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added related topics</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

The '''Divine Realm''' is the supernatural [[Realm]] associated with the Judeo-Christian God.  In [[Fifth Edition]], the monotheistic religions of [[Mythic Europe]] -- Judaism, Christianity, and Islam -- are all affiliated with the Divine Realm.  So are other monotheistic faiths, such as the ancient Roman cult of Sol Invictus (see [[RoPD]] page 70). In [[canon|canonical]] Ars Magica, the Divine Realm is demonstrably real and practically everyone in [[Mythic Europe]] believes in it.

The Divine Realm manifests in [[Mythic Europe]] primarily through the [[Dominion]], a very widespread supernatural [[Aura]]. The Dominion encompasses holy places such as churches, consecrated ground, and the sites of miracles, and even extends to the living and working areas of the devout.  Naturally holy sites such as sacred wells or hilltops are also possible.  There are creatures who belong to the Divine Realm: angels of various levels of power, but also other creatures such as the [[Nephilim]].  Holy relics are objects imbued with Divine power.

= Relative Power of the Divine

Compared to the other Realms, the Divine Realm is clearly the most powerful.  Some players don't like that and change it with a [[House Rule]].  According to [[canon]], God has an infinite [[Might Score]] and can do anything He wants; there is no defense or resistance possible against a direct miracle. However, the Divine more commonly acts indirectly through supernatural beings (such as angels) or mortals (prophets, saints, and very occasionally pious individuals).

The Fifth Edition [[Realm Interaction]] rules favor the Divine Realm in the sense that a Divine [[Aura]] imposes stiff penalties on creatures and powers from other Realms (including [[Hermetic Magic]]), but Divine creatures don't suffer any penalties at all when they are surrounded by non-Divine Auras.

= The Divine Realm in Past Editions

Before [[ArM5]], the Christian faith was clearly associated with the Divine Realm but the status of Judiasm and especially Islam was left unclear.  This led to the occasional [[flame war]] on the [[Berk List]] when someone thought that the [[medieval paradigm]] required anti-Semitic or anti-Islamic beliefs from [[real history]] to be treated as in-game reality.  You can still play things that way if you really want to, but in practice most members of the [[fan community]] don't ''want'' to role-play intolerance.

In [[ArM4]] and earlier, the [[Dominion]] was considerably less of a hindrance to magi than it is in [[Fifth Edition]].

According to the Fourth Edition supplement [[Ordo Nobilis]], page 9, kings acquired Divine Might upon coronation due to their divine right to rule.  This rule was expanded to also grant an [[Aura of Rightful Authority]] and a small increase to Soak in [[RoPD]] pages 42-43.

= References

* Realm Interaction Table, [[ArM5]] page 183
* The Divine Realm, [[ArM5]] pages 188-189
* Creatures of the Divine, [[ArM5]] page 198
* Heaven and Earth, [[RoPD]] pages 7-12

= Related Topics

; Related pages within this site
* [[Dominion]] and [[Empyreal Aura]]
* [[Celestial Regio|Celestial]] and [[Terrestrial Regio|Terrestrial Regiones]]
* [[Holy Magic]]
* [[Infernal Realm]]
* [[Mythic Church]]
* [[True Faith]]

== Related Products

* [[Realms of Power: the Divine]]
* [[Pax Dei]]
* [[Kaballah]]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268064870</unix>
						<iso>2010-03-08 17:14:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added Heaven section</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

The '''Divine Realm''' is the supernatural [[Realm]] associated with the Judeo-Christian God.  In [[Fifth Edition]], the monotheistic religions of [[Mythic Europe]] -- Judaism, Christianity, and Islam -- are all affiliated with the Divine Realm.  So are other monotheistic faiths, such as the ancient Roman cult of Sol Invictus (see [[RoPD]] page 70). In [[canon|canonical]] Ars Magica, the Divine Realm is demonstrably real and practically everyone in [[Mythic Europe]] believes in it.

The Divine Realm manifests in [[Mythic Europe]] primarily through the [[Dominion]], a very widespread supernatural [[Aura]]. The Dominion encompasses holy places such as churches, consecrated ground, and the sites of miracles, and even extends to the living and working areas of the devout.  Naturally holy sites such as sacred wells or hilltops are also possible.  There are creatures who belong to the Divine Realm: angels of various levels of power, but also other creatures such as the [[Nephilim]].  Holy relics are objects imbued with Divine power.

= Relative Power of the Divine

Compared to the other Realms, the Divine Realm is clearly the most powerful.  Some players don't like that and change it with a [[House Rule]].  According to [[canon]], God has an infinite [[Might Score]] and can do anything He wants; there is no defense or resistance possible against a direct miracle. However, the Divine more commonly acts indirectly through supernatural beings (such as angels) or mortals (prophets, saints, and very occasionally pious individuals).

The Fifth Edition [[Realm Interaction]] rules favor the Divine Realm in the sense that a Divine [[Aura]] imposes stiff penalties on creatures and powers from other Realms (including [[Hermetic Magic]]), but Divine creatures don't suffer any penalties at all when they are surrounded by non-Divine Auras.

= Heaven

Whereas the Magic and Faerie Realms are relatively accessible to powerful or resourceful [[magi]], Heaven lies beyond the [[Lunar Sphere]] and is usually utterly unapproachable. The [[canon]] provides only a vague description of it, mostly implied between the lines.

Heaven, also known as the Divine Realm or the True Empyrean, is a place of eternal, incorruptible truth. It is divided into Seven Heavens, each ruled by an Archangel Prince. The highest heaven is Araboth, the closest thing in Creation to God. This is where the Thrones absorb the glory of god, and the Cherubim sing his glory, at the feet of His throne.

Lower heavens have different occupants and a different composition. There is something of a hierarchy, with members of higher choirs tending to reside in higher heavens. In addition to angels, across the Seven Heavens are to be found Divine creatures such as phoenixes, saints, the souls of the righteous dead, planets, the stars, the Garden of Eden, heavenly Jerusalem, lavish trees and fields, ice palaces, and more. 

= The Divine Realm in Past Editions

Before [[ArM5]], the Christian faith was clearly associated with the Divine Realm but the status of Judiasm and especially Islam was left unclear.  This led to the occasional [[flame war]] on the [[Berk List]] when someone thought that the [[medieval paradigm]] required anti-Semitic or anti-Islamic beliefs from [[real history]] to be treated as in-game reality.  You can still play things that way if you really want to, but in practice most members of the [[fan community]] don't ''want'' to role-play intolerance.

In [[ArM4]] and earlier, the [[Dominion]] was considerably less of a hindrance to magi than it is in [[Fifth Edition]].

According to the Fourth Edition supplement [[Ordo Nobilis]], page 9, kings acquired Divine Might upon coronation due to their divine right to rule.  This rule was expanded to also grant an [[Aura of Rightful Authority]] and a small increase to Soak in [[RoPD]] pages 42-43.

= References

* Realm Interaction Table, [[ArM5]] page 183
* The Divine Realm, [[ArM5]] pages 188-189
* Creatures of the Divine, [[ArM5]] page 198
* Heaven and Earth, [[RoPD]] pages 7-12

= Related Topics

; Related pages within this site
* [[Dominion]] and [[Empyreal Aura]]
* [[Celestial Regio|Celestial]] and [[Terrestrial Regio|Terrestrial Regiones]]
* [[Holy Magic]]
* [[Infernal Realm]]
* [[Mythic Church]]
* [[True Faith]]

== Related Products

* [[Realms of Power: the Divine]]
* [[Pax Dei]]
* [[Kaballah]]
]]></text>
				</version>
			</history>
		</page>
		<page node="824">
			<name>tractatus</name>
			<title>Tractatus</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267062786</unix>
						<iso>2010-02-25 02:53:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In [[ArM4]] or [[ArM5]], a '''tractatus '''is a [[book]] that teaches in depth about a limited sub-topic within a particular [[Ability]] or magical [[Art]].  The word tractatus is both singular and plural.

[[Covenants_book | Covenants]] has advanced rules for writing and improving tractatus.

= Studying Tractatus

A character who studies the tractatus for a season gains [[experience point | experience points]] in the Ability or Art about which the tractatus is written. The amount of experience points depends on the [[Quality]] of the tractatus; see [[ArM5]], page 165.

* Unlike a [[summa]], a character can only benefit from a given tractatus once.
* Unlike other books, a tractatus gives the same benefit regardless of the character's score in the relevant [[Ability]] or [[Art]].  Beginners and experts both get the same number of experience points from studying a tractatus. 

= Writing Tractatus

The prerequistes for a magus or other character to write a tractatus are given on page 165 of [[ArM5]].  They include minimum scores in the Speak Language Ability, as well as in the Art of Ability that the tractatus is about.

= References

* Books, [[ArM5]] page 165 (covers studying tractatus)
* Writing Books, [[ArM5]] page 165
* Extended Suggestions for the Quality of Books, [[Covenants_book | Covenants]] pages 87-89

= Related Topics

; Related pages within this site
* [[Summa]]
* [[Liber Quaestionem]]
* [[Quality]]
]]></text>
				</version>
			</history>
		</page>
		<page node="825">
			<name>ritual</name>
			<title>Ritual</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267187296</unix>
						<iso>2010-02-26 13:28:16</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''ritual''' in Ars Magica usually refers to a [[Hermetic]] ritual spell.  There are also other kinds of rituals:

* A [[Longevity Ritual]]
* The ritual of [[Initiation]] into a [[Mystery Cult]]

= Ritual Spells

A Hermetic ritual spell is an elaborate spell that takes more time and resources to cast than a [[Formulaic Spell]].  Ritual spells are in certain ways more powerful than Formulaic spells.

== Effects of Ritual Spells

* Ritual spells can have a [[Duration]] of [[Year Duration | Year]] (or ([[Permanent Duration | longer]], in [[ArM4]])
* Ritual spells can have a [[Target]] of [[Boundary Target | Boundary]]
* Ritual spells can cause permanent healing using the [[Momentary Duration]]
* Ritual spells can create non-magical objects using the [[Momentary Duration]]
* Ritual spells can have a [[Spell Level]] that exceeds 50

== Casting Ritual Spells

Ritual spells always require raw [[vis]] and a considerable amount of time.  They require elaborate ceremonies that take into account factors such as astrological conditions, the mystical qualities of the target, and so on.  The [[Ability|Abilities]] of [[Artes Liberales]] and [[Philosophiae]] help in the casting of ritual spells (in [[ArM5]] only).

Exact rules for casting ritual spells, including the amount of [[vis]] required. are found on page 81 of [[ArM5]].

= References

* Ritual Magic, [[ArM5]] p. 81
* Ritual Spells, [[ArM5]] p. 114
* (Spell) Durations, [[ArM5]] p. 112 
* [[Limit of Creation]], [[ArM5]] p. 80
* [[Momentary Duration]], [[ArM5]] p. 112
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267252629</unix>
						<iso>2010-02-27 07:37:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Changed creation limit, and expanded on using natural magic/materials.</comment>
					<text><![CDATA[
A '''ritual''' in Ars Magica usually refers to a [[Hermetic]] ritual spell.  There are also other kinds of rituals:

* A [[Longevity Ritual]]
* The ritual of [[Initiation]] into a [[Mystery Cult]]

= Ritual Spells

A Hermetic ritual spell is an elaborate spell that takes more time and resources to cast than a [[Formulaic Spell]].  Ritual spells are in certain ways more powerful than Formulaic spells.

== Effects of Ritual Spells

* Ritual spells can have a [[Duration]] of [[Year Duration | Year]] (or ([[Permanent Duration | longer]], in [[ArM4]])
* Ritual spells can have a [[Target]] of [[Boundary Target | Boundary]]
* Ritual spells can cause permanent healing using the [[Momentary Duration]]
* Ritual spells can create objects using the [[Momentary Duration]]
* Ritual spells can have a [[Spell Level]] that exceeds 50

== Casting Ritual Spells

Ritual spells always require raw [[vis]] and a considerable amount of time.  They require elaborate ceremonies that take into account factors such as astrological conditions, the mystical qualities of the target, and so on.  The [[Ability|Abilities]] of [[Artes Liberales]] and [[Philosophiae]] help in the casting of ritual spells (in [[ArM5]] only). Note, however, that the rules do not stipulate the need for any particular specific knowledge or materials (beyond raw vis); some troupes choose to assume, as a [[house rule]], that the ritual casting requires use of appropriate mundane materials and instruments, that are assumed to be available - this is in accordance with the expanded rules given in [[Houses of Hermes: Societates]] regarding [[Ceremonial Casting]].

Exact rules for casting ritual spells, including the amount of [[vis]] required. are found on page 81 of [[ArM5]].

= References

* Ritual Magic, [[ArM5]] p. 81
* Ritual Spells, [[ArM5]] p. 114
* (Spell) Durations, [[ArM5]] p. 112 
* [[Limit of Creation]], [[ArM5]] p. 80
* [[Momentary Duration]], [[ArM5]] p. 112
]]></text>
				</version>
			</history>
		</page>
		<page node="826">
			<name>talisman</name>
			<title>Talisman</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Enchanted Items</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267304807</unix>
						<iso>2010-02-27 22:06:47</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''talisman''' is a special [[enchanted item]] that a [[magus]] attunes to his individual magical [[Gift]]. Talismans can become very powerful items, and some magi invest many [[season|seasons]] into developing and improving their talismans over the years.

= Benefits of a Talisman

A talisman is like an [[invested device]]. Indeed it is possible to turn an invested device into a talisman, as long as the magus personally created the device and all the effects invested in it.  It carries the following additional benefits:

* A talisman is part of the caster as long as the caster touches it.  Therefore if a talisman has a [[Personal range]] effect, that effect can benefit the magus as well as the item itself.  Similarly, if a magus casts a [[Personal range]] spell on himself while touching his talisman, the spell affects the talisman as well as the caster.
* The talisman and its creator are each an [[arcane connection]] to the other.  This makes it possible, for example, to conjure one's talisman from a distance if necessary.
* A talisman can be an aid to [[spell]] casting.  If the magus spends a season in the [[laboratory]] to attune his talisman, he can apply one of the talisman's [[shape and material bonus| shape and material bonuses]] to his [[casting total]] whenever he casts a spell that matches that bonus.
* In [[ArM5]], a talisman is easy to enchant and can have more magical powers than an ordinary invested item.  The [[material and size]] of the Talisman don't determine how many enchanted effects the talisman can hold.
* A talisman benefits from the creator's [[Magic Resistance]] as explained on p. 98 of [[ArM5]].

= Creating a Talisman

A magus can only make a talisman from an item that no one else has enchanted.  A magus can have only one talisman at a time.

To create a talisman in [[Fifth Edition]], a magus must first open the item for enchantment, exactly as for an [[invested device]].  Alternately, he may start with an item that is already opened.  Then the magus spends a season attuning the item as his talisman. Rules for this are explained on page 98 of [[ArM5]].

= Earlier Editions

In [[Fourth Edition]], talismans work a little differently.  They cannot hold more magical effects than an ordinary [[invested device]], though the magus doesget a small bonus to his [[Lab Total]] when investing effects into his talisman.  This creates an incentive for magi to make their talismans out of items and materials that can hold a lot of [[vis]].


= References

* Talisman Attunement, [[ArM5]], p. 98
* Shape and Material Bonuses, [[ArM5]] p. 110

== Earlier Edition References

* Talismans, [[ArM4]] p. 85
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1270500983</unix>
						<iso>2010-04-05 22:56:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Added MR and Enrichment</comment>
					<text><![CDATA[
A '''talisman''' is a special [[enchanted item]] that a [[magus]] attunes to his individual magical [[Gift]]. Talismans can become very powerful items, and some magi invest many [[season|seasons]] into developing and improving their talismans over the years.

= Benefits of a Talisman

A talisman is like an [[invested device]]. Indeed it is possible to turn an invested device into a talisman, as long as the magus personally created the device and all the effects invested in it.  It carries the following additional benefits:

* A talisman is part of the caster as long as the caster touches it.  Therefore if a talisman has a [[Personal range]] effect, that effect can benefit the magus as well as the item itself.  Note that this allows the magus to circumvent [[Magic Resistance]], making talismans effective for effects that affect the magus. Similarly, if a magus casts a [[Personal range]] spell on himself while touching his talisman, the spell affects the talisman as well as the caster.
* The talisman and its creator are each an [[arcane connection]] to the other.  This makes it possible, for example, to conjure one's talisman from a distance if necessary.
* A talisman can be an aid to [[spell]] casting.  If the magus spends a season in the [[laboratory]] to attune his talisman, he can apply one of the talisman's [[shape and material bonus| shape and material bonuses]] to his [[casting total]] whenever he casts a spell that matches that bonus.
* In [[ArM5]], a talisman is easy to enchant and can have more magical powers than an ordinary invested item.  The [[material and size]] of the Talisman don't determine how many enchanted effects the talisman can hold.
* A talisman benefits from the creator's [[Magic Resistance]] as explained on p. 98 of [[ArM5]].
* A talisman allows the magus to enjoy the benefits of an [[Enrichment|Enriched Thing of Virtue]] ([[RoPM]] p. 125). 

= Creating a Talisman

A magus can only make a talisman from an item that no one else has enchanted.  A magus can have only one talisman at a time.

To create a talisman in [[Fifth Edition]], a magus must first open the item for enchantment, exactly as for an [[invested device]].  Alternately, he may start with an item that is already opened.  Then the magus spends a season attuning the item as his talisman. Rules for this are explained on page 98 of [[ArM5]].

= Earlier Editions

In [[Fourth Edition]], talismans work a little differently.  They cannot hold more magical effects than an ordinary [[invested device]], though the magus doesget a small bonus to his [[Lab Total]] when investing effects into his talisman.  This creates an incentive for magi to make their talismans out of items and materials that can hold a lot of [[vis]].


= References

* Talisman Attunement, [[ArM5]], p. 98
* Shape and Material Bonuses, [[ArM5]] p. 110

== Earlier Edition References

* Talismans, [[ArM4]] p. 85
]]></text>
				</version>
			</history>
		</page>
		<page node="827">
			<name>mystery_virtue</name>
			<title>Mystery Virtue</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267306005</unix>
						<iso>2010-02-27 22:26:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

A '''mystery Virtue''' is a Virtue that is taught to members of a [[mystery cult]] at or after [[Initiation]].

Mystery Virtues are divided into [[Outer Mystery | Outer Mysteries]] and [[Inner Mysteries]]. Mystery cults sometimes teach [[General Virtue|General Virtues]] or [[Hermetic Virtue|Hermetic Virtues]] to their members.  Other Mystery Virtues, including most Inner Mysteries, are exclusive to members of the cult.  

= References

* Mysteries, [[ArM5]] page 91
* Lexicon of the Mysteries, [[The Mysteries Revised Edition]] page 7

= Related Topics

; Related pages within this site
* [[Virtues and Flaws]]
* [[Mystery Cult]]
* [[Inner Mystery]]
* [[Outer Mystery]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.

:[[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Unified Virtues and Flaws Index]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="828">
			<name>finesse</name>
			<title>Finesse</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267306637</unix>
						<iso>2010-02-27 22:37:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Finesse''' is an [[Arcane Ability]] that indicates a [[magus]]'s ability to precisely control spells.  Finesse is used to decide, for example, how finely-crafted an item a magus can create using [[Creo]] magic, or how closely an image he creates with [[Imaginem]] magic resembles his intentions, or whether an [[Aimed spell]] he casts is delivered on target.

= References

* Finesse Ability, [[ArM5]] page 65
* Levels of Success for Illusions, [[HoHS]] page 62
* [[Rego]] Craft Magic, [[Covenants book | Covenants]] page 49
]]></text>
				</version>
			</history>
		</page>
		<page node="829">
			<name>houses_of_hermes_book</name>
			<title>Houses of Hermes (supplement)</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>Products</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267308130</unix>
						<iso>2010-02-27 23:02:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Houses of Hermes''' is an Ars Magica supplement that describes the twelve current [[Houses]] in the [[Order of Hermes]], plus [[House Diedne]].

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|housesofhermescover.jpg|right}}

'''Rules Edition:''' [[ArM3]]
'''Author(s):'''  [[Jonathan Tweet]]
'''Publisher:''' [[White Wolf]]
'''ISBN:''' 1-880992-54-X
'''Release Date:''' 1994
'''Format:''' [[Softcover]], 152 pages
'''Availability:''' Out of print; electronic version available

= Subject and Contents

This book is dedicated to describing all twelve of the [[Houses of Hermes]].  It therefore develops each House in more detail than the earlier supplement, [[Order of Hermes book | Order of Hermes]], but less detail than the later Fifth Edition ''Houses of Hermes'' series of supplements.

''Houses of Hermes'' was written for [[Third Edition]].  It was never updated or replaced for [[Fourth Edition]].  Since the magic rules were quite similar between Third and Fourth Edition, ''Houses of Hermes'' remained perfectly usable and was the official sourcebook on the Houses from the time it was published in 1994 until the release of [[ArM5]] in 2004.

== Differences from Fifth Edition

The portrayal of several Houses in ''Houses of Hermes'' differs from [[Fifth Edition]] canon:

* [[House Flambeau]] is both less orderly and less diverse and has a more violent image.  [[Flambeau the Founder]] in particular is depicted as a very violent figure.
* [[House Criamon]] has a more vague concept of the [[Enigma]] and is more preoccupied with visions, riddles, and symbolism
* [[House Tremere]] is less respectable and is portrayed as very conspiratorial.

Each of these Houses received a make-over when [[Fifth Edition]] overhauled the Ars Magica [[canon]].  There are, of course, some players who liked each of these Houses as they were in ''Houses of Hermes.''  The good news is that, since an electronic version of ''Houses of Hermes'' is available, players who liked the Houses the way they were before (or who just want to compare the treastment of the Houses between editions) can still buy and use this earlier book.

;== Particular Sub-topic

;If there is an important sub-topic dealt with in the book, write a sentence or ;two about it.  For example, [[Houses of Hermes True Lineages]] has an ;important section on Hermetic Law and that should be mentioned in a section ;like this.

;== Another Sub-topic

;With text

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

No community reviews are available.  Please edit this page to add your own comments about this book.

= Related Topics

; Related pages within this site
* [[Houses]]
* [[Order of Hermes]]

== Related Products

; Other products about the same topic or somehow related
* [[Houses of Hermes True Lineages]]
* [[Houses of Hermes Mystery Cults]]
* [[Houses of Hermes Societates]]
* [[Ars Magica Third Edition]]
* [[Wizards Grimoire Revised Edition]]
* [[Order of Hermes book | Order of Hermes]]

== Related Sites

* [[http://www.atlas-games.com/product_tables/AG1120.php/ | Official product page]] at [[Atlas Games]]
]]></text>
				</version>
			</history>
		</page>
		<page node="83">
			<name>rego</name>
			<title>Rego</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205672988</unix>
						<iso>2008-03-16 14:09:48</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], Rego is a [[Technique]] used in [[Hermetic Magic]] intended to control or elicit a natural change in the target.

Since the changes of Rego are natural, their effects usually persist, although they may naturally change once the magic ends. For example, a block of stone moved ten paces to the side will remain there once the magic ends - unless it is not supported, and then it will fall until it reaches the ground.

Some changes, although natural, involve also an element of creation or destruction, necessitating the relevant [[requisite]]. Thus a spell to age a young man into adulthood would require [[Creo]], while one to age an old man into decrepitude would require [[Perdo]]. 

Rego also encomapsses some counter-intuitive changes, like changing water into ice. The Art is sometimes used to mimic the work of mundane craftmanship, and can reproduce such effects with sufficient [[Finesse]] (see [[Covenants]] ?? or [[HoHS]] ??). 

===References

* ArM5 ??.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205860135</unix>
						<iso>2008-03-18 18:08:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], Rego is a [[Technique]] used in [[Hermetic Magic]] intended to control or elicit a natural change in the target.

Since the changes of Rego are natural, their effects usually persist, although they may naturally change once the magic ends. For example, a block of stone moved ten paces to the side will remain there once the magic ends - unless it is not supported, and then it will fall until it reaches the ground.

Some changes, although natural, involve also an element of creation or destruction, necessitating the relevant [[Requisite]]. Thus a spell to age a young man into adulthood would require [[Creo]], while one to age an old man into decrepitude would require [[Perdo]]. 

Rego also encomapsses some counter-intuitive changes, like changing water into ice. The Art is sometimes used to mimic the work of mundane craftmanship, and can reproduce such effects with sufficient [[Finesse]] (see [[Covenants]] [[??]] or [[HoHS]] [[??]]] [[??]]). 

===References
[[
*]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205873519</unix>
						<iso>2008-03-18 21:51:59</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
One of the fifteen [[Hermetic Arts]], Rego is a [[Technique]] used in [[Hermetic Magic]] intended to control or elicit a natural change in the target.

Since the changes of Rego are natural, their effects usually persist, although they may naturally change once the magic ends. For example, a block of stone moved ten paces to the side will remain there once the magic ends - unless it is not supported, and then it will fall until it reaches the ground.

Some changes, although natural, involve also an element of creation or destruction, necessitating the relevant [[Requisite]]. Thus a spell to age a young man into adulthood would require [[Creo]], while one to age an old man into decrepitude would require [[Perdo]]. 

Rego also encomapsses some counter-intuitive changes, like changing water into ice. The Art is sometimes used to mimic the work of mundane craftmanship, and can reproduce such effects with sufficient [[Finesse]] (see [[Craft MagicArM5 78.78
]]></text>
				</version>
			</history>
		</page>
		<page node="830">
			<name>order_of_hermes_book</name>
			<title>Order of hermes (supplement)</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM2</tag>
				<tag>Products</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267311216</unix>
						<iso>2010-02-27 23:53:36</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''(insert book/supplement title)''' is an Ars Magica supplement about (insert brief description of topic).

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|cover_image.jpg|right}}

'''Rules Edition:''' [[ArM2]]
'''Author(s):'''  [[Jonathan Tweet]]
'''Publisher:''' [[Lion Rampant]]
'''ISBN:''' None; ''Order of Hermes'' was published by a small press and has no ISBN on the cover or title page
'''Release Date:''' 1990
'''Format:''' [[Softcover]], 126 pages
'''Availability:''' Out of print; no electronic version available.

{{toc}}

= Subject and Contents

''Order of Hermes'' was the seminal supplement for [[Ars Magica Revised Edition]] that defined most of the game's [[canon]] for the first time.  It was the first book to present the [[Houses]] in detail, to enumerate the [[Regional Tribunal | Regional Tribunals]], to discuss the [[Peripheral Code]] and Hermetic politics.  The influence of this book cannot be over-stated.  It laid out the essential elements of the [[Order of Hermes]]; later supplements have primarily focused on expanding and elaborating on the ideas that were first printed in this book.

Much of the content of ''Order of Hermes'' had previously been developed and published in [[White Wolf magazine]].

''Order of Hermes'' was very well-received when it was published and received a warm review in [[http://index.rpg.net/display-entry.phtml?mainid=8118 | Dragon issue #170]]. 

== Table of Contents

The table of contents gives a clear idea of what the book covers.

* Preface 4
* Introduction 7
* Life of a Magus 9
** Before Apprenticeship 9
** Apprenticeship 10
** Peculiarities of the Gift 13
** Becoming a Magus 14
** Life as a Magus 15
** Covenant Relations 16
** House Relations 17
** Friendship 17
** Titles of Honor 19
** [[Wizards Twilight | Wizard's Twilight]] 23
* History of the Order 28
** Ancient Origins 28
** Legend of the [[Old Ones]] 30-31
** The First Tribunal 31
** [[Hermetic Magic]] 32
** The [[Seeker|Seekers]] 32
** The Early Days 33
** The [[Schism War]] 34
** Magic of [[Pendule]] 34
** Legends of the Order 36
* Politics 37
** The [[Code of Hermes]] 37
** The [[Peripheral Code]] 39
** Crime and Punishment 41
** High Crimes 41
** Low Crimes 41
** [[Wizards War | Wizard's War]] 42
* Tribunals
** Customs of the Tribunals 42
** The [[Praeco | Leader]] of the Tribunal 43
** Voting 44
** The [[Quaesitor]] 44
** Topics of Debate 44
** The [[Grand Tribunal]] 45
* The [[Regional Tribunal | Thirteen Tribunals]] 46
** [[Greater Alps Tribunal | Tribunal of the Greater Alps]] 46
** [[Hibernian Tribunal]] 47
** [[Iberian Tribunal]] 47
** [[Levant Tribunal | Tribunal of the Levant]] 48
** [[Loch Leglean Tribunal]] 48
** [[Normandy Tribunal]] 48
** [[Novgorod Tribunal]] 48
** [[Provençal Tribunal]] 49
** [[Rhine Tribunal]] 49
** [[Roman Tribunal]] 49
** [[Treaty of the Roman Tribunal]] 51
** [[Stonehenge Tribunal]] 51
** [[Tribunal of Themes | Thebes Tribunal]] 51
** [[Transylvanian Tribunal]] 51
** Covenants of Hibernia 52-53
* Outside Relations 56
** Relations with Society 56
** Non-Hermetic Magi 57
** Relations with Faeries 58
** Demons 59
* [[Houses of Hermes]] 60
** House Format 61
** [[House Bjornaer]] 62
** The Magical Hand Gestures 67
** [[House Bonisagus]] 68
** Classic Puzzles in [[Magic Theory]] 69
** [[House Criamon]] 72
** Riddles and Markings 76
** [[House Díedne]] 78
** [[House Ex Miscellanea]] 79
** [[House Flambeau]] 83
** [[House Jerbiton]] 87
** [[House Mercere]] 91
** [[House Merinita]] 96
** [[House Quaesitor]] 101
** The Quaesitoris as Judges 102
** [[House Tremere]] 106
** [[House Tytalus]] 112
** The [[Verditius Runes | Runes of Verditius]] 116
** Timeline of the Order 122-123
** Number of Living Magi, 1199 A.D. 123
* Hermetic Glossary 124-125

;== Particular Sub-topic

;If there is an important sub-topic dealt with in the book, write a sentence or ;two about it.  For example, [[Houses of Hermes True Lineages]] has an ;important section on Hermetic Law and that should be mentioned in a section ;like this.

;== Another Sub-topic

;With text

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: **** (21 reviews; 0 *, 0 **, 5 ***, 16 ****)

* As essential as its [[House of Hermes book | Houses of Hermes]] reincarnation. One ''needs'' one of those two books for any saga.
* The original guide to the Order, now replaced by [[House of Hermes book | Houses of Hermes]] and the [[WGRE]].
* Ought to be accurately updated. A core element and theme for the game, concentrates on the Order instead of the individual, without losing the individual in the process.
* Details and background of the Order. A must have.
* Great stuff about the Order.
* The single best product for Ars Magica, and the most comprehensive overview of the social and professional lives of magi. Essential to almost every Saga. A 'must have', even if you have [[House of Hermes book | Houses of Hermes]] 
* Superior to the revised edition.
* Excellent.


Please edit this page to add your own comments about this book.

= Related Topics

; Related pages within this site
* [[Order of Hermes]]
* [[Houses]]
* [[Code of Hermes]]

== Related Products

; Other products about the same topic or somehow related
* [[Wizards Grimoire]]
* [[Wizards Grimoire Revised Edition]]
* [[Houses of Hermes book | Houses of Hermes]]


== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AGXXXX.php | Official product page]] at Atlas Games
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267311255</unix>
						<iso>2010-02-27 23:54:15</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed template text that was accidentally left in</comment>
					<text><![CDATA[
'''Order of Hermes''' is an Ars Magica supplement about (insert brief description of topic).

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|cover_image.jpg|right}}

'''Rules Edition:''' [[ArM2]]
'''Author(s):'''  [[Jonathan Tweet]]
'''Publisher:''' [[Lion Rampant]]
'''ISBN:''' None; ''Order of Hermes'' was published by a small press and has no ISBN on the cover or title page
'''Release Date:''' 1990
'''Format:''' [[Softcover]], 126 pages
'''Availability:''' Out of print; no electronic version available.

{{toc}}

= Subject and Contents

''Order of Hermes'' was the seminal supplement for [[Ars Magica Revised Edition]] that defined most of the game's [[canon]] for the first time.  It was the first book to present the [[Houses]] in detail, to enumerate the [[Regional Tribunal | Regional Tribunals]], to discuss the [[Peripheral Code]] and Hermetic politics.  The influence of this book cannot be over-stated.  It laid out the essential elements of the [[Order of Hermes]]; later supplements have primarily focused on expanding and elaborating on the ideas that were first printed in this book.

Much of the content of ''Order of Hermes'' had previously been developed and published in [[White Wolf magazine]].

''Order of Hermes'' was very well-received when it was published and received a warm review in [[http://index.rpg.net/display-entry.phtml?mainid=8118 | Dragon issue #170]]. 

== Table of Contents

The table of contents gives a clear idea of what the book covers.

* Preface 4
* Introduction 7
* Life of a Magus 9
** Before Apprenticeship 9
** Apprenticeship 10
** Peculiarities of the Gift 13
** Becoming a Magus 14
** Life as a Magus 15
** Covenant Relations 16
** House Relations 17
** Friendship 17
** Titles of Honor 19
** [[Wizards Twilight | Wizard's Twilight]] 23
* History of the Order 28
** Ancient Origins 28
** Legend of the [[Old Ones]] 30-31
** The First Tribunal 31
** [[Hermetic Magic]] 32
** The [[Seeker|Seekers]] 32
** The Early Days 33
** The [[Schism War]] 34
** Magic of [[Pendule]] 34
** Legends of the Order 36
* Politics 37
** The [[Code of Hermes]] 37
** The [[Peripheral Code]] 39
** Crime and Punishment 41
** High Crimes 41
** Low Crimes 41
** [[Wizards War | Wizard's War]] 42
* Tribunals
** Customs of the Tribunals 42
** The [[Praeco | Leader]] of the Tribunal 43
** Voting 44
** The [[Quaesitor]] 44
** Topics of Debate 44
** The [[Grand Tribunal]] 45
* The [[Regional Tribunal | Thirteen Tribunals]] 46
** [[Greater Alps Tribunal | Tribunal of the Greater Alps]] 46
** [[Hibernian Tribunal]] 47
** [[Iberian Tribunal]] 47
** [[Levant Tribunal | Tribunal of the Levant]] 48
** [[Loch Leglean Tribunal]] 48
** [[Normandy Tribunal]] 48
** [[Novgorod Tribunal]] 48
** [[Provençal Tribunal]] 49
** [[Rhine Tribunal]] 49
** [[Roman Tribunal]] 49
** [[Treaty of the Roman Tribunal]] 51
** [[Stonehenge Tribunal]] 51
** [[Tribunal of Themes | Thebes Tribunal]] 51
** [[Transylvanian Tribunal]] 51
** Covenants of Hibernia 52-53
* Outside Relations 56
** Relations with Society 56
** Non-Hermetic Magi 57
** Relations with Faeries 58
** Demons 59
* [[Houses of Hermes]] 60
** House Format 61
** [[House Bjornaer]] 62
** The Magical Hand Gestures 67
** [[House Bonisagus]] 68
** Classic Puzzles in [[Magic Theory]] 69
** [[House Criamon]] 72
** Riddles and Markings 76
** [[House Díedne]] 78
** [[House Ex Miscellanea]] 79
** [[House Flambeau]] 83
** [[House Jerbiton]] 87
** [[House Mercere]] 91
** [[House Merinita]] 96
** [[House Quaesitor]] 101
** The Quaesitoris as Judges 102
** [[House Tremere]] 106
** [[House Tytalus]] 112
** The [[Verditius Runes | Runes of Verditius]] 116
** Timeline of the Order 122-123
** Number of Living Magi, 1199 A.D. 123
* Hermetic Glossary 124-125

;== Particular Sub-topic

;If there is an important sub-topic dealt with in the book, write a sentence or ;two about it.  For example, [[Houses of Hermes True Lineages]] has an ;important section on Hermetic Law and that should be mentioned in a section ;like this.

;== Another Sub-topic

;With text

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

FAQ Rating: **** (21 reviews; 0 *, 0 **, 5 ***, 16 ****)

* As essential as its [[House of Hermes book | Houses of Hermes]] reincarnation. One ''needs'' one of those two books for any saga.
* The original guide to the Order, now replaced by [[House of Hermes book | Houses of Hermes]] and the [[WGRE]].
* Ought to be accurately updated. A core element and theme for the game, concentrates on the Order instead of the individual, without losing the individual in the process.
* Details and background of the Order. A must have.
* Great stuff about the Order.
* The single best product for Ars Magica, and the most comprehensive overview of the social and professional lives of magi. Essential to almost every Saga. A 'must have', even if you have [[House of Hermes book | Houses of Hermes]] 
* Superior to the revised edition.
* Excellent.


Please edit this page to add your own comments about this book.

= Related Topics

; Related pages within this site
* [[Order of Hermes]]
* [[Houses]]
* [[Code of Hermes]]

== Related Products

; Other products about the same topic or somehow related
* [[Wizards Grimoire]]
* [[Wizards Grimoire Revised Edition]]
* [[Houses of Hermes book | Houses of Hermes]]


== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AGXXXX.php | Official product page]] at Atlas Games
]]></text>
				</version>
			</history>
		</page>
		<page node="831">
			<name>jonathan_tweet</name>
			<title>Jonathan Tweet</title>
			<language>en</language>
			<tags>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267321502</unix>
						<iso>2010-02-28 02:45:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Jonathan Tweet''' is one of the two original creators of [[Ars Magica]] (the other is [[Mark Rein•Hagen]]).  He has also developed and co-developed a number of other role-playing games and supplements, including Dungeons & Dragons Third Edition.

= Related Topics

; Related pages within this site

* [[Ars Magica]]
* [[Ars Magica First Edition]]
* [[Lion Rampant]]
* [[Mark Rein•Hagen]]

= Ars Magica books by Jonathan Tweet

* [[Ars Magica First Edition]]
* [[Ars Magica Revised Edition]]
* [[Festival of the Damned]]
* [[A Winter's Tale]]
* [[Order of Hermes book | Order of Hermes]]
* [[Houses of Hermes]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.

:[[http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=4 | Jonathan Tweet at Pen & Paper RPG Database]]: A list of Jonathan Tweet's game-design credits
:[[http://www.jonathantweet.com/ | Jonathan Tweet's Personal Web page]]: Note that this is not a gaming site
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267321571</unix>
						<iso>2010-02-28 02:46:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>added link to White Wolf Magazine</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Jonathan Tweet''' is one of the two original creators of [[Ars Magica]] (the other is [[Mark Rein•Hagen]]).  He has also developed and co-developed a number of other role-playing games and supplements, including Dungeons & Dragons Third Edition.

= Related Topics

; Related pages within this site

* [[Ars Magica]]
* [[Ars Magica First Edition]]
* [[Lion Rampant]]
* [[Mark Rein•Hagen]]
* [[White Wolf Magazine]]

= Ars Magica books by Jonathan Tweet

* [[Ars Magica First Edition]]
* [[Ars Magica Revised Edition]]
* [[Festival of the Damned]]
* [[A Winter's Tale]]
* [[Order of Hermes book | Order of Hermes]]
* [[Houses of Hermes]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.

:[[http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=4 | Jonathan Tweet at Pen & Paper RPG Database]]: A list of Jonathan Tweet's game-design credits
:[[http://www.jonathantweet.com/ | Jonathan Tweet's Personal Web page]]: Note that this is not a gaming site
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268134545</unix>
						<iso>2010-03-09 12:35:45</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>No longer active</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Jonathan Tweet''' is one of the two original creators of [[Ars Magica]] (the other is [[Mark Rein•Hagen]]).  He has also developed and co-developed a number of other role-playing games and supplements, including Dungeons & Dragons Third Edition.

Mr. Tweet is no longer active in the Ars Magica community.

= Related Topics

; Related pages within this site

* [[Ars Magica]]
* [[Ars Magica First Edition]]
* [[Lion Rampant]]
* [[Mark Rein•Hagen]]
* [[White Wolf Magazine]]

= Ars Magica books by Jonathan Tweet

* [[Ars Magica First Edition]]
* [[Ars Magica Revised Edition]]
* [[Festival of the Damned]]
* [[A Winter's Tale]]
* [[Order of Hermes book | Order of Hermes]]
* [[Houses of Hermes]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.

:[[http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=4 | Jonathan Tweet at Pen & Paper RPG Database]]: A list of Jonathan Tweet's game-design credits
:[[http://www.jonathantweet.com/ | Jonathan Tweet's Personal Web page]]: Note that this is not a gaming site
]]></text>
				</version>
			</history>
		</page>
		<page node="832">
			<name>david_woods</name>
			<title>David Woods</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267321879</unix>
						<iso>2010-02-28 02:51:19</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''David Woods''' is an author of some Ars Magica [[Products|supplements]].

= Ars Magica Books by David Woods

* [[Houses of Hermes: True Lineages]] (House Guernicus)
* [[Land of Fire and Ice]] (with [[Mark Shirley]]
* [[ArM5]] (design contribution)
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267322035</unix>
						<iso>2010-02-28 02:53:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added co-authors on HoHTL</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''David Woods''' is an author of some Ars Magica [[Products|supplements]].

= Ars Magica Books by David Woods

* [[Houses of Hermes: True Lineages]] (with Erik Dahl, Timothy Ferguson, and [[Matt Ryan]]; David woods wrote the section on [[House Guernicus]])
* [[Land of Fire and Ice]] (with [[Mark Shirley]])
* [[ArM5]] (design contribution)
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1267322102</unix>
						<iso>2010-02-28 02:55:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added actual links to co-authors</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''David Woods''' is an author of some Ars Magica [[Products|supplements]].

= Ars Magica Books by David Woods

* [[Houses of Hermes: True Lineages]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Matt Ryan]]; David woods wrote the section on [[House Guernicus]])
* [[Land of Fire and Ice]] (with [[Mark Shirley]])
* [[ArM5]] (design contribution)
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1267325238</unix>
						<iso>2010-02-28 03:47:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''David Woods''' is an author of some Ars Magica [[Products|supplements]].

= Ars Magica Books by David Woods

* [[Houses of Hermes: True Lineages]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Matt Ryan]]; David Woods wrote the section on [[House Guernicus]])
* [[Land of Fire and Ice]] (with [[Mark Shirley]])
* [[ArM5]] (design contribution)
]]></text>
				</version>
			</history>
		</page>
		<page node="833">
			<name>reputation</name>
			<title>Reputation</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Fan-Created Content</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267324255</unix>
						<iso>2010-02-28 03:30:55</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In [[Ars Magica]], characters have statistics for their '''reputation'' and [[personality trait|personality traits]] as well as for their physical and mental abilities.  Partly, this reflects the importance of personal reputation in medieval society. It also helps the [[storyguide]] role-play the reactions of [[NPC | NPCs]].

{{toc}}

= How Reputation Works

Beginning characters only have a Reputation if they have a [[Virtue]] or [[Flaw]] -- including a [[Social Status]] Virtue or Flaw -- that grants one.  This, most characters start out with no Reputation at all.

== Gaining and Increasing Reputation

During play, any notable actions and accomplishments may cause the character to gain a new reputation, according to the rules on page 167 of [[ArM5]].

== Keeping track of Reputations

[[ArM5]] states on page 167:

{{cite|For simplicity's sake, most characters should have no more than two reputations}}

It makes a certain amount of sense to say that once a character has established two different reputations, people tend to have preconceptions about him and it is hard (read, nearly impossible) to establish a third.  Instead, notable deeds tend to feed one of the character's existing reputations, or be ignored by the public.

== Statistics for Reputation

In [[ArM5]], a reputation score consists of three elements:

:Score: The numerical rating, or "level" of the reputation.  This increases according to the rules on page 167
:Content: What the character is known for: this could be anything, from a personality trait (honesty, resourcefulness) to accomplishments (successful Crusader, master of Terram), to relationships (ally of [[Durenmar]] covenant)
:Type: The group who is aware of the reputation.  In [[ArM5]], this can be a [[local reputation]] (known to everyone who lives near the character), a [[Hermetic reputation]] (known throughout the [[Order of Hermes]]), or the rarely-used [[ecclesiastical reputation]], known within the [[Mythic Church]]. New types of reputation are possible: for example, [[HoHS]] introduced the idea of a [[House Acclaim]], which for [[House Bonisagus]] is a House reputation (applying only within House Bonisagus).

= List of Example Reputations

Here are some sample reputations you can use for your characters.  Please feel free to edit this page and add to the list.  Note that reputation is not always deserved.

* Beautiful
* Bewitched
* Courageous
* Clever
* Dead (as in, "I heard you were dead.")
* Generous
* Gullible
* Hot-tempered
* Liar
* Ruffian
* Strong
* Skilled at ([[Ability]])
* Thief
* Treacherous
* Trustworthy
* Well-connected to (community)
* Well-spoken
* Wise

= References

* Reputations, [[ArM5]] page 19
* Changing Reputations, [[ArM5]] page 167

== References for Earlier Editions

* Companion Social Class, [[ArM4]] page 37
* Reputation, [[ArM4]] page 61
* Reputations, [[ArM4]] page 191
* (Covenant) reputation, [[ArM4]] page 208

= Related Topics

; Related pages within this site
* [[Personality Trait]]
* [[Social Status]]
* [[House Acclaim]]
* [[Hermetic Prestige]]
]]></text>
				</version>
			</history>
		</page>
		<page node="834">
			<name>major_flaw</name>
			<title>Major Flaw</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267325048</unix>
						<iso>2010-02-28 03:44:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

A '''Major Flaw''' in [[ArM5]] is any [[Flaw]] that has a significant impact on a character.  One Major Flaw counts the same as three [[Minor Flaw|Minor Flaws]] during [[Character Creation]].

[[Grog|Grogs]] may not have Major Flaws; they are restricted to [[Minor Virtue|Minor Virtues]] and [[Minor Flaw|Minor Flaws]] only.

= Past Editions

In [[ArM4]] and earlier, [[Virtue|Virtues]] and [[Flaw|Flaws]] had numerical costs, such as -1 or -4.  A Major Flaw roughly corresponds to a [[Fourth Edition]] Flaw of -3 or greater absolute value.

= References

* Detailed Character Creation Summary, [[ArM5]] page 29
* Virtues and Flaws, [[ArM5]] page 36
* Table of Virtues and Flaws, [[ArM5]] pages 38-39

= Related Topics

; Related pages within this site
* [[Virtues and Flaws]]
* [[Flaw]]
* [[Major Virtue]]
* [[Minor Flaw]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.

:[[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="836">
			<name>john_post</name>
			<title>John Post</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267358479</unix>
						<iso>2010-02-28 13:01:19</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''John Post''' is an Ars Magica who has co-written supplements for [[Fifth Edition]].

= Ars Magica Books by John Post

* [[House of Hermes: Societates]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Realms of Power: Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[Mark Shirley]], [[Andrew Smith]], and [[Sheila Thomas]])  
* [[Hedge Magic Revised Edition]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Richard Love]])
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267358562</unix>
						<iso>2010-02-28 13:02:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''John Post''' is an Ars Magica who has co-written supplements for [[Fifth Edition]].

= Ars Magica Books by John Post

* [[Houses of Hermes: Societates]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Realms of Power: Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[Mark Shirley]], [[Andrew Smith]], and [[Sheila Thomas]])  
* [[Hedge Magic Revised Edition]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Richard Love]])
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1267358606</unix>
						<iso>2010-02-28 13:03:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''John Post''' is an author who has co-written supplements for [[Fifth Edition]].

= Ars Magica Books by John Post

* [[Houses of Hermes: Societates]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Realms of Power: Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[Mark Shirley]], [[Andrew Smith]], and [[Sheila Thomas]])  
* [[Hedge Magic Revised Edition]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Richard Love]])
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1267359152</unix>
						<iso>2010-02-28 13:12:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Ancient Magic</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''John Post''' is an author who has co-written supplements for [[Fifth Edition]].

= Ars Magica Books by John Post

* [[Ancient Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Jeff Kyer]], [[Richard Love]], [[Paul Tevis]] and [[Alexander White]])
* [[Houses of Hermes: Societates]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Mark Shirley]], and [[Nick Simmonds]])
* [[Realms of Power: Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[Richard Love]], [[Mark Shirley]], [[Andrew Smith]], and [[Sheila Thomas]])  
* [[Hedge Magic Revised Edition]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[Richard Love]])
]]></text>
				</version>
			</history>
		</page>
		<page node="837">
			<name>richard_love</name>
			<title>Richard Love</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267359048</unix>
						<iso>2010-02-28 13:10:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.


'''Richard Love''' has co-written [[Ars Magica]] [[Products|supplements]] for [[Fifth Edition]]. 

= Ars Magica Books by Richard Love

* [[Ancient Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Jeff Kyer]], [[John Post]], [[Paul Tevis]] and [[Alexander White]]) 
* The [[Lion and the Lily]] (with [[Timothy Ferguson]], [[Christian Jensen Romer]], [[Mark Shirley]], [[Andrew Smith]], [[Paul Tevis]], and [[Sheila Thomas]]) 
* [[Realms of Power: Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], and [[Sheila Thomas]]) 
* [[Hedge Magic Revised Edition]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[John Post]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279091710</unix>
						<iso>2010-07-14 09:15:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>) missing</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.


'''Richard Love''' has co-written [[Ars Magica]] [[Products|supplements]] for [[Fifth Edition]]. 

= Ars Magica Books by Richard Love

* [[Ancient Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Jeff Kyer]], [[John Post]], [[Paul Tevis]] and [[Alexander White]]) 
* The [[Lion and the Lily]] (with [[Timothy Ferguson]], [[Christian Jensen Romer]], [[Mark Shirley]], [[Andrew Smith]], [[Paul Tevis]], and [[Sheila Thomas]]) 
* [[Realms of Power: Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Andrew Gronosky]], [[John Post]], [[Mark Shirley]], [[Andrew Smith]], and [[Sheila Thomas]]) 
* [[Hedge Magic Revised Edition]] (with [[Erik Dahl]], [[Timothy Ferguson]], and [[John Post]])
]]></text>
				</version>
			</history>
		</page>
		<page node="838">
			<name>hedge_magic_revised_edition</name>
			<title>Hedge Magic Revised Edition</title>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267360942</unix>
						<iso>2010-02-28 13:42:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hedge Magic Revised Edition''' is an Ars Magica supplement about [[non-Hermetic]] magic.  It updates and supersedes the [[Fourth Edition]] supplement, [[Hedge Magic]].

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|hedgemagicrevisededitioncover.jpg|right|small}}

'''Rules Edition:''' [[ArM5]]
'''Author(s):'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Richard Love]], [[John Post]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-104-X
'''Release Date:''' November 2008
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

This book describes a number of [[tradition|traditions]] of [[hedge wizard|hedge wizards]].  In addition to several entirely new traditions, two popular traditions from [[ArM3]] and [[ArM4]], the [[Grugach|Gruagachan]] and Scandinavian [[Vitki | rune wizards]], are revised for [[Fifth Edition]] game mechanics.

''Hedge Magic Revised Edition'' also discusses the often tense relations between non-Hermetic wizards and the [[Order of Hermes]], including practical advice on how to play hedge wizards alongside magi in your [[Saga]].

The emphasis is on magicians who know only their native tradition of magic and can't use [[Hermetic Magic]] at all.  For rules on hedge wizards who have joined the [[Order of Hermes]], see the [[House Ex Miscellanea]] chapter of [[Houses of Hermes: Societates]].

== Traditions

The following [[tradition|traditions]] of hedge magic are described in ''Hedge Magic, Revised Edition'':

* [[Elementalist|Elementalists]]
* [[Grugach | Gruagachan]]
* [[Folk Witch | Folk Witches]]
* [[Learned Magician | Learned Magicians]]
* [[Nightwalker | NightWalkers]]
* [[Vitki | Vitkir]]


== Order of Odin

This book contains a brief insert on the [[Order of Odin]] on page 121.  It is the first [[Fifth Edition]] supplement to mention the Order of Odin, confirming that it is still part of Ars Magica [[canon]].

;If there is an important sub-topic dealt with in the book, write a sentence or ;two about it.  For example, [[Houses of Hermes True Lineages]] has an ;important section on Hermetic Law and that should be mentioned in a section ;like this.

;== Another Sub-topic

;With text

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Topics

; Related pages within this site
* [[Hedge Wizard]]
* [[House Ex Miscellanea]]
* [[Order of Odin]]

== Related Products

; Other products about the same topic or somehow related
* [[Hedge Magic]]
* [[Realms of Power Magic]]
* [[Houses of Hermes: Societates]]
* [[Art and Academe]] covers [[Experimental Philosophy]], whose [[Formula | formulae]] are similar to magic
* [[Ancient Magic]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267369962</unix>
						<iso>2010-02-28 16:12:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link disambiguation -- Hedge Magic vs. Hedge Magic Book</comment>
					<text><![CDATA[
'''Hedge Magic Revised Edition''' is an Ars Magica supplement about [[non-Hermetic]] magic.  It updates and supersedes the [[Fourth Edition]] supplement, [[Hedge Magic book | Hedge Magic]].

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|hedgemagicrevisededitioncover.jpg|right|small}}

'''Rules Edition:''' [[ArM5]]
'''Author(s):'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Richard Love]], [[John Post]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-104-X
'''Release Date:''' November 2008
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

This book describes a number of [[tradition|traditions]] of [[hedge wizard|hedge wizards]].  In addition to several entirely new traditions, two popular traditions from [[ArM3]] and [[ArM4]], the [[Grugach|Gruagachan]] and Scandinavian [[Vitki | rune wizards]], are revised for [[Fifth Edition]] game mechanics.

''Hedge Magic Revised Edition'' also discusses the often tense relations between non-Hermetic wizards and the [[Order of Hermes]], including practical advice on how to play hedge wizards alongside magi in your [[Saga]].

The emphasis is on magicians who know only their native tradition of magic and can't use [[Hermetic Magic]] at all.  For rules on hedge wizards who have joined the [[Order of Hermes]], see the [[House Ex Miscellanea]] chapter of [[Houses of Hermes: Societates]].

== Traditions

The following [[tradition|traditions]] of hedge magic are described in ''Hedge Magic, Revised Edition'':

* [[Elementalist|Elementalists]]
* [[Grugach | Gruagachan]]
* [[Folk Witch | Folk Witches]]
* [[Learned Magician | Learned Magicians]]
* [[Nightwalker | NightWalkers]]
* [[Vitki | Vitkir]]


== Order of Odin

This book contains a brief insert on the [[Order of Odin]] on page 121.  It is the first [[Fifth Edition]] supplement to mention the Order of Odin, confirming that it is still part of Ars Magica [[canon]].

;If there is an important sub-topic dealt with in the book, write a sentence or ;two about it.  For example, [[Houses of Hermes True Lineages]] has an ;important section on Hermetic Law and that should be mentioned in a section ;like this.

;== Another Sub-topic

;With text

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Topics

; Related pages within this site
* [[Hedge Wizard]]
* [[House Ex Miscellanea]]
* [[Order of Odin]]

== Related Products

; Other products about the same topic or somehow related
* [[Hedge Magic]]
* [[Realms of Power Magic]]
* [[Houses of Hermes: Societates]]
* [[Art and Academe]] covers [[Experimental Philosophy]], whose [[Formula | formulae]] are similar to magic
* [[Ancient Magic]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1267370219</unix>
						<iso>2010-02-28 16:16:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Links to product page and table of contents</comment>
					<text><![CDATA[
'''Hedge Magic Revised Edition''' is an Ars Magica supplement about [[non-Hermetic]] magic.  It updates and supersedes the [[Fourth Edition]] supplement, [[Hedge Magic book | Hedge Magic]].

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|hedgemagicrevisededitioncover.jpg|right|small}}

'''Rules Edition:''' [[ArM5]]
'''Author(s):'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Richard Love]], [[John Post]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-104-X
'''Release Date:''' November 2008
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

This book describes a number of [[tradition|traditions]] of [[hedge wizard|hedge wizards]].  In addition to several entirely new traditions, two popular traditions from [[ArM3]] and [[ArM4]], the [[Grugach|Gruagachan]] and Scandinavian [[Vitki | rune wizards]], are revised for [[Fifth Edition]] game mechanics.

''Hedge Magic Revised Edition'' also discusses the often tense relations between non-Hermetic wizards and the [[Order of Hermes]], including practical advice on how to play hedge wizards alongside magi in your [[Saga]].

The emphasis is on magicians who know only their native tradition of magic and can't use [[Hermetic Magic]] at all.  For rules on hedge wizards who have joined the [[Order of Hermes]], see the [[House Ex Miscellanea]] chapter of [[Houses of Hermes: Societates]].

== Traditions

The following [[tradition|traditions]] of hedge magic are described in ''Hedge Magic, Revised Edition'':

* [[Elementalist|Elementalists]]
* [[Grugach | Gruagachan]]
* [[Folk Witch | Folk Witches]]
* [[Learned Magician | Learned Magicians]]
* [[Nightwalker | NightWalkers]]
* [[Vitki | Vitkir]]


== Order of Odin

This book contains a brief insert on the [[Order of Odin]] on page 121.  It is the first [[Fifth Edition]] supplement to mention the Order of Odin, confirming that it is still part of Ars Magica [[canon]].

;If there is an important sub-topic dealt with in the book, write a sentence or ;two about it.  For example, [[Houses of Hermes True Lineages]] has an ;important section on Hermetic Law and that should be mentioned in a section ;like this.

;== Another Sub-topic

;With text

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Topics

; Related pages within this site
* [[Hedge Wizard]]
* [[House Ex Miscellanea]]
* [[Order of Odin]]

== Related Products

; Other products about the same topic or somehow related
* [[Hedge Magic book | Hedge Magic]]
* [[Realms of Power Magic]]
* [[Houses of Hermes: Societates]]
* [[Art and Academe]] covers [[Experimental Philosophy]], whose [[Formula | formulae]] are similar to magic
* [[Ancient Magic]]

== Related Sites

* [[http://www.atlas-games.com/product_tables/AG0289.php | Official Product Page]] at Atlas Games
* [[http://atlas-games.com/pdf_storage/Hedge%20Magic%20Contents.pdf | Table of Contents]]
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268777174</unix>
						<iso>2010-03-16 23:06:14</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Not the first reference to Order of Odin</comment>
					<text><![CDATA[
'''Hedge Magic Revised Edition''' is an Ars Magica supplement about [[non-Hermetic]] magic.  It updates and supersedes the [[Fourth Edition]] supplement, [[Hedge Magic book | Hedge Magic]].

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|hedgemagicrevisededitioncover.jpg|right|small}}

'''Rules Edition:''' [[ArM5]]
'''Author(s):'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Richard Love]], [[John Post]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-104-X
'''Release Date:''' November 2008
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

This book describes a number of [[tradition|traditions]] of [[hedge wizard|hedge wizards]].  In addition to several entirely new traditions, two popular traditions from [[ArM3]] and [[ArM4]], the [[Grugach|Gruagachan]] and Scandinavian [[Vitki | rune wizards]], are revised for [[Fifth Edition]] game mechanics.

''Hedge Magic Revised Edition'' also discusses the often tense relations between non-Hermetic wizards and the [[Order of Hermes]], including practical advice on how to play hedge wizards alongside magi in your [[Saga]].

The emphasis is on magicians who know only their native tradition of magic and can't use [[Hermetic Magic]] at all.  For rules on hedge wizards who have joined the [[Order of Hermes]], see the [[House Ex Miscellanea]] chapter of [[Houses of Hermes: Societates]].

== Traditions

The following [[tradition|traditions]] of hedge magic are described in ''Hedge Magic, Revised Edition'':

* [[Elementalist|Elementalists]]
* [[Grugach | Gruagachan]]
* [[Folk Witch | Folk Witches]]
* [[Learned Magician | Learned Magicians]]
* [[Nightwalker | NightWalkers]]
* [[Vitki | Vitkir]]


== Order of Odin

This book contains a brief insert on the [[Order of Odin]] on page 121.  The Order of Odin is also mentioned in [[Guardians of the Forest]].

;If there is an important sub-topic dealt with in the book, write a sentence or ;two about it.  For example, [[Houses of Hermes True Lineages]] has an ;important section on Hermetic Law and that should be mentioned in a section ;like this.

;== Another Sub-topic

;With text

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Topics

; Related pages within this site
* [[Hedge Wizard]]
* [[House Ex Miscellanea]]
* [[Order of Odin]]

== Related Products

; Other products about the same topic or somehow related
* [[Hedge Magic book | Hedge Magic]]
* [[Realms of Power Magic]]
* [[Houses of Hermes: Societates]]
* [[Art and Academe]] covers [[Experimental Philosophy]], whose [[Formula | formulae]] are similar to magic
* [[Ancient Magic]]

== Related Sites

* [[http://www.atlas-games.com/product_tables/AG0289.php | Official Product Page]] at Atlas Games
* [[http://atlas-games.com/pdf_storage/Hedge%20Magic%20Contents.pdf | Table of Contents]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1279092279</unix>
						<iso>2010-07-14 09:24:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>expanded A&amp;A note</comment>
					<text><![CDATA[
'''Hedge Magic Revised Edition''' is an Ars Magica supplement about [[non-Hermetic]] magic.  It updates and supersedes the [[Fourth Edition]] supplement, [[Hedge Magic book | Hedge Magic]].

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|hedgemagicrevisededitioncover.jpg|right|small}}

'''Rules Edition:''' [[ArM5]]
'''Author(s):'''  [[Erik Dahl]], [[Timothy Ferguson]], [[Richard Love]], [[John Post]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-104-X
'''Release Date:''' November 2008
'''Format:''' [[Hardcover]], 144 pages
'''Availability:''' In print

= Subject and Contents

This book describes a number of [[tradition|traditions]] of [[hedge wizard|hedge wizards]].  In addition to several entirely new traditions, two popular traditions from [[ArM3]] and [[ArM4]], the [[Grugach|Gruagachan]] and Scandinavian [[Vitki | rune wizards]], are revised for [[Fifth Edition]] game mechanics.

''Hedge Magic Revised Edition'' also discusses the often tense relations between non-Hermetic wizards and the [[Order of Hermes]], including practical advice on how to play hedge wizards alongside magi in your [[Saga]].

The emphasis is on magicians who know only their native tradition of magic and can't use [[Hermetic Magic]] at all.  For rules on hedge wizards who have joined the [[Order of Hermes]], see the [[House Ex Miscellanea]] chapter of [[Houses of Hermes: Societates]].

== Traditions

The following [[tradition|traditions]] of hedge magic are described in ''Hedge Magic, Revised Edition'':

* [[Elementalist|Elementalists]]
* [[Grugach | Gruagachan]]
* [[Folk Witch | Folk Witches]]
* [[Learned Magician | Learned Magicians]]
* [[Nightwalker | NightWalkers]]
* [[Vitki | Vitkir]]


== Order of Odin

This book contains a brief insert on the [[Order of Odin]] on page 121.  The Order of Odin is also mentioned in [[Guardians of the Forest]].

;If there is an important sub-topic dealt with in the book, write a sentence or ;two about it.  For example, [[Houses of Hermes True Lineages]] has an ;important section on Hermetic Law and that should be mentioned in a section ;like this.

;== Another Sub-topic

;With text

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Topics

; Related pages within this site
* [[Hedge Wizard]]
* [[House Ex Miscellanea]]
* [[Order of Odin]]

== Related Products

; Other products about the same topic or somehow related
* [[Hedge Magic book | Hedge Magic]]
* [[Realms of Power Magic]]
* [[Houses of Hermes: Societates]]
* [[Art and Academe]] covers [[Experimental Philosophy]], whose [[Formula | formulae]] are similar to magic and are used by some of the traditions.
* [[Ancient Magic]]

== Related Sites

* [[http://www.atlas-games.com/product_tables/AG0289.php | Official Product Page]] at Atlas Games
* [[http://atlas-games.com/pdf_storage/Hedge%20Magic%20Contents.pdf | Table of Contents]]
]]></text>
				</version>
			</history>
		</page>
		<page node="839">
			<name>tradition</name>
			<title>Tradition</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267366986</unix>
						<iso>2010-02-28 15:23:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''tradition''' is a particular style of magic that it practiced and handed down to generations of magicians through [[apprenticeship]].  [[Hermetic magic]] is an especially flexible, powerful magical tradition practiced throughout the [[Order of Hermes]].  There exist other, [[non-Hermetic]] traditions; many of them are associated with a particular culture or locale in [[Mythic Europe]].  Many traditions are ancient

= Kinds of Traditions

"Tradition" is not a strictly defined game term in Ars Magica.  There are several varieties of magic that can be called "traditions."  They are all similar in a sense that wizards who practice the tradition share some similar powers, but they differ in the scope of those powers and in the diversity of the traditions' members.

:[[Hermetic Magic]]: Hermetic magic can be considered a very broad, powerful, and diverse tradition of magic.  All members of the [[Order of Hermes]] can be said to follow it, except perhaps [[hedge wizard|hedge wizards]] who very recently joined the Order.
:[[True Lineage|True Lineages]]: Magi who belong to True Lineages practice standard Hermetic magic with few variations.  Magic is not strictly predictable, however, so even members of these well-established Houses have certain idiosyncrasies represented by their [[House Virtue|House Virtues]].  Members of a given lineage may also tend toward certain [[Hermetic Virtue|Hermetic Virtues]] and [[Hermetic Flaw|Flaws]] or particular [[Art|Arts]], though these are only suggestions.
:[[Mystery Cult|Mystery Cults]]: Mystery Cults are traditions that teach [[Mystery|Mysteries]], which [[non-Hermetic]] magic.  This usually takes the form of special [[Mystery Virtue|Mystery Virtues]] rather than [[Art|Arts]] or [[Ability|Abilities]].  Some Mystery Cults are integrated into the Order as Houses, but others are not. Most mystery cults pre-date Hermetic magic theory.
:[[Ex Miscellanea]] Traditions: All members of [[House Ex Miscellanea]] have a particular tradition of magic that is represented by a Major non-Hermetic Virtue (usually a [[Supernatural Virtue]]).  They are also fully capable of [[Hermetic Magic]] with the exception that they must have at least one Major [[Hermetic Flaw]], which can be thought of as representing the imperfect assimilation of both Hermetic and non-Hermetic magic into their [[Gift]].
:[[Hedge Wizard|Hedge Wizards]]: Hedge Wizards are magicians who don't know any Hermetic magic and practice just one, non-Hermetic tradition.  Hedge magic is much narrower in scope, less flexible, and usually weaker than Hermetic magic.  It is also a lot harder to learn.  In terms of [[game mechanics]], hedge magic is usually represented by a [[Supernatural Virtue]] and/or one or more [[Arcane Ability|Abilities]].  Hedge wizards never have [[Art]] scores.


= Related Topics

* [[Hedge Wizard]]
* [[Hedge Magic]]
* [[True Lineage]]
* [[Hermetic Magic]]
* [[Mystery]]

== Related Products

* [[Ancient Magic]]
* [[Houses of Hermes: Societates]]
* [[Hedge magic book| Hedge Magic]] and [[Hedge Magic Revised Edition]]

= References

* House Ex Miscellanea, [[ArM5]] page 11
* Hermetic Houses Summary, [[ArM5]] page 30
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268816157</unix>
						<iso>2010-03-17 09:55:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>non-Magical traditions</comment>
					<text><![CDATA[
A '''tradition''' is a particular style of magic that it practiced and handed down to generations of magicians through [[apprenticeship]].  [[Hermetic magic]] is an especially flexible, powerful magical tradition practiced throughout the [[Order of Hermes]].  There exist other, [[non-Hermetic]] traditions; many of them are associated with a particular culture or locale in [[Mythic Europe]].  Many traditions are ancient

= Kinds of Traditions

"Tradition" is not a strictly defined game term in Ars Magica.  There are several varieties of magic that can be called "traditions."  They are all similar in a sense that wizards who practice the tradition share some similar powers, but they differ in the scope of those powers and in the diversity of the traditions' members.

:[[Hermetic Magic]]: Hermetic magic can be considered a very broad, powerful, and diverse tradition of magic.  All members of the [[Order of Hermes]] can be said to follow it, except perhaps [[hedge wizard|hedge wizards]] who very recently joined the Order.
:[[True Lineage|True Lineages]]: Magi who belong to True Lineages practice standard Hermetic magic with few variations.  Magic is not strictly predictable, however, so even members of these well-established Houses have certain idiosyncrasies represented by their [[House Virtue|House Virtues]].  Members of a given lineage may also tend toward certain [[Hermetic Virtue|Hermetic Virtues]] and [[Hermetic Flaw|Flaws]] or particular [[Art|Arts]], though these are only suggestions.
:[[Mystery Cult|Mystery Cults]]: Mystery Cults are traditions that teach [[Mystery|Mysteries]], which [[non-Hermetic]] magic.  This usually takes the form of special [[Mystery Virtue|Mystery Virtues]] rather than [[Art|Arts]] or [[Ability|Abilities]].  Some Mystery Cults are integrated into the Order as Houses, but others are not. Most mystery cults pre-date Hermetic magic theory.
:[[Ex Miscellanea]] Traditions: All members of [[House Ex Miscellanea]] have a particular tradition of magic that is represented by a Major non-Hermetic Virtue (usually a [[Supernatural Virtue]]).  They are also fully capable of [[Hermetic Magic]] with the exception that they must have at least one Major [[Hermetic Flaw]], which can be thought of as representing the imperfect assimilation of both Hermetic and non-Hermetic magic into their [[Gift]].
:[[Hedge Wizard|Hedge Wizards]]: Hedge Wizards are magicians who don't know any Hermetic magic and practice just one, non-Hermetic tradition.  Hedge magic is much narrower in scope, less flexible, and usually weaker than Hermetic magic.  It is also a lot harder to learn.  In terms of [[game mechanics]], hedge magic is usually represented by a [[Supernatural Virtue]] and/or one or more [[Arcane Ability|Abilities]].  Hedge wizards never have [[Art]] scores.
:Non-Magical and Other Traditions: There are many mystical traditions in Mythic Europe, many aligned with other [[Realm of Power|Realms]]. Such traditions usually use the [[Favored Ability]] mechanic and rely on a small number of supernatural Abilities, most often including at least one Method and one Power. Members of these traditions sometimes include [[Mythic Companion|mythic companions]].


= Related Topics

* [[Hedge Wizard]]
* [[Hedge Magic]]
* [[True Lineage]]
* [[Hermetic Magic]]
* [[Mystery]]

== Related Products

* [[Ancient Magic]]
* [[Houses of Hermes: Societates]]
* [[Hedge magic book| Hedge Magic]] and [[Hedge Magic Revised Edition]]

= References

* House Ex Miscellanea, [[ArM5]] page 11
* Hermetic Houses Summary, [[ArM5]] page 30
]]></text>
				</version>
			</history>
		</page>
		<page node="84">
			<name>doissetep</name>
			<title>Doissetep</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Mythic Europe</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205673201</unix>
						<iso>2008-03-16 14:13:21</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Doissetep''' was a powerful [[Autumn Covenant]] in the [[Provençal Tribunal]].  We say "was" because Doissetep is not mentioned in [[Fifth Edition]] [[canon]].

Doissetep was huge (23 magi, 300 grogs) and had the most impressive magical library in the Order.  The magi had a hierarchy, with higher-ranking wizards able to give orders to lower-ranking ones.  In general, Doissetep seemed to promote competition among its members.

=References
* Doissetep is described in detail on pp. 53-57 of the [[ArM2]] version of [[Covenants]]

Doissetep is a trademark of [[White Wolf]], Inc.
]]></text>
				</version>
			</history>
		</page>
		<page node="840">
			<name>non-hermetic</name>
			<title>non-Hermetic</title>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267369003</unix>
						<iso>2010-02-28 15:56:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''non-Hermetic''' is an adjective that refers to any supernatural power or effect that is different from [[Hermetic Magic]].  While [[Infernal]] and [[Faerie]] powers could be described as non-Hermetic, the term is usually reserved for powers derived from the [[Magic Realm]].

{{toc}}

= Kinds of Non-Hermetic Magic

There are basically four kinds of non-Hermetic magic:

# [[Hedge Magic]]
# [[Mystery|Mysteries]]
# [[Ancient Magic]]
# [[Supernatural Virtue|Supernatural Virtues]]

= Similarities Differences from Hermetic Magic

Like Hermetic magic, the power of non-Hermetic magic comes from the [[Magic Realm]], but people who use it (called ''magicians'' or ''wizards'') are mortal.  They are not considered magical creatures and do not have a [[Might Score]].

Each [[tradition]] of non-Hermetic magic typically has its own [[game mechanics]] that describe how it works.  They do ''not'' use the same rules as Hermetic magic.  By necessity, the rules for a non-Hermetic tradition are a lot simpler than the rules for Hermetic Magic.  A given type of non-Hermetic magic is usually based on a [[Supernatural Virtue]], an [[Arcane Ability]], or some combination, but that's just a convenient convention.  Some non-Hermetic rules work differently.

== Strengths of Non-Hermetic Magic

Some of the [[Hermetic Limits]] are considered to be flaws in Hermetic [[Magic Theory]].  In principle, a non-Hermetic tradition might not share these flaws.  In practice, there are [[game balance]] considerations to bending or breaking the Hermetic Limits, so there's no non-Hermetic tradition in [[canon]] that can just disregard all of them.

Since non-Hermetic magic doesn't use the same rules as Hermetic magic, each tradition has its own analogue of the [[spell guidelines]].  This means that things that are hard to do with the Hermetic Arts (that is, things that have a high-[[Magnitude]] spell guideline) might be a good deal easier under the rules for a particular form of non-Hermetic magic. 

In some cases, advancement in non-Hermetic magic can be quicker than in Hermetic magic.  The number of [[Ability|Abilities]] that a magician needs to learn is typically less than the large set of [[Art|Arts]] and [[Ability|Abilities]] needed by a [[magus]].  This advantage is frequently diminished by the lack of [[book|books]] on non-Hermetic magic.

== Weaknesses of Non-Hermetic Magic

Non-Hermetic magic is a lot less flexible than Hermetic magic.  Usually, a given tradition is limited to a single [[Form]] of magic, or perhaps a handful of forms.

Non-Hermetic traditions lack [[Parma Magica]].  Their spells and effects tend to have weak [[Penetration]].  This puts them at a serious disadvantage when they have to fight or compete with magi.  Probably their best option is to try indirect attacks (see [[School of Vilano]]).

Most non-Heremtic magic is hard to learn and is not written down in [[book|books]].  This seriously limits the advancement potential of a hedge wizard.

= References

* Other Wizards, [[ArM5]] page 16
* Learning Supernatural Abilities, [[ArM5]] page 166

= Related Topics

; Related pages within this site
* [[Mystery]]
* [[Hedge Wizard]]
* [[Diabolist]]
* [[House Ex Miscellanea]]
* [[Join or Die]]
* [[Ancient Magic]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268829161</unix>
						<iso>2010-03-17 13:32:41</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>More on Limits of Magic</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''non-Hermetic''' is an adjective that refers to any supernatural power or effect that is different from [[Hermetic Magic]].  While [[Infernal]] and [[Faerie]] powers could be described as non-Hermetic, the term is usually reserved for powers derived from the [[Magic Realm]].

{{toc}}

= Kinds of Non-Hermetic Magic

There are basically four kinds of non-Hermetic magic:

# [[Hedge Magic]]
# [[Mystery|Mysteries]]
# [[Ancient Magic]]
# [[Supernatural Virtue|Supernatural Virtues]]

= Similarities Differences from Hermetic Magic

Like Hermetic magic, the power of non-Hermetic magic comes from the [[Magic Realm]], but people who use it (called ''magicians'' or ''wizards'') are mortal.  They are not considered magical creatures and do not have a [[Might Score]].

Each [[tradition]] of non-Hermetic magic typically has its own [[game mechanics]] that describe how it works.  They do ''not'' use the same rules as Hermetic magic.  By necessity, the rules for a non-Hermetic tradition are a lot simpler than the rules for Hermetic Magic.  A given type of non-Hermetic magic is usually based on a [[Supernatural Virtue]], an [[Arcane Ability]], or some combination, but that's just a convenient convention.  Some non-Hermetic rules work differently.

== Strengths of Non-Hermetic Magic

Some of the [[Limits of Magic]] are considered to be flaws in Hermetic [[Magic Theory]].  In principle, a non-Hermetic tradition might not share these flaws.  In practice, there are [[game balance]] considerations to bending or breaking the Limits of Magic, so there's no non-Hermetic tradition in [[canon]] that can just disregard all of them.  Also, even if a certain kind of non-Hermetic magic could get around one of the Limits of Magic, that doesn't mean it would necessarily be more powerful than Hermetic magic.  It might have inherent flaws of its own.

Since non-Hermetic magic doesn't use the same rules as Hermetic magic, each tradition has its own analogue of the [[spell guidelines]].  This means that things that are hard to do with the Hermetic Arts (that is, things that have a high-[[Magnitude]] spell guideline) might be a good deal easier under the rules for a particular form of non-Hermetic magic. 

In some cases, advancement in non-Hermetic magic can be quicker than in Hermetic magic.  The number of [[Ability|Abilities]] that a magician needs to learn is typically less than the large set of [[Art|Arts]] and [[Ability|Abilities]] needed by a [[magus]].  This advantage is frequently diminished by the lack of [[book|books]] on non-Hermetic magic.

== Weaknesses of Non-Hermetic Magic

Non-Hermetic magic is a lot less flexible than Hermetic magic.  Usually, a given tradition is limited to a single [[Form]] of magic, or perhaps a handful of forms.

Non-Hermetic traditions lack [[Parma Magica]].  Their spells and effects tend to have weak [[Penetration]].  This puts them at a serious disadvantage when they have to fight or compete with magi.  Probably their best option is to try indirect attacks (see [[School of Vilano]]).

Most non-Heremtic magic is hard to learn and is not written down in [[book|books]].  This seriously limits the advancement potential of a hedge wizard.

= References

* Other Wizards, [[ArM5]] page 16
* Learning Supernatural Abilities, [[ArM5]] page 166

= Related Topics

; Related pages within this site
* [[Mystery]]
* [[Hedge Wizard]]
* [[Diabolist]]
* [[House Ex Miscellanea]]
* [[Join or Die]]
* [[Ancient Magic]]
]]></text>
				</version>
			</history>
		</page>
		<page node="841">
			<name>casting_tablet</name>
			<title>Casting Tablet</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267370628</unix>
						<iso>2010-02-28 16:23:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

A ''Casting Tablet'' is a [[book]] that allows a magus to cast a [[formulaic spell|formulaic]] or [[ritual spell]] without first having to learn that spell.  

= References

* Casting tablets, [[Covenants book]] pages 89-90

= Related Topics

; Related pages within this site
* [[FAQ#Casting_from_text|FAQ: Casting from a text]]
]]></text>
				</version>
			</history>
		</page>
		<page node="842">
			<name>demon</name>
			<title>Demon</title>
			<language>en</language>
			<tags>
				<tag>Infernal Realm</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267374291</unix>
						<iso>2010-02-28 17:24:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In [[Ars Magica]], a '''demon''' is any creature from the [[Infernal Realm]].  Statistics for three example demons are given in the [[ArM5]] rule book; many more are described in [[Realms of Power: Infernal]].

In [[real history]], it's pretty clear that the medieval Church believed demons were real.  In [[Mythic Europe]], demons are demonstrably real through such powers as [[Sense Holiness and Unholiness]].  Hermetic magic is unreliable at detecting demons due to the Hermetic [[Limit of the Infernal]].

The extent to which demons are prevalent and influence [[Mythic Europe]] is a choice for individual [[Troupe|troupes]] to make for their own [[Saga|sagas]].  A lot of [[Third Edition]] supplements focused heavily on demons and infernal corruption; some might say they over-did it.

= References

* Infernal Creatures, [[ArM5]] page 196
* Limit of the Infernal, [[ArM5]] page 80
* The Infernal Legions, [[Realms of Power: Infernal]] pages 28-49

= Related Topics

; Related pages within this site
* [[Infernal Realm]]
* [[Diabolist]]
* [[Limit of the Infernal]]
* [[Psychomachica]]

== Related Products

* [[Realms of Power: Infernal]]
* [[Maleficium]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1267374440</unix>
						<iso>2010-02-28 17:27:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to ToH:Rome</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In [[Ars Magica]], a '''demon''' is any creature from the [[Infernal Realm]].  Statistics for three example demons are given in the [[ArM5]] rule book; many more are described in [[Realms of Power: Infernal]].

In [[real history]], it's pretty clear that the medieval Church believed demons were real.  In [[Mythic Europe]], demons are demonstrably real through such powers as [[Sense Holiness and Unholiness]].  Hermetic magic is unreliable at detecting demons due to the Hermetic [[Limit of the Infernal]].

The extent to which demons are prevalent and influence [[Mythic Europe]] is a choice for individual [[Troupe|troupes]] to make for their own [[Saga|sagas]].  A lot of [[Third Edition]] supplements focused heavily on demons and infernal corruption; some might say they over-did it.

= References

* Infernal Creatures, [[ArM5]] page 196
* Limit of the Infernal, [[ArM5]] page 80
* The Infernal Legions, [[Realms of Power: Infernal]] pages 28-49

= Related Topics

; Related pages within this site
* [[Infernal Realm]]
* [[Diabolist]]
* [[Limit of the Infernal]]
* [[Psychomachica]]

== Related Products

* [[Realms of Power: Infernal]]
* [[Maleficium]]
* [[Tribunals of Hermes: Rome]]
]]></text>
				</version>
			</history>
		</page>
		<page node="843">
			<name>infernal_realm</name>
			<title>Infernal Realm</title>
			<language>en</language>
			<tags>
				<tag>Infernal Realm</tag>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267967007</unix>
						<iso>2010-03-07 14:03:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In Ars Magica, the '''Infernal Realm''' is equivalent to the Judeo-Christian Hell.  It is an important and active force in [[Mythic Europe]].  Parts of the world are corrupted by the presence of infernal [[Aura|auras]] and [[demon|demons]] roam abroad seeking to tempt mortals to corruption.

= Extent of Infernal Influence

The extent to which the Infernal Realm threatens and influences Mythic Europe is up to the [[Troupe]] to decide.  It is one of the open-ended [[background questions | background questions]] that define the nature of your [[Saga]].

In some ways, Infernal creatures and their mortal agents make good adversaries.  They are always evil, so there's no moral ambiguity in fighting them.  They can be quite powerful, and as cunning or as straightforward as the storyguide wants them to be.  In contrast to most adversaries, it is easy to create a demon who can rival the power of a magus.

There are several arguments against having too many demons in your Saga, though.  For one thing, since demons personify evil, they tend to undermine any moral ambiguity in a character or story.  If demons become too prevalent, Mythic Europe becomes a bleak and depressing world. Any theme, if repeated too often, becomes trite and makes for weaker stories.

= References

* The Infernal Realm, [[ArM5]] page 186
* Background Questions, [[ArM5]] page 217
* The entire book, [[Realms of Power: Infernal]] discusses the Infernal Realm, its inhabitants, and its allies

= Related Topics

; Related pages within this site
* [[Diabolist]]
* [[Demon]]

;== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.

;:[[http://www.atlas-games.com/product_tables/AGXXXXXX.php/ | Official product page]] at Atlas Games:
;:[[http://www.location-of-site.com | Name of Site 1]]: Description of Site 1 and/or its contents
;:[[http://www.location-of-site.com | Name of Site 2]]: Description of Site 2 and/or its contents
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268004907</unix>
						<iso>2010-03-08 00:35:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed unused links from comments</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In Ars Magica, the '''Infernal Realm''' is equivalent to the Judeo-Christian Hell.  It is an important and active force in [[Mythic Europe]].  Parts of the world are corrupted by the presence of infernal [[Aura|auras]] and [[demon|demons]] roam abroad seeking to tempt mortals to corruption.

= Extent of Infernal Influence

The extent to which the Infernal Realm threatens and influences Mythic Europe is up to the [[Troupe]] to decide.  It is one of the open-ended [[background questions | background questions]] that define the nature of your [[Saga]].

In some ways, Infernal creatures and their mortal agents make good adversaries.  They are always evil, so there's no moral ambiguity in fighting them.  They can be quite powerful, and as cunning or as straightforward as the storyguide wants them to be.  In contrast to most adversaries, it is easy to create a demon who can rival the power of a magus.

There are several arguments against having too many demons in your Saga, though.  For one thing, since demons personify evil, they tend to undermine any moral ambiguity in a character or story.  If demons become too prevalent, Mythic Europe becomes a bleak and depressing world. Any theme, if repeated too often, becomes trite and makes for weaker stories.

= References

* The Infernal Realm, [[ArM5]] page 186
* Background Questions, [[ArM5]] page 217
* The entire book, [[Realms of Power: Infernal]] discusses the Infernal Realm, its inhabitants, and its allies

= Related Topics

; Related pages within this site
* [[Diabolist]]
* [[Demon]]

;== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.
]]></text>
				</version>
			</history>
		</page>
		<page node="844">
			<name>personality_flaw</name>
			<title>Personality Flaw</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267970612</unix>
						<iso>2010-03-07 15:03:32</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In [[Fifth Edition]], a '''Personality Flaw''' is an aspect of a character's personality that either causes him to get involved in stories, or can occasionally get in his way or complicate stories.

A Major Personality Flaw dominates a character's personality and is a primary motivator that gets him involved in stories.  In this is it similar to a [[Story Flaw]].  A Minor Personality Flaw is something that influences the character's actions and can occasionally affect the course of a story but mainly adds depth to role-playing.

The [[ArM5]] rule book advises (on page 37) that a single character should not have too many Personality Flaws so as not to become unplayable or annoying to other players. 

= Past Editions

Most of the Personality Flaws in Fifth Edition didn't exist in previous editions.

Several of the Minor Personality Flaws in Fifth Edition, such as Busybody and Carefree, were actually [[General Virtue|General Virtues]] in Fourth Edition.  The rationale for the change seems to be connected with the new idea of [[Story Flaw | Story Flaws]].

= References

* Personality, [[ArM5]] page 37
* Table of Virtues and Flaws, [[ArM5]] pages 38-39

== Fourth Edition References

* Busybody, [[ArM4]] page 40
* Carefree, [[ArM4]] page 41

= Related Topics

; Related pages within this site
* [[Virtues and Flaws Index]]


;== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.

;:[[http://www.atlas-games.com/product_tables/AGXXXXXX.php/ | Official product page]] at Atlas Games:
;:[[http://www.location-of-site.com | Name of Site 1]]: Description of Site 1 and/or its contents
;:[[http://www.location-of-site.com | Name of Site 2]]: Description of Site 2 and/or its contents
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268005011</unix>
						<iso>2010-03-08 00:36:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed dead template code from comments</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In [[Fifth Edition]], a '''Personality Flaw''' is an aspect of a character's personality that either causes him to get involved in stories, or can occasionally get in his way or complicate stories.

A Major Personality Flaw dominates a character's personality and is a primary motivator that gets him involved in stories.  In this is it similar to a [[Story Flaw]].  A Minor Personality Flaw is something that influences the character's actions and can occasionally affect the course of a story but mainly adds depth to role-playing.

The [[ArM5]] rule book advises (on page 37) that a single character should not have too many Personality Flaws so as not to become unplayable or annoying to other players. 

= Past Editions

Most of the Personality Flaws in Fifth Edition didn't exist in previous editions.

Several of the Minor Personality Flaws in Fifth Edition, such as Busybody and Carefree, were actually [[General Virtue|General Virtues]] in Fourth Edition.  The rationale for the change seems to be connected with the new idea of [[Story Flaw | Story Flaws]].

= References

* Personality, [[ArM5]] page 37
* Table of Virtues and Flaws, [[ArM5]] pages 38-39

== Fourth Edition References

* Busybody, [[ArM4]] page 40
* Carefree, [[ArM4]] page 41

= Related Topics

; Related pages within this site
* [[Virtues and Flaws Index]]
]]></text>
				</version>
			</history>
		</page>
		<page node="845">
			<name>artes_liberales</name>
			<title>Artes Liberales</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267973581</unix>
						<iso>2010-03-07 15:53:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Artes Liberales''' (a Latin phrase meaning "liberal arts") are the academic studies that form the foundation of a medieval education.  They are important to [[magus|magi]] and to scholarly characters.

= The Seven Liberal Arts

The Artes Liberales consists of seven distinct subjects divided into two sub-catgeories, the Trivium and the Quadrivium.

== The Trivium

The Trivium includes the three subjects of grammar, logic, and rhetoric.

== The Quadrivium

The Quadrivium includes the subjects of arithmetic, geometry, astronomy, and music (meaning music theory, not performance).

= Artes Liberales in Fifth Edition

In [[ArM5]], the Artes Liberales [[Ability]] covers literacy.  Characters without it cannot read or write.  For each point in Artes Liberales, a character is eligible to know one writing system (such as the Latin alphabet, the Greek alphabet, and so on).

== Artes Liberales for Magi

Since [[Hermetic Magic]] relies heavily on the ability to read and write, every magus needs an Artes Liberales score of at least 1.

The magus's score in Artes Liberales adds to the [[Casting Total]] for [[ritual spell|ritual spells]].  Presumably this is because knowledge of the Quadrivium helps the magus properly take account of astrological influences, draw geometric figures during ritual spells, and so on.

Similarly, Artes Liberales adds to the Casting Total for [[ceremonial casting]].

== Artes Liberales for Mundanes

Artes Liberales is an [[Academic Ability]] so it is only available to characters who have access to those Abilities.  The rules provide relatively few opportunities for mundanes to use Artes Liberales: the main uses are in learning writing systems and in [[disputatio]].

= References

* Artes Liberales, [[ArM5]] page 62
* Artes Liberales, [[Art and Academe]] pages 12-19
* Writing Systems, [[Art and Academe]] page 19
* Disputatio, [[Art and Academe]] page 104

;= Related Topics
; Related pages within this site


;;== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.

;:[[http://www.atlas-games.com/product_tables/AGXXXXXX.php/ | Official product page]] at Atlas Games:
;;:[[http://www.location-of-site.com | Name of Site 1]]: Description of Site 1 and/or its contents
;:[[http://www.location-of-site.com | Name of Site 2]]: Description of Site 2 and/or its contents
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268004823</unix>
						<iso>2010-03-08 00:33:43</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Invisible edit to some template code</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Artes Liberales''' (a Latin phrase meaning "liberal arts") are the academic studies that form the foundation of a medieval education.  They are important to [[magus|magi]] and to scholarly characters.

= The Seven Liberal Arts

The Artes Liberales consists of seven distinct subjects divided into two sub-catgeories, the Trivium and the Quadrivium.

== The Trivium

The Trivium includes the three subjects of grammar, logic, and rhetoric.

== The Quadrivium

The Quadrivium includes the subjects of arithmetic, geometry, astronomy, and music (meaning music theory, not performance).

= Artes Liberales in Fifth Edition

In [[ArM5]], the Artes Liberales [[Ability]] covers literacy.  Characters without it cannot read or write.  For each point in Artes Liberales, a character is eligible to know one writing system (such as the Latin alphabet, the Greek alphabet, and so on).

== Artes Liberales for Magi

Since [[Hermetic Magic]] relies heavily on the ability to read and write, every magus needs an Artes Liberales score of at least 1.

The magus's score in Artes Liberales adds to the [[Casting Total]] for [[ritual spell|ritual spells]].  Presumably this is because knowledge of the Quadrivium helps the magus properly take account of astrological influences, draw geometric figures during ritual spells, and so on.

Similarly, Artes Liberales adds to the Casting Total for [[ceremonial casting]].

== Artes Liberales for Mundanes

Artes Liberales is an [[Academic Ability]] so it is only available to characters who have access to those Abilities.  The rules provide relatively few opportunities for mundanes to use Artes Liberales: the main uses are in learning writing systems and in [[disputatio]].

= References

* Artes Liberales, [[ArM5]] page 62
* Artes Liberales, [[Art and Academe]] pages 12-19
* Writing Systems, [[Art and Academe]] page 19
* Disputatio, [[Art and Academe]] page 104

;= Related Topics
; Related pages within this site


;;== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.

;:[[http://www.atlas-games.com/product_tables/AGXXXXXX.php/ | Official product page]] at Atlas Games:
;:[[http://www.location-of-site.com | Name of Site 1]]: Description of Site 1 and/or its contents
;:[[http://www.location-of-site.com | Name of Site 2]]: Description of Site 2 and/or its contents
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268004875</unix>
						<iso>2010-03-08 00:34:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed unused links from comments</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Artes Liberales''' (a Latin phrase meaning "liberal arts") are the academic studies that form the foundation of a medieval education.  They are important to [[magus|magi]] and to scholarly characters.

= The Seven Liberal Arts

The Artes Liberales consists of seven distinct subjects divided into two sub-catgeories, the Trivium and the Quadrivium.

== The Trivium

The Trivium includes the three subjects of grammar, logic, and rhetoric.

== The Quadrivium

The Quadrivium includes the subjects of arithmetic, geometry, astronomy, and music (meaning music theory, not performance).

= Artes Liberales in Fifth Edition

In [[ArM5]], the Artes Liberales [[Ability]] covers literacy.  Characters without it cannot read or write.  For each point in Artes Liberales, a character is eligible to know one writing system (such as the Latin alphabet, the Greek alphabet, and so on).

== Artes Liberales for Magi

Since [[Hermetic Magic]] relies heavily on the ability to read and write, every magus needs an Artes Liberales score of at least 1.

The magus's score in Artes Liberales adds to the [[Casting Total]] for [[ritual spell|ritual spells]].  Presumably this is because knowledge of the Quadrivium helps the magus properly take account of astrological influences, draw geometric figures during ritual spells, and so on.

Similarly, Artes Liberales adds to the Casting Total for [[ceremonial casting]].

== Artes Liberales for Mundanes

Artes Liberales is an [[Academic Ability]] so it is only available to characters who have access to those Abilities.  The rules provide relatively few opportunities for mundanes to use Artes Liberales: the main uses are in learning writing systems and in [[disputatio]].

= References

* Artes Liberales, [[ArM5]] page 62
* Artes Liberales, [[Art and Academe]] pages 12-19
* Writing Systems, [[Art and Academe]] page 19
* Disputatio, [[Art and Academe]] page 104

;= Related Topics
; Related pages within this site


;;== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.
]]></text>
				</version>
			</history>
		</page>
		<page node="846">
			<name>casting_total</name>
			<title>Casting Total</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267975484</unix>
						<iso>2010-03-07 16:24:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica, the '''Casting Total''' is used to determine whether a magus successfully casts a [[spell]].  The player determines the magus's Casting Total, which includes factors such as his [[Art]] scores and the supernatural [[Aura]] where the spell is cast, and compares it to the [[spell level]].  If the Casting Total is higher than the spell level, then the spell is cast.  In some cases, the spell can succeed or partly succeed even if the Casting Total is lower than its level.

= Further Details

Due to the site's [[policy]], we do not post exact rules for determining Casting Total here.  Please refer to the [[ArM5]] rule book.

= References

* [[Formulaic spell | Formulaic]] Casting Total, [[ArM5]] page 81
* [[Ritual spell | Ritual]] Casting Total, [[ArM5]] page 81
* Fatiguing [[spontaneous magic]] Casting Total, [[ArM5]] page 81
* Non-Fatiguing [[spontaneous magic]] Casting Total, [[ArM5]] page 81
]]></text>
				</version>
			</history>
		</page>
		<page node="847">
			<name>magic_lore</name>
			<title>Magic Lore</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267976231</unix>
						<iso>2010-03-07 16:37:11</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Magic Lore''' is an [[Arcane Ability]] that covers knowledge of magical creatures, areas, and [[tradition|traditions]].  It does not cover Hermetic [[Magic Theory]], which falls under a separate Ability.  Most magi do not need a knowledge of Magic Lore but it can occasionally be useful.

= Uses of Magic Lore

Magic Lore is potentially useful for identifying magical creatures, understanding the powers and limitations of a particular kind of [[hedge magic]], and perhaps in finding Magical [[Auras]] or [[vis]].

Magic Lore is actually used in certain kinds of [[hedge magic]], such as [[Enrich | Enriching]] an [[Object of Virtue]].

= References 

* Enriching a Thing of Virtue, [[RoPM]] page 124
]]></text>
				</version>
			</history>
		</page>
		<page node="848">
			<name>diabolist</name>
			<title>Diabolist</title>
			<language>en</language>
			<tags>
				<tag>Infernal Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267993649</unix>
						<iso>2010-03-07 21:27:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
A diabolist is a character who has aligned himself with the [[Infernal Realm]] in return to dark powers. Formally, diabolist is a [[Mythic Companion]], described in [[Realms of Power: The Infernal]] p. 112. The title is often used to describe any character with Infernal allegiance, however.

= References

* See "Mythic Companion: The Diabolist", [[Realms of Power: The Infernal]] page 112.

= Related Topics

; Related pages within this site
* [[Maleficia]]
* [[Infernal Blessing]]
* [[Goetic Arts]]
]]></text>
				</version>
			</history>
		</page>
		<page node="849">
			<name>requisite</name>
			<title>Requisite</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267994988</unix>
						<iso>2010-03-07 21:49:48</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
Any Hermetic spell is based on two [[Arts]], a [[Technique]] and a [[Form]]. However, some spells require additional Arts to control or direct the magic. A paradigmatic example would the [[Curse of Circe]] spell, that changes a human into a pig: this is a [[Muto]] [[Corpus]] effect, but also requires [[Animal]] to shape the new form of the body. 

Such extra Arts are called "requisites". When casting the spell, or inventing it, choose the lowest of any Technique requisite and the spell's Technique, and the lowest of any Form requisite and the spell's Form.

Adding requisites to a spell may increase the spell's level when these requisites merely refine a basic effect. For example, a spell that creates fire that doesn't burn the magus may be a [[Creo]] [[Ignem]] spell with a [[Rego]] requisite. Since the main effect (creating fire) can be created without the secondary (Rego/control) refinement, such refinement should require a higher spell level.

Note that Hermetic spells can still only do one thing. You should avoid the tendency to pile on requisites to represent compound spell effect. For example, one could imagine a spell that both wounds the targets (a [[Perdo]]  [[Corpus]] effect) and burns them (a [[Creo]] [[Ignem]] effect), but it would probably be wiser to not allow such a combined effect in a single spell.

It is also possible to add requisites on the fly to some spells and effects. For example, one can use the [[Unseen Arm]] spell to move objects in general, using casting requisites to target things made of animal products, plants, or so on. Such requisites lower the Arts in casting as normal. Adding casting requisites isn't usually possible for most effects, but may be if the [[spell guidelines]] say so or the storyguide does.

= References

* See the core rulebook, page 114.

= Related Topics

; Related pages within this site
* [[Hermetic Arts]]
* [[Form]]
* [[Technique]]
* [[Spell]]
]]></text>
				</version>
			</history>
		</page>
		<page node="85">
			<name>yair</name>
			<title>Yair</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205673755</unix>
						<iso>2008-03-16 14:22:35</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A scholar in the far-away [[Levant Tribunal]], Yair is The Head Vagabond, In Charge of Nothing in Particular. He spends his time idly contemplating existence. He also started and maintains the [[http://arsmagica.pbwiki.com/|Net Wizard's Grimoire]], and does his best to contribute to this site.
]]></text>
				</version>
			</history>
		</page>
		<page node="850">
			<name>dominion</name>
			<title>Dominion</title>
			<language>en</language>
			<tags>
				<tag>Divine Realm</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1267998665</unix>
						<iso>2010-03-07 22:51:05</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
The Dominion is one of the most prevalent supernatural [[Aura|auras]] in [[Mythic Europe]], representing the influence of the [[Divine Realm]] on earth. It is erected by worship, and is therefore ubiquitous in religious Mythic Europe - the Dominion is spread over virtually all cities and villages, and even extends to the flock's places of work, like fields and mines. 

The power of the Dominion is not entirely constant in time. It decreases at night and at evil days, and increases on holy days. Between Holy Innocents Day (December 28) and the Feast of Fools (January 1), it may cease to affect other Realms entirely (see [[RoPI]] p. 72).

It should be noted that the Divine also expresses itself in an Empyreal aura, that is identical to the Dominion in its mechanical effects.

The Dominion greatly penalizes the working of [[Hermetic Magic]], which is a source of tension in the setting as it leads magi to distance themselves from the Divine and mundane society, and creates tension between them and any uprising of Divine worship in the covenant. 

As described in [[Realms of Power: The Divine]], the Dominion teems with angels and Divine beings. Every distinct thing in a Divine aura has an angel of the Authority choir, and Divine creatures attend to the operation of nature (protecting cities from the heat of the sun, delivering dew, and so on). Every living soul has a guardian angel (of the Angel choir), and every social group - from a family to an empire - has it own guardian angel (a Principality). There are also many other angels, such as Dominations that control numerous Authorities, angels that guide travelers, and so on. All of these beings are often only present in spirit form, invisible save for [[Second Sight]], although sometimes they take human form and may even function as mortals within society for a time.

Some sagas may find such a large and omnipresent Divine host undesirable, and may want to limit it to high-aura regions or [[Regio|regios]]. 

= References

* The core rulebook, [[ArM5]], page 183 for the [[Realm Interaction Chart]], and pages 188-189 for a description of the Dominion itself.
* Further details on the creation and nature of the Dominion can be found in [[Realms of Power: The Divine]], particularly on pages 9-11 and in the "Heaven's Host" section (p. 17-26).

= Related Topics

* [[Angel]]
* [[Empyreal]]
* The [[Divine Realm]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268056462</unix>
						<iso>2010-03-08 14:54:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>corrected referebce to RoPD</comment>
					<text><![CDATA[
The Dominion is one of the most prevalent supernatural [[Aura|auras]] in [[Mythic Europe]], representing the influence of the [[Divine Realm]] on earth. It is erected by worship, and is therefore ubiquitous in religious Mythic Europe - the Dominion is spread over virtually all cities and villages, and even extends to the flock's places of work, like fields and mines. 

The power of the Dominion is not entirely constant in time. It decreases at night and at evil days, and increases on holy days. Between Holy Innocents Day (December 28) and the Feast of Fools (January 1), it may cease to affect other Realms entirely (see [[RoPD]] p. 72).

It should be noted that the Divine also expresses itself in an Empyreal aura, that is identical to the Dominion in its mechanical effects.

The Dominion greatly penalizes the working of [[Hermetic Magic]], which is a source of tension in the setting as it leads magi to distance themselves from the Divine and mundane society, and creates tension between them and any uprising of Divine worship in the covenant. 

As described in [[Realms of Power: The Divine]], the Dominion teems with angels and Divine beings. Every distinct thing in a Divine aura has an angel of the Authority choir, and Divine creatures attend to the operation of nature (protecting cities from the heat of the sun, delivering dew, and so on). Every living soul has a guardian angel (of the Angel choir), and every social group - from a family to an empire - has it own guardian angel (a Principality). There are also many other angels, such as Dominations that control numerous Authorities, angels that guide travelers, and so on. All of these beings are often only present in spirit form, invisible save for [[Second Sight]], although sometimes they take human form and may even function as mortals within society for a time.

Some sagas may find such a large and omnipresent Divine host undesirable, and may want to limit it to high-aura regions or [[Regio|regios]]. 

= References

* The core rulebook, [[ArM5]], page 183 for the [[Realm Interaction Chart]], and pages 188-189 for a description of the Dominion itself.
* Further details on the creation and nature of the Dominion can be found in [[Realms of Power: The Divine]], particularly on pages 9-11 and in the "Heaven's Host" section (p. 17-26).

= Related Topics

* [[Angel]]
* [[Empyreal Aura]]
* The [[Divine Realm]]
]]></text>
				</version>
			</history>
		</page>
		<page node="851">
			<name>levant_tribunal</name>
			<title>Levant Tribunal</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268003311</unix>
						<iso>2010-03-08 00:08:31</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

The '''Levant Tribunal''' is the [[Regional Tribunal]] covering the Crusader States in Asia Minor: Antioch, Jerusalem, and Tripoli, as well as the adjacent lands such as Syria, Edessa, and Egypt.  It is a borderland of the order, adjacent only to the [[Thebes Tribunal]] to the northwest.  Lands to the east and South are outside the territory of the Order of Hermes.

The Levant Tribunal is described in the [[Fourth Edition]] supplement, [[Blood and Sand]].

= Saga Pages

For a list of player-created pages for Sagas in the Levant Tribunal, see [[Levant Sagas]].

;= References

;* Section title, [[Rulebook]] page 123
;* Section title, [[Rulebook]] page 456

= Related Topics

; Related pages within this site

* [[Crusades]]
* [[Sahir]]

;== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.

;:[[http://www.atlas-games.com/product_tables/AGXXXXXX.php/ | Official product page]] at Atlas Games:
;:[[http://www.location-of-site.com | Name of Site 1]]: Description of Site 1 and/or its contents
;:[[http://www.location-of-site.com | Name of Site 2]]: Description of Site 2 and/or its contents
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268004948</unix>
						<iso>2010-03-08 00:35:48</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Removed unused links from comments</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

The '''Levant Tribunal''' is the [[Regional Tribunal]] covering the Crusader States in Asia Minor: Antioch, Jerusalem, and Tripoli, as well as the adjacent lands such as Syria, Edessa, and Egypt.  It is a borderland of the order, adjacent only to the [[Thebes Tribunal]] to the northwest.  Lands to the east and South are outside the territory of the Order of Hermes.

The Levant Tribunal is described in the [[Fourth Edition]] supplement, [[Blood and Sand]].

= Saga Pages

For a list of player-created pages for Sagas in the Levant Tribunal, see [[Levant Sagas]].

;= References

;* Section title, [[Rulebook]] page 123
;* Section title, [[Rulebook]] page 456

= Related Topics

; Related pages within this site

* [[Crusades]]
* [[Sahir]]

;== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews, articles, maps, or anything else.
]]></text>
				</version>
			</history>
		</page>
		<page node="852">
			<name>philosophiae</name>
			<title>Philosophiae</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268004338</unix>
						<iso>2010-03-08 00:25:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Philosophiae''' is the [[Academic Ability]] covering philosophy.  Medieval philosophy is a subject field encompassing the sub-fields of natural philosophy, moral philosophy, and metaphysics.  The pre-eminent philosopher of [[Mythic Europe]] is [[Aristotle]], whose works are read and studied by practically every scholar.

[[Art and Academe]] discusses Philosophiae in considerable detail.

= Philosophiae in Fifth Edition

There are several uses for the Philosophiae Ability in Fifth Edition.

== Philosophiae for Magi

Philosophiae adds to the [[Casting Total]] of [[ritual magic]] and [[ceremonial casting]].

== Philosophiae for Non-Magi

Scholars usually study Philosophiae to some level before going on to law or medicine.  Philosophiae is useful in its own right for [[Disputatio]].

= Related Subjects

* [[Experimental Philosophy]]

== Realted Sourcebooks

* [[Art and Academe]]

= References

* Philosophiae, [[ArM5]] pages 66-67
* Metaphysics, [[Art and Academe]] pages 22-27
* Natural Philosophy, [[Art and Academe]] pages 27-34
* Moral Philosophy, [[Art and Academe]] pages 34-35
* Disputatio, [[Art and Academe]] pages 103-104
]]></text>
				</version>
			</history>
		</page>
		<page node="853">
			<name>loch_leglean_tribunal</name>
			<title>Loch Leglean Tribunal</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268004562</unix>
						<iso>2010-03-08 00:29:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Loch Leglean Tribunal''' is the [[Regional Tribunal]] covering Scotland.  It shares a land border with the [[Stonehenge Tribunal]] to the south, and communicates with the [[Hibernian Tribunal]] by way of the Irish Sea.

The Loch Leglean Tribunal was detailed in the [[Third Edition]] supplement, [[Lion of the North]].

= Related Topics

* [[Loch Leglean Sagas]] contains player-created Web sites for Sagas set in Loch Leglean
]]></text>
				</version>
			</history>
		</page>
		<page node="855">
			<name>mythic_church</name>
			<title>Mythic Church</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268038667</unix>
						<iso>2010-03-08 09:57:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

The Mythic Church is the Christian Church of [[Mythic Europe]]. It is very similar to, and based on, the historic church. Unless otherwise mentioned, most Church references are probably to the Western Church, but there is also an Eastern (Orthodox) Church. The Church includes a hierarchy of priests (from a lowly parish priest to the pope himself), Benedictine monks, mendicant friars (the Dominicans and the Franciscans), crusading orders (such as the Templar and Teutonic Knights), and more. 

Mythic Christianity places great emphasis on the use of [[relic|relics]] and the invocation of [[saint|saints]], which sets it somewhat apart from the other major monotheistic religions (Islam and Judaism). It is clear that at least some of its members are holy characters with access to [[Divine Methods and Powers|Divine powers]] or the [[Ars Notoria]], but it is isn't clear how prevalent are such powers amongst its members. Some members of the Church are also [[diabolist|diabolists]], wielding [[Infernal Methods and Powers|Infernal powers]], despite the Church's overt connection to the [[Divine]]. The extent of corruption or holy presence in the Church is something that is left to individual storyguides to decide for their sagas.

The Church is one of the most powerful social and supernatural institutions in Europe, perhaps the strongest, and its relations with the Order are complex. Many Church officials see magic as sinful and prohibited, while others view it as a neutral "gift", that can be used to do both good and evil. Tension between local Church representatives and covenants is common, but so are peaceful and mutually beneficial relations. The tendency of the Church to establish [[Dominion]] auras and in-so-doing destroy [[Magical]] ones, however, is another common source of conflict.

= References

* See ''Mythic Christianity'' in [[Realms of Power: The Divine]] pages 71-100.

= Related Topics

; Related pages within this site
* [[Mythic Islam]]
* [[Mythic Judaism]]
* The [[Divine Realm]]
]]></text>
				</version>
			</history>
		</page>
		<page node="856">
			<name>esoteric_mystery_cult</name>
			<title>Esoteric mystery cult</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268045184</unix>
						<iso>2010-03-08 11:46:24</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

An "esoteric mystery cult" is any [[Mystery Cult]] except the four mystery cults recognizes as [[House|Houses]]  in the Order ([[Bjornaer]], [[Criamon]], [[Merinita]] and [[Verditius]]). Esoteric mystery cults typically cross House boundaries, although some are limited to a fraction of a single House.

=Related Topics

* [[Exoteric Mystery Cult]]
]]></text>
				</version>
			</history>
		</page>
		<page node="857">
			<name>mystery_house</name>
			<title>Mystery House</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268045470</unix>
						<iso>2010-03-08 11:51:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In [[ArM5]], four Houses are [[Mystery Cult|Mystery Cults]]: [[House Bjornaer]], [[House Criamon]], [[House Merinita]] and [[House Verditius]]. These are therefore known as the "Mystery Houses". Each of these Houses has an [[Outer Mystery]] described in the core rulebook, as well [[Inner Mystery|Inner Mysteries]] described in [[Houses of Hermes: Mystery Cults]].

= Related Topics

* [[Exoteric Mystery]]
]]></text>
				</version>
			</history>
		</page>
		<page node="858">
			<name>exoteric_mystery</name>
			<title>Exoteric Mystery</title>
			<language>en</language>
			<tags>
				<tag>Mysteries</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268045700</unix>
						<iso>2010-03-08 11:55:00</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.
An Exoteric Mystery is a [[Mystery]] that is taught by one of the four [[House|Houses]] that are [[Mystery Cults]] - [House Bjornaer]], [[House Criamon]], [[House Merinita]] and [[House Verditius]]. These include both these House's [[Outer Mystery]] and their [[Inner Mystery|Inner Mysteries]].

= Related Topics

; Related pages within this site
* [[Esoteric Mystery]]
* [[Mystery House]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268046790</unix>
						<iso>2010-03-08 12:13:10</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link corrections</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.
An Exoteric Mystery is a [[Mystery]] that is taught by one of the four [[House|Houses]] that are [[Mystery Cult|Mystery Cults]] - [[House Bjornaer]], [[House Criamon]], [[House Merinita]] and [[House Verditius]]. These include both these House's [[Outer Mystery]] and their [[Inner Mystery|Inner Mysteries]].

= Related Topics

; Related pages within this site
* [[Esoteric Mystery]]
* [[Mystery House]]
]]></text>
				</version>
			</history>
		</page>
		<page node="859">
			<name>esoteric_mystery</name>
			<title>Esoteric Mystery</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268045821</unix>
						<iso>2010-03-08 11:57:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

An Esoteric Mystery is a [[Mystery]] that is taught by a [[Mystery Cult]] that isn't one of the four [[Mystery House|Mystery Houses]] - [[House Bjornaer]], [[House Criamon]], [[House Merinita]] and [[House Verditius]]. These include both these cult's [[Outer Mystery|Outer Mysteries]] and their [[Inner Mystery|Inner Mysteries]]. 

= Related Topics

; Related pages within this site
* [[Exoteric Mystery]]
* [[Mystery House]]
]]></text>
				</version>
			</history>
		</page>
		<page node="86">
			<name>season</name>
			<title>Season</title>
			<language>en</language>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205674161</unix>
						<iso>2008-03-16 14:29:21</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Ars Magica describes the long-term development of a [[Covenant]] through the metaphor of '''seasons'''.

=The Four Seasons

==Spring

A Spring covenant is just getting started.  It is short on many, if not all, resources, and its survival can be precarious.  On the other hand, a Spring covenant can grow rapidly and can quickly respond to changes in its environment.

==Summer

A Summer covenant is well-established and relatively stable, but still looks toward the future.

==Autumn

An Autumn covenant is past its prime and no longer growing, but enjoys the influence and resources it accumulated in Summer.  It need not be large, but it is nearly always prominent.

==Winter

A Winter covenant has begun the long slide toward decadence and eventual ruin. It looks back on past glories, giving little thought to the future.  Many Winter covenants burn out like an expended candle, but some manage to find the energy to renew themselves into a second Spring.

=Other uses of the Season Metaphor

Some players use the season metaphor to describe the career of an individual magus.  This usage is not [[Canon | canonical]] but it can be a useful model, and seems like a way characters might describe magi in the game world.

=References

*"Seasonal Characters" in Hermes' Portal Issue #??
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205675190</unix>
						<iso>2008-03-16 14:46:30</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Added tme-period meaning</comment>
					<text><![CDATA[
Ars Magica uses the term Season to refer to two game concepts - the developmental stage of a covenant or character, and the period of time.

=Developmental Stage

Ars Magica describes the long-term development of a [[Covenant]] through the metaphor of '''seasons'''.

==The Four Seasons

===Spring

A Spring covenant is  Stage

Ars Magica describes the long-term development of a [[Covenant]] through the metaphor of '''seasons'''.

==The Four Seasons

===Spring

A Spring covenant is just getting started.  It is short on many, if not =Summer

A Summer covenant is well-established and relatively stable, but still looks toward the future.

===Autumn

An Autumn covenant is past its prime and no longer growing, but enjoys the influence and resources it accumulated in Summer.  It need not be large, but it is nearly always prominent.

==Winter
=
A Winter covenant has begun the long slide toward decadence and eventual ruin. It looks back on past glories, giving little thought to the future.  Many Winter covenants burn out like an expended candle, but some manage to find the energy to renew themselves into a second Spring.

==g little thought to the future.  Many Winter covenants burn out like an expended candle, but some manage to find the energy to renew themselves into a second Spring.

==Other uses of the Season Metaphor

Some players use the season metaphor to describe the careerTime Period

Another use of the term is to depict a period of time in the game. Each Season, in this sense, usually proceeds from one solstice/equinox to the next, definign the traditional four astronomical seasons. Characters are advanced one season at a time, gaining experience and accomplishing deeds (and accruing decrepitude, aging, and so on). 

However, this concept of Season is also taken to a more abstract level, to represent the amount of time someone devotes to a particular task. Thus, a peasant may have one free Season per year to do with as he pleases mechanically, but this doesn't mean that he genuianly takes the season off. Rather, it is meant to mechanically represent the peasant devoting time throughout the year to pursue his interests.

The Seasons are typically set according to the astrological, rather than climatic, periods in order to accomodate magi. Magi genuinly need to take the effect of the stars into consideration in their lab work, and so the astrological seasons are of greater significance than the agricultural ones in the game.

=References

idual magus.  This usage is not [[Canon | canonica
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205675224</unix>
						<iso>2008-03-16 14:47:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
Ars Magica uses the term Season to refer to two game concepts - the developmental stage of a covenant or character, and the period of time.

=Developmental Stage

Ars Magica describes the long-term development of a [[Covenant]] through the metaphor of '''seasons'''.

==The Four Seasons

===Spring

A Spring covenant is just getting started.  It is short on many, if not all, resources, and its survival can be precarious.  On the other hand, a Spring covenant can grow rapidly and can quickly respond to changes in its environment.

===Summer

A Summer covenant is well-established and relatively stable, but still looks toward the future.

===Autumn

An Autumn covenant is past its prime and no longer growing, but enjoys the influence and resources it accumulated in Summer.  It need not be large, but it is nearly always prominent.

==Winter
A Winter covenant has begun the long slide toward decadence and eventual ruin. It looks back on past glories, giving little thought to the future.  Many Winter covenants burn out like an expended candle, but some manage to find the energy to renew themselves into a second Spring.

==Other uses of the Season Metaphor

Some players use the season metaphor to describe the career of an individual magus.  This usage is not [[Canon | canonical]] but it can be a useful model, and seems like a way characters might describe magi in the game world.

=Time Period

Another use of the term is to depict a period of time in the game. Each Season, in this sense, usually proceeds from one solstice/equinox to the next, definign the traditional four astronomical seasons. Characters are advanced one season at a time, gaining experience and accomplishing deeds (and accruing decrepitude, aging, and so on). 

However, this concept of Season is also taken to a more abstract level, to represent the amount of time someone devotes to a particular task. Thus, a peasant may have one free Season per year to do with as he pleases mechanically, but this doesn't mean that he genuianly takes the season off. Rather, it is meant to mechanically represent the peasant devoting time throughout the year to pursue his interests.

The Seasons are typically set according to the astrological, rather than climatic, periods in order to accomodate magi. Magi genuinly need to take the effect of the stars into consideration in their lab work, and so the astrological seasons are of greater significance than the agricultural ones in the game.

=References

*"Seasonal Characters" in Hermes' Portal Issue #??
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1215548854</unix>
						<iso>2008-07-08 22:27:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Updated reference to Hermes Portal</comment>
					<text><![CDATA[
Ars Magica uses the term Season to refer to two game concepts - the developmental stage of a covenant or character, and the period of time.

=Developmental Stage

Ars Magica describes the long-term development of a [[Covenant]] through the metaphor of '''seasons'''.

==The Four Seasons

===Spring

A Spring covenant is just getting started.  It is short on many, if not all, resources, and its survival can be precarious.  On the other hand, a Spring covenant can grow rapidly and can quickly respond to changes in its environment.

===Summer

A Summer covenant is well-established and relatively stable, but still looks toward the future.

===Autumn

An Autumn covenant is past its prime and no longer growing, but enjoys the influence and resources it accumulated in Summer.  It need not be large, but it is nearly always prominent.

==Winter

A Winter covenant has begun the long slide toward decadence and eventual ruin. It looks back on past glories, giving little thought to the future.  Many Winter covenants burn out like an expended candle, but some manage to find the energy to renew themselves into a second Spring.

==Other uses of the Season Metaphor

Some players use the season metaphor to describe the career of an individual magus.  This usage is not [[Canon | canonical]] but it can be a useful model, and seems like a way characters might describe magi in the game world.

=Time Period

Another use of the term is to depict a period of time in the game. Each Season, in this sense, usually proceeds from one solstice/equinox to the next, definign the traditional four astronomical seasons. Characters are advanced one season at a time, gaining experience and accomplishing deeds (and accruing decrepitude, aging, and so on). 

However, this concept of Season is also taken to a more abstract level, to represent the amount of time someone devotes to a particular task. Thus, a peasant may have one free Season per year to do with as he pleases mechanically, but this doesn't mean that he genuianly takes the season off. Rather, it is meant to mechanically represent the peasant devoting time throughout the year to pursue his interests.

The Seasons are typically set according to the astrological, rather than climatic, periods in order to accomodate magi. Magi genuinly need to take the effect of the stars into consideration in their lab work, and so the astrological seasons are of greater significance than the agricultural ones in the game.

=References

*"Seasonal Characters" in [[Hermess Porta]]l]] Issu5
]]></text>
				</version>
			</history>
		</page>
		<page node="860">
			<name>exoteric_mystery_cult</name>
			<title>Exoteric Mystery Cult</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Mysteries</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268046736</unix>
						<iso>2010-03-08 12:12:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment></comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

This is another name for a [[Mystery House]].
]]></text>
				</version>
			</history>
		</page>
		<page node="861">
			<name>saint</name>
			<title>Saint</title>
			<language>en</language>
			<tags>
				<tag>Divine Realm</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268052361</unix>
						<iso>2010-03-08 13:46:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

{{preface| This page describe a "saint" as defined mechanically in Ars Magica Fifth Edition. It does not correspond to living saints, or to saints of non-Christian religions, or to other uses of the term. }}

As defined in [[Realms of Power: The Divine]], a '''Saint''' in [[Ars Magica Fifth Edition]] is a [[Divine]] spirit of a holy man (or woman), residing in Heaven, and often beseeched by Christians for succor. The most powerful and famous is St. Mary, the Mother of God, but there are numerous local saints. A Saint has a [[Divine Might]] and a small suite of supernatural powers that he can use when invoked or threatened. These powers may range from appearing as an apparition to raising the dead, and may include curses as well as blessings. What aid saints provide is typically sporadic and infrequent at best (rarely more than once in a month).

A saint is more likely to respond to requests from those who regularly venerate him, hold his relics, and/or make pilgrimages or donations to his name. There are patron saints for different vocations, locales, and organizations - the patron saint of the Order is St. [[Nerius]]. 

= References

* See [[Realms of Power: The Divine]] page 85-91.
]]></text>
				</version>
			</history>
		</page>
		<page node="862">
			<name>general_ability</name>
			<title>General Ability</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268053567</unix>
						<iso>2010-03-08 14:06:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

An [[Ability]] that does not belong to any other type is termed "General". General Abilities can be taken up in character generation (past childhood) by any character, not requiring any particular [[Virtue]] or [[Flaw]] to gain or improve them. In play, likewise, it is usually easy to find ways to increase most General Abilities.
]]></text>
				</version>
			</history>
		</page>
		<page node="864">
			<name>sodales</name>
			<title>Sodales</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268058414</unix>
						<iso>2010-03-08 15:26:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

The term used by [[magi]] to refer to their friends and peers. In Latin it means something very similar to "fellow fraternity member".
]]></text>
				</version>
			</history>
		</page>
		<page node="865">
			<name>angel</name>
			<title>Angel</title>
			<language>en</language>
			<tags>
				<tag>Divine Realm</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268062915</unix>
						<iso>2010-03-08 16:41:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

Angels are the chief messengers and proxies of the [[Divine]]. The divine host is huge, and in the [[canon|canonic]] setting angels are ubiquitous within the [[Dominion]] and are also present in Divine [[regio|regiones]]. 

All angels share a certain nature and, correspondingly, mechanics. In their True Form they are spiritual beings, and the greatest of which are huge, majestic, alien and terrifying. Most angels can take on a Mantle of human form, however, and often do so to interact with mortals. They all have [[Divine Might]] and can appear in dreams or vision to impart their Divine message. They cannot be coerced to act against their nature, which includes love to God, and can see past any illusion and reach any place (save those places warded against them). Angels are not infallible or omnipotent, however, and indeed can be rather weak and of limited mental capacity (though never below +1 in their Intelligence or Perception). Ultimately they are finite beings, attempting to follow the Will of God to their best ability - but they have the advantage of more enlightened superiors, and a pure essence.

Every angel is made for a specific purpose, and belongs to one Choir (excepting Archangels, which also belong to the Archangel choir). Members of a particular choir serve a certain type of task and are granted common powers to accomplish it, but each angel is unique and may have further powers and attributes in addition to the generic angelic and choir traits. 

Angels include some of the most powerful beings in existence, such as the  Seraph Michael, a Divine Might 100 Archangel of great personal prowess, ability, and wisdom. They also include some of the weakest, such a Divine Might 1 guardian angel. In theory, angels can be affected and even destroyed by Hermetic Magic, although no sane magus would attempt such a thing. 

= The Nature of the Divine Host

Angels have free will, but those that would choose to deny God already did so in the great rebellion and were cast out to Hell. All angels that currently exist are unwaveringly faithful to God, and cannot be swayed be any magic. 

By [[canon]], angels are also sure of their purpose, have clear tasks, and live in perfect harmony. But this is rather boring. Those groups that want to entertain another option can consider that as finite beings, angels can have uncertainties, hesitations, and factions even while united in the service of God. Even the Thrones, residing in the highest parts of the Divine realm in intimate proximity to God, are still somewhat removed from His presence and have a limited intellect with which to interpret His will. Sagas can use conflicts in Heaven as background or story fodder, and may wish to model them on earthly schisms and religions. At the least, uncertainty should make angels more interesting characters to interact with.

Note that the Divine Realm includes beings which are not strictly angels. These include Christian [[saint|saints]], Divine creatures, the great prophets and patriarchs of monotheistic religions, and the souls of those who were saved and reached Heaven. How they interact with the angelic host is not described in canon.

= References

* Angels are detailed in [[Realms of Power: The Divine]] page 17-
* Note that the angel provided in the core [[ArM5]] rulebook does not precisely fit the mechanics presented in [[RoPD]]. The supplement includes notes on converting his statistics, although the affects aren't overly significant.
]]></text>
				</version>
			</history>
		</page>
		<page node="866">
			<name>divination_and_augury</name>
			<title>Divination and Augury</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Virtues</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268093778</unix>
						<iso>2010-03-09 01:16:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In Ars Magica Fifth Edition, '''Divination and Augury''' is a Major [[Supernatural Virtue]] that gives a character a magical ability to interpret mystical signs to gain information.  It does not actually grant the ability to foretell the future — that would violate the [[Limit of Time]] — but it does allow the user to estimate likely outcomes of current situations.  As [[The Mysteries Revised Edition]] puts it, "... [D]ivination is inherently interpretive in nature and not predictive ..."

Divination and Augury is taught by several [[Mystery Cult|Mystery Cults]].

= Hermetic Divination

Divination and Augury as written is only usable by [[magus | magi]], and hence is also called '''Hermetic Diviniation'''.  The rules for Divination and Augury, like the rules for most other Supernatural Virtues, are based on a special [[Ability]] rather than on the Arts.  Therefore it would be easy to make a [[House Rule]] that Divination and Augury is available to non-magus characters, such as [[hedge wizard|hedge wizards]].

= Earlier Editions

In Third and Fourth Editions, there was a Supernatural Virtue called '''Divination''' that did the same thing, but its rules were less detailed.  It was dropped from the core rule book in Fifth Edition but given expanded treatment in [[TMRE]].

= References

* Divination and Augury, [[TMRE]] pages 58-63

== Fourth Edition Re

= Related Topics

; Related pages within this site
* [[Intellego]]
* [[TMRE]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268094106</unix>
						<iso>2010-03-09 01:21:46</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added reference to 4th edition rule</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

In Ars Magica Fifth Edition, '''Divination and Augury''' is a Major [[Supernatural Virtue]] that gives a character a magical ability to interpret mystical signs to gain information.  It does not actually grant the ability to foretell the future — that would violate the [[Limit of Time]] — but it does allow the user to estimate likely outcomes of current situations.  As [[The Mysteries Revised Edition]] puts it, "... [D]ivination is inherently interpretive in nature and not predictive ..."

Divination and Augury is taught by several [[Mystery Cult|Mystery Cults]].

= Hermetic Divination

Divination and Augury as written is only usable by [[magus | magi]], and hence is also called '''Hermetic Diviniation'''.  The rules for Divination and Augury, like the rules for most other Supernatural Virtues, are based on a special [[Ability]] rather than on the Arts.  Therefore it would be easy to make a [[House Rule]] that Divination and Augury is available to non-magus characters, such as [[hedge wizard|hedge wizards]].

= Earlier Editions

In Third and Fourth Editions, there was a Supernatural Virtue called '''Divination''' that did the same thing, but its rules were less detailed.  It was dropped from the core rule book in Fifth Edition but given expanded treatment in [[TMRE]].

= References

* Divination and Augury, [[TMRE]] pages 58-63
* Divination, [[ArM4]] page 45

== Fourth Edition Re

= Related Topics

; Related pages within this site
* [[Intellego]]
* [[TMRE]]
]]></text>
				</version>
			</history>
		</page>
		<page node="867">
			<name>nick_simmonds</name>
			<title>Nick Simmonds</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268094154</unix>
						<iso>2010-03-09 01:22:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Nick Simmonds''' is an author who co-wrote several [[Fifth Edition]] supplements.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268094274</unix>
						<iso>2010-03-09 01:24:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Made it correct.</comment>
					<text><![CDATA[
'''Nick Simmonds''' is an author who co-wrote [[House of Hermes: Societates]].  He wrote the [[Ex Miscellanea]] [[tradition]], the [[Cult of Orpheus]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268094308</unix>
						<iso>2010-03-09 01:25:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo in link</comment>
					<text><![CDATA[
'''Nick Simmonds''' is an author who co-wrote [[Houses of Hermes: Societates]].  He wrote the [[Ex Miscellanea]] [[tradition]], the [[Cult of Orpheus]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268095084</unix>
						<iso>2010-03-09 01:38:04</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added vis sources</comment>
					<text><![CDATA[
'''Nick Simmonds''' is an author who co-wrote [[Houses of Hermes: Societates]].  He wrote the [[Ex Miscellanea]] [[tradition]], the [[Cult of Orpheus]].  He also wrote some [[vis source | vis sources]] for [[Covenants book | Covenants]].

= References

* Covenant Workshop (Muto), [[Covenants book | Covenants]] page 74
* Lovers' Violets (Corpus), [[Covenants book | Covenants]] page 78
* Firebrand's Rantings (Ignem), [[Covenants book | Covenants]] pages 79-80
]]></text>
				</version>
			</history>
		</page>
		<page node="868">
			<name>paul_tevis</name>
			<title>Paul Tevis</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268094372</unix>
						<iso>2010-03-09 01:26:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Lazy initial version</comment>
					<text><![CDATA[
'''Paul Tevis''' wrote some Ars Magica supplements.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268094873</unix>
						<iso>2010-03-09 01:34:33</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>credits for vis sources</comment>
					<text><![CDATA[
'''Paul Tevis''' made his debut as an Ars Magica author in [[Covenants book | Covenants]] (for Fifth Edition).  He then went on to co-write [[Lion and the Lily | The Lion and the Lily]].  

= References

* The Stone of Death (Perdo), [[Covenants book | Covenants]] page 75
* The Purest Stream (Aquam), [[Covenants book | Covenants]] page 76
* The Peak of Storms (Auram), [[Covenants book | Covenants]] page 76
* The Cursed Tree (Herbam), [[Covenants book | Covenants]] page 79
* The Cave of the Nameless Goblin (Terram), [[Covenants book | Covenants]] page 82
* The Cave of Magic (Vim), [[Covenants book | Covenants]] page 83
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268173351</unix>
						<iso>2010-03-09 23:22:31</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Ancient Magic, links to co-authors</comment>
					<text><![CDATA[
'''Paul Tevis''' made his debut as an Ars Magica author by writing some [[vis source | vis sources]] in [[Covenants book | Covenants]] (for Fifth Edition).  


= Fifth Edition Books by Paul Tevis

* [[Lion and the Lily | The Lion and the Lily]] (with [[Timothy Ferguson]], [[Richard Love]], [[Christian Jensen Romer]], [[Mark Shirley]], [[Andrew Smith]], [[Sheila Thomas]])
* [[Ancient Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], and [[Alexander White]])

== Vis Sources by Paul Tevis

* The Stone of Death (Perdo),  [[Covenants book | Covenants]] page 75
* The Purest Stream (Aquam), [[Covenants book | Covenants]] page 76
* The Peak of Storms (Auram), [[Covenants book | Covenants]] page 76
* The Cursed Tree (Herbam), [[Covenants book | Covenants]] page 79
* The Cave of the Nameless Goblin (Terram), [[Covenants book | Covenants]] page 82
* The Cave of Magic (Vim), [[Covenants book | Covenants]] page 83
]]></text>
				</version>
			</history>
		</page>
		<page node="869">
			<name>supernatural_flaw</name>
			<title>Supernatural Flaw</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Flaws</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268095577</unix>
						<iso>2010-03-09 01:46:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''Supernatural Flaw''' is a [[Flaw]] whose effects are associated with one of the four supernatural [[Realm | Realms]] (though Flaws associated with the [[Divine Realm]] are probably quite rare).  They are generally chosen as part of a character's background at [[Character Creation]], but they might be acquired later on as part of an [[Initiation]] into a [[Mystery Cult]] (or simply after an unfortunate encounter with a powerful Magical, Faerie, or Infernal being).

= References

* Supernatural Virtues and Flaws, [[ArM5]] pages 36-37
* Quests, Ordeals, and Sacrifices, [[TMRE]] pages 12-13

= Related Topics

* [[Supernatural Virtue]]
* [[Virtues and Flaws Index]]
]]></text>
				</version>
			</history>
		</page>
		<page node="87">
			<name>story_guide</name>
			<title>Story Guide</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205676634</unix>
						<iso>2008-03-16 15:10:34</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The story guide of a role-playing group is the person who designs a scenario and knows all the plots and secrets about it. In other role-playing games, story guides are called keepers, referees, or dungeon masters. Unlike most of these [?RPG|Role-playing game]s, [[Ars Magica]] is special in that it suggests multiple story guides for the same gaming group. This is possible mostly due to its highly variable pacing, which covers tactical movement as well as activities that take multiple [[Season|season]]s to accomplish. However, this is not a must, and many groups prefer the traditional one-versus-many setup with only a single story guide.
]]></text>
				</version>
			</history>
		</page>
		<page node="870">
			<name>teaching</name>
			<title>Teaching</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268096332</unix>
						<iso>2010-03-09 01:58:52</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Teaching''' is a way of learning [[Ability|Abilities]] or Hermetic [[Art|Arts]].  A character must have a minimum score of two to teach an Ability and a minimum score of five to teach an Art.

In [[Ars Magica Fifth Edition]], '''Teaching''' is a [[General Ability]].  The [[Source Quality]] from teaching depends on the teacher's [[Communication]] score and Teaching score, among other factors (the formula is given on page 164 of [[ArM5]]).

A teacher can teach the same subject to more than one student at a time, but gets a bonus if there are only one or two students.

= Earlier Editions

In [[Fourth Edition]], teaching was handled by two [[Academic Ability|Acadmeic Abilities]]: [[Lectio]] and [[Disputatio]].  Informal teaching (without using [[Latin]]) was considered to be [[Training]].

= References

* Teaching, [[ArM5]] page 164
* Teaching (Ability), [[ArM5]] page 67
* Lectio, [[ArM4]] page 187
* Disputatio, [[ArM4]] page 187

= Related Topics

; Related pages within this site
* [[Experience Points]]
* [[Exposure]]
* [[Training]]
* [[Books]]
]]></text>
				</version>
			</history>
		</page>
		<page node="871">
			<name>alex_white</name>
			<title>Alex White</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Fan-Created Content</tag>
				<tag>Author</tag>
			</tags>
			<history size="4">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268133917</unix>
						<iso>2010-03-09 12:25:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial stub</comment>
					<text><![CDATA[
'''Alex White''' is the publisher of [[Sub Rosa]], the Ars Magica fanzine.  He is also co-author of several [[prodcuts|books]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268133986</unix>
						<iso>2010-03-09 12:26:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to RoPD</comment>
					<text><![CDATA[
'''Alex White''' is the publisher of [[Sub Rosa]], the Ars Magica fanzine.  He is also co-author of [[Realms of Power: Divine]].
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268134064</unix>
						<iso>2010-03-09 12:27:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo in link</comment>
					<text><![CDATA[
'''Alex White''' is the publisher of [[Sub Rosa]], the Ars Magica fanzine.  He is also co-author of [[Realms of Power: The Divine]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268173122</unix>
						<iso>2010-03-09 23:18:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Ancient Magic</comment>
					<text><![CDATA[
'''Alex White''' is the publisher of [[Sub Rosa]], the Ars Magica fanzine and an Ars Magica author.

= Fifth Edition [[products|books]] by Alex White

* [[Realms of Power: The Divine]] (with [[Niall Christie]], [[Erik Dahl]], and [[Matt Ryan]])
* [[Ancient Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Jeff Kyer]], [[Richard Love]], [[John Post]], and [[Paul Tevis]])
]]></text>
				</version>
			</history>
		</page>
		<page node="872">
			<name>mark_rein•hagen</name>
			<title>Mark Rein•Hagen</title>
			<language>en</language>
			<tags>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268134280</unix>
						<iso>2010-03-09 12:31:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mark Rein•Hagen''' is co-creator of Ars Magica (along with [[Jonathan Tweet]].  He was a co-founder of [[Lion Rampant]] and went on to found [[White Wolf Magaxine]] and, later, [[White Wolf Game Studio]].

= Ars Magica Books by Mark Rein•Hagen

* [[Ars Magica First Edition]]
* [[Ars Magica Revised Edition]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268134442</unix>
						<iso>2010-03-09 12:34:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link to Broken Covenant of Calebais</comment>
					<text><![CDATA[
'''Mark Rein•Hagen''' is co-creator of Ars Magica (along with [[Jonathan Tweet]].  He was a co-founder of [[Lion Rampant]] and went on to found [[White Wolf Magazine]] and, later, [[White Wolf Game Studio]].

= Ars Magica Books by Mark Rein•Hagen

* [[Ars Magica First Edition]] (with [[Jonathan Tweet]])
* [[Ars Magica Revised Edition]] (with [[Jonathan Tweet]])
* The [[Broken Covenant of Calebais]] (with [[Jonathan Tweet]])
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268134510</unix>
						<iso>2010-03-09 12:35:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo</comment>
					<text><![CDATA[
'''Mark Rein•Hagen''' is co-creator of Ars Magica (along with [[Jonathan Tweet]]).  He was a co-founder of [[Lion Rampant]] and went on to found [[White Wolf Magazine]] and, later, [[White Wolf Game Studio]].

Mr. Rein•Hagen is no longer active in the Ars Magica community.

= Ars Magica Books by Mark Rein•Hagen

* [[Ars Magica First Edition]] (with [[Jonathan Tweet]])
* [[Ars Magica Revised Edition]] (with [[Jonathan Tweet]])
* The [[Broken Covenant of Calebais]] (with [[Jonathan Tweet]])
]]></text>
				</version>
			</history>
		</page>
		<page node="873">
			<name>broken_covenant_of_calebais</name>
			<title>Broken Covenant of Calebais</title>
			<language>en</language>
			<tags>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM5</tag>
				<tag>Products</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268137457</unix>
						<iso>2010-03-09 13:24:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Broken Covenant of Calebais''' is the first scenario ever published for Ars Magica.  It is widely regarded as a classic.  It was originally printed for [[First Edition]], was later revised for [[Second Edition]], and in 2004 was significantly revised for [[ArM5]] by [[Erik Dahl]].

The title printed on the cover of the Fifth Edition version is ''Calebais, the Broken Covenant'', but it is listed in the [[http://www.atlas-games.com/product_tables/AG0275.php | Atlas Games online catalog]] under the original title.
 
; Insert cover image if available.  Use images from Atlas Games website only.
{{image|calebais_cover.jpg|small|right}}

'''Rules Edition:''' First Edition, Second Edition, and Fifth Edition.
'''Author(s):'''  [[Jonathan Tweet]] and [[Mark Rein•Hagen]].  Fifth Edition conversion by [[Erik Dahl]]
'''Publisher:''' Original version published by [[Lion Rampant]]; Fifth Edtion version published by [[Atlas Games]].
'''ISBN:''' 1-58978-071-X (Fifth Edition version).  No ISBN available for original version.
'''Release Date:''' First published c. 1989. Revised and updated November 2004.
'''Format:''' [[Softcover]], 96 pages
'''Availability:''' Out of print.  The Fifth Edition version is available in electronic form.

= Subject and Contents

The player characters investigate the ruins of the once-powerful covenant of Calebais.  Fifty years ago, the entire covenant was destroyed in a mysterious and sudden catastrophe.  To solve the mystery, the characters must overcome the still-potent enchantments that guard the ruins and deal with the strange creatures who dwell there.

''The Broken Covenant of Calebais'' is a mystery story disguised as a dungeon crawl.  It has a definite theme and a much stronger plot than the typical expedition into lost ruins.

= Fifth Edition Version

There are a couple of noteworthy features specific to the Fifth Edition version.

== Errata

The Fifth Edition version of the scenario was written while the [[ArM5]] combat rules were still being finalized.  As a result, practically all the combat statistics in the print version are incorrect; [[http://www.atlas-games.com/arm5/arm5errata.php#AG0275 | errata]] are published on the Atlas Games Web site.

== New and Expanded Chapters

[[Erik Dahl]] improved on the original scenario by expanding the introductory chapter and adding an epilogue.

= Community Reviews

{{cite| It's my favorite Ars Magica scenario, but it is not easy to run.  A lot of thought and preparation is required to get the most out of it.  Probably overwhelming for a novice Storyguide.  —Andrew Gronosky}}

;= Related Topics

; Related pages within this site
;* [[Related subject one]]
;* [[Related subject two]]

;== Related Products

; Other products about the same topic or somehow related
;* [[Product 1]]
;* [[Product 2]]

= Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0275.php | Official product page]] at Atlas Games:
:[[http://www.atlas-games.com/arm5/arm5errata.php#AG0275 | Errata]]:
]]></text>
				</version>
			</history>
		</page>
		<page node="874">
			<name>jeff_kyer</name>
			<title>Jeff Kyer</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Author</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268173715</unix>
						<iso>2010-03-09 23:28:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Jeff Kyer''' is an Ars Magica author who started writing for [[Fifth Edition]].

= Fifth Edition Books by Jeff Kyer

* [[Ancient Magic]] (with [[Erik Dahl]], [[Timothy Ferguson]], [[Richard Love]], [[John Post]], [[Paul Tevis]] and [[Alexander White]]
]]></text>
				</version>
			</history>
		</page>
		<page node="875">
			<name>niall_christie</name>
			<title>Niall Christie</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Fan-Created Content</tag>
				<tag>Fan Community</tag>
				<tag>Author</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268174064</unix>
						<iso>2010-03-09 23:34:24</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Niall Christie''' is an Ars Magica author and the Webmaster for [[http://shrenewed.wetpaint.com/ | Sanctum Hermeticum Renewed]].  He is a medieval Islamic historian in real life.

= Ars Magica Books by Niall Christie

== Fifth Edition

* [[Realms of Power: the Divine]] (with [[Erik Dahl]], [[Matt Ryan]], and [[Alex White]])

== Fourth Edition

* [[Blood and Sand]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268174102</unix>
						<iso>2010-03-09 23:35:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>link to Secrets in Sand</comment>
					<text><![CDATA[
'''Niall Christie''' is an Ars Magica author and the Webmaster for [[http://shrenewed.wetpaint.com/ | Sanctum Hermeticum Renewed]].  He is a medieval Islamic historian in real life.

= Ars Magica Books by Niall Christie

== Fifth Edition

* [[Realms of Power: the Divine]] (with [[Erik Dahl]], [[Matt Ryan]], and [[Alex White]])

== Fourth Edition

* [[Blood and Sand]] and its Web supplement, [[Secrets in Sand]]
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268174874</unix>
						<iso>2010-03-09 23:47:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Living Lore</comment>
					<text><![CDATA[
'''Niall Christie''' is an Ars Magica author and the Webmaster for [[http://shrenewed.wetpaint.com/ | Sanctum Hermeticum Renewed]].  He is a medieval Islamic historian in real life.

= Ars Magica Books by Niall Christie

== Fifth Edition

* [[Realms of Power: the Divine]] (with [[Erik Dahl]], [[Matt Ryan]], and [[Alex White]])

== Fourth Edition

* [[Blood and Sand]] and its Web supplement, [[Secrets in Sand]]
* [[Living Lore]] (with [[Robert Angeloni]], [[Keith Baker]], [[Erik Dahl]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], [[Matt Ryan]], and [[Sheila Thomas]])
]]></text>
				</version>
			</history>
		</page>
		<page node="876">
			<name>exposure</name>
			<title>Exposure</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268174614</unix>
						<iso>2010-03-09 23:43:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Exposure''' in [[ArM5]] refers to a method for gaining [[Experience Points]].  For other meanings of the term, see Related Topics below.

= Gaining Experience Through Exposure

Exposure is a kind of learning by doing.  Unlike other methods of gaining experience points, a character can get exposure while spending the [[Season]] doing something else.  For example, if a companion spends a season working as a blacksmith, she makes a lot of horseshoes (and some money) and simultaneously gains experience points due to exposure.

Compared to other learning methods in [[ArM5]], exposure tends to have a poor [[Source Quality]] — with the exception of exposure to a Language [[Ability]] by immersion, which has a rather high Source Quality.

= Past Editions

Exposure as a learning method did not formally exist prior to [[ArM5]], but a related concept does appear in [[Fourth Edition]]: [[magus | magi]] gained experience points in [[Magic Theory]] every season they spent working in the [[Laboratory]].

= Related Topics

* [[Training]]
* [[Practice]]
* [[Books]]
* [[Teaching]]
* [[Apprenticeship]]
* Deprivation (exposure to the elements), [[ArM5]] page 180
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268174710</unix>
						<iso>2010-03-09 23:45:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added reference</comment>
					<text><![CDATA[
'''Exposure''' in [[ArM5]] refers to a method for gaining [[Experience Points]].  For other meanings of the term, see Related Topics below.

= Gaining Experience Through Exposure

Exposure is a kind of learning by doing.  Unlike other methods of gaining experience points, a character can get exposure while spending the [[Season]] doing something else.  For example, if a companion spends a season working as a blacksmith, she makes a lot of horseshoes (and some money) and simultaneously gains experience points due to exposure.

Compared to other learning methods in [[ArM5]], exposure tends to have a poor [[Source Quality]] — with the exception of exposure to a Language [[Ability]] by immersion, which has a rather high Source Quality.

= Past Editions

Exposure as a learning method did not formally exist prior to [[ArM5]], but a related concept does appear in [[Fourth Edition]]: [[magus | magi]] gained experience points in [[Magic Theory]] every season they spent working in the [[Laboratory]].

= References

* Exposure, [[ArM5]] page 165

= Related Topics

* [[Training]]
* [[Practice]]
* [[Books]]
* [[Teaching]]
* [[Apprenticeship]]
* Deprivation (exposure to the elements), [[ArM5]] page 180
* [[Long-Term Fatigue]] (exposure to the elements)
]]></text>
				</version>
			</history>
		</page>
		<page node="877">
			<name>master</name>
			<title>Master</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268295126</unix>
						<iso>2010-03-11 09:12:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

A '''master''', in Hermetic society, is the owner (and teacher) of an [[apprentice]]. Master is the generic term, but an apprentice to a [[maga]] would refer to her as his '''mistress'''. It is an honorific title, and once an apprentice has concluded his [[gauntlet]] he is expected to refer to his "[[parens]]" (or "pater or "mater") instead. Some magi may retain the old manner of speech out of habit.

= Related Topics

; Related pages within this site
* [[Filius]]
]]></text>
				</version>
			</history>
		</page>
		<page node="878">
			<name>living_lore</name>
			<title>Living Lore</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>Products</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268308739</unix>
						<iso>2010-03-11 12:58:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Living Lore''' is collection of stories (i.e., adventures) for Ars Magica [[Fourth Edition]].

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|living_lore_cover.jpg|small|right}}

'''Rules Edition:''' [[Fourth Edition]]
'''Author(s):''' [[Robert Angeloni]], [[Keith Baker]], [[Niall Christie]], [[Erik Dahl]], [[Rich Evans]], [[Timothy Ferguson]], [[Adam Gauntlett]], [[Nathan Hook]], [[Eric Kouris]], [[James Maliszewski]], [[Patrick Murphy]], [[Matt Ryan]], and [[Sheila Thomas]]
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-048-5
'''Release Date:''' February 2004
'''Format:''' [[Hardcover]], 168 pages
'''Availability:''' In print

= Subject and Contents

''Living Lore'' is a collection of adventures based on medieval legends.  It was the last supplement published for [[Fourth Edition]] and so requires some adaptation to use for [[Fifth Edition]].  The stories themselves, of course, are usable with any rules edition.

;== Particular Sub-topic

;If there is an important sub-topic dealt with in the book, write a sentence or ;two about it.  For example, [[Houses of Hermes True Lineages]] has an ;important section on Hermetic Law and that should be mentioned in a section ;like this.

;== Another Sub-topic

;With text

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Topics

; Related pages within this site
* [[Products]]
* [[Open Call]]

== Related Products

; Other products about the same topic or somehow related
* [[Tales of Mythic Europe]]
* [[Faerie Stories]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0272.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="879">
			<name>eric_kouris</name>
			<title>Eric Kouris</title>
			<language>en</language>
			<tags>
				<tag>ArM4</tag>
				<tag>Fan Community</tag>
				<tag>Author</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268309180</unix>
						<iso>2010-03-11 13:06:20</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Eric Kouris was the publisher of [[Hermes Portal| Hermes' Portal]].  He was also a co-author of the [[Fourth Edition]] supplement, [[Living Lore]].
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268309221</unix>
						<iso>2010-03-11 13:07:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Link the &quot;fanzines&quot;</comment>
					<text><![CDATA[
Eric Kouris was the publisher of the [[fanzines|fanzine]], [[Hermes Portal| Hermes' Portal]].  He was also a co-author of the [[Fourth Edition]] supplement, [[Living Lore]].
]]></text>
				</version>
			</history>
		</page>
		<page node="88">
			<name>writers_guidelines</name>
			<title>Writers Guidelines</title>
			<keywords>guideline, how to, writing</keywords>
			<description>The dos and don'ts of contributing to this project</description>
			<language>en</language>
			<history size="7">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205694437</unix>
						<iso>2008-03-16 20:07:17</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
We offer these suggestions for organizing and formatting pages.

=Creating a Page

There are two situations in which one might want to create a page.

==Pages That Don't (Yet) Exist

You might follow a link and reach a page that says

[begin:block|.quote]
Page 'X' does not exist.
[end:block|.quote]

and has two buttons to create the page.

This is normal and will be relatively common in the early stages of the project.  It means that someone wanted an article on a given subject, but didn't get around to actually writing that new article.  Filling in a blank page like this is a good way to start [[Contributing]] to this project.

==Pages That Haven't Been Imagined

Less frequently, you may want to create an entirely new page.  The way to do this in [[http://www.pie.ekkaia.org | Pie]] is to start by creating a link to it.  You can't just create a brand new page that's not attached to anything; every page must start out linked to some related page.

# Before creating a new page, please search to see if the topic already exists under another name.
# Decide on name for your new page (see below)
# Edit an existing page to add a link to your new, soon-to-be-created page
# Follow that link and click on one of the "Create" buttons.

===Naming New Pages

In order for other contributors to easily link to your page, please follow our standard naming conventions.

# Page names should be phrased as singular nouns when possible.  For example, [[Magus]] instead of "Magi."
# Use the shortest name you can think of that is unique and unambiguous.  This may require some thought.  For example, the term "Bonisagus" could refer to either a magus, [[Bonisagus the Founder]], or to [[House Bonisagus]].  Don't just name a page "Bonisagus" because that would be ambiguous.
# Omit leading definite or indefinite articles.  For example, use [[Order of Hermes]] instead of "The Order of Hermes" or "Order of Hermes, the"
# If your page is in a language other than English, include the name of the language in parentheses at the end of the title.  For example, "Durenmar (Deutsch)" for the German page about Durenmar.  (In page names, use the word each language uses to call itself, for example, "Deutsch" and "Français" rather than "German" and "French."  Pie supports mulit-byte characters, so you can name and create pages using any alphabet
# Do not use commas, colons, or other punctuation in page names (Exception: parentheses to specify language).

=Organization & Layout
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205859748</unix>
						<iso>2008-03-18 18:02:28</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Typos</comment>
					<text><![CDATA[
We offer these suggestions for organizing and formatting pages.

=Creating a Page

There are two situations in which one might want to create a page.

==Pages That Don't (Yet) Exist

You might follow a link and reach a page that says

[begin:block|.quote]
Page 'X' does not exist.
[end:block|.quote]

and has two buttons to create the page.

This is normal and will be relatively common in the early stages of the project.  It means that someone wanted an article on a given subject, but didn't get around to actually writing that new article.  Filling in a blank page like this is a good way to start [[Contributing]] to this project.

==Pages That Haven't Been Imagined

Less frequently, you may want to create an entirely new page.  The way to do this in [[http://www.pie.ekkaia.org/ | Pie]] is to start by creating a link to it.  You can't just create a brand new page that's not attached to anything; every page must start as a link on some related page.

# Before creating a new page, please search to see if the topic already exists under another name.
# Decide on name for your new page (see below)
# Edit an existing page to add a link to your new, soon-to-be-created page
# Follow that link and click on one of the "Create" buttons.

===Naming New Pages

In order for other contributors to easily link to your page, please follow our standard naming conventions.

# Page names should be phrased as singular nouns when possible.  For example, [[Magus]] instead of "Magi."
# Use the shortest name you can think of that is unique and unambiguous.  This may require some thought.  For example, the term "Bonisagus" could refer to either a magus, [[Bonisagus the Founder]], or to [[House Bonisagus]].  Don't just name a page "Bonisagus" because that would be ambiguous.
# Omit leading definite or indefinite articles.  For example, use [[Order of Hermes]] instead of "The Order of Hermes" or "Order of Hermes, the"
# If your page is in a language other than English, include the name of the language in parentheses at the end of the title.  For example, "Durenmar (Deutsch)" for the German page about Durenmar.  (In page names, use the word each language uses to call itself, for example, "Deutsch" and "Français" rather than "German" and "French."  Pie supports mulit-byte characters, so you can name and create pages using any alphabet
# Do not use commas, colons, or other punctuation in page names (Exception: parentheses to specify language).

=Organization & Layout
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1207188062</unix>
						<iso>2008-04-03 04:01:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added a little on organization and layout</comment>
					<text><![CDATA[
We offer these suggestions for organizing and formatting pages.

=Creating a Page

There are two situations in which one might want to create a page.

==Pages That Don't (Yet) Exist

You might follow a link and reach a page that says

[begin:block|.quote]
Page 'X' does not exist.
[end:block|.quote]

and has two buttons to create the page.

This is normal and will be relatively common in the early stages of the project.  It means that someone wanted an article on a given subject, but didn't get around to actually writing that new article.  Filling in a blank page like this is a good way to start [[Contributing]] to this project.

==Pages That Haven't Been Imagined

Less frequently, you may want to create an entirely new page.  The way to do this in [[http://www.pie.ekkaia.org/ | Pie]] is to start by creating a link to it.  You can't just create a brand new page that's not attached to anything; every page must start as a link on some related page.

# Before creating a new page, please search to see if the topic already exists under another name.
# Decide on name for your new page (see below)
# Edit an existing page to add a link to your new, soon-to-be-created page
# Follow that link and click on one of the "Create" buttons.

===Naming New Pages

In order for other contributors to easily link to your page, please follow our standard naming conventions.

# Page names should be phrased as singular nouns when possible.  For example, [[Magus]] instead of "Magi."
# Use the shortest name you can think of that is unique and unambiguous.  This may require some thought.  For example, the term "Bonisagus" could refer to either a magus, [[Bonisagus the Founder]], or to [[House Bonisagus]].  Don't just name a page "Bonisagus" because that would be ambiguous.
# Omit leading definite or indefinite articles.  For example, use [[Order of Hermes]] instead of "The Order of Hermes" or "Order of Hermes, the"
# If your page is in a language other than English, include the name of the language in parentheses at the end of the title.  For example, "Durenmar (Deutsch)" for the German page about Durenmar.  (In page names, use the word each language uses to call itself, for example, "Deutsch" and "Français" rather than "German" and "French."  Pie supports mulit-byte characters, so you can name and create pages using any alphabet
# Do not use commas, colons, or other punctuation in page names (Exception: parentheses to specify language).

=Organization & Layout

Use topic headings to make your articles readable.

We generally like to include a list of related topics at the bottom of the page, under a heading such as "References" or "Related Topics".

Basic formatting commands appear automatically when you enter Edit mode.  The [[Sandbox]] has a few more.  A much more detailed list is available on the [[http://pie.ekkaia.org/page/PieDoc/MarkupCode|Pie website]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1230400655</unix>
						<iso>2008-12-27 18:57:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Move a lot of policy stuff into here; added comments on what we're looking for</comment>
					<text><![CDATA[
Thank you for considering becoming a contributor.  These guidelines are intended to help you understand how to make your contribution most useful.

=What to Contribute

This is a community-based site.  We're interested in any contributions that you, an Ars Magica player, think would be useful.  These could include:

* Links to interesting Web sites you've found
* [[Downloads|Downloadable]] character sheets, maps, or other play aids
* Ready-made characters, [[Covenant|covenants]], or creatures
* Original articles about some aspect of [[Mythic Europe]] or the [[Order of Hermes]]
* Short articles that summarize how a [[Rule]] works or explain something from the [[Canon]], such as a [[Hedge Magic]] tradition or a [[Tribunal]].  Please keep in mind our [[Copyright]] policy when writing about the canon.
* Or almost anything else you can think of!

Please take a look at the [[News]] page; special requests for needed material will be posted there.

=How To Create a Page

There are two situations in which one might want to create a page.

==Pages That Don't his is a community-based site.  We're interested in any contributions that you, an Ars Magica player, think would be useful.  These could include:

* Links to interesting Web sites you've found
* [[Downloads|Downloadable]] character sheets, maps, or other play aids
* Ready-made characters, [[Covenant|covenants]], or creatures
* Original articles about some aspect of [[Mythic Europe]] or the [[Order of Hermes]]
* Short articles that summarize how a [[Rule]] works or explain something from the [[Canon]], such as a [[Hedge Magic]] tradition or a [[Tribunal]].  Please keep in mind our [[Copyright]] policy when writing about the canon.
* Or almost anything else you can think of!

Please take a look at the [[News]] page; special requests for needed material will be posted there.

=How To Create a Page

There are two situations in which one might want to create a page.

==Pages That Don't (Yet) Exist

You might follow a link and reach a page that says

[begin:block|.quote]
Page 'X' does not exist.
[end:block|.quote]

and has two buttons to create the page.

This is normal and will be relatively common in the early stages of the project.  It means that someone wanted an article on a given subject, but didn't get around to actually writing that new article.  Filling in a blank page like this is a good way to start [[Contributing]] to this project.

==Pages That Haven't Been Imagined

Less frequently, you may want to create an entirely new page.  The way to do this in [[http://www.pie.ekkaia.org/ | Pie]] is to start by creating a link to it.  You can't just create a brand new page that's not attached to anything; every page must start as a link on some related page.

# Before creating a new page, please search to see if the topic already exists under another name.
# Decide on name for your new page (see below)
# Edit an existing page to add a link to your new, soon-to-be-created page
# Follow that link and click on one of the "Create" buttons.

===Naming New Pages

In order for other contributors to easily link to your page, please follow our standard naming conventions.

# Page names should be phrased as singular nouns when possible.  For example, [[Magus]] instead of "Magi."
# Use the shortest name you can think of that is unique and unambiguous.  This may require some thought.  For example, the term "Bonisagus" could refer to either a magus, [[Bonisagus the Founder]], or to [[House Bonisagus]].  Don't just name a page "Bonisagus" because that would be ambiguous.
# Omit leading definite or indefinite articles.  For example, use [[Order of Hermes]] instead of "The Order of Hermes" or "Order of Hermes, the"
# If your page is in a language other than English, include the name o
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1230400925</unix>
						<iso>2008-12-27 19:02:05</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Moved a lot of content here from the Policy page</comment>
					<text><![CDATA[
Thank you for considering becoming a contributor.  These guidelines are intended to help you understand how to make your contribution most useful.

=What to Contribute

This is a community-based site.  We're interested in any contributions that you, an Ars Magica player, think would be useful.  These could include:

* Links to interesting Web sites you've found
* [[Downloads|Downloadable]] character sheets, maps, or other play aids
* Ready-made characters, [[Covenant|covenants]], or creatures
* Original articles about some aspect of [[Mythic Europe]] or the [[Order of Hermes]]
* Short articles that summarize how a [[Rules|rule]] works or explain something from the [[Canon]], such as a [[Hedge Magic]] tradition or a [[Tribunal]].  Please keep in mind our [[Copyright]] policy when writing about the canon.
* Or almost anything else you can think of!

Please take a look at the [[News]] page; special requests for needed material will be posted there.

=Content Guidelines

Here follow some guidelines, not strict rules, for how to make your pages useful without violating [[Copyright|copyright]] or hurting [[Atlas Games]]' business.

* The main point is not to write so much detail that someone could use your page instead of referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books. Add examples, or suggestions on how to use something in play. Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* For long out-of-print material (ArM3 and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.
* Avoid writing detailed timelines of fictional events. Timelines of Hermetic history are included in several ArM5 books.

==Civility

It is all right to express opinions on this site. We're not trying to be completely objective (that's an unattainable ideal). Be careful to: 

# state opinions as opinions, not as facts; 
# remain respectful toward authors, other people's play styles, and opposing opinions. 

Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

==Controversial Topics

Second, the nature of [[Mythic Europe]] leads [[Ars Magica]] to deal with potentially controversial topics such as the Crusades, witch-burning, anti-Semitism, slavery, medieval attitudes toward gender, and so on.

Please do feel free to write about these topics, but write carefully.  Be sure to use the past tense: atrocities committed 800 years ago have little direct bearing on modern events.  Remember  that a lot of players enjoy [[Ars Magica]]   for the magic and fantasy, so don't get too hung up on [[Real History]].

Perhaps the best angle is to present the controversial topic in a matter-of-fact way, then go on to explain at length all the fun [[Story]] ideas it inspires.

=How To Create a Page

There are two situations in which one might want to create a page.

==Pages That ful without violating [[Copyright|copyright]] or hurting [[Atlas Games]]' business.

* The main point is not to write so much detail that someone could use your page instead of referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books. Add examples, or suggestions on how to use something in play. Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* For long out-of-print material (ArM3 and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.
* Avoid writing detailed timelines of fictional events. Timelines of Hermetic history are included in several ArM5 books.

==Civility

It is all right to express opinions on this site. We're not trying to be completely objective (that's an unattainable ideal). Be careful to: 

# state opinions as opinions, not as facts; 
# remain respectful toward authors, other people's play styles, and opposing opinions. 

Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

==Controversial Topics

Second, the nature of [[Mythic Europe]] leads [[Ars Magica]] to deal with potentially controversial topics such as the Crusades, witch-burning, anti-Semitism, slavery, medieval attitudes toward gender, and so on.

Please do feel free to write about these topics, but write carefully.  Be sure to use the past tense: atrocities committed 800 years ago have little direct bearing on modern events.  Remember  that a lot of players enjoy [[Ars Magica]]   for the magic and fantasy, so don't get too hung up on [[Real History]].

Perhaps the best angle is to present the controversial topic in a matter-of-fact way, then go on to explain at length all the fun [[Story]] ideas it inspires.

=How To Create a Page

There are two situations in which one might want to create a page.

==Pages That Don't (Yet) We have a whole page on [[Writing Guidelines]] that explain the basics of formatting and organization.

Exist

You might follow a link and reach a page that says

[begin:block|.quote]
Page 'X' does not exist.
[end:block|.quote]

and has two buttons to create the page.

This is normal and will be relatively common in the early stages of the project.  It means that someone wanted an article on a given subject, but didn't get around to actually writing that new article.  Filling in a blank page like this is
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1230490681</unix>
						<iso>2008-12-28 19:58:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added request for art and maps</comment>
					<text><![CDATA[
Thank you for considering becoming a contributor.  These guidelines are intended to help you understand how to make your contribution most useful.

=What to Contribute

This is a community-based site.  We're interested in any contributions that you, an Ars Magica player, think would be useful.  These could include:

* Links to interesting Web sites you've found
* [[Downloads|Downloadable]] character sheets, maps, or other play aids
* Ready-made characters, [[Covenant|covenants]], or creatures
* Original articles about some aspect of [[Mythic Europe]] or the [[Order of Hermes]]
* Short articles that summarize how a [[Rules|rule]] works or explain something from the [[Canon]], such as a [[Hedge Magic]] tradition or a [[Tribunal]].  Please keep in mind our [[Copyright]] policy when writing about the canon.
* Original illustrations, maps, and diagrams.  We are especially interested in historical maps or original maps of Tribunals (which we could publish without violating copyright).
* Or almost anything else you can thinagrams.  We are especially interested in historical maps or original maps of Tribunals (which we could publish without violating copyright).
* Or almost anything else you can think of!

Please take a look at the [[News]] page; special requests for needed material will be posted there.

=Content Guidelines

Here follow some guidelines, not strict rules, for how to make your pages useful without violating [[Copyright|copyright]] or hurting [[Atlas Games]]' business.

* The main point is not to write so much detail that someone could use your page instead of referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books. Add examples, or suggestions on how to use something in play. Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* For long out-of-print material (ArM3 and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.
* Avoid writing detailed timelines of fictional events. Timelines of Hermetic history are included in several ArM5 books.

==Civility

It is all right to express opinions on this site. We're not trying to be completely objective (that's an unattainable ideal). Be careful to: 

# state opinions as opinions, not as facts; 
# remain respectful toward authors, other people's play styles, and opposing opinions. 

Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

==Controversial Topics

Second, the nature of [[Mythic Europe]] leads [[Ars Magica]] to deal with potentially controversial topics such as the Crusades, witch-burning, anti-Semitism, slavery, medieval attitudes toward gender, and so on.

Please do feel free to write about these topics, but write carefully.  Be sure to use the past tense: atrocities committed 800 years ago have little direct bearing on modern events.  Remember  that a lot of players enjoy [[Ars Magica]]   for the magic and fantasy, so don't get too hung up on [[Real History]].

Perhaps the best angle is to present the controversial topic in a matter-of-fact way, then go on to explain at length all the fun [[Story]] ideas it inspires.

=How To Create a Page

There are two situations in which one might want to create a page.

==Pages That Don't (Yet) Exist

You might follow a link and reach a page that says

[begin:block|.quote]
Page 'X' does not exist.
[end:block|.quote]

and has two buttons to create the page.

This is normal and will be relatively common in the early stages of the project.  It means that someone wanted an article on a given subject, but didn't get around to actually writing that new article.  Filling in a blank page like this is a good way to start [[Contributing]] to this project.

==Pages That Haven't Been Imagined

Less frequently, you may want to create an entirely new page.  The way to do this in [[http://www.pie.ekkaia.org/ | Pie]] is to start by creating a link to it.  You can't just create a brand new page that's not attached to anything; every page must start as a link on some related page.

# Before creating a new page, please search to see if the topic already exists under another name.
# Decide on name for your new page (see below)
# Edit an existing page to add a link to your new, soon-to-be-created page
# Follow that link and click on one of the "Create" buttons.

===Naming New Pages

In order for other contributors to easily link to your page, please follow our standard naming conventions.

# Page names should be phrased as singular nouns when possible.  For example, [[Magus]] instead of "Magi."
# Use the shortest name you can think of that is unique and unambiguous.  This may require some thought.  For example, the term "Bonisagus" could refer to either a magus, [[Bonisagus the Founder]], or to [[House Bonisagus]].  Don't just name a page "Bonisagus" because that would be ambiguous.
# Omit leading definite or indefinite articles.  For example, use [[Order of Hermes]] instead of "The Order of Hermes" or "Order of Hermes, the"
# If your page is in a language other than English, include the name of the language in parentheses at the end of the title.  For example, "Durenmar (Deutsch)" for the German page about Durenmar.  (In page names, use the word each language uses to call itself, for example, "Deutsch" and "Français" rather than "German" and "French."  Pie supports mulit-byte characters, so you can name and create pages using any alphabet
# Do not use commas, colons, or other punctuation in page names (Exception: parentheses to specify language).

=Organization & Layout

We have a whole page on [[Writing Guidelines]] that explain the basics of formatting and organization.

Use topic headings to make your articles readable.

We generally like to include a list of related topics at the bottom of the page, under a heading such as "References" or "Related Topics".

Basic formatting commands appear au
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1279672058</unix>
						<iso>2010-07-21 02:27:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added table of contents, updated Pie -&gt; PageWork</comment>
					<text><![CDATA[
Thank you for considering becoming a contributor.  These guidelines are intended to help you understand how to make your contribution most useful.

{{toc}}

=What to Contribute

This is a community-based site.  We're interested in any contributions that you, an Ars Magica player, think would be useful.  These could include:

* Links to interesting Web sites you've found
* [[Downloads|Downloadable]] character sheets, maps, or other play aids
* Ready-made characters, [[Covenant|covenants]], or creatures
* Original articles about some aspect of [[Mythic Europe]] or the [[Order of Hermes]]
* Short articles that summarize how a [[Rules|rule]] works or explain something from the [[Canon]], such as a [[Hedge Magic]] tradition or a [[Tribunal]].  Please keep in mind our [[Copyright]] policy when writing about the canon.
* Original illustrations, maps, and diagrams.  We are especially interested in historical maps or original maps of Tribunals (which we could publish without violating copyright).
* Or almost anything else you can think of!

Please take a look at the [[News]] page; special requests for needed material will be posted there.

=Content Guidelines

Here follow some guidelines, not strict rules, for how to make your pages useful without violating [[Copyright|copyright]] or hurting [[Atlas Games]]' business.

* The main point is not to write so much detail that someone could use your page instead of referring to his or her bookshelf.
* Go beyond what's in the Ars Magica books. Add examples, or suggestions on how to use something in play. Explain when a rule works differently in one edition as opposed to another.
* Include lots of links to other pages (either on this site or elsewhere)
* Refer to game rules by page number rather than quoting from them.
* Similarly, refer to fictional places, events, and characters by page reference when possible.
* If you must explain something from the game world, be very brief: one or two sentences.
* For long out-of-print material (ArM3 and earlier) you can write more extensive summaries, but still be sure to only summarize, not replicate.
* Remember that other people can, and probably will, edit the pages you create.
* Avoid writing detailed timelines of fictional events. Timelines of Hermetic history are included in several ArM5 books.

==Civility

It is all right to express opinions on this site. We're not trying to be completely objective (that's an unattainable ideal). Be careful to: 

# state opinions as opinions, not as facts; 
# remain respectful toward authors, other people's play styles, and opposing opinions. 

Just because you think something is poorly done or a bad idea, does not mean the person who wrote it is an enemy of civilization.

==Controversial Topics

Second, the nature of [[Mythic Europe]] leads [[Ars Magica]] to deal with potentially controversial topics such as the Crusades, witch-burning, anti-Semitism, slavery, medieval attitudes toward gender, and so on.

Please do feel free to write about these topics, but write carefully.  Be sure to use the past tense: atrocities committed 800 years ago have little direct bearing on modern events.  Remember  that a lot of players enjoy [[Ars Magica]]   for the magic and fantasy, so don't get too hung up on [[Real History]].

Perhaps the best angle is to present the controversial topic in a matter-of-fact way, then go on to explain at length all the fun [[Story]] ideas it inspires.

=How To Create a Page

There are two situations in which one might want to create a page.

==Pages That Don't (Yet) Exist

You might follow a link and reach a page that says

<quote>
Page 'X' does not exist.
</quote>

and has two buttons to create the page.

This is normal and will be relatively common in the early stages of the project.  It means that someone wanted an article on a given subject, but didn't get around to actually writing that new article.  Filling in a blank page like this is a good way to start [[Contributing]] to this project.

==Pages That Haven't Been Imagined

Less frequently, you may want to create an entirely new page.  The way to do this in [[http://pagework.ekkaia.org | PageWork]] is to start by creating a link to it.  You can't just create a brand new page that's not attached to anything; every page must start as a link on some related page.

# Before creating a new page, please search to see if the topic already exists under another name.
# Decide on name for your new page (see below)
# Edit an existing page to add a link to your new, soon-to-be-created page
# Follow that link and click on one of the "Create" buttons.

===Naming New Pages

In order for other contributors to easily link to your page, please follow our standard naming conventions.

# Page names should be phrased as singular nouns when possible.  For example, [[Magus]] instead of "Magi."
# Use the shortest name you can think of that is unique and unambiguous.  This may require some thought.  For example, the term "Bonisagus" could refer to either a magus, [[Bonisagus the Founder]], or to [[House Bonisagus]].  Don't just name a page "Bonisagus" because that would be ambiguous.
# Omit leading definite or indefinite articles.  For example, use [[Order of Hermes]] instead of "The Order of Hermes" or "Order of Hermes, the"
# If your page is in a language other than English, include the name of the language in parentheses at the end of the title.  For example, "Durenmar (Deutsch)" for the German page about Durenmar.  (In page names, use the word each language uses to call itself, for example, "Deutsch" and "Français" rather than "German" and "French."  PageWork supports mulit-byte characters, so you can name and create pages using any alphabet
# Do not use commas, colons, or other punctuation in page names (Exception: parentheses to specify language).

=Organization & Layout

We have a whole page on [[Writing Guidelines]] that explain the basics of formatting and organization.

Use topic headings to make your articles readable.

We generally like to include a list of related topics at the bottom of the page, under a heading such as "References" or "Related Topics".

Basic formatting commands appear automatically when you enter Edit mode.  The [[Sandbox]] has a few more.
]]></text>
				</version>
			</history>
		</page>
		<page node="880">
			<name>faerie_stories</name>
			<title>Faerie Stories</title>
			<language>en</language>
			<tags>
				<tag>Faerie Realm</tag>
				<tag>ArM4</tag>
				<tag>Products</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268309867</unix>
						<iso>2010-03-11 13:17:47</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial stub</comment>
					<text><![CDATA[
'''Faerie Stories''' is an Ars Magica supplement containing several stories (i.e., adventures) involving [[faerie|faeries]] and the [[Faerie Realm]].

; Insert cover image if available.  Use images from Atlas Games website only.
{{image|faerie_stories_cover.jpg|small|right}}

'''Rules Edition:''' [[Fourth Edition]]
'''Author(s):'''  [[Phil Masters]] and [[Neil Taylor]] 
'''Publisher:''' [[Atlas Games]]
'''ISBN:''' 1-58978-045-0
'''Release Date:''' November 2003
'''Format:''' [[Softcover]], 112 pages
'''Availability:''' In print

= Subject and Contents

''Faerie Stories'' is a collection of stories relating to faeries.

== Compatibility with Fifth Edition

Note that the definition of the [[Faerie Realm]] has changed a bit between Fourth Edition and [[Fifth Edition]].  Some creatures which are classified as Faerie in this book might more properly belong to the [[Magic Realm]].  This will probably not affect the playability of the stories.  Purists may wish to modify some of the creatures a bit to better fit the current definitions of the Realms.

There have also been significant rules changes between Fourth and Fifth Edition that will require some statistics, especially combat statistics, to be converted.

= Community Reviews

; The following reviews were collected from the original Ars Magica FAQ site:

Please edit this page to add your own comments about this book.

= Related Products

; Other products about the same topic or somehow related
* [[Faeries Revised Edition]]
* [[Living Lore]]
* [[Tales of Mythic Europe]]
* [[Realms of Power: Faerie]]

== Related Sites

; These are links to external sites like Wikipedia or ars-magica.net where
; there could be reviews,
:[[http://www.atlas-games.com/product_tables/AG0271.php | Official product page]] at Atlas Games:
]]></text>
				</version>
			</history>
		</page>
		<page node="881">
			<name>ars_magica_(français)</name>
			<title>Ars Magica (Français)</title>
			<language>en</language>
			<tags>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>Products</tag>
				<tag>Fan Community</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268352831</unix>
						<iso>2010-03-12 01:13:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Copied from &quot;Ars Magica&quot; page by Mithriel</comment>
					<text><![CDATA[
= Communauté

== Liste de diffusion

Le lien privilégié entre les fans français d'[[Ars Magica]] est la liste de diffusion '''ArMfr''' dont l'adresse suit.

http://www.armfr.fr.st/

== Forum

Le SDEN héberge également un forum consacré à [[Ars Magica]].

http://www.sden.org/forums/viewforum.php?f=15

== Fanzine

'''Ars Mag''' est un fanzine en langue française consacré uniquement à [[Ars Magica]]. Il est malheureusement en sommeil depuis plusieurs années.

http://pagesperso-orange.fr/styren/ars/zine.htm
]]></text>
				</version>
			</history>
		</page>
		<page node="882">
			<name>official_discussion_forum</name>
			<title>Official Discussion Forum</title>
			<language>en</language>
			<tags>
				<tag>Fan Community</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268353808</unix>
						<iso>2010-03-12 01:30:08</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The official online Ars Magica '''discussion forum''' is hosted by [[Atlas Games]] at [[http://forum.atlas-games.com/viewforum.php?f=4/]].  It is a good place to ask rules or game-related questions that are not covered in the [[FAQ]].

The official forums also host [[play by post]] online games.

= Related Topics

* [[Fan Community]]
* [[Mailing Lists]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268353859</unix>
						<iso>2010-03-12 01:30:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Changed link to online play</comment>
					<text><![CDATA[
The official online Ars Magica '''discussion forum''' is hosted by [[Atlas Games]] at [[http://forum.atlas-games.com/viewforum.php?f=4/]].  It is a good place to ask rules or game-related questions that are not covered in the [[FAQ]].

The official forums also hosts play-by-post [[online play | online games]].

= Related Topics

* [[Fan Community]]
* [[Mailing Lists]]
]]></text>
				</version>
			</history>
		</page>
		<page node="883">
			<name>contact</name>
			<title>Contact</title>
			<keywords>contact, contact form, e-mail, mail</keywords>
			<description>How to contact the maintainers</description>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268354270</unix>
						<iso>2010-03-12 01:37:50</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Please see our [[Contributing]] page for information on how to contribute to Project: Redcap.

Project: Redcap is maintained by [[Andrew Gronosky]].  You may reach him by e-mail at:

redcap at firstname lastname dot us

making the obvious substitutions for "firstname" and "lastname."  There should be no space or punctuation between "firstname" and "lastname."

If you have a Web site that you would like to have listed, please give a description of your site.  It is best if you write that description in the same [[languages|language]] as the site itself.  (We will see that it gets posted on the appropriate page.)
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268354338</unix>
						<iso>2010-03-12 01:38:58</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Formatting changes</comment>
					<text><![CDATA[
Please see our [[Contributing]] page for information on how to contribute to Project: Redcap.

[[Project Redcap | Project: Redcap]] is maintained by [[Andrew Gronosky]].  You may reach him by e-mail at:
{{p|align:center|
'''redcap at firstname lastname dot us'''}}

making the obvious substitutions for "firstname" and "lastname."  There should be no space or punctuation between "firstname" and "lastname."

If you have a Web site that you would like to have listed, please give a description of your site.  It is best if you write that description in the same [[languages|language]] as the site itself.  (We will see that it gets posted on the appropriate page.)
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268354412</unix>
						<iso>2010-03-12 01:40:12</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Clarified instructions</comment>
					<text><![CDATA[
Please see our [[Contributing]] page for information on how to contribute to Project: Redcap.

[[Project Redcap | Project: Redcap]] is maintained by [[Andrew Gronosky]].  You may reach him by e-mail at:
{{p|align:center|
'''redcap at firstname lastname dot us'''}}

making the obvious substitutions for "firstname" and "lastname."  There should be no space or punctuation between "andrew" and "gronosky."

If you have a Web site that you would like to have listed, please give a description of your site.  It is best if you write that description in the same [[languages|language]] as the site itself.  (We will see that it gets posted on the appropriate page.)
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1279630891</unix>
						<iso>2010-07-20 15:01:31</iso>
					</timestamp>
					<author>pm</author>
					<comment>Contact form embedded</comment>
					<text><![CDATA[
Please see our [[Contributing]] page for information on how to contribute to Project: Redcap.

[[Project Redcap | Project: Redcap]] is maintained by [[Andrew Gronosky]].  You may reach him by e-mail at: %%redcap%% ''at firstname lastname dot'' %%us%%

making the obvious substitutions for ''firstname'' and ''lastname''.  There should be no space or punctuation between ""andrew"" and ""gronosky"".

You can also use the following contact form:

---
<html>
<form action="/contact.php" method="post">
<table>
<tr>
<td>Your name:</td>
<td><input type="text" name="name" size="40" /></td>
</tr>
<tr>
<td>Your e-mail:</td>
<td><input type="text" name="mail" size="40" /></td>
</tr>
</table>
<br />

<textarea name="text" cols="70" rows="8">Your message...</textarea>
<p><input type="submit" value="Send message" /></p>
</form>
</html>
---

If you have a Web site that you would like to have listed, please give a description of your site.  It is best if you write that description in the same [[languages|language]] as the site itself.  (We will see that it gets posted on the appropriate page.)
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1279671417</unix>
						<iso>2010-07-21 02:16:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Simplified contact instructions</comment>
					<text><![CDATA[
Please see our [[Contributing]] page for information on how to contribute to Project: Redcap.

We are interested in collecting links to all Ars Magica sites on the web, regardless of their content or perceived quality.  If you know of a site that you would like to have listed, or you have any corrections or other feedback for us, please feel free to send us a note using the following contact form:

---
<html>
<form action="/contact.php" method="post">
<table>
<tr>
<td>Your name:</td>
<td><input type="text" name="name" size="40" /></td>
</tr>
<tr>
<td>Your e-mail:</td>
<td><input type="text" name="mail" size="40" /></td>
</tr>
</table>
<br />

<textarea name="text" cols="70" rows="8">Your message...</textarea>
<p><input type="submit" value="Send message" /></p>
</form>
</html>
---
]]></text>
				</version>
			</history>
		</page>
		<page node="884">
			<name>training</name>
			<title>Training</title>
			<language>en</language>
			<tags>
				<tag>Magic Realm</tag>
				<tag>Rules</tag>
				<tag>ArM5</tag>
				<tag>Creatures</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268444037</unix>
						<iso>2010-03-13 02:33:57</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Training''' in Ars Magica has two possible meanings.

= Training a Person = 

Training is a method for gaining [[Experience Points]] and thereby improving a character's [[Ability|Abilities]] or [[Art | Arts]].  Training requires one-on-one interaction between a trainer (called a "master") and a trainee (student) for an entire [[Season]].  The master works at his trade (or [[laboratory]] activity) and shows the trainee how to do it as he works. The trainee gains experience points according to the master's level of knowledge (see p. 164 of [[ArM5]] for the exact [[Source Quality]]). The master gets experience due to [[exposure]].  There is an additional limitation that makes sense but rarely comes into play: the trainee cannot gain enough experience points to raise his Art or Ability score higher than the master's score.  (Note that the limit is the master's Art or Ability score, not his total number of experience points).

Training is commonly used during [[apprenticeship]] in the [[Order of Hermes]] because, unlike [[teaching]], it requires no special skill on the part of the master.

= Training an Animal =

Rules for training an animal are given on page 81 of [[Realms of Power: Magic]].  These are mainly intended for training a magical animal such as a [[Beast of Virtue]], but the rules are applicable to mundane animals as well.  As might be expected, training animals relies on the [[Animal Handling]] Ability.

* An animal must be tamed before it can be taught anything by training.  This takes at least one season.
* The social effects of [[The Gift]] interfere with taming or training an animal
* Magi can tame or train creatures using their Art scores
* Characters with the Master of (Form) Creatures [[Supernatural Virtue]] can train creatures based on the trainer's [[Magic Lore]] or [[Might Score]]
* [[Mundane | Mundanes]] can also train beasts but are not very effective at training beasts that have a [[Might Score]]

Training may be used to teach an animal tricks, to give it [[experience points]] in Abilities, or to teach it to fight as part of a [[trained group]] (with a human handler acting as the leader of the group). 

= References

* Training, [[ArM5]] page 164
* Training Creatures, [[RoPM]] page 81
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268444067</unix>
						<iso>2010-03-13 02:34:27</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment></comment>
					<text><![CDATA[
'''Training''' in Ars Magica has two possible meanings.

= Training a Person =

Training is a method for gaining [[Experience Points]] and thereby improving a character's [[Ability|Abilities]] or [[Art | Arts]].  Training requires one-on-one interaction between a trainer (called a "master") and a trainee (student) for an entire [[Season]].  The master works at his trade (or [[laboratory]] activity) and shows the trainee how to do it as he works. The trainee gains experience points according to the master's level of knowledge (see p. 164 of [[ArM5]] for the exact [[Source Quality]]). The master gets experience due to [[exposure]].  There is an additional limitation that makes sense but rarely comes into play: the trainee cannot gain enough experience points to raise his Art or Ability score higher than the master's score.  (Note that the limit is the master's Art or Ability score, not his total number of experience points).

Training is commonly used during [[apprenticeship]] in the [[Order of Hermes]] because, unlike [[teaching]], it requires no special skill on the part of the master.

= Training an Animal =

Rules for training an animal are given on page 81 of [[Realms of Power: Magic]].  These are mainly intended for training a magical animal such as a [[Beast of Virtue]], but the rules are applicable to mundane animals as well.  As might be expected, training animals relies on the [[Animal Handling]] Ability.

* An animal must be tamed before it can be taught anything by training.  This takes at least one season.
* The social effects of [[The Gift]] interfere with taming or training an animal
* Magi can tame or train creatures using their Art scores
* Characters with the Master of (Form) Creatures [[Supernatural Virtue]] can train creatures based on the trainer's [[Magic Lore]] or [[Might Score]]
* [[Mundane | Mundanes]] can also train beasts but are not very effective at training beasts that have a [[Might Score]]

Training may be used to teach an animal tricks, to give it [[experience points]] in Abilities, or to teach it to fight as part of a [[trained group]] (with a human handler acting as the leader of the group). 

= References

* Training, [[ArM5]] page 164
* Training Creatures, [[RoPM]] page 81
]]></text>
				</version>
			</history>
		</page>
		<page node="885">
			<name>fengheld</name>
			<title>Fengheld</title>
			<language>en</language>
			<tags>
				<tag>ArM5</tag>
				<tag>Covenants</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268596465</unix>
						<iso>2010-03-14 20:54:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Fengheld''' is a large [[Autumn]] [[covenant]] in the [[Rhine Tribunal]], located in the Harz mountains.  It is very large and influential, with 23 magi in total.  Only 12 magi live at the main covenant; the other 23 are divided among five [[chapter house | chapter houses]], one of which is as far away as [[Normandy Tribunal | Normandy]].

Fengheld is a diverse covenant whose members are not affiliated with any particular [[House]] or [[Gild]].

= Residents

Prominent residents include:

* [[Archmage]] Stentorius of [[House Tremere]]
* Horst of [[House Mercere]]
* Eule of [[House Bjornaer]]
* Peter von Würzburg of [[House Verditius]]
* Dorana of [[House Bonisagus]]

= References

* [[Guardians of the Forest]] pages 82-85
* [[http://www.atlas-games.com/pdf_storage/Rhine_Tribunal_Map.pdf | Map]] of the Rhine Tribunal
]]></text>
				</version>
			</history>
		</page>
		<page node="886">
			<name>poena</name>
			<title>Poena</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>ArM5</tag>
				<tag>Character</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268597159</unix>
						<iso>2010-03-14 21:05:59</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Poena''' is the [[Primus|Prima]] of [[House Tremere]], according to [[Houses of Hermes: True Lineages]] (page 110).  Not much detail about her is given in [[canon]].
]]></text>
				</version>
			</history>
		</page>
		<page node="887">
			<name>magae_magnae_magicae</name>
			<title>Magae Magnae Magicae</title>
			<language>en</language>
			<tags>
				<tag>Fan-Created Content</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268599750</unix>
						<iso>2010-03-14 21:49:10</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Magae Magnae Magicae''' is joke calendar that was published by [[Hermes Portal]] in 2004.  It is more commonly known as "the Ars Magica Swimsuit Calendar."

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|cover_image.jpg|right}}

'''Rules Edition:''' Fourth Edition (unofficial)
'''Author(s):'''  Illustrations by Scott Beattie, Sauperamaniane, Angela
Taylor, and [[Alex White]]
'''Publisher:''' [[Hermes Portal]]
'''ISBN:''' N/A
'''Release Date:''' 2004
'''Format:''' [[Hardcover]] or [[Softcover]], (insert page count)
'''Availability:''' In print (or out of print)

= Subject and Contents

In 2004, the [[Hermes Portal]] [[fanzine]] published a special and highly unofficial "swimsuit calendar" featuring illustrations of semi-nude or scantily-clad [[magus | magae]].  

Accompanying each month is an illustration of a maga and some amusing text, including a short story about [[Belin]] the [[redcap]].  Sprinkled throughout the calendar are fictitious holidays such as "Apprentice's Day."

The Hermes' Portal "swimsuit calendar" is an unofficial parody. It can be obtained from the Hermes' Portal [[http://pagesperso-orange.fr/styren/hermesportal/hermes1.htm | download page]].

== Explanation of the Parody ==

Non-U.S. residents may be wondering why this is calendar is often referred to as the "Ars Magica Swimsuit Caledar."  That's what the publisher called it at the time: the name an allusion to the real-world annual calendar published by American magazine [[http://sportsillustrated.cnn.com/ | Sports Illustrated]].  ''Sports Illustrated'' is famous for its annual "Swimsuit Edition" which is nominally about women's swimwear but is actually a transparent ploy to boost sales by devoting an entire issue to pictures of scantily-clad women.  A calendar of such photos is typically offered as a bonus accompanying a new or renewed ''Sports Illustrated'' subscription.

The connection to [[Hermes Portal]] and its subscription rates is left to the imagination of the audience.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1268599894</unix>
						<iso>2010-03-14 21:51:34</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Minor corrections</comment>
					<text><![CDATA[
'''Magae Magnae Magicae''' is joke calendar that was published by [[Hermes Portal]] in 2004.  It is more commonly known as "the Ars Magica Swimsuit Calendar."

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|cover_image.jpg|right}}

'''Rules Edition:''' Fourth Edition (unofficial)
'''Author(s):'''  Illustrations by Scott Beattie, Radja Sauperamaniane, Angela
Taylor, and [[Alex White]]
'''Publisher:''' [[Hermes Portal]]
'''ISBN:''' N/A
'''Release Date:''' 2004
'''Format:''' [[Hardcover]] or [[Softcover]], (insert page count)
'''Availability:''' In print (or out of print)

= Subject and Contents

In 2004, the [[Hermes Portal]] [[fanzine]] published a special and highly unofficial "swimsuit calendar" featuring illustrations of semi-nude or scantily-clad [[magus | magae]]. Accompanying each month is an illustration of a maga and some amusing text, including a short story about [[Belin]] the [[redcap]].  Sprinkled throughout the calendar are fictitious holidays such as "Apprentice's Day."

The Hermes' Portal "swimsuit calendar" is an unofficial parody. It can be obtained from the Hermes' Portal [[http://pagesperso-orange.fr/styren/hermesportal/hermes1.htm | download page]].

== Explanation of the Parody ==

Non-U.S. residents may be wondering why this is calendar is often referred to as the "Ars Magica Swimsuit Caledar."  That's what the publisher called it at the time: the name an allusion to the real-world annual calendar published by American magazine [[http://sportsillustrated.cnn.com/ | Sports Illustrated]].  ''Sports Illustrated'' is famous for its annual "Swimsuit Edition" which is nominally about women's swimwear but is actually a transparent ploy to boost sales by devoting an entire issue to pictures of scantily-clad women.  A calendar of such photos is typically offered as a bonus accompanying a new or renewed ''Sports Illustrated'' subscription.

The connection to [[Hermes Portal]] and its subscription rates is left to the imagination of the audience.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1268599927</unix>
						<iso>2010-03-14 21:52:07</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Minor format change</comment>
					<text><![CDATA[
'''Magae Magnae Magicae''' is joke calendar that was published by [[Hermes Portal]] in 2004.  It is more commonly known as "the Ars Magica Swimsuit Calendar."

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|cover_image.jpg|right}}

'''Rules Edition:''' Fourth Edition (unofficial)
'''Author(s):'''  Illustrations by Scott Beattie, Radja Sauperamaniane, Angela Taylor, and [[Alex White]]
'''Publisher:''' [[Hermes Portal]]
'''ISBN:''' N/A
'''Release Date:''' 2004
'''Format:''' [[Hardcover]] or [[Softcover]], (insert page count)
'''Availability:''' In print (or out of print)

= Subject and Contents

In 2004, the [[Hermes Portal]] [[fanzine]] published a special and highly unofficial "swimsuit calendar" featuring illustrations of semi-nude or scantily-clad [[magus | magae]]. Accompanying each month is an illustration of a maga and some amusing text, including a short story about [[Belin]] the [[redcap]].  Sprinkled throughout the calendar are fictitious holidays such as "Apprentice's Day."

The Hermes' Portal "swimsuit calendar" is an unofficial parody. It can be obtained from the Hermes' Portal [[http://pagesperso-orange.fr/styren/hermesportal/hermes1.htm | download page]].

== Explanation of the Parody ==

Non-U.S. residents may be wondering why this is calendar is often referred to as the "Ars Magica Swimsuit Caledar."  That's what the publisher called it at the time: the name an allusion to the real-world annual calendar published by American magazine [[http://sportsillustrated.cnn.com/ | Sports Illustrated]].  ''Sports Illustrated'' is famous for its annual "Swimsuit Edition" which is nominally about women's swimwear but is actually a transparent ploy to boost sales by devoting an entire issue to pictures of scantily-clad women.  A calendar of such photos is typically offered as a bonus accompanying a new or renewed ''Sports Illustrated'' subscription.

The connection to [[Hermes Portal]] and its subscription rates is left to the imagination of the audience.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1268600070</unix>
						<iso>2010-03-14 21:54:30</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Cleaned up boilerplate text from template</comment>
					<text><![CDATA[
'''Magae Magnae Magicae''' is a joke calendar that was published by [[Hermes Portal]] in 2004.  It is more commonly known as "the Ars Magica Swimsuit Calendar."

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|cover_image.jpg|right}}

'''Rules Edition:''' Fourth Edition (unofficial)
'''Author(s):'''  Illustrations by Scott Beattie, Radja Sauperamaniane, Angela Taylor, and [[Alex White]]
'''Publisher:''' [[Hermes Portal]]
'''ISBN:''' N/A
'''Release Date:''' 2004
'''Format:''' PDF, 26 pages
'''Availability:''' Out of print but available from the Hermes' Portal [[http://pagesperso-orange.fr/styren/hermesportal/hermes1.htm | download page]]

= Subject and Contents

In 2004, the [[Hermes Portal]] [[fanzine]] published a special and highly unofficial "swimsuit calendar" featuring illustrations of semi-nude or scantily-clad [[magus | magae]]. Accompanying each month is an illustration of a maga and some amusing text, including a short story about [[Belin]] the [[redcap]].  Sprinkled throughout the calendar are fictitious holidays such as "Apprentice's Day."

The Hermes' Portal "swimsuit calendar" is an unofficial parody. No one in his right mind would take it seriously.

== Explanation of the Parody ==

Non-U.S. residents may be wondering why this is calendar is often referred to as the "Ars Magica Swimsuit Caledar."  That's what the publisher called it at the time: the name an allusion to the real-world annual calendar published by American magazine [[http://sportsillustrated.cnn.com/ | Sports Illustrated]].  ''Sports Illustrated'' is famous for its annual "Swimsuit Edition" which is nominally about women's swimwear but is actually a transparent ploy to boost sales by devoting an entire issue to pictures of scantily-clad women.  A calendar of such photos is typically offered as a bonus accompanying a new or renewed ''Sports Illustrated'' subscription.

The connection to [[Hermes Portal]] and its subscription rates is left to the imagination of the audience.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1268619906</unix>
						<iso>2010-03-15 03:25:06</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Author credits, corrected year</comment>
					<text><![CDATA[
'''Magae Magnae Magicae''' is a joke calendar that was published by [[Hermes Portal]] in 2004.  It is more commonly known as "the Ars Magica Swimsuit Calendar."

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|cover_image.jpg|right}}

'''Rules Edition:''' Fourth Edition (unofficial)
'''Authors:''' [[Erik Dahl]], [[Eric Kouris]], [[Neil Taylor]], [[Sheila Thomas]]
'''Illustrators:'''  Illustrations by Scott Beattie, Radja Sauperamaniane, Angela Taylor, and [[Alex White]]
'''Publisher:''' [[Hermes Portal]]
'''ISBN:''' N/A
'''Release Date:''' 2004
'''Format:''' PDF, 26 pages
'''Availability:''' Out of print but available from the Hermes' Portal [[http://pagesperso-orange.fr/styren/hermesportal/hermes1.htm | download page]]

= Subject and Contents

In 2005, the [[Hermes Portal]] [[fanzine]] published a special and highly unofficial "swimsuit calendar" featuring illustrations of semi-nude or scantily-clad [[magus | magae]]. Accompanying each month is an illustration of a maga and some amusing text, including a short story about [[Belin]] the [[redcap]].  Sprinkled throughout the calendar are fictitious holidays such as "Apprentice's Day."

The Hermes' Portal "swimsuit calendar" is an unofficial parody. No one in his right mind would take it seriously.

== Explanation of the Parody ==

Non-U.S. residents may be wondering why this is calendar is often referred to as the "Ars Magica Swimsuit Caledar."  That's what the publisher called it at the time: the name an allusion to the real-world annual calendar published by American magazine [[http://sportsillustrated.cnn.com/ | Sports Illustrated]].  ''Sports Illustrated'' is famous for its annual "Swimsuit Edition" which is nominally about women's swimwear but is actually a transparent ploy to boost sales by devoting an entire issue to pictures of scantily-clad women.  A calendar of such photos is typically offered as a bonus accompanying a new or renewed ''Sports Illustrated'' subscription.

The connection to [[Hermes Portal]] and its subscription rates is left to the imagination of the audience.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1268620023</unix>
						<iso>2010-03-15 03:27:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Typos</comment>
					<text><![CDATA[
'''Magae Magnae Magicae''' is a joke calendar that was published by [[Hermes Portal]] in 2005.  It is more commonly known as "the Ars Magica Swimsuit Calendar."

; Insert cover image if available.  Use images from Atlas Games website only.
; {{image|cover_image.jpg|right}}

'''Rules Edition:''' Fourth Edition (unofficial)
'''Authors:''' [[Erik Dahl]], [[Eric Kouris]], [[Neil Taylor]], [[Sheila Thomas]]
'''Illustrators:'''  Illustrations by Scott Beattie, Radja Sauperamaniane, Angela Taylor, and [[Alex White]]
'''Publisher:''' [[Hermes Portal]]
'''ISBN:''' N/A
'''Release Date:''' 2004
'''Format:''' PDF, 26 pages
'''Availability:''' Out of print but available from the Hermes' Portal [[http://pagesperso-orange.fr/styren/hermesportal/hermes1.htm | download page]]

= Subject and Contents

In 2005, the [[Hermes Portal]] [[fanzine]] published a special and highly unofficial "swimsuit calendar" featuring illustrations of nude or scantily-clad [[magus | magae]]. Accompanying each month is an illustration of a maga and some amusing text, including a short story about [[Belin]] the [[redcap]].  Sprinkled throughout the calendar are fictitious holidays such as "Apprentice's Day."

The Hermes' Portal "swimsuit calendar" is an unofficial parody. No one in his right mind would take it seriously.

== Explanation of the Parody ==

Non-U.S. residents may be wondering why this is calendar is often referred to as the "Ars Magica Swimsuit Caledar."  That's what the publisher called it at the time: the name is an allusion to the real-world annual calendar published by American magazine [[http://sportsillustrated.cnn.com/ | Sports Illustrated]].  ''Sports Illustrated'' is famous for its annual "Swimsuit Edition" which is nominally about women's swimwear but is actually a transparent ploy to boost sales by devoting an entire issue to pictures of scantily-clad women.  A calendar of such photos is typically offered as a bonus accompanying a new or renewed ''Sports Illustrated'' subscription.

The connection to [[Hermes Portal]] and its subscription rates is left to the imagination of the audience.
]]></text>
				</version>
			</history>
		</page>
		<page node="888">
			<name>player_character</name>
			<title>Player Character</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268997040</unix>
						<iso>2010-03-19 12:10:40</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''player character''' (abbreviated PC) is a character controlled by an ordinary player (that is, a player other than the [[storyguide]]).  The term "player character" is used in all [[http://en.wikipedia.org/wiki/Role-playing_game_%28pen_and_paper%29 | pen and paper roleplaying games]], not just Ars Magica.

A player character in Ars Magica may be a [[magus]], [[companion]], or [[grog]].

= Related Topics

* [[non-player character]]
* [[Troupe-style play]]
]]></text>
				</version>
			</history>
		</page>
		<page node="889">
			<name>size_of_the_fan_community</name>
			<title>Size of the Fan Community</title>
			<language>en</language>
			<tags>
				<tag>Fan Community</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268998122</unix>
						<iso>2010-03-19 12:28:42</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
There are no hard statistics on the actual number of active Ars Magica players, but [[John Nephew]] did post the following on the [[ http://www.atlas-games.com/forum/viewforum.php?f=4 | Atlas Games forum ]] in response to a fan's question:

{{quote|
Well, as a privately held corporation, we don't as a matter of general practice share detailed sales or financial information with the public.

In terms of supplements, I'm comfortable saying that we have typically printed 1,000 to 1,500 of each Ars Magica 5th Edition supplement on its first printing. Numerous supplements have needed to be reprinted.

The core rulebook needs to be printed in larger quantities, both because of higher demand and also to make its 2-color interior printing affordable. Today we are down to the very last case of the second printing, and the third printing is due to arrive from the printer in the middle of this week, avoiding any out-of-stock time between printings.

I hope this is enough to satisfy your curiosity. :-) }}

{{cite|John Nephew, 16 March 2009}}
]]></text>
				</version>
			</history>
		</page>
		<page node="89">
			<name>hermetic_magic</name>
			<title>Hermetic Magic</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>ArM1</tag>
				<tag>ArM2</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
			</tags>
			<history size="15">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205842794</unix>
						<iso>2008-03-18 13:19:54</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magic practiced by the '''Order of Hermes''', in accordance with the [[Hermetic Theory of Magic]] invented by [[Bonusigus the Founder|Bonisagus]] and perfected over the centuries by his descendants. Note that [[Magus|magi]] may also wield non-Hermetic or partially-Hermetic techniques that are only partially integrated into Hermetic theory if at all.

=The Arcame Arts amd Abilities

The practice of Hermetic Magic is founded the 15 [[Hermetic Arts]]. There are 5 [[Technique|Techniques]] and 10 [[Form|Forms]], which aer always used together to produce any desired magical effect (see [[Hermetic Arts]] for moer details).

One of [[Bonisagus the Founder|Bonisagus']] greatest achievements was the invention of the [[Parma Magica]] ability. By learning the Parma Magica, magi greatly increase their [[Magic Resistance]]. 

There are other [[Arcane Abilitiy|Arcane Abilities]] that are used in Hermetic magic. These include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic is also connected to philosophy and scholarship is not irrelevant to its practice. All magi are versed in [[Artes Liberales]] and [[Latin]], and [[Philosophiae]] and [[Artes Liberales]] are utilized in [[Ceremonial Casting]] or the casting of [[Ritual Spell|Ritual spells]]. Certain mundane skills, such as [[Concentration]], are also used.

=Hermetic Procedures

Hermetic magic encompasses many magical fields and capabilties. Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. 

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting power, or use it in the laborartory.

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Harvest Raw Vis]], investigating an enchanted item, transferring raw vis, fixing arcane connections, and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Some developments in Hermetic magic have been incorporated into Magic Theory and are shared by all magi. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which ant [[Magus|magus]] can re-invent.

Hermetic magic is often transmitted by books ([[Summa]] or [[Tractatus]]) on the relevant Arts or Abilities, or [[Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly possible.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205845126</unix>
						<iso>2008-03-18 13:58:46</iso>
					</timestamp>
					<author>Yair</author>
					<comment>references</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magic practiced by the '''Order of Hermes''', in accordance with the [[Hermetic Theory of Magic]] invented by [[Bonusigus the Founder|Bonisagus]] and perfected over the centuries by his descendants. Note that [[Magus|magi]] may also wield non-Hermetic or partially-Hermetic techniques that are only partially integrated into Hermetic theory if at all.

=The Arcame Arts amd Abilities

The practice of Hermetic Magic is founded the 15 [[Hermetic Arts]]. There are 5 [[Technique|Techniques]] and 10 [[Form|Forms]], which aer always used together to produce any desired magical effect (see [[Hermetic Arts]] for moer details).

One of [[Bonisagus the Founder|Bonisagus']] greatest achievements was the invention of the [[Parma Magica]] ability. By learning the Parma Magica, magi greatly increase their [[Magic Resistance]]. 

There are other [[Arcane Abilitiy|Arcane Abilities]] that are used in Hermetic magic. These include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic is also connected to philosophy and scholarship is not irrelevant to its practice. All magi are versed in [[Artes Liberales]] and [[Latin]], and [[Philosophiae]] and [[Artes Liberales]] are utilized in [[Ceremonial Casting]] or the casting of [[Ritual Spell|Ritual spells]]. Certain mundane skills, such as [[Concentration]], are also used.

=Hermetic Procedures

Hermetic magic encompasses many magical fields and capabilties. Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. 

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting power, or use it in the laborartory.

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Harvest Raw Vis]], investigating an enchanted item, transferring raw vis, fixing arcane connections, and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Some developments in Hermetic magic have been incorporated into Magic Theory and are shared by all magi. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which ant [[Magus|magus]] can re-invent.

Hermetic magic is often transmitted by books ([[Summa]] or [[Tractatus]]) on the relevant Arts or Abilities, or [[Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly possible.

===References

* See [[ArM5]], the Hermetic Magic chapter.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205845564</unix>
						<iso>2008-03-18 14:06:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>other langauges</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magic practiced by the '''Order of Hermes''', in accordance with the [[Hermetic Theory of Magic]] invented by [[Bonusigus the Founder|Bonisagus]] and perfected over the centuries by his descendants. Note that [[Magus|magi]] may also wield non-Hermetic or partially-Hermetic techniques that are only partially integrated into Hermetic theory if at all.

=The Arcame Arts amd Abilities

The practice of Hermetic Magic is founded the 15 [[Hermetic Arts]]. There are 5 [[Technique|Techniques]] and 10 [[Form|Forms]], which aer always used together to produce any desired magical effect (see [[Hermetic Arts]] for moer details).

One of [[Bonisagus the Founder|Bonisagus']] greatest achievements was the invention of the [[Parma Magica]] ability. By learning the Parma Magica, magi greatly increase their [[Magic Resistance]]. 

There are other [[Arcane Abilitiy|Arcane Abilities]] that are used in Hermetic magic. These include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic is also connected to philosophy and scholarship is not irrelevant to its practice. Nearly all magi are versed in [[Artes Liberales]] and [[Latin]] (for conducting Hermetic magic in other languages, see [[AM]] 29), and [[(for conducting Hermetic magic in other languages, see [[AM]] 29), and [[Philosophiae]] and [[Artes Liberales]] are utilized in [[Ceremonial Casting]] or the casting of [[Ritual Spell|Ritual spells]]. Certain mundane skills, such as [[Concentration]], are also used.

=Hermetic Procedures

Hermetic magic encompasses many magical fields and capabilties. Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. 

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting power, or use it in the laborartory.

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Harvest Raw Vis]], investigating an enchanted item, transferring raw vis, fixing arcane connections, and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Some developments in Hermetic magic have been incorporated into Magic Theory and are shared by all magi. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which ant [[Magus|magus]] can re-invent.

Hermetic magic is often transmitted by books ([[Summa]] or [[Tractatus]]) on the relevant Arts or Abilities, or [[Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certai
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205849059</unix>
						<iso>2008-03-18 15:04:19</iso>
					</timestamp>
					<author>Yair</author>
					<comment>partial integration</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magic practiced by the '''Order of Hermes''', in accordance with the [[Hermetic Theory of Magic]] invented by [[Bonusigus the Founder|Bonisagus]] and perfected over the centuries by his descendants. Note that [[Magus|magi]] may also wield non-Hermetic or partially-Hermetic techniques that are only partially integrated into Hermetic theory if at all.

=The Arcame Arts amd Abilities

The practice of Hermetic Magic is founded the 15 [[Hermetic Arts]]. There are 5 [[Technique|Techniques]] and 10 [[Form|Forms]], which aer always used together to produce any desired magical effect (see [[Hermetic Arts]] for moer details).

One of [[Bonisagus the Founder|Bonisagus']] greatest achievements was the invention of the [[Parma Magica]] ability. By learning the Parma Magica, magi greatly increase their [[Magic Resistance]]. 

There are other [[Arcane Abilitiy|Arcane Abilities]] that are used in Hermetic magic. These include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic is also connected to philosophy and scholarship is not irrelevant to its practice. Nearly all magi are versed in [[Artes Liberales]] and [[Latin]] (for conducting Hermetic magic in other languages, see [[AM]] 29), and [[Philosophiae]] and [[Artes Liberales]] are utilized in [[Ceremonial Casting]] or the casting of [[Ritual Spell|Ritual spells]]. Certain mundane skills, such as [[Concentration]], are also used.

=Hermetic Procedures

Hermetic magic encompasses many magical fields and capabilties. Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. 

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting power, or use it in the laborartory.

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Harvest Raw Vis]], investigating an enchanted item, transferring raw vis, fixing arcane connections, and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Some developments in Hermetic magic have been incorporated into Magic Theory and are shared by all magi. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which ant [[Magus|magus]] can re-invent.

Hermetic magic is often transmitted by books ([[Summa]] or [[Tractatus]]) on the relevant Arts or Abilities, or [[Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly possible.

=Partial Integration

Hermetic magic can also utilize some partially-integrated [[Mysteries]] or mystical practices without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

===rtial Integration

Hermetic magic can also utilize some
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205849079</unix>
						<iso>2008-03-18 15:04:39</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magic practiced by the '''Order of Hermes''', in accordance with the [[Hermetic Theory of Magic]] invented by [[Bonusigus the Founder|Bonisagus]] and perfected over the centuries by his descendants. Note that [[Magus|magi]] may also wield non-Hermetic or partially-Hermetic techniques that are only partially integrated into Hermetic theory if at all.

=The Arcane Arts amd Abilities

The practice of Hermetic Magic is founded the 15 [[Hermetic Arts]]. There are 5 [[Technique|Techniques]] and 10 [[Form|Forms]], which aer always used together to produce any desired magical effect (see [[Hermetic Arts]] for moer details).

One of [[Bonisagus the Founder|Bonisagus']] greatest achievements was the invention of the [[Parma Magica]] ability. By learning the Parma Magica, magi greatly increase their [[Magic Resistance]]. 

There are other [[Arcane Abilitiy|Arcane Abilities]] that are used in Hermetic magic. These include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic is also connected to philosophy and scholarship is not irrelevant to its practice. Nearly all magi are versed in [[Artes Liberales]] and [[Latin]] (for conducting Hermetic magic in other languages, see [[AM]] 29), and [[Philosophiae]] and [[Artes Liberales]] are utilized in [[Ceremonial Casting]] or the casting of [[Ritual Spell|Ritual spells]]. Certain mundane skills, such as [[Concentration]], are also used.

=Hermetic Procedures

Hermetic magic encompasses many magical fields and capabilties. Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. 

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting power, or use it in the laborartory.

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Harvest Raw Vis]], investigating an enchanted item, transferring raw vis, fixing arcane connections, and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Some developments in Hermetic magic have been incorporated into Magic Theory and are shared by all magi. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which ant [[Magus|magus]] can re-invent.

Hermetic magic is often transmitted by books ([[Summa]] or [[Tractatus]]) on the relevant Arts or Abilities, or [[Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly possible.

=Partial Integration

Hermetic magic can also utilize some partially-integrated [[Mysteries]] or mystical practices without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

===References

* See [[ArM5]], the Hermetic Magic chapter.
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205939863</unix>
						<iso>2008-03-19 16:17:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor changes</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magic practiced by the '''Order of Hermes''', in accordance with the [[Magic Theory|Magic Theory|Hermetic Theory of Magic]] invented by [[Bonusigus the Founder|Bonisagus]] and perfected over the centuries by his descendants. Note that [[Magus|magi]] may also wield non-Hermetic or partially-Hermetic techniques that are only partially integrated into Hermetic theory if at all.

=The Arcane Arts amd Abilities

The practice of Hermetic Magic is founded the 15 [[Hermetic Arts]]. There are 5 [[Technique|Techniques]] and 10 [[Form|Forre always used together to produce any desired magical effect.

One of Bonisagus' greatest achievements was the invention of the [[Parma Magica]] ability. By learning the Parma Magica, magi greatly increase their [[Magic Resistance]]. 

There are other [[Arcane Abilitiy|Arcane Abilities]] that are used in Hermetic magic. These include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic also occasionally uses [[Artes Liberales]] and [[Philosophiae]] in casting [[Spell|spells]]. 

Certain mundane skills, such as [[Concentration]], are also used. Magi also usually communicate in [[Latin]] [see [[AM]] 29 for conducting Hermetic magic in other languages], and often have some experience in [[Profession Scribe]].

us Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. They may opt to use [[Forceless Casting]], [[Ceremonial Casting]], or change the levels of their [[Words and Gestures]]. They can use [[ArcanThey may opt to use [[Forceless Casting]], [[Ceremonial Casting]], or change the levels of their [[Words and Gestures]]. They can use [[Arcane Connection|Arcane Connections]], and may engage in certain astrological calculations and use [[Symapthetic Connection|Sympathetic Connections]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laborartory.

Hermetic Magic also allows all magi to participate in [[Certamen]], and attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]]. They can attempt to control their [[Flourish]].

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Some developments in Hermetic magic have been incorporated into Magic Theory and are shared by all magi. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which ant [[Magus|magus]] can re-invent.

Hermetic magic is often transmitted by [[Books in Ars Magica|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.

pell, which goes beyond the standard (old) theory but which ant [[Magus|magus]] can re-invent.

Hermetic magic is often transmitted by [[Books in Ars Magica|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1206459931</unix>
						<iso>2008-03-25 16:45:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magic practiced by the '''Order of Hermes''', in accordance with the [[Magic Theory|Hermetic Theory of Magic]] invented by [[Bonisagus the Founder|Bonisagus]] and perfected over the centuries by his descendants. Note that [[Magus|magi]] may also wield non-Hermetic or partially-Hermetic techniques that are only partially integrated into Hermetic theory if at all.

=The Arcane Arts and Abilities

The practice of Hermetic Magic is founded the 15 [[Hermetic Arts]]. There are 5 [[Technique|Techniques]] and 10 [[Form|Forms]], which are always used together to produce any desired magical effect.

One of Bonisagus' greatest achievements was the invention of the [[Parma Magica]] ability. By learning the Parma Magica, magi greatly increase their [[Magic Resistance]]. 

There are other [[Arcane Abilitiy|Arcane Abilities]] that are used in Hermetic magic. These include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic also occasionally uses [[Artes Liberales]] and [[Philosophiae]] in casting [[Spell|spells]]. 

Certain mundane skills, such as [[Concentration]], are also used. Magi also usually communicate in [[Latin]] [see [[AM]] 29 for conducting Hermetic magic in other languages], and often have some experience in [[Profession Scribe]].

=Hermetic Procedures

Hermetic magic encompasses many magical fields and capabilties. Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. They may opt to use [[Forceless Casting]], [[Ceremonial Casting]], or change the levels of their [[Words and Gestures]]. They can use [[Arcane Connection|Arcane Connections]], and may engage in certain astrological calculations and use [[Symapthetic Connection|Sympathetic Connections]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laborartory.

Hermetic Magic also allows all magi to participate in [[Certamen]], and attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]]. They can attempt to control their [[Flourish]].

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Some developments in Hermetic magic have been incorporated into Magic Theory and are shared by all magi. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which ant [[Magus|magus]] can re-invent.

Hermetic magic is often transmitted by [[Book|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.

=Partial Integration

Hermetic magic can also utilize some partially-integrated [[Mystery|Mysteries]] or mystical practices without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

===References

* See [[ArM5]], the Hermetic Magic chapter.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1230909158</unix>
						<iso>2009-01-02 16:12:38</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added history</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magic practiced by the '''Order of Hermes''', in accordance with the [[Magic Theory|Hermetic Theory of Magic]] invented by [[Bonisagus the Founder|Bonisagus]] and perfected over the centuries by his descendants. Note that [[Magus|magi]] may also wield non-Hermetic or partially-Hermetic techniques that are only partially integrated into Hermetic theory if at all.

=The Arcane Arts and Abilities

The practice of Hermetic Magic is founded the 15 [[Hermetic Arts]]. There are 5 [[Technique|Techniques]] and 10 [[Form|Forms]], which are always used together to produce any desired magical effect.

One of Bonisagus' greatest achievements was the invention of the [[Parma Magica]] ability. By learning the Parma Magica, magi greatly increase their [[Magic Resistance]]. 

There are other [[Arcane Abilitiy|Arcane Abilities]] that are used in Hermetic magic. These include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic also occasionally uses [[Artes Liberales]] and [[Philosophiae]] in casting [[Spell|spells]]. 

Certain mundane skills, such as [[Concentration]], are also used. Magi also usually communicate in [[Latin]] [see [[AM]] 29 for conducting Hermetic magic in other languages], and often have some experience in [[Profession Scribe]].

=Hermetic Procedures

Hermetic magic encompasses many magical fields and capabilties. Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. They may opt to use [[Forceless Casting]], [[Ceremonial Casting]], or change the levels of their [[Words and Gestures]]. They can use [[Arcane Connection|Arcane Connections]], and may engage in certain astrological calculations and use [[Symapthetic Connection|Sympathetic Connections]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laborartory.

Hermetic Magic also allows all magi to participate in [[Certamen]], and attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]]. They can attempt to control their [[Flourish]].

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Some developments in Hermetic magic have been incorporated into Magic Theory and are shared by all magi. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which ant [[Magus|magus]] can re-invent.

Hermetic magic is often transmitted by [[Book|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.

=Partial Integration

Hermetic magic can also utilize some partially-integrated [[Mystery|Mysteries]] or mystical practices without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

=History of Hermetic Magic

Hermetic Magic was invented by [[Bonsigaus the Founder]] over a period of about ten years, from [[AD]] 720 to 730.  He worked from an extensive collection of pre-Hermetic magical texts, including tomes and scrolls from ancient Rome, Greece, Egypt, and Persia.  Most of this work Bonisagus did alone, but toward the end of his research he was joined by [[Trianoma]] and her sister [[Viea]].

Bonisagus's theory identified and consolidated common elements from many different magical traditions.  It was could be taught to nearly anyone who had [[The Gift]] and could be conveniently written in [[Books]], making it possible to share and build upon the foundation Bonisagus built.  Hermetic Theory, together with [[Parma Magica]], made the [[Order of Hermes]] possible.

===References

metic Magic

Hermetic Magic was invented by
* Invention of Hermetic Magic, [[Houses of Hermes True Lineages]] pages 4-7.
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1241899073</unix>
						<iso>2009-05-09 21:57:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Sub-divided into sections, added things that can be done with magic</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magic practiced by the '''Order of Hermes''', in accordance with the [[Magic Theory|Hermetic Theory of Magic]] invented by [[Bonisagus the Founder|Bonisagus]] and perfected over the centuries by his descendants. Note that [[Magus|magi]] may also wield non-Hermetic or partially-Hermetic techniques that are only partially integrated into Hermetic theory if at all.

= Theory

Magic is governed by certain fundamental [[Laws of Magic]] and is subject to intrinsic limits commonly known as the [[Hermetic Limits]].  These laws and limits, as well as other general principles of magic, are the basis of [[Magic Theory]].

= The Arcane Arts

Hermetic magic divides all possible magic into 15 categories called the [[Hermetic Arts]] (or simply [[Arts]]). The Arts are further sub-divided into 5 [[Technique|Techniques]] and 10 [[Form|Forms]].  These Techniques and Forms may be combined in any way to create an infinite variety of spells and other magical effects.

Magi devote much of their time to studying and practicing these Arts.  Magus characters have a set of "Art scores" that indicate their mastery of each Art individually.  The Art score represents a combination of knowledge, experience, and practical skill.

= Things Hermetic Magic Can Do

The great advantage of Hermetic Magic is its flexibility.  A magus can:

* Learn and cast [[Formulaic Spell | Formulaic spells]] and [[Ritual | Ritual spells]]
* Invent new formulaic spells and ritual spells
* Cast [[Spontaneous Spell | Spontaneous spells]], which do not need to be learned in advance
* Create [[Enchanted Device | enchanted devices]]
* Duel other wizards in a contest called [[Certamen]]
* Bond a [[Familiar]] to assist them with their magic
* Create a [[Longevity Ritual]] to extend their lifespan beyond normal limits

= Things Hermetic Magic Can't Do

There are few things, such as bringing back the dead, that [[Hermetic Magic]] simply cannot do.  These are called the [[Hermetic Limits]].

There are other things, such as casting a huge spell that affects a whole country, that no magus has ever done, but should theoretically be possible.  Such achievements may be realized through [[Original Research | original research]].

= Parma Magica

One of Bonisagus' greatest achievements was the invention of the [[Parma Magica]]. By learning the Parma Magica [[Ability]], magi greatly increase their [[Magic Resistance]].  Parma Magica is known only to Hermetic wizards and is a closely-guarded secret of the [[Order of Hermes]]. 

= Arcane and Academic Abilities

There are other [[Arcane Abilitiy|Arcane Abilities]] that are used in Hermetic magic. These include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic also occasionally uses [[Artes Liberales]] and [[Philosophiae]] in casting [[Spell|spells]]. 

Certain mundane skills, such as [[Concentration]], are also used. Magi also usually communicate in [[Latin]] [see [[AM]] 29 for conducting Hermetic magic in other languages], and often have some experience in [[Profession Scribe]].

= Magical Options

One of the great advantage of Hermetic magic is its flexibility.  Magi have many options in exactly how they apply their mastery of the Arts to create magical effects.

== Options for Spells

Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. They may opt to use [[Forceless Casting]], [[Ceremonial Casting]], or change the levels of their [[Words and Gestures]]. They can use [[Arcane Connection|Arcane Connections]], and may engage in certain astrological calculations and use [[Symapthetic Connection|Sympathetic Connections]].

== Options for the Laboratory

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laborartory.

Hermetic Magic also allows all magi to attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]]. They can attempt to control their [[Flourish]].

= Partially Integrated Principles

Some developments in Hermetic magic can be learned and used by all magi, but are not fully explained or understood by Hermetic [[Magic Theory]]. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which any [[Magus|magus]] can re-invent.  Such partially-understood magic can be learned by rote, but cannot usually be modified or applied in new ways.

== Principles from Mysteries

Hermetic magic can utilize some magical techniques from non-Hermetic [[Mystery|Mysteries]] without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

= Learning Hermetic Magic 

Hermetic magic is often transmitted by [[Book|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.

=History of Hermetic Magic

Hermetic Magic was invented by [[Bonsigaus the Founder]] over a period of about ten years, from [[AD]] ms]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laborartory.

Hermetic Magic also allows all magi to attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]]. They can attempt to control their [[Flourish]].

= Partially Integrated Principles

Some developments in Hermetic magic can be lea
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1267361504</unix>
						<iso>2010-02-28 13:51:44</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed typo in link</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magic practiced by the '''Order of Hermes''', in accordance with the [[Magic Theory|Hermetic Theory of Magic]] invented by [[Bonisagus the Founder|Bonisagus]] and perfected over the centuries by his descendants. Note that [[Magus|magi]] may also wield non-Hermetic or partially-Hermetic techniques that are only partially integrated into Hermetic theory if at all.

= Theory

Magic is governed by certain fundamental [[Laws of Magic]] and is subject to intrinsic limits commonly known as the [[Hermetic Limits]].  These laws and limits, as well as other general principles of magic, are the basis of [[Magic Theory]].

= The Arcane Arts

Hermetic magic divides all possible magic into 15 categories called the [[Hermetic Arts]] (or simply [[Arts]]). The Arts are further sub-divided into 5 [[Technique|Techniques]] and 10 [[Form|Forms]].  These Techniques and Forms may be combined in any way to create an infinite variety of spells and other magical effects.

Magi devote much of their time to studying and practicing these Arts.  Magus characters have a set of "Art scores" that indicate their mastery of each Art individually.  The Art score represents a combination of knowledge, experience, and practical skill.

= Things Hermetic Magic Can Do

The great advantage of Hermetic Magic is its flexibility.  A magus can:

* Learn and cast [[Formulaic Spell | Formulaic spells]] and [[Ritual | Ritual spells]]
* Invent new formulaic spells and ritual spells
* Cast [[Spontaneous Spell | Spontaneous spells]], which do not need to be learned in advance
* Create [[Enchanted Device | enchanted devices]]
* Duel other wizards in a contest called [[Certamen]]
* Bond a [[Familiar]] to assist them with their magic
* Create a [[Longevity Ritual]] to extend their lifespan beyond normal limits

= Things Hermetic Magic Can't Do

There are few things, such as bringing back the dead, that [[Hermetic Magic]] simply cannot do.  These are called the [[Hermetic Limits]].

There are other things, such as casting a huge spell that affects a whole country, that no magus has ever done, but should theoretically be possible.  Such achievements may be realized through [[Original Research | original research]].

= Parma Magica

One of Bonisagus' greatest achievements was the invention of the [[Parma Magica]]. By learning the Parma Magica [[Ability]], magi greatly increase their [[Magic Resistance]].  Parma Magica is known only to Hermetic wizards and is a closely-guarded secret of the [[Order of Hermes]]. 

= Arcane and Academic Abilities

There are other [[Arcane Abilitiy|Arcane Abilities]] that are used in Hermetic magic. These include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic also occasionally uses [[Artes Liberales]] and [[Philosophiae]] in casting [[Spell|spells]]. 

Certain mundane skills, such as [[Concentration]], are also used. Magi also usually communicate in [[Latin]] [see [[AM]] 29 for conducting Hermetic magic in other languages], and often have some experience in [[Profession Scribe]].

= Magical Options

One of the great advantage of Hermetic magic is its flexibility.  Magi have many options in exactly how they apply their mastery of the Arts to create magical effects.

== Options for Spells

Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. They may opt to use [[Forceless Casting]], [[Ceremonial Casting]], or change the levels of their [[Words and Gestures]]. They can use [[Arcane Connection|Arcane Connections]], and may engage in certain astrological calculations and use [[Symapthetic Connection|Sympathetic Connections]].

== Options for the Laboratory

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laborartory.

Hermetic Magic also allows all magi to attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]]. They can attempt to control their [[Flourish]].

= Partially Integrated Principles

Some developments in Hermetic magic can be learned and used by all magi, but are not fully explained or understood by Hermetic [[Magic Theory]]. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which any [[Magus|magus]] can re-invent.  Such partially-understood magic can be learned by rote, but cannot usually be modified or applied in new ways.

== Principles from Mysteries

Hermetic magic can utilize some magical techniques from non-Hermetic [[Mystery|Mysteries]] without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

= Learning Hermetic Magic 

Hermetic magic is often transmitted by [[Book|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.

=History of Hermetic Magic

Hermetic Magic was invented by [[Bonisigaus the Founder]] over a period of about ten years, from [[AD]] 720 to 730.  He worked from an extensive collection of pre-Hermetic magical texts, including tomes and scrolls from ancient Rome, Greece, Egypt, and Persia.  Most of this work Bonisagus did alone, but toward the end of his research he was joined by [[Trianoma]] and her sister [[Viea]].

Bonisagus's theory identified and consolidated common elements from many different magical traditions.  It was could be taught to nearly anyone who had [[The Gift]] and could be conveniently written in [[Books]], making it possible to share and build upon the foundation Bonisagus built.  Hermetic Theory, together with [[Parma Magica]], made the [[Order of Hermes]] possible.

===References

* See [[ArM5]], the Hermetic Magic chapter.
* Invention of Hermetic Magic, [[Houses of Hermes True Lineages]] pages 4-7.
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1267365318</unix>
						<iso>2010-02-28 14:55:18</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-organized, removed Parma Magica as redundant</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magical [[tradition]] practiced by the '''Order of Hermes''', in accordance with the [[Magic Theory|Hermetic Theory of Magic]] invented by [[Bonisagus the Founder|Bonisagus]] and perfected over the centuries by his descendants.  Practitioners of Hermetic magic are called [[magus|magi]].

{{toc}}

= Overview

Hermetic magic is by far the most comprehensive and flexible tradition of magic practiced in [[Mythic Europe]]. That is not to say that it is the only kind.  There exist many other different kinds of magic, collectively referred to as [[non-Hermetic]].  Magi also use the derogatory term, "[[hedge magic]]" to refer to these lesser-known traditions of magic.

The basic elements of Hermetic magic are as follows:

* Magical effects are classified according to the [[#Hermetic Arts]].
* Each Art is to a large extent independent of the others so magi can focus their studies on a particular kind of magic if they wish
* Due to its formal theory, Hermetic magic is relatively easy to lean and can be studied from [[Book|books]]
* Hermetic Magic includes both the ability to cast [[spell|spells]] and the ability to [[enchanted item | enchant items]] in the [[laboratory]]
* Hermetic magic includes a powerful form of [[Magic Resistance]] called [[Parma Magica]], which magi use to defend themselves from one another and from supernatural beings such as [[dragon|dragons]] and [[demon|demons]]

== Things Hermetic Magic Can Do

The great advantage of Hermetic Magic is its flexibility.  A magus can:

* Learn and cast [[Formulaic Spell | Formulaic spells]] and [[Ritual | Ritual spells]]
* Invent new formulaic spells and ritual spells
* Cast [[Spontaneous Spell | Spontaneous spells]], which do not need to be learned in advance
* Create [[Enchanted Device | enchanted devices]]
* Duel other wizards in a contest called [[Certamen]]
* Bond a [[Familiar]] to assist them with their magic
* Create a [[Longevity Ritual]] to extend their lifespan beyond normal limits

== Things Hermetic Magic Can't Do

There are few things, such as bringing back the dead, that [[Hermetic Magic]] simply cannot do.  These are called the [[Hermetic Limits]].

There are other things, such as casting a huge spell that affects a whole country, that no magus has ever done, but should theoretically be possible.  Such achievements may be realized through [[Original Research | original research]].

= Theory

Magic is governed by certain fundamental [[Laws of Magic]] and is subject to intrinsic limits commonly known as the [[Hermetic Limits]].  These laws and limits, as well as other general principles of magic, are the theoretical basis of [[Magic Theory]].

The pure theory of magic is somewhat separate from practical skill in particular kinds of magic; the latter is represented by the [[Art|Arts]]. Pure Magic Theory is an [[Arcane Ability]] and is used primarily in the [[Laboratory]].

{{anchor|Hermetic_Arts}}
== The Arcane Arts

Hermetic magic divides all possible magic into 15 categories called the [[Hermetic Arts]] (or simply [[Arts]]). The Arts are further sub-divided into 5 [[Technique|Techniques]] and 10 [[Form|Forms]].  These Techniques and Forms may be combined in any way to create an infinite variety of spells and other magical effects.

Magi devote much of their time to studying and practicing these Arts.  Magus characters have a set of "Art scores" that indicate their mastery of each Art individually.  The Art score represents a combination of knowledge, experience, and practical skill.

= Learning Hermetic Magic 

Hermetic magic is often transmitted by [[Book|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.

== Abilites Affecting Hermetic Magic

Hermetic magic is mostly represented in [[game mechanics]] terms by the [[Arts]], but there are also [[Ability|Abilities]] that govern aspects magical skill.  These are called [[Arcane Ability|Arcane Abilities]]: theyinclude [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic also occasionally uses [[Artes Liberales]] and [[Philosophiae]] in casting [[Spell|spells]]. 

Certain mundane skills, such as [[Concentration]], are also used. Magi also usually communicate in [[Latin]] [see [[AM]] 29 for conducting Hermetic magic in other languages], and often have some experience in [[Profession Scribe]].

= Magical Options

One of the great advantage of Hermetic magic is its flexibility.  Magi have many options in exactly how they apply their mastery of the Arts to create magical effects.

== Options for Spells

Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. They may opt to use [[Forceless Casting]], [[Ceremonial Casting]], or change the levels of their [[Words and Gestures]]. They can use [[Arcane Connection|Arcane Connections]], and may engage in certain astrological calculations and use [[Symapthetic Connection|Sympathetic Connections]].

== Options for the Laboratory

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laboratory.

Hermetic Magic also allows all magi to attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]]. They can attempt to control their [[Flourish]].

= Extension to Hermetic Magic

Note that some [[Magus|magi]] may wield non-Hermetic or partially-Hermetic techniques in addition to pure Hermetic magic. They might learn such magic through membership in a [[Mystery Cult]] or [[House Ex Miscellanea]], or from other sources (such as [[Ancient Magic]]).  Indeed, there are magi who devote much of their careers to finding and mastering non-Hermetic magic: they are called [[Seeker|Seekers]].

Some developments in Hermetic magic can be learned and used by all magi, but are not fully explained or understood by Hermetic [[Magic Theory]]. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which any [[Magus|magus]] can re-invent.  Such partially-understood magic can be learned by rote, but cannot usually be modified or applied in new ways.

== Principles from Mysteries

Hermetic magic can utilize some magical techniques from non-Hermetic [[Mystery|Mysteries]] without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

{{anchor|History_of_Hermetic_Magic}}
=History of Hermetic Magic

Hermetic Theory, together with [[Parma Magica]], made the [[Order of Hermes]] possible.

Hermetic Magic was invented by [[Bonisagus the Founder]] over a period of about ten years, from [[AD]] 720 to 730.  He worked from an extensive collection of pre-Hermetic magical texts, including tomes and scrolls from ancient Rome, Greece, Egypt, and Persia.  Most of this work Bonisagus did alone, but toward the end of his research he was joined by [[Trianoma]] and her sister [[Viea]].

Bonisagus's theory identified and consolidated common elements from many different magical traditions.  It was could be taught to nearly anyone who had [[The Gift]] and could be conveniently written in [[Books]], making it possible to share and build upon the foundation Bonisagus built.  Eventually Bonisagus taught his magic to other leading magicians of his age: these became the twelve [[Founder|Founders]] of the [[Houses of Hermes]].  Bonisagus and the Founders formed the first [[covenant]] at [[Durenmar]] (in the Black Forest of what is now the [[Rhine Tribunal]]), where each Founder contributed his or her own magical knowledge to help complete the theory.

Some of the Founders' contributions are explicitly documented in [[canon]].  For example, [[Verditius the Founder]] helped integrate enchanted devices into Hermetic magic, and [[Merinita the Founder]] taught Bonisagus how to bond a [[Familiar]].

Since the time the Founders completed Heremetic Theory, there have been only a handful of changes to it.  These are called [[Hermetic Breakthrough|Hermetic breakthroughs]] and they occur less than once in every generation of magi.  One significant breakthrough was the invention of the spell, [[Aegis of the Hearth]].  Members of [[House Bonisagus]] (as well as other magi) continue to work toward the next possible breakthrough, with much emphasis placed on breaking or working around the [[Hermetic Limits]].


=References

* See [[ArM5]], the Hermetic Magic chapter.
* Invention of Hermetic Magic, [[Houses of Hermes True Lineages]] pages 4-7.
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1267365413</unix>
						<iso>2010-02-28 14:56:53</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added sentence about Magic Realm</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magical [[tradition]] practiced by the '''Order of Hermes''', in accordance with the [[Magic Theory|Hermetic Theory of Magic]] invented by [[Bonisagus the Founder|Bonisagus]] and perfected over the centuries by his descendants.  Practitioners of Hermetic magic are called [[magus|magi]].

{{toc}}

= Overview

Hermetic magic is by far the most comprehensive and flexible tradition of magic practiced in [[Mythic Europe]]. That is not to say that it is the only kind.  There exist many other different kinds of magic, collectively referred to as [[non-Hermetic]].  Magi also use the derogatory term, "[[hedge magic]]" to refer to these lesser-known traditions of magic.

Hermetic magic draws its power from the [[Magic Realm]], but wizards who use it are mortals.  They have magical powers, but are not magical creatures and do not have a [[Might Score]].

The basic elements of Hermetic magic are as follows:

* Magical effects are classified according to the [[#Hermetic Arts]].
* Each Art is to a large extent independent of the others so magi can focus their studies on a particular kind of magic if they wish
* Due to its formal theory, Hermetic magic is relatively easy to lean and can be studied from [[Book|books]]
* Hermetic Magic includes both the ability to cast [[spell|spells]] and the ability to [[enchanted item | enchant items]] in the [[laboratory]]
* Hermetic magic includes a powerful form of [[Magic Resistance]] called [[Parma Magica]], which magi use to defend themselves from one another and from supernatural beings such as [[dragon|dragons]] and [[demon|demons]]

== Things Hermetic Magic Can Do

The great advantage of Hermetic Magic is its flexibility.  A magus can:

* Learn and cast [[Formulaic Spell | Formulaic spells]] and [[Ritual | Ritual spells]]
* Invent new formulaic spells and ritual spells
* Cast [[Spontaneous Spell | Spontaneous spells]], which do not need to be learned in advance
* Create [[Enchanted Device | enchanted devices]]
* Duel other wizards in a contest called [[Certamen]]
* Bond a [[Familiar]] to assist them with their magic
* Create a [[Longevity Ritual]] to extend their lifespan beyond normal limits

== Things Hermetic Magic Can't Do

There are few things, such as bringing back the dead, that [[Hermetic Magic]] simply cannot do.  These are called the [[Hermetic Limits]].

There are other things, such as casting a huge spell that affects a whole country, that no magus has ever done, but should theoretically be possible.  Such achievements may be realized through [[Original Research | original research]].

= Theory

Magic is governed by certain fundamental [[Laws of Magic]] and is subject to intrinsic limits commonly known as the [[Hermetic Limits]].  These laws and limits, as well as other general principles of magic, are the theoretical basis of [[Magic Theory]].

The pure theory of magic is somewhat separate from practical skill in particular kinds of magic; the latter is represented by the [[Art|Arts]]. Pure Magic Theory is an [[Arcane Ability]] and is used primarily in the [[Laboratory]].

{{anchor|Hermetic_Arts}}
== The Arcane Arts

Hermetic magic divides all possible magic into 15 categories called the [[Hermetic Arts]] (or simply [[Arts]]). The Arts are further sub-divided into 5 [[Technique|Techniques]] and 10 [[Form|Forms]].  These Techniques and Forms may be combined in any way to create an infinite variety of spells and other magical effects.

Magi devote much of their time to studying and practicing these Arts.  Magus characters have a set of "Art scores" that indicate their mastery of each Art individually.  The Art score represents a combination of knowledge, experience, and practical skill.

= Learning Hermetic Magic 

Hermetic magic is often transmitted by [[Book|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.

== Abilites Affecting Hermetic Magic

Hermetic magic is mostly represented in [[game mechanics]] terms by the [[Arts]], but there are also [[Ability|Abilities]] that govern aspects magical skill.  These are called [[Arcane Ability|Arcane Abilities]]: theyinclude [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic also occasionally uses [[Artes Liberales]] and [[Philosophiae]] in casting [[Spell|spells]]. 

Certain mundane skills, such as [[Concentration]], are also used. Magi also usually communicate in [[Latin]] [see [[AM]] 29 for conducting Hermetic magic in other languages], and often have some experience in [[Profession Scribe]].

= Magical Options

One of the great advantage of Hermetic magic is its flexibility.  Magi have many options in exactly how they apply their mastery of the Arts to create magical effects.

== Options for Spells

Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. They may opt to use [[Forceless Casting]], [[Ceremonial Casting]], or change the levels of their [[Words and Gestures]]. They can use [[Arcane Connection|Arcane Connections]], and may engage in certain astrological calculations and use [[Symapthetic Connection|Sympathetic Connections]].

== Options for the Laboratory

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laboratory.

Hermetic Magic also allows all magi to attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]]. They can attempt to control their [[Flourish]].

= Extension to Hermetic Magic

Note that some [[Magus|magi]] may wield non-Hermetic or partially-Hermetic techniques in addition to pure Hermetic magic. They might learn such magic through membership in a [[Mystery Cult]] or [[House Ex Miscellanea]], or from other sources (such as [[Ancient Magic]]).  Indeed, there are magi who devote much of their careers to finding and mastering non-Hermetic magic: they are called [[Seeker|Seekers]].

Some developments in Hermetic magic can be learned and used by all magi, but are not fully explained or understood by Hermetic [[Magic Theory]]. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which any [[Magus|magus]] can re-invent.  Such partially-understood magic can be learned by rote, but cannot usually be modified or applied in new ways.

== Principles from Mysteries

Hermetic magic can utilize some magical techniques from non-Hermetic [[Mystery|Mysteries]] without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

{{anchor|History_of_Hermetic_Magic}}
=History of Hermetic Magic

Hermetic Theory, together with [[Parma Magica]], made the [[Order of Hermes]] possible.

Hermetic Magic was invented by [[Bonisagus the Founder]] over a period of about ten years, from [[AD]] 720 to 730.  He worked from an extensive collection of pre-Hermetic magical texts, including tomes and scrolls from ancient Rome, Greece, Egypt, and Persia.  Most of this work Bonisagus did alone, but toward the end of his research he was joined by [[Trianoma]] and her sister [[Viea]].

Bonisagus's theory identified and consolidated common elements from many different magical traditions.  It was could be taught to nearly anyone who had [[The Gift]] and could be conveniently written in [[Books]], making it possible to share and build upon the foundation Bonisagus built.  Eventually Bonisagus taught his magic to other leading magicians of his age: these became the twelve [[Founder|Founders]] of the [[Houses of Hermes]].  Bonisagus and the Founders formed the first [[covenant]] at [[Durenmar]] (in the Black Forest of what is now the [[Rhine Tribunal]]), where each Founder contributed his or her own magical knowledge to help complete the theory.

Some of the Founders' contributions are explicitly documented in [[canon]].  For example, [[Verditius the Founder]] helped integrate enchanted devices into Hermetic magic, and [[Merinita the Founder]] taught Bonisagus how to bond a [[Familiar]].

Since the time the Founders completed Heremetic Theory, there have been only a handful of changes to it.  These are called [[Hermetic Breakthrough|Hermetic breakthroughs]] and they occur less than once in every generation of magi.  One significant breakthrough was the invention of the spell, [[Aegis of the Hearth]].  Members of [[House Bonisagus]] (as well as other magi) continue to work toward the next possible breakthrough, with much emphasis placed on breaking or working around the [[Hermetic Limits]].


=References

* See [[ArM5]], the Hermetic Magic chapter.
* Invention of Hermetic Magic, [[Houses of Hermes True Lineages]] pages 4-7.
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1267450134</unix>
						<iso>2010-03-01 14:28:54</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed some awkward wording</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magical [[tradition]] practiced by the '''Order of Hermes''', in accordance with the [[Magic Theory|universal theory of magic]] invented by [[Bonisagus the Founder|Bonisagus]] and perfected over the centuries by his descendants.  Practitioners of Hermetic magic are called [[magus|magi]].

{{toc}}

= Overview

Hermetic magic is by far the most comprehensive and flexible tradition of magic practiced in [[Mythic Europe]]. That is not to say that it is the only kind.  There exist many other different kinds of magic, collectively referred to as [[non-Hermetic]].  Magi also use the derogatory term, "[[hedge magic]]" to refer to these lesser-known traditions of magic.

Hermetic magic draws its power from the [[Magic Realm]], but wizards who use it are mortals.  They have magical powers, but are not magical creatures and do not have a [[Might Score]].

The basic elements of Hermetic magic are as follows:

* Magical effects are classified according to the [[#Hermetic Arts]].
* Each Art is to a large extent independent of the others so magi can focus their studies on a particular kind of magic if they wish
* Due to its formal theory, Hermetic magic is relatively easy to lean and can be studied from [[Book|books]]
* Hermetic Magic includes both the ability to cast [[spell|spells]] and the ability to [[enchanted item | enchant items]] in the [[laboratory]]
* Hermetic magic includes a powerful form of [[Magic Resistance]] called [[Parma Magica]], which magi use to defend themselves from one another and from supernatural beings such as [[dragon|dragons]] and [[demon|demons]]

== Things Hermetic Magic Can Do

The great advantage of Hermetic Magic is its flexibility.  A magus can:

* Learn and cast [[Formulaic Spell | Formulaic spells]] and [[Ritual | Ritual spells]]
* Invent new formulaic spells and ritual spells
* Cast [[Spontaneous Spell | Spontaneous spells]], which do not need to be learned in advance
* Create [[Enchanted Device | enchanted devices]]
* Duel other wizards in a contest called [[Certamen]]
* Bond a [[Familiar]] to assist them with their magic
* Create a [[Longevity Ritual]] to extend their lifespan beyond normal limits

== Things Hermetic Magic Can't Do

There are few things, such as bringing back the dead, that [[Hermetic Magic]] simply cannot do.  These are called the [[Hermetic Limits]].

There are other things, such as casting a huge spell that affects a whole country, that no magus has ever done, but should theoretically be possible.  Such achievements may be realized through [[Original Research | original research]].

= Theory

Magic is governed by certain fundamental [[Laws of Magic]] and is subject to intrinsic limits commonly known as the [[Hermetic Limits]].  These laws and limits, as well as other general principles of magic, are the theoretical basis of [[Magic Theory]].

The pure theory of magic is somewhat separate from practical skill in particular kinds of magic; the latter is represented by the [[Art|Arts]]. Pure Magic Theory is an [[Arcane Ability]] and is used primarily in the [[Laboratory]].

{{anchor|Hermetic_Arts}}
== The Arcane Arts

Hermetic magic divides all possible magic into 15 categories called the [[Hermetic Arts]] (or simply [[Arts]]). The Arts are further sub-divided into 5 [[Technique|Techniques]] and 10 [[Form|Forms]].  These Techniques and Forms may be combined in any way to create an infinite variety of spells and other magical effects.

Magi devote much of their time to studying and practicing these Arts.  Magus characters have a set of "Art scores" that indicate their mastery of each Art individually.  The Art score represents a combination of knowledge, experience, and practical skill.

= Learning Hermetic Magic 

Hermetic magic is often transmitted by [[Book|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.

== Abilites Affecting Hermetic Magic

Hermetic magic is mostly represented in [[game mechanics]] terms by the [[Arts]], but there are also [[Ability|Abilities]] that govern aspects magical skill.  These are called [[Arcane Ability|Arcane Abilities]]: theyinclude [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic also occasionally uses [[Artes Liberales]] and [[Philosophiae]] in casting [[Spell|spells]]. 

Certain mundane skills, such as [[Concentration]], are also used. Magi also usually communicate in [[Latin]] [see [[AM]] 29 for conducting Hermetic magic in other languages], and often have some experience in [[Profession Scribe]].

= Magical Options

One of the great advantage of Hermetic magic is its flexibility.  Magi have many options in exactly how they apply their mastery of the Arts to create magical effects.

== Options for Spells

Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. They may opt to use [[Forceless Casting]], [[Ceremonial Casting]], or change the levels of their [[Words and Gestures]]. They can use [[Arcane Connection|Arcane Connections]], and may engage in certain astrological calculations and use [[Symapthetic Connection|Sympathetic Connections]].

== Options for the Laboratory

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laboratory.

Hermetic Magic also allows all magi to attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]]. They can attempt to control their [[Flourish]].

= Extension to Hermetic Magic

Note that some [[Magus|magi]] may wield non-Hermetic or partially-Hermetic techniques in addition to pure Hermetic magic. They might learn such magic through membership in a [[Mystery Cult]] or [[House Ex Miscellanea]], or from other sources (such as [[Ancient Magic]]).  Indeed, there are magi who devote much of their careers to finding and mastering non-Hermetic magic: they are called [[Seeker|Seekers]].

Some developments in Hermetic magic can be learned and used by all magi, but are not fully explained or understood by Hermetic [[Magic Theory]]. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which any [[Magus|magus]] can re-invent.  Such partially-understood magic can be learned by rote, but cannot usually be modified or applied in new ways.

== Principles from Mysteries

Hermetic magic can utilize some magical techniques from non-Hermetic [[Mystery|Mysteries]] without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

{{anchor|History_of_Hermetic_Magic}}
=History of Hermetic Magic

Hermetic Theory, together with [[Parma Magica]], made the [[Order of Hermes]] possible.

Hermetic Magic was invented by [[Bonisagus the Founder]] over a period of about ten years, from [[AD]] 720 to 730.  He worked from an extensive collection of pre-Hermetic magical texts, including tomes and scrolls from ancient Rome, Greece, Egypt, and Persia.  Most of this work Bonisagus did alone, but toward the end of his research he was joined by [[Trianoma]] and her sister [[Viea]].

Bonisagus's theory identified and consolidated common elements from many different magical traditions.  It was could be taught to nearly anyone who had [[The Gift]] and could be conveniently written in [[Books]], making it possible to share and build upon the foundation Bonisagus built.  Eventually Bonisagus taught his magic to other leading magicians of his age: these became the twelve [[Founder|Founders]] of the [[Houses of Hermes]].  Bonisagus and the Founders formed the first [[covenant]] at [[Durenmar]] (in the Black Forest of what is now the [[Rhine Tribunal]]), where each Founder contributed his or her own magical knowledge to help complete the theory.

Some of the Founders' contributions are explicitly documented in [[canon]].  For example, [[Verditius the Founder]] helped integrate enchanted devices into Hermetic magic, and [[Merinita the Founder]] taught Bonisagus how to bond a [[Familiar]].

Since the time the Founders completed Heremetic Theory, there have been only a handful of changes to it.  These are called [[Hermetic Breakthrough|Hermetic breakthroughs]] and they occur less than once in every generation of magi.  One significant breakthrough was the invention of the spell, [[Aegis of the Hearth]].  Members of [[House Bonisagus]] (as well as other magi) continue to work toward the next possible breakthrough, with much emphasis placed on breaking or working around the [[Hermetic Limits]].


=References

* See [[ArM5]], the Hermetic Magic chapter.
* Invention of Hermetic Magic, [[Houses of Hermes True Lineages]] pages 4-7.
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1267643008</unix>
						<iso>2010-03-03 20:03:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added talisman and raw vis to &quot;can do&quot;, antd other minor edits</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magical [[tradition]] practiced by the '''Order of Hermes''', in accordance with the [[Magic Theory|universal theory of magic]] invented by [[Bonisagus the Founder|Bonisagus]] and perfected over the centuries by his descendants.  Practitioners of Hermetic magic are called [[magus|magi]].

{{toc}}

= Overview

Hermetic magic is by far the most comprehensive and flexible tradition of magic practiced in [[Mythic Europe]]. That is not to say that it is the only kind.  There exist many other different kinds of magic, collectively referred to as [[non-Hermetic]].  Magi also use the derogatory term, "[[hedge magic]]" to refer to these lesser-known traditions of magic.

Hermetic magic draws its power from the [[Magic Realm]], but wizards who use it are mortals.  They have magical powers, but are not magical creatures and do not have a [[Might Score]].

The basic elements of Hermetic magic are as follows:

* Magical effects are classified according to the [[#Hermetic Arts]].
* Each Art is to a large extent independent of the others so magi can focus their studies on a particular kind of magic if they wish
* Due to its formal theory, Hermetic magic is relatively easy to lean and can be studied from [[Book|books]]
* Hermetic Magic includes both the ability to cast [[spell|spells]] and the ability to [[enchanted item | enchant items]] in the [[laboratory]]
* Hermetic magic includes a powerful form of [[Magic Resistance]] called [[Parma Magica]], which magi use to defend themselves from one another and from supernatural beings such as [[dragon|dragons]] and [[demon|demons]]

== Things Hermetic Magic Can Do

The great advantage of Hermetic Magic is its flexibility.  A magus can:

* Learn and cast [[Formulaic Spell | Formulaic spells]] and [[Ritual | Ritual spells]]
* Invent new formulaic spells and ritual spells
* Cast [[Spontaneous Spell | Spontaneous spells]], which do not need to be learned in advance
* Create [[Enchanted Device | enchanted devices]] or a [[talisman]]
* Duel other wizards in a contest called [[Certamen]]
* Bond a [[Familiar]] to assist them with their magic
* Create a [[Longevity Ritual]] to extend their lifespan beyond normal limits
* Draw on the power of [[raw vis]] to strengthen their magic

== Things Hermetic Magic Can't Do

There are few things, such as bringing back the dead, that [[Hermetic Magic]] simply cannot do.  These are called the [[Hermetic Limits]].

There are other things, such as casting a huge spell that affects a whole country, that no magus has ever done, but should theoretically be possible.  Such achievements may be realized through [[Original Research | original research]].

= Theory

Magic is governed by certain fundamental [[Laws of Magic]] and is subject to intrinsic limits commonly known as the [[Hermetic Limits]].  These laws and limits, as well as other general principles of magic, are the theoretical basis of [[Magic Theory]].

The pure theory of magic is somewhat separate from practical skill in particular kinds of magic; the latter is represented by the [[Art|Arts]]. Pure Magic Theory is an [[Arcane Ability]] and is used primarily in the [[Laboratory]].

{{anchor|Hermetic_Arts}}
== The Arcane Arts

Hermetic magic divides all possible magic into 15 categories called the [[Hermetic Arts]] (or simply [[Arts]]). The Arts are further sub-divided into 5 [[Technique|Techniques]] and 10 [[Form|Forms]].  These Techniques and Forms may be combined in any way to create an infinite variety of spells and other magical effects.

Magi devote much of their time to studying and practicing these Arts.  Magus characters have a set of "Art scores" that indicate their mastery of each Art individually.  The Art score represents a combination of knowledge, experience, and practical skill.

= Learning Hermetic Magic 

Hermetic magic is often transmitted by [[Book|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.

== Abilites Affecting Hermetic Magic

Hermetic magic is mostly represented in [[game mechanics]] terms by the [[Arts]], but there are also [[Ability|Abilities]] that govern some aspects of magical skill.  These are called [[Arcane Ability|Arcane Abilities]]: they include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic also occasionally uses [[Artes Liberales]] and [[Philosophiae]] in casting [[Spell|spells]]. 

Certain mundane skills, such as [[Concentration]], are also used. Magi also usually communicate in [[Latin]] [see [[AM]] 29 for conducting Hermetic magic in other languages], and often have some experience in [[Profession Scribe]].

= Magical Options

One of the great advantage of Hermetic magic is its flexibility.  Magi have many options in exactly how they apply their mastery of the Arts to create magical effects.

== Options for Spells

Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. They may opt to use [[Forceless Casting]], or change the levels of their [[Words and Gestures]]. They can use [[Arcane Connection|Arcane Connections]], and may engage in certain astrological calculations and use [[Symapthetic Connection|Sympathetic Connections]]. They can also attempt to control their [[Flourish]].

== Options for the Laboratory

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laboratory.

Hermetic Magic also allows all magi to attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]] or [[hedge magic]]. 

= Extension to Hermetic Magic

Note that some [[Magus|magi]] may wield non-Hermetic or partially-Hermetic techniques in addition to pure Hermetic magic. They might learn such magic through membership in a [[Mystery Cult]] or [[House Ex Miscellanea]], or from other sources (such as [[Ancient Magic]]).  Indeed, there are magi who devote much of their careers to finding and mastering non-Hermetic magic: they are called [[Seeker|Seekers]].

Some developments in Hermetic magic can be learned and used by all magi, but are not fully explained or understood by Hermetic [[Magic Theory]]. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which any [[Magus|magus]] can re-invent.  Such partially-understood magic can be learned by rote, but cannot usually be modified or applied in new ways.

== Principles from Mysteries

Hermetic magic can utilize some magical techniques from non-Hermetic [[Mystery|Mysteries]] without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

{{anchor|History_of_Hermetic_Magic}}
=History of Hermetic Magic

Hermetic Theory, together with [[Parma Magica]], made the [[Order of Hermes]] possible.

Hermetic Magic was invented by [[Bonisagus the Founder]] over a period of about ten years, from [[AD]] 720 to 730.  He worked from an extensive collection of pre-Hermetic magical texts, including tomes and scrolls from ancient Rome, Greece, Egypt, and Persia.  Most of this work Bonisagus did alone, but toward the end of his research he was joined by [[Trianoma]] and her sister [[Viea]].

Bonisagus's theory identified and consolidated common elements from many different magical traditions.  It was could be taught to nearly anyone who had [[The Gift]] and could be conveniently written in [[Books]], making it possible to share and build upon the foundation Bonisagus built.  Eventually Bonisagus taught his magic to other leading magicians of his age: these became the twelve [[Founder|Founders]] of the [[Houses of Hermes]].  Bonisagus and the Founders formed the first [[covenant]] at [[Durenmar]] (in the Black Forest of what is now the [[Rhine Tribunal]]), where each Founder contributed his or her own magical knowledge to help complete the theory.

Some of the Founders' contributions are explicitly documented in [[canon]].  For example, [[Verditius the Founder]] helped integrate enchanted devices into Hermetic magic, and [[Merinita the Founder]] taught Bonisagus how to bond a [[Familiar]].

Since the time the Founders completed Heremetic Theory, there have been only a handful of changes to it.  These are called [[Hermetic Breakthrough|Hermetic breakthroughs]] and they occur less than once in every generation of magi.  One significant breakthrough was the invention of the spell, [[Aegis of the Hearth]].  Members of [[House Bonisagus]] (as well as other magi) continue to work toward the next possible breakthrough, with much emphasis placed on breaking or working around the [[Hermetic Limits]].


=References

* See [[ArM5]], the Hermetic Magic chapter.
* Invention of Hermetic Magic, [[Houses of Hermes True Lineages]] pages 4-7.
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1267667722</unix>
						<iso>2010-03-04 02:55:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>&quot;Hermetic Limits&quot; corrected to &quot;Limits of Magic&quot;</comment>
					<text><![CDATA[
'''Hermetic Magic''' is the magical [[tradition]] practiced by the '''Order of Hermes''', in accordance with the [[Magic Theory|universal theory of magic]] invented by [[Bonisagus the Founder|Bonisagus]] and perfected over the centuries by his descendants.  Practitioners of Hermetic magic are called [[magus|magi]].

{{toc}}

= Overview

Hermetic magic is by far the most comprehensive and flexible tradition of magic practiced in [[Mythic Europe]]. That is not to say that it is the only kind.  There exist many other different kinds of magic, collectively referred to as [[non-Hermetic]].  Magi also use the derogatory term, "[[hedge magic]]" to refer to these lesser-known traditions of magic.

Hermetic magic draws its power from the [[Magic Realm]], but wizards who use it are mortals.  They have magical powers, but are not magical creatures and do not have a [[Might Score]].

The basic elements of Hermetic magic are as follows:

* Magical effects are classified according to the [[#Hermetic Arts]].
* Each Art is to a large extent independent of the others so magi can focus their studies on a particular kind of magic if they wish
* Due to its formal theory, Hermetic magic is relatively easy to lean and can be studied from [[Book|books]]
* Hermetic Magic includes both the ability to cast [[spell|spells]] and the ability to [[enchanted item | enchant items]] in the [[laboratory]]
* Hermetic magic includes a powerful form of [[Magic Resistance]] called [[Parma Magica]], which magi use to defend themselves from one another and from supernatural beings such as [[dragon|dragons]] and [[demon|demons]]

== Things Hermetic Magic Can Do

The great advantage of Hermetic Magic is its flexibility.  A magus can:

* Learn and cast [[Formulaic Spell | Formulaic spells]] and [[Ritual | Ritual spells]]
* Invent new formulaic spells and ritual spells
* Cast [[Spontaneous Spell | Spontaneous spells]], which do not need to be learned in advance
* Create [[Enchanted Device | enchanted devices]] or a [[talisman]]
* Duel other wizards in a contest called [[Certamen]]
* Bond a [[Familiar]] to assist them with their magic
* Create a [[Longevity Ritual]] to extend their lifespan beyond normal limits
* Draw on the power of [[raw vis]] to strengthen their magic

== Things Hermetic Magic Can't Do

There are few things, such as bringing back the dead, that [[Hermetic Magic]] simply cannot do.  These are called the [[Limits of Magic]].

There are other things, such as casting a huge spell that affects a whole country, that no magus has ever done, but should theoretically be possible.  Such achievements may be realized through [[Original Research | original research]].

= Theory

Magic is governed by certain fundamental [[Laws of Magic]] and is subject to the intrinsic [[Limits of Magic]].  These laws and limits, as well as other general principles of magic, are the theoretical basis of [[Magic Theory]].

The pure theory of magic is somewhat separate from practical skill in particular kinds of magic; the latter is represented by the [[Art|Arts]]. Pure Magic Theory is an [[Arcane Ability]] and is used primarily in the [[Laboratory]].

{{anchor|Hermetic_Arts}}
== The Arcane Arts

Hermetic magic divides all possible magic into 15 categories called the [[Hermetic Arts]] (or simply [[Arts]]). The Arts are further sub-divided into 5 [[Technique|Techniques]] and 10 [[Form|Forms]].  These Techniques and Forms may be combined in any way to create an infinite variety of spells and other magical effects.

Magi devote much of their time to studying and practicing these Arts.  Magus characters have a set of "Art scores" that indicate their mastery of each Art individually.  The Art score represents a combination of knowledge, experience, and practical skill.

= Learning Hermetic Magic 

Hermetic magic is often transmitted by [[Book|books]] on the relevant Arts or Abilities, or [[Laboratory Text|Laboratory Texts]] describing the invention of particular spells or effects. Teaching in person is vital for [[Opening the Arts]] of an apprentice, and transmission by [[Teaching]] or [[Training]] is certainly undertaken in other circumstances as well.

== Abilites Affecting Hermetic Magic

Hermetic magic is mostly represented in [[game mechanics]] terms by the [[Arts]], but there are also [[Ability|Abilities]] that govern some aspects of magical skill.  These are called [[Arcane Ability|Arcane Abilities]]: they include [[Finesse]], [[Penetration]], and (Hermetic) [[Magic Theory]].

Hermetic magic also occasionally uses [[Artes Liberales]] and [[Philosophiae]] in casting [[Spell|spells]]. 

Certain mundane skills, such as [[Concentration]], are also used. Magi also usually communicate in [[Latin]] [see [[AM]] 29 for conducting Hermetic magic in other languages], and often have some experience in [[Profession Scribe]].

= Magical Options

One of the great advantage of Hermetic magic is its flexibility.  Magi have many options in exactly how they apply their mastery of the Arts to create magical effects.

== Options for Spells

Magi can cast [[Formulaic Spell|Formulaic]], [[Spontanous Spell|Spontanous]], and [[Ritual Spell|Ritual]] [[Spell|spells]]. They may also cast a spontanous spell using [[Ceremonial Casting]], and may practice a spell to acquire [[Spell Mastery]] and in so doing gain further options in casting the spell. They may opt to use [[Forceless Casting]], or change the levels of their [[Words and Gestures]]. They can use [[Arcane Connection|Arcane Connections]], and may engage in certain astrological calculations and use [[Symapthetic Connection|Sympathetic Connections]]. They can also attempt to control their [[Flourish]].

== Options for the Laboratory

Most Hermetic magical techniques are employed in the laboratory. These include making [[Enchanted Item|Enchanted items]], inventing new spells, binding a [[Familiar]], making a [[Longevity Ritual]], [[Extract Raw Vis|extracting raw vis]], investigating an enchanted item, [[Transfer Raw Vis|transferring raw vis]], [[Fix Arcane Connection|stabilizing a temporary arcane connection]], and attuning a [[Talisman]]. Most of these procedures also allow for [[Arcane Experimentation]].

Magi may use [[Raw Vis]]. They can study an [[Hermetic Arts|Art]] from it, use it to cast Ritual spells, employ it to bolster their spell-casting, or use it in the laboratory.

Hermetic Magic also allows all magi to attempt [[Original Research]]] or the [[Integration|integration]] of [[Ancient Magic]] or [[hedge magic]]. 

= Extension to Hermetic Magic

Note that some [[Magus|magi]] may wield non-Hermetic or partially-Hermetic techniques in addition to pure Hermetic magic. They might learn such magic through membership in a [[Mystery Cult]] or [[House Ex Miscellanea]], or from other sources (such as [[Ancient Magic]]).  Indeed, there are magi who devote much of their careers to finding and mastering non-Hermetic magic: they are called [[Seeker|Seekers]].

Some developments in Hermetic magic can be learned and used by all magi, but are not fully explained or understood by Hermetic [[Magic Theory]]. A prime example is the [[Aegis of the Hearth]] spell, which goes beyond the standard (old) theory but which any [[Magus|magus]] can re-invent.  Such partially-understood magic can be learned by rote, but cannot usually be modified or applied in new ways.

== Principles from Mysteries

Hermetic magic can utilize some magical techniques from non-Hermetic [[Mystery|Mysteries]] without fully embracing them. 

All magi can learn and cast [[Potent Spell|Potent spells]], although only those with the [[Potent Magic]] virtue can create them.

Magi can likewise cast [[Theurgic Invocation|Theurgic invocations]], although only magi with [[Hermetic Theurgy]] can invent new ones.

{{anchor|History_of_Hermetic_Magic}}
=History of Hermetic Magic

Hermetic Theory, together with [[Parma Magica]], made the [[Order of Hermes]] possible.

Hermetic Magic was invented by [[Bonisagus the Founder]] over a period of about ten years, from [[AD]] 720 to 730.  He worked from an extensive collection of pre-Hermetic magical texts, including tomes and scrolls from ancient Rome, Greece, Egypt, and Persia.  Most of this work Bonisagus did alone, but toward the end of his research he was joined by [[Trianoma]] and her sister [[Viea]].

Bonisagus's theory identified and consolidated common elements from many different magical traditions.  It was could be taught to nearly anyone who had [[The Gift]] and could be conveniently written in [[Books]], making it possible to share and build upon the foundation Bonisagus built.  Eventually Bonisagus taught his magic to other leading magicians of his age: these became the twelve [[Founder|Founders]] of the [[Houses of Hermes]].  Bonisagus and the Founders formed the first [[covenant]] at [[Durenmar]] (in the Black Forest of what is now the [[Rhine Tribunal]]), where each Founder contributed his or her own magical knowledge to help complete the theory.

Some of the Founders' contributions are explicitly documented in [[canon]].  For example, [[Verditius the Founder]] helped integrate enchanted devices into Hermetic magic, and [[Merinita the Founder]] taught Bonisagus how to bond a [[Familiar]].

Since the time the Founders completed Heremetic Theory, there have been only a handful of changes to it.  These are called [[Hermetic Breakthrough|Hermetic breakthroughs]] and they occur less than once in every generation of magi.  One significant breakthrough was the invention of the spell, [[Aegis of the Hearth]].  Members of [[House Bonisagus]] (as well as other magi) continue to work toward the next possible breakthrough, with much emphasis placed on breaking or working around the [[Limits of Magic]].


=References

* See [[ArM5]], the Hermetic Magic chapter.
* Invention of Hermetic Magic, [[Houses of Hermes True Lineages]] pages 4-7.
]]></text>
				</version>
			</history>
		</page>
		<page node="890">
			<name>incantation_of_summoning_the_dead</name>
			<title>Incantation of Summoning the Dead</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1268998705</unix>
						<iso>2010-03-19 12:38:25</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
''Incantation of Summoning the Dead'' is a [[Rego]] [[Mentem]] [[ritual spell]] that summons the ghost of a dead person.  [[Hermetic magic]] is somewhat limited in its ability to summon ghosts due to the [[limits of magic]].

= Frequently-Asked Questions

'''Q: Is Incantation of Summoning the Dead really supposed to be a ritual?'''

'''A:''' According to the [[Line Editor]], yes.  Summoning ghosts is a big deal.  This is [[http://forum.atlas-games.com/viewtopic.php?p=72195#p72195 | discussed in further detail]] on the [[official discussion forum]].

The Rego Mentem [[spell guidelines]] don't mention that summoning a ghost has to be a ritual, but the spell description does.  Now that we have clarification from the person who wrote the rules, we should conclude that the spell guidelines, not the spell description, are in error.  Summoning a ghost should always be a ritual.

= References

* Rego Mentem guidelines, [[ArM5]] page 151
* Incantation of Summoning the Dead, [[ArM5]] page 152
]]></text>
				</version>
			</history>
		</page>
		<page node="891">
			<name>order_of_odin</name>
			<title>Order of Odin</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Magic Realm</tag>
				<tag>ArM3</tag>
				<tag>ArM4</tag>
				<tag>ArM5</tag>
				<tag>Mythic Europe</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1269100753</unix>
						<iso>2010-03-20 16:59:13</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template when none of the other templates seems more appropriate

; Sometimes you may want a {{preface| preamble section }}
; Then you can put in a table of contents by uncommenting the next line:
; {{ toc }}

The '''Order of Odin''' is a shadowy organization of Scandinavian wizards that is a possible adversary of the [[Order of Hermes]].

= Existence of the Order of Odin

{{quote|This book makes no definitive statement about the existence (or not) of the Order of Odin, and each [[storyguide]] should decide the "truth" as it applies to their saga.  The question is two-fold.  Firstly, are there wizards or other wonder-workers resident in Norse lands who are the match of a Hermetic magus?  Secondly, is there an organization of Norse wizards ... and how organized are they?}}

{{cite|[[Guardians of the Forest]], page 113}}

The Order of Odin is optional (that is, it's even more optional that everything else in [[canon]]: see [[Robbies Mantra | Robbie's Mantra]]).  What the sourcebooks describe are ideas and possibilities, not in-game facts.  The Order of Odin is a wild card for [[troupe | troupes]] to use if they wish.

== The Order of Odin in Fifth Edition

The Order of Odin is mentioned in a couple of supplements: it was first mentioned in [[Guardians of the Forest]] (page 113, inset).  Several options for how covenants of the [[Rhine Tribunal]] might come into contact with the Order of Odin are described.

[[Ancient Magic]] describes (pages 134-136) the conflict in which the Order of Hermes first fought against the rune wizards they came to call the "Order of Odin".

[[Hedge Magic Revised Edition]] states (page 121) that the "Order of Odin" is a term used by [[magus | magi]] to collectively refer to [[non-Hermetic]] Scandinavian wizards, but leaves open the question of whether those wizards are really organized, or how numerous and powerful they are.

== The Order of Odin in Previous Editions

The Order of Odin received similar treatment in Third and Fourth Editions: its existence was presented as a possibility, never confirmed.

The first mention of the Order of Odin was in the Third Edition Tribunal book, [[Lion of the North]].

= Relations with the Order of Hermes

Rune wizards accompanied the Vikings on their invasion of Britain in the early ninth century.  The most powerful of them became allies of [[Damhan-Allaidh]] and so fought against [[Pralix]] and the [[Order of Hermes]].  Thus, the Order of Odin was first encountered as an adversary. 

There has been little contact with the putative Order of Odin since Damhan-Alliadh was defeated.  [[Ancient Magic]] says that "[m]ost magi believe the Order of Odin is dead and buried" (page 134, inset).  However, [[Hedge Magic Revised Edition]] points out that "[i]t's generally accepted that the Order of Hermes is still at war with [the Order of Odin], ''should any of them reappear''" (emphasis added).

= Magic of the Order of Odin

In [[Hedge Magic Revised Edition]], there are rules for a fairly powerful and flexible form of run magic whose practitioners are called [[vitki | vitkir]].  These are the same [[non-Hermetic]] wizards who are considered to be part of the "Order of Odin."  However, [[HMRE]] does not rule out the possibility that the "Order of Odin" includes non-Hermetic magicians from other [[tradition | traditions]] in addition to the vitkir.

= Related Topics

; Related pages within this site
* [[Rune Magic]]
* [[Vitki]]
]]></text>
				</version>
			</history>
		</page>
		<page node="892">
			<name>damhan-allaidh</name>
			<title>Damhan-Allaidh</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
				<tag>Character</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1269299075</unix>
						<iso>2010-03-23 00:04:35</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

'''Damhain-Allaidh''' (pronounced DAH-van ALL-ath) is a Gaelic name meaning "Spider."  Damhain-Allaidh was a powerful, evil wizard who was an enemy of the [[Order of Hermes]] early in the ninth century.  His name is sometimes Latinized to '''Davnalleous'''.

= War Against the Order of Hermes

Damhain-Allaidh was an active opponent of the Order of Hermes who organized other wizards to violently resist its expansion.  His "war" was mainly clandestine.  At the time, the Order of Hermes had no presence in the British Isles, which were home to a variety of [[hedge wizard | hedge wizards]].

Damhain-Allaidh's allies included Anglo-Saxon [[rune wizard | rune wizards]] and monstrous shapechangers, and the [[gruagach | gruagachan]].

The Order of Hermes sent [[Pralix]] to root out and destroy Damhain-Allaidh and his allies.  In the process, Pralix forged an alliance of British wizards from several different [[tradition | traditions]], including the [[Columbae]] and the [[Damhadh-Duidsan]]. (This alliance went on to become the [[Ordo Miscellanea]].)

== Final Fate

As is not uncommon with powerful enemies of the Order, Damhain-Allaid's fate is not certain.  Most magi think he was slain in the decisive battle of Pralix's war, but there are some who think he escaped.  It is rumored that one day he or his descendants will return to take his vengeance.

= Damahin-Allaidh's Magic

Details of Damhain-Allaidh's magic are scarce.  He is described in the ArM5 core book as a "warlock."  It is widely believed in the Order that he was a [[diabolist]] but this is not confirmed in Fifth Edition.

= Past Editions

The Gaelic name Damhain-Allaidh first appeared in the Third Edition supplement, [[Lion of the North]].  Before that, the villain's name was always given as Davnalleous.  Now, with Fifth Edition, the Latinized form seems to have fallen into disuse.

The history of Damhain-Allaidh's war against the Order, as presented in Fifth Edition supplements, is broadly consistent with the history given in ''Lion of the North''.  Lion of the North gives a lengthier and more specific account of the war than is found in later supplements. Some minor details have changed between editions, such as who created the [[Robes of the Dusty Dawn]].

Past editions portrayed Davnalleous as having started his resistance to the Order on the mainland side of the English Channel, then fleeing to the British Isles.  In Fifth Edition, he started out in the British Isles.

== The name "Davnalleous"

Rumors in the [[fan community]] speculate that the original name of this villain, "Davnalleous," is a parody of the name of gamer and writer [[http://en.wikipedia.org/wiki/Dave_Nalle | Dave Nalle]].  According to legend, Mr. Nalle was an outspoken critic of Ars Magica in its early days.

= References

* Damhain-Allaidh and the [[Ordo Miscellanea]], [[ArM5]] page 10
* History of House Ex Miscellanea, [[HoHS]] page 101
* War Against the Order, [[Ancient Magic]] page 134
* Gruagachan, [[Hedge Magic Revised Edition]] page 55
]]></text>
				</version>
			</history>
		</page>
		<page node="893">
			<name>botch</name>
			<title>Botch</title>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1269343856</unix>
						<iso>2010-03-23 12:30:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In Ars Magica, a '''botch''' is a disastrous failure or accident that can happen at unfortunate times.  A botch may happen any time a player rolls a zero on a [[stress die]].  The [[storyguide]] then assigns the player a number of '''botch dice''' to roll.  If any of those come up zero, a botch has occurred.

= Number of Botch Dice

The number of botch dice is left to the judgment of the story guide.  Guidelines for how many botch dice to assign vary from one edition of the rules to another.  In Fifth Edition, the rules for assigning botch dice are on page 7.

= Effects of a Botch

The effects of a botch are somewhat open-ended and are left to the imagination of the storyguide.  Whatever the character was attempting fails, usually in a dramatic way.  For example, a warrior may drop his sword or a [[magus]] may accidentally cast the wrong spell.  In general a botch should be unfortunate, but not necessarily fatal.

It can be fun to let the player offer suggestions as to what the effects of the botch should be.  The final decision belongs to the storyguide.

== Defense Botches

There are special rules in Fifth Edition for what happens if a character botches a Defense roll.  See Combat Botches on page 171.

== Multiple Botches

Occasionally, a player may be so unlucky as to roll a zero on two or more botch dice at a time.  This is called a '''multiple botch.'''  A multiple botch is the same as a single botch but the effects are proportionally more severe.  For example, with a single botch a magus might cast a spell on the wrong person, and with a multiple botch he might cast it on himself!  Or, a multiple botch could represent several things going wrong at once: the warrior drops his sword ''and'' falls off his horse.

= References

* Botch Dice, [[ArM5]] page 7
]]></text>
				</version>
			</history>
		</page>
		<page node="894">
			<name>pof</name>
			<title>PoF (Pilum of Fire)</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1269434568</unix>
						<iso>2010-03-24 13:42:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''PoF''' is a frequently used acronym for the spell ''Pilum of Fire'' ([[Creo|Cr]][[Ignem|Ig]] 20). The pilum is the daily deployed tools of trade of many a [[Flambeau]].

= References

* [[ArM5]], p. 140 (spell description)

= See also

* [[BoAF]]
]]></text>
				</version>
			</history>
		</page>
		<page node="895">
			<name>boaf</name>
			<title>BoAF (Ball of Abysmal Flame)</title>
			<keywords>casting, creo, fire, fireball, ignem, spell</keywords>
			<description>About the spell Ball of Abysmal Flame</description>
			<language>en</language>
			<tags>
				<tag>Rules</tag>
				<tag>Spells</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1269434790</unix>
						<iso>2010-03-24 13:46:30</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
= Synopsis

'''BoAF''' is a frequently used acronym for the spell ''Ball of Abysmal Flame'' ([[Creo|Cr]][[Ignem|Ig]] 35). The “fireball” is the daily deployed tools of trade of many a [[Flambeau]].

= References

* [[ArM5]], p. 140 (spell description)

= See also

* [[PoF]]
]]></text>
				</version>
			</history>
		</page>
		<page node="896">
			<name>name_magic</name>
			<title>Name Magic</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1270324328</unix>
						<iso>2010-04-03 21:52:08</iso>
					</timestamp>
					<author>Yair</author>
					<comment>initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

Names have significant mystic importance in folklore, and this is reflected in [[Ars Magica]]. There are several applications of this concept.

At the most basic level, a person's nickname or birthname can be used by a magus to increase [[penetration]] through [[sympathetic magic]] (see [[ArM5]] p. 84). Since this requires an [[arcane connection]], it is not trivial to apply and confers only a small benefit. 

Names of beings of Might are more significant. The full name of an [[Airy Spirit|airy spirit]] forms an arcane connection of indefinite duration to it ([[TMRE]] p. 29, [[RoPM]] p. 110), which allows the magus to summon it as well as a +5 penetration multiplier. More generally, any "intelligent entity with a personality and a Might score" (which, arguably, includes just about any being of Might that will be of significane in the saga) has a True Name ([[RoPM]] p. 110), which confers the same benefit but is harder to learn (requiring [[experience point|experience points]] in the relevant (Realm) Lore). This includes angels and demons, as well as many Magical spirits (whether Faeries have a True Name remains unclear). 

Finally, [[Hermetic Synthemata]] are even more occult names. Any being with Might has synthemata, and they can be learned by theurgists ([[TMRE]] p. 86) as MuVi spells. Synthemata essentially assure Penetration, but are hard to learn and may be somewhat redundant considering the efficacy of a True Name.

In addition, some magi can invoke [[Names of Power]] to bolster their magic. While these names call upon powerful [[daimon|daimons]] and occult entities, they have hold no power over them.
 
= Related Topics

; Related pages within this site
* [[Hermetic Theurgy]]
]]></text>
				</version>
			</history>
		</page>
		<page node="897">
			<name>game_balance</name>
			<title>Game Balance</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1270377278</unix>
						<iso>2010-04-04 12:34:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>initial version</comment>
					<text><![CDATA[
; Use this template for articles too short to break into sub-topics

; Sometimes, but not often, a {{preface| preamble text }} may be needed.

Game balance is a general concept in roleplaying games. It is an ideal of game-design - in a balanced game, all options for character growth and generation are "balanced" in the sense that they have equal impact on the game, leaving only roleplaying considerations as the basis on which to choose. Thus, two equally-advanced characters will be equally capable. The players would be free to roleplay without feeling that their "suboptimal" choices made their character irrelevant and impotent.

Game balance is an impossible ideal to achieve. One reason is that different groups put emphasis on different aspects of the game, and different options will affect their games differently; for example, in a group that places great emphasis on social interaction rolls, the Social Handicap flaw might be a Major one, while for a group that plays only very quick sagas, that never cover more than a few (in-game) years, the Age Slowly flaw will be irrelevant. In practice, game balance as a concept is often restricted to combat effectiveness, and to "normal" sagas.

Very balanced games also make for boring games, as all options are essentially the same.

[[Ars Magica]] is unlike many other games in that it explicitly rejects game balance to a large degree. Instead, Ars Magica tends to allow characters to specialize in certain roles, and promotes a more organic and less balanced character growth. Another reason to abandon game balance is that different characters in Ars Magica can be "advanced" to different degrees (having different levels of experience and age). Game balance is still important to some degree, however. 

The most glaring violation of game balance is the division into dramatic roles: minor, background characters (grogs), supporting cast (companions), and major protagonists (magi). The background characters usually are very weak, with companions usually being more effective but still no match for a capable magus in most areas. The great exception are social interactions with mundanes, where the roles are often reversed - companions often being capable, and magi (often) being incapable. Companions can also excel at a limited area, such as some Supernatural Ability, and grogs typically are more capable at Defense than magi, but still overall far weaker in combat. Magi typically need companions to help them socially and grogs to isolate them from serious harm in combat.

The [[Mythic Companion]] is apparently intended to serve as a major character that is not a magus, and be of comparable might. In practice, most Mythic Companions are more limited in their power and especially in their advancement options compared to magi, and will probably be weaker in a long-running saga.

Even between magi there are power disparities. Generally, not all options are equal and some magi will be less effective; a Creo Ignem specialist will probably be quite capable in combat, whereas an Intellego specialist will probably be less effective. The different arts are not balanced against each other for combat effectiveness, and it is clearly intended (at least) for some combinations to more generally more effective. Likewise, some Houses and character concepts (like a pacifistic Criamon) are obviously less effective than others (like the Flambeau [[hoplite]]). How effective the character will be in the saga is another matter. 

Different virtues and flaws are more-or-less balanced against each other (within their categories - a Major Virtue compared to other Major Virtues, a Minor Flaw compared to other Minor Flaws, and so on). Some are still considered more or less effective, of course, although (as always) actual usefulness depends on the saga and character. For example, [[Puissant Art]] provides a larger bonus, and is therefore more effective, than [[Affinity with Art]] for sufficiently small Art scores - so Puissant Art is more powerful for short sagas, where the character isn't expected to have opportunity to gain experience past the tipping point. Note that in-game they can represent very different things (a child prodigy will have Puissant, while a child fated to be a great master of the Art will have Affinity), and the player's choice can be based on such roleplaying considerations, not just brute force.

Game balance is also important in that some choices may "break" the assumed balance of the game, even if it is not the ideal equal balance. Options that seem to be extremely effectively yet easy to achieve, or not as effective as the difficulty and nature of the effort seems to imply, are considered "unbalanced". For example, relatively low-level rituals can create enough wheat to feed entire kingdoms. Groups that feel that this can undermine the setting may choose to add ad-hoc magnitudes to such spells, to preserve the "balance" of the game. The over-effective spell "breaks" the game, and needs to be corrected.
]]></text>
				</version>
			</history>
		</page>
		<page node="898">
			<name>character_generation</name>
			<title>Character Generation</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1276072458</unix>
						<iso>2010-06-09 10:34:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>initial version, missing much</comment>
					<text><![CDATA[
; Use this template when none of the other templates seems more appropriate

; Sometimes you may want a {{preface| preamble section }}
; Then you can put in a table of contents by uncommenting the next line:
; {{ toc }}

Creating your first [[magus]] character in [[Ars Magica]] can be a daunting task, since there is so much to read and digest. How best to approach it? Well, building a character that you will like depends on what you are looking for in the game. We suggest two different ways, tailored for two different tastes:
* The [[http://en.wikipedia.org/wiki/GNS_Theory|Narrativist]] approach is directed at players that are interested in creating a character to participate in a story. It is focused on imagining what your character will be like and the kind of stories that he will participate in, and then proceeding to enumerate the ways you can use the Ars Magica game mechanics to implement this vision. This is accomplished principally by going over the [[Virtues and Flaws]] list to better define the character, and then tailoring the wizard's magic and skills to fit.
* The Gamist approach is intended to speak to players that want to build highly competent wizards that will be devastating on the field of battle (or politics, or so on). It is a more simplistic approach, that starts by picking defining spells and proceeds to design a character to cast them by considering relatively few options. It is easier to apply, but also gives more standardized and less varied results.

But before we describe either approach, we will give general advice on the fastest way to design an Ars Magica starting character - using [[template|templates]].

= Templates and Archetypes

The core [[ArM5]] book offers twelve [[template|templates]] of [[magi]] that can be simply adopted as your starting player character. This is, by far, the swiftest way to create a character - adopting a ready-made one. Each template has customization notes, giving advice on how to easily modify it. Of course, you can also make more extensive changes, but that requires more familiarity with the game rules. Ready-made characters can also be created by more experienced players in your group, or you could adopt one of the starting-characters created by [[Atlas Games]] or the fans (see [[Published Starting Characters]]).

Each of the core templates belongs to a certain [[House]] of the [[Order of Hermes]], and presents a more-or-less typical member of that House. For this reason, it is recommended you read them to familiarize yourself with the magi that are typical in the setting.

Some core-book magus templates, however, are less typical for their House, and certain defining House stereotypes are missing. There are also archetypes that may not be common in the Order, but are common choices for player characters. For this reason, we present here an extended list of archetypes that you can choose from. Like the core templates, each comes with notes on customization. We also provide roleplaying advice on each template, directed at more Narrativist players. All templates use only the rules from the core-book, but notes on alternatives from [[supplement|supplements]] are added when relevant.

* [[Wolf Child (Template)]]: Left to die of exposure, this child was nursed by a she-wolf and raised as one of the pack. In time, he was adopted into [[House Bjornaer]], but still feels more at home in nature. He has a strong affinity to wolves, and a feral spirit that frightens and drives away [[mundanes]]. This archetype is based on the Bjornaer template in the core book. It is important to note that the standard Bjornaer is not feral, and is more refined and civilized, more in line with traditional Hermetic magic. The feral magus archetype, however, is a common stereotype of House Bjornaer, and is represented here by this template.
* [[Civilized Bjornaer (Template)]]: This is the Bjornaer template offered in the core book. We offer advice on choosing your [[heartbeast]] and related variants.
* [[Corporeal Necromancer]]: This magus is fascinated by the human body, and conducts eerie and gross experiments on his subject-matter. His ultimate purpose is to accomplish some extraordinary magical feat - perhaps creating a new Adam by magic, for example. A specialist in [[Creo]] [[Corpus]], he is often sought after for medicine and antisense. This archetype is based on the core book [[Bonisagus]] template, but specialized in a more typical area (instead of [[Auram]]).
* [[Storm Witch (Template)]]: This maga hails from a tradition of storm witches, and is working on recovering her tradition and integrating it into [[Hermetic Magic|Hermetic magi]]. It is a variant of the core-book [[Bonisagus]] template, tailored to better fit the House background presented in [[Houses of Hermes: True Lineages]]. It works best with alternatives offered in supplements.
* [[Trianoma Politician (Template)]]: This maga strives to preserve peace in the [[Order of Hermes]], acting to maintain unity and increase cooperation. She also works to contain the ramifications of its more rash members, especially in regards to [[mundane]] society. This is an alternate defining archetype of [[House Bonisagus]] that is missing from the core book, and is thus supplied here.
* [[The Blind Seer (Template)]]: This magus is endowed with great prophetic powers, and has a special understanding of time and fate. This is an alternative archetype of [[House Criamon]], combined here with the classical blind-seer motif. It is more in line with the vision of the House given in the [[Houses of Hermes: Mystery Cults]] supplement, and advice is given for altering the template to accommodate supplementary content.
* [[Incomprehensible Mystic (Template)]]: This [[House Criamon]] archetype is well-represented by the core-book template. We add notes on relating it to the House background and setting.
* [[Stone Giant (Template)]]: This is the template offered as an example of an [[House Ex Miscellanea]] tradition in the core book. While an excellent tradition, it should not be seen as common to the House - this is just one of many small traditions that House harbors. Further possible traditions (including the officially dominant ones) are described on [[Houses of Hermes: Societates]].
* [[Hedge Wizard (Template)]]: This magus descends from a tradition of petty folk witches that is looked-down upon by the modern [[Order of Hermes]]. His magic is severely limited in some ways, but he also wields unique supernatural powers [[Hermetic Magic|Hermetic magic]] cannot reproduce. This is the stereotypical member of [[House Ex Miscellanea]], more typical than the Stone Giant archetype presented in the core book. However, it is difficult to create using only the core book; alternatives utilizing supplements are highly recommended.
* [[Pyromaniac (Template)]]: The stereotypical [[Flambeau]] magus, focused intently on throwing fire at his enemies, is well-represented by the core-book's template. Here we only add some more comments and ideas for development.
* [[Death (Template)]]: This sinister emaciated figure is fascinated by death and decay, and is a master at the art of [[Perdo]]. It is very similar to the character of [[Darius]] in the core book, or [[?]] from Guardian of the Forest. This is a defining archetype of [[House Flambeau]]. (The fire-throwing archetype is well represented by the Pyromaniac template, while this figure represents a magus from the school of [[Apromor]].)
* [[Frost Queen (Template)]]: A maga that feels at home in the cold tundra of the far north, she is a master at [[Perdo]] [[Ignem]] and related to the Faerie Snow Queen of Winter. It is a member of [[House Flambeau]], that combines the interest of the school of [[Apromor]] and the [[Flambeau the Founder|Founder]].
* [[Inquisitor (Template)]]: This magus is called in to investigate crimes or question witnesses. The core book [[Guernicus]] template offers an excellent implementation of this very-popular Guernicus stereotype.
* [[Earth Wizard (Template)]]: Another archetype of [[House Guernicus]], this magus practices earth-magic in the ancient tradition of [[Mercurian Magic]]. While still a [[Quaesitor]], he is more an expert at law than an investigator. This is a less-common player choice than the Inquisitor stereotype offered by the core book template, but the background of the House suggests it is a common archetype for actual Guernicus magi.
* [[Magical Artist (Template)]]: This is the template offered by the core-book for [[House Bjornaer]], and indeed seems to represent well much of the House. We make some minor notes and observations.
* [[Noble Noble (Template)]]: Blessed with noble blood, this character exemplifies leadership and nobility. This may actually be a problem, since he is torn between his duties to the [[Order of Hermes]] and to [[mundane]] society. This is another archetype of [[House Jerbiton]], in some ways more typical than the Magical Artist the core book template offers.
* [[Pious Magus (Template)]]: A pious Christian, this magus works hard to maintain good relations between the [[Church]] and the [[Order of Hermes]]. This is another archetype of [[House Jerbiton]], that works best with some use of supplements.
* [[Stormy Wanderer (Template)]]: This is a magus from [[House Mercere]] that, influenced by his [[Redcap]] [[sodales]], is taken to wandering. The strong connection to storms seems an idiosyncracy of the build that is not reflected well in the House background.
* [[Muto Specialist (Template)]]: A master of change and transmutation, this magus is a member of [[House Mercere]] descending directly from its [[Mercere the Founder|Founder]]. This archetype is suggested by the House's background, and works best with material from the [[Houses of Hermes: True Lineages]] supplement.
* [[Faerie-Blooded Illusionist (Template)]]: This is the same template as offered in the core book for [[House Merinitia]], but we added some suggestions for alternatives and roleplaying.
* [[Spirit Necromancer (Template)]]: A forbidding figure, this magus summons the spirits of the dead and commands them. He is also skilled at bargaining or coercing other spirits or beings into his service. It is an archetype of [[House Tremere]], and works best with the [[Houses of Hermes: True Lineages]] supplement.
* [[The Puppeteer (Template)]]: This is the same template as the core book [[Tytalus]] template, but we offer advice on focusing it more.

Note the core book templates offer two more archetypes: the [[Tremere]] warrior, and the Dwarven Artificer from [[House Verditius]].

If one of these archetypes appeals to you, you can just adopt the template, perhaps make a few changes, and you're good to go. If you want to design your character in more detail, however, or to construct one based on a different concept, you should continue on to the more detailed character generation advice, below.

= The Narrativist Approach

[To be added]

= The Gamist Approach

[To be added]

= Related Topics

* [[Published Starting Characters]]
* [[Character Sheets]]

== Related Sites

:[[http://en.wikipedia.org/wiki/GNS_Theory|GNS Theory]]: A Wikipedia explanation of the GNS (Gamist, Narrativist, Simulationist) theory of roleplaying gamer types.
]]></text>
				</version>
			</history>
		</page>
		<page node="899">
			<name>astrological_mutable</name>
			<title>Astrological Mutable</title>
			<keywords>Virtue, Special Virtue, Astrological Mutable, TMRE</keywords>
			<description>Astrological Mutable Special Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129683</unix>
						<iso>2010-06-21 16:14:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Astrological Mutable''' as a [[Special Virtue]].

= References

* [[TMRE]], p. 37-38
]]></text>
				</version>
			</history>
		</page>
		<page node="9">
			<name>form</name>
			<title>Form</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1199915706</unix>
						<iso>2008-01-09 22:55:06</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
In [[Ars Magica]], which is mostly about magic, Form almost exclusively refers to Forms in the context of [[Hermetic Arts]].

A Form is an object or subject to which a [[Technique]] applies. The combination of one [[Technique]] and at least one Form is required to manifest a [[Hermetic]] magical effect. The most obvious example of an magical effect that requires more than one Form is the use of [[Muto]] as a [[Technique]] to transform one Form into an other.

The nomenclature used to describe Forms is Latin nouns, either in first person nominative, or first person accusative case. Unlike former editions of [[Ars Magica]] that exclusively used the accusative case, the 4['th] edition introduced a mixture of both syntaxes.

There are 10 different Forms:

: [[Animal]] : Effects related to animals and animal products.
: [[Aquam]] : Effects related to liquids in general, and water in particular.
: [[Auram]] : Effects related to air and wind.
: [[Corpus]] : Effects related to human bodies.
: [[Herbam]] : Effects related to plants and plant products.
: [[Ignem]] : Effects related to heat and fire.
: [[Imaginem]] : Effects related to all things able to affect senses.
: [[Mentem]] : Effects related to the mind as well as spirits.
: [[Terram]] : Effects related to substantial material in general, and earth and metal in particular.
: [[Vim]] : Effects related [[Vim]] and demons.
]]></text>
				</version>
			</history>
		</page>
		<page node="90">
			<name>magic_resistance</name>
			<title>Magic Resistance</title>
			<language>en</language>
			<history size="10">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205700569</unix>
						<iso>2008-03-16 21:49:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Magic Resistance''' is the ability of characters (and creatures or so on) to not be affected by magic. The invention of [[Parma Magica]] by [[Bonisagus]] greatly bolstered the Magic Resistance of magi, which encouraged the formation of the [[Order]]. 

Magic Resistance has always been a contested and troublesome issue, and many variant rules have been offered over the years. In [[Ars Magica Fifth Edition]], Magic Resistance works by keeping magic away from the protected target, as detailed in [[ArM5]] page 85. In addition to repelling magic-proper, MR repels the malignant social effects of [[The Gift]], which greatly facilitated the formation of the [[Order]].

===References

* [[ArM5]] p. 85.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205834302</unix>
						<iso>2008-03-18 10:58:22</iso>
					</timestamp>
					<author>Yair</author>
					<comment>the founder</comment>
					<text><![CDATA[
'''Magic Resistance''' is the ability of characters (and creatures or so on) to not be affected by magic. The invention of [[Parma Magica]] by [[Bonisagus the Founder|Bonisagus the Founder|Bonisagus]] greatly bolstered the Magic Resistance of magi, which encouraged the formation of the [[Order]]. 

Magic Resistance has always been a contested and troublesome issue, and many variant rules have been offered over the years. In [[Ars Magica Fifth Edition]], Magic Resistance works by keeping magic away from the protected target, as detailed in [[ArM5]] page 85. In addition to repelling magic-proper, MR repels the malignant social effects of [[The Gift]], which greatly facilitated the formation of the [[Order]].

===Referen
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1237731781</unix>
						<iso>2009-03-22 15:23:01</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Started updating with FAQ content</comment>
					<text><![CDATA[
'''Magic Resistance''' is an ability of characters (and creatures or so on) to remain unaffected by magic.  This is very important to magi, who would otherwise be vulnerable to one another's spells and to creatures of the [[Supernatural Realm|Supernatural Realms]].

. In addition to repelling magic spells, Magic Resistance also stops the malignant social effects of [[The Gift]].  The invention of [[Parma Magica]] by [[Bonisagus the spells, Magic Resistance also stops t greatly bolstered the Magic Resistance of .  The invention of [[Parma Magica]] by [[Bonisagus the Founder|Bonisagus]] greatly bolstered the Magic Resistance of magi, which encouraged the formation of the [[Order]].

Magic Resistance is not a [[Ward]].  Wards an an alternate means by which wizards can protect themselves from magic.

= The Magic Resistance Rules

Magic Resistance has always been one of the most difficult and contentious aspects of the Ars Magica rules.  It's simple to understand what happens when someone tries to cast a spell directly ''on'' a character or creature with Magic Resistance, but things get tricky as soon as someone tries to affect a character or creature by casting spells on the environment ''around''  a character.  The interaction of Magic Resistance with various kinds of indirect effects is an abundant source of confusion and disagreement.  Many [[House Rule|variant rules]] have been offered over the years.

== Who Has Magic Resistance

Humans do not normally have any Magic Resistance.  Up through [[ArM4]], everyone had some possibility to avoid or withstand certain magical effects.  This was called [[Natural Resistance]].  However, Natural Resistance was dropped from the rules in [[ArM5]].  Magic now always works automatically unless the subject has Magic Resistance.

Supernatural creatures (of any [[Realm]]) always have Magic Resistance.  Their Magic Resistance score is usually equal to their [[Might Score]].

The only way humans, including magi, can get Magic Resistance is through a magical effect.  [[Hermetic]] magi have the best all-around Magic Resistance of any wizards in [[Mythic Europe]], through the [[Parma Magica]].  Other magicians (the so-called [[Hedge Wizard|Hedge Wizards]]) have either no Magic Resistance at all, or a restricted kind of Magic Resistance that protects against only certain effects.  More often, hedge wizards use [[Ward|wards]] for protection.

[[Hermetic Magi|Magus]] get their Magic Resistance from two sources: their mastery of the [[Forms|Form]] of magic, combined with a special spell-like effect called [[Parma Magica]].

== [anchor:ProtectAgainst]What Magic Resistance Protects Against

Magic Resistance applies against not only magic, but powers emanating from the [[Faerie_Realm|Faerie]], [[Divine_Realm|Divine]], or [[Infernal_Realm|Infernal]] [[Realms|Realm]].  In short, Magic Resistance provides protection against all supernatural effects. (There is one exception: Magic Resistance cannot protect against a miracle performed personally by God.  This is unlikely to happen in a typical Ars Magica game.  The actions of other beings with Divine Might, such as angels or saints, are subject to Magic Resistance.)

Non-Hermetic wizards have limited Magic Resistance at best, because they do not know [[Parma Magica]].  Their Magic Resistance functions as explained in the description of their powers.

=== [anchor:BeneficialSpells] Beneficial Spells

Magic Resistance protects against ''all'' spells and effects, including spells the character casts on himself.  There is one exception: spells cast at [[Personal Range]] bypass Magic Resistance ([[ArM5]], page 85).  Such a spell could be cast by the magus personally, or by an effect invested into his [[Talisman]].

Magic Resistance can't tell the difference between a beneficial spell and a harmful one, so it also "protects" against healing spells and the like.  Magi can voluntarily suppress their Magic Resistance as noted under "Parma Magica" on [[ArM5]], page 85.

=== [anchor:PhysicalAttacks]Physical Attacks

Q: Does magic resistance protect against the claws or teeth of a magical creature?
A: Not normally. His claws are not a magical power, most of the time. It's the same reason Parma doesn't stop another magus from punching you on the nose.
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004 ]

The claw of a supernatural beast like a dragon is not inherently magical, any more than the fist of a supernatural person like a magus is magical. Only if the claws or fist were under the influence of a current supernatural effect - something that affects the claws themselves or maybe something that acts through the claws to affect their target - would they be stopped by Magic Resistance.

A related question is whether the attack of a human shapeshifted into an animal could be resisted. Generally speaking, the answer is yes. The shapeshifter is probably under the influence of a current supernatural effect. As noted in [[HoHMC|Houses of Hermes: Mystery Cults]] (page 24), a Bjornaer magus in heartbeast form does not count as being under a magical effect.

(One possibility that's just occurred to me, and which apparently didn't occur to the playtesters either -- a magus with a Longevity Ritual is constantly under a mystical effect, so his punches may be affected by Magic Resistance.)

--David Chart, Berkeley Ars Magica List, 25 Nov. 2004 

== [anchor:HowItWorks] How Magic Resistance Works

The principle is dead simple: a magical effect can only cross magic resistance if it penetrates. There is a subsidiary principle: magic resistance does not dissociate magical effects from the things they affect. Between them, I am fairly confident that they have the effects described.

["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004]

Well, I can't really explain much better than the rule book does. The relevant rules are on pp. 85-86; I'll try to rephrase them in case it helps.

First of all, magic resistance works the same way for everyone who has it. In the basic Fifth Edition rules, the only things that have magic resistance are magi (who get it from their Form scores and/or Parma Magica) and supernatural creatures (who get it from their Might score). For convenience, I will write "magus" when I mean "person or creature who has magic resistance," but the rules and the examples also apply to something like a demon, a pixie, or a dragon.

Magic resistance keeps magic away from the magus. It doesn't dispel magic. Page 85 says "[m]agic resistance keeps magic away from the maga, her clothing, and other items that are very close to her." It may help to think of Parma Magica, whose name is Latin for "magic shield," as a force field that surrounds the magus an inch or so outside his clothing. Magic can't get through that force field unless it penetrates the target's resistance. If it somehow does get through - say the magus lowers his Parma Magica and then brings it back up - then the magic is not dispelled. It keeps working.

The key question, then, is what is "magic" for purposes of magic resistance? Just about anything that comes from a spell or magical effect. Magic cannot act across the boundary of magic resistance, so it must penetrate the magus's resistance to affect him directly. Anything created by magic (except by a Creo ritual) would be kept out, as would anything altered my magic. Something propelled by a Rego effect, like Strike of the Angered Branch, would not be kept out, but it would lose all its motive force and come to a complete stop as soon as it hit the magus's resistance. (In the medieval understanding of physics, there was no idea of inertia and things were thought to stop the moment there was no force acting on them.)

The examples on pp. 85-86 explain these ideas in context. Really, the confusion about magic resistance is not usually about how the rules work (that's pretty clear), but about fine points or unpopular implications of the rules.

=== How Magic Resistance Would Affect an Enchanted Sword

= References

not a [[Ward]].
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1239403766</unix>
						<iso>2009-04-11 00:49:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed broken link</comment>
					<text><![CDATA[
'''Magic Resistance''' is an ability of characters (and creatures or so on) to remain unaffected by magic.  This is very important to magi, who would otherwise be vulnerable to one another's spells and to creatures of the [[Supernatural Realm|Supernatural Realms]].

In [[Ars Magica Fifth Edition]], Magic Resistance works by keeping magic away from the protected target, as detailed in [[ArM5]] page 85. In addition to repelling magic spells, Magic Resistance also stops the malignant social effects of [[The Gift]].  The invention of [[Parma Magica]] by [[Bonisagus the Founder|Bonisagus]] greatly bolstered the Magic Resistance of magi, which encouraged the formation of the [[Order]].

Magic Resistance is not a [[Ward]].  Wards an an alternate means by which wizards can protect themselves from magic.

= The Magic Resistance Rules

Magic Resistance has always been one of the most difficult and contentious aspects of the Ars Magica rules.  It's simple to understand what happens when someone tries to cast a spell directly ''on'' a character or creature with Magic Resistance, but things get tricky as soon as someone tries to affect a character or creature by casting spells on the environment ''around''  a character.  The interaction of Magic Resistance with various kinds of indirect effects is an abundant source of confusion and disagreement.  Many [[House Rule|variant rules]] have been offered over the years.

== Who Has Magic Resistance

Humans do not normally have any Magic Resistance.  Up through [[ArM4]], everyone had some possibility to avoid or withstand certain magical effects.  This was called [[Natural Resistance]].  However, Natural Resistance was dropped from the rules in [[ArM5]].  Magic now always works automatically unless the subject has Magic Resistance.

Supernatural creatures (of any [[Realm]]) always have Magic Resistance.  Their Magic Resistance score is usually equal to their [[Might Score]].

The only way humans, including magi, can get Magic Resistance is through a magical effect.  [[Hermetic]] magi have the best all-around Magic Resistance of any wizards in [[Mythic Europe]], through the [[Parma Magica]].  Other magicians (the so-called [[Hedge Wizard|Hedge Wizards]]) have either no Magic Resistance at all, or a restricted kind of Magic Resistance that protects against only certain effects.  More often, hedge wizards use [[Ward|wards]] for protection.

[[Magus|Hermetic Magi]] get their Magic Resistance from two sources: their mastery of the [[Form|Forms]] of magic, combined with a special spell-like effect called [[Parma Magica]].

== [anchor:ProtectAgainst]What Magic Resistance Protects Against

Magic Resistance applies against not only magic, but powers emanating from the [[Faerie_Realm|Faerie]], [[Divine_Realm|Divine]], or [[Infernal_Realm|Infernal]] [[Realms|Realm]].  In short, Magic Resistance provides protection against all supernatural effects. (There is one exception: Magic Resistance cannot protect against a miracle performed personally by God.  This is unlikely to happen in a typical Ars Magica game.  The actions of other beings with Divine Might, such as angels or saints, are subject to Magic Resistance.)

Non-Hermetic wizards have limited Magic Resistance at best, because they do not know [[Parma Magica]].  Their Magic Resistance functions as explained in the description of their powers.

=== [anchor:BeneficialSpells] Beneficial Spells

Magic Resistance protects against ''all'' spells and effects, including spells the character casts on himself.  There is one exception: spells cast at [[Personal Range]] bypass Magic Resistance ([[ArM5]], page 85).  Such a spell could be cast by the magus personally, or by an effect invested into his [[Talisman]].

Magic Resistance can't tell the difference between a beneficial spell and a harmful one, so it also "protects" against healing spells and the like.  Magi can voluntarily suppress their Magic Resistance as noted under "Parma Magica" on [[ArM5]], page 85.

=== [anchor:PhysicalAttacks]Physical Attacks

Q: Does magic resistance protect against the claws or teeth of a magical creature?
A: Not normally. His claws are not a magical power, most of the time. It's the same reason Parma doesn't stop another magus from punching you on the nose.
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004 ]

The claw of a supernatural beast like a dragon is not inherently magical, any more than the fist of a supernatural person like a magus is magical. Only if the claws or fist were under the influence of a current supernatural effect - something that affects the claws themselves or maybe something that acts through the claws to affect their target - would they be stopped by Magic Resistance.

A related question is whether the attack of a human shapeshifted into an animal could be resisted. Generally speaking, the answer is yes. The shapeshifter is probably under the influence of a current supernatural effect. As noted in [[HoHMC|Houses of Hermes: Mystery Cults]] (page 24), a Bjornaer magus in heartbeast form does not count as being under a magical effect.

(One possibility that's just occurred to me, and which apparently didn't occur to the playtesters either -- a magus with a Longevity Ritual is constantly under a mystical effect, so his punches may be affected by Magic Resistance.)

--David Chart, Berkeley Ars Magica List, 25 Nov. 2004 

== [anchor:HowItWorks] How Magic Resistance Works

The principle is dead simple: a magical effect can only cross magic resistance if it penetrates. There is a subsidiary principle: magic resistance does not dissociate magical effects from the things they affect. Between them, I am fairly confident that they have the effects described.

["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004]

Well, I can't really explain much better than the rule book does. The relevant rules are on pp. 85-86; I'll try to rephrase them in case it helps.

First of all, magic resistance works the same way for everyone who has it. In the basic Fifth Edition rules, the only things that have magic resistance are magi (who get it from their Form scores and/or Parma Magica) and supernatural creatures (who get it from their Might score). For convenience, I will write "magus" when I mean "person or creature who has magic resistance," but the rules and the examples also apply to something like a demon, a pixie, or a dragon.

Magic resistance keeps magic away from the magus. It doesn't dispel magic. Page 85 says "[m]agic resistance keeps magic away from the maga, her clothing, and other items that are very close to her." It may help to think of Parma Magica, whose name is Latin for "magic shield," as a force field that surrounds the magus an inch or so outside his clothing. Magic can't get through that force field unless it penetrates the target's resistance. If it somehow does get through - say the magus lowers his Parma Magica and then brings it back up - then the magic is not dispelled. It keeps working.

The key question, then, is what is "magic" for purposes of magic resistance? Just about anything that comes from a spell or magical effect. Magic cannot act across the boundary of magic resistance, so it must penetrate the magus's resistance to affect him directly. Anything created by magic (except by a Creo ritual) would be kept out, as would anything altered my magic. Something propelled by a Rego effect, like Strike of the Angered Branch, would not be kept out, but it would lose all its motive force and come to a complete stop as soon as it hit the magus's resistance. (In the medieval understanding of physics, there was no idea of inertia and things were thought to stop the moment there was no force acting on them.)

The examples on pp. 85-86 explain these ideas in context. Really, the confusion about magic resistance is not usually about how the rules work (that's pretty clear), but about fine points or unpopular implications of the rules.

=== How Magic Resistance Would Affect an Enchanted Sword

= References

* [[ArM5]] p. 85.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1239404842</unix>
						<iso>2009-04-11 01:07:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<text><![CDATA[
'''Magic Resistance''' is an ability of characters (and creatures or so on) to remain unaffected by magic.  This is very important to magi, who would otherwise be vulnerable to one another's spells and to creatures of the [[Supernatural Realm|Supernatural Realms]].

In [[Ars Magica Fifth Edition]], Magic Resistance works by keeping magic away from the protected target, as detailed in [[ArM5]] page 85. In addition to repelling magic spells, Magic Resistance also stops the malignant social effects of [[The Gift]].  The invention of [[Parma Magica]] by [[Bonisagus the Founder|Bonisagus]] greatly bolstered the Magic Resistance of magi, which encouraged the formation of the [[Order]].

Magic Resistance is not a [[Ward]].  Wards an an alternate means by which wizards can protect themselves from magic.

= The Magic Resistance Rules

Magic Resistance has always been one of the most difficult and contentious aspects of the Ars Magica rules.  It's simple to understand what happens when someone tries to cast a spell directly ''on'' a character or creature with Magic Resistance, but things get tricky as soon as someone tries to affect a character or creature by casting spells on the environment ''around''  a character.  The interaction of Magic Resistance with various kinds of indirect effects is an abundant source of confusion and disagreement.  Many [[House Rule|variant rules]] have been offered over the years.

== Who Has Magic Resistance

Humans do not normally have any Magic Resistance.  Up through [[ArM4]], everyone had some possibility to avoid or withstand certain magical effects.  This was called [[Natural Resistance]].  However, Natural Resistance was dropped from the rules in [[ArM5]].  Magic now always works automatically unless the subject has Magic Resistance.

Supernatural creatures (of any [[Realm]]) always have Magic Resistance.  Their Magic Resistance score is usually equal to their [[Might Score]].

The only way humans, including magi, can get Magic Resistance is through a magical effect.  [[Hermetic]] magi have the best all-around Magic Resistance of any wizards in [[Mythic Europe]], through the [[Parma Magica]].  Other magicians (the so-called [[Hedge Wizard|Hedge Wizards]]) have either no Magic Resistance at all, or a restricted kind of Magic Resistance that protects against only certain effects.  More often, hedge wizards use [[Ward|wards]] for protection.

[[Magus|Hermetic Magi]] get their Magic Resistance from two sources: their mastery of the [[Form|Forms]] of magic, combined with a special spell-like effect called [[Parma Magica]].

== [anchor:ProtectAgainst]What Magic Resistance Protects Against

Magic Resistance applies against not only magic, but powers emanating from the [[Faerie_Realm|Faerie]], [[Divine_Realm|Divine]], or [[Infernal_Realm|Infernal]] [[Realms|Realm]].  In short, Magic Resistance provides protection against all supernatural effects. (There is one exception: Magic Resistance cannot protect against a miracle performed personally by God.  This is unlikely to happen in a typical Ars Magica game.  The actions of other beings with Divine Might, such as angels or saints, are subject to Magic Resistance.)

Non-Hermetic wizards have limited Magic Resistance at best, because they do not know [[Parma Magica]].  Their Magic Resistance functions as explained in the description of their powers.

=== [anchor:BeneficialSpells] Beneficial Spells

Magic Resistance protects against ''all'' spells and effects, including spells the character casts on himself.  There is one exception: spells cast at [[Personal Range]] bypass Magic Resistance ([[ArM5]], page 85).  Such a spell could be cast by the magus personally, or by an effect invested into his [[Talisman]].

Magic Resistance can't tell the difference between a beneficial spell and a harmful one, so it also "protects" against healing spells and the like.  Magi can voluntarily suppress their Magic Resistance as noted under "Parma Magica" on [[ArM5]], page 85.

=== [anchor:PhysicalAttacks]Physical Attacks

[begin:.preamble]
Q: Does magic resistance protect against the claws or teeth of a magical creature?
A: Not normally. His claws are not a magical power, most of the time. It's the same reason Parma doesn't stop another magus from punching you on the nose.
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004 ]
[end:.preamble]

The claw of a supernatural beast like a dragon is not inherently magical, any more than the fist of a supernatural person like a magus is magical. Only if the claws or fist were under the influence of a current supernatural effect - something that affects the claws themselves or maybe something that acts through the claws to affect their target - would they be stopped by Magic Resistance.

A related question is whether the attack of a human shapeshifted into an animal could be resisted. Generally speaking, the answer is yes. The shapeshifter is probably under the influence of a current supernatural effect. As noted in [[HoHMC|Houses of Hermes: Mystery Cults]] (page 24), a Bjornaer magus in heartbeast form does not count as being under a magical effect.

[begin:.preamble]
(One possibility that's just occurred to me, and which apparently didn't occur to the playtesters either -- a magus with a Longevity Ritual is constantly under a mystical effect, so his punches may be affected by Magic Resistance.)
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004]
[end:.preamble]

== [anchor:HowItWorks] How Magic Resistance Works

[begin:.preamble]
The principle is dead simple: a magical effect can only cross magic resistance if it penetrates. There is a subsidiary principle: magic resistance does not dissociate magical effects from the things they affect. Between them, I am fairly confident that they have the effects described.
["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004]
[end:.preamble]

Well, I can't really eibed.
["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004]
[end:.preamble]

Well, I can't really explain much better than the rule book does. The relevant rules are on pp. 85-86; I'll try to rephrase them in case it helps.

First of all, magic resistance works the same way for everyone who has it. In the basic Fifth Edition rules, the only things that have magic resistance are magi (who get it from their Form scores and/or Parma Magica) and supernatural creatures (who get it from their Might score). For convenience, I will write "magus" when I mean "person or creature who has magic resistance," but the rules and the examples also apply to something like a demon, a pixie, or a dragon.

Magic resistance keeps magic away from the magus. It doesn't dispel magic. Page 85 says "[m]agic resistance keeps magic away from the maga, her clothing, and other items that are very close to her." It may help to think of Parma Magica, whose name is Latin for "magic shield," as a force field that surrounds the magus an inch or so outside his clothing. Magic can't get through that force field unless it penetrates the target's resistance. If it somehow does get through - say the magus lowers his Parma Magica and then brings it back up - then the magic is not dispelled. It keeps working.

The key question, then, is what is "magic" for purposes of magic resistance? Just about anything that comes from a spell or magical effect. Magic cannot act across the boundary of magic resistance, so it must penetrate the magus's resistance to affect him directly. Anything created by magic (except by a Creo ritual) would be kept out, as would anything altered my magic. Something propelled by a Rego effect, like Strike of the Angered Branch, would not be kept out, but it would lose all its motive force and come to a complete stop as soon as it hit the magus's resistance. (In the medieval understanding of physics, there was no idea of inertia and things were thought to stop the moment there was no force acting on them.)

The examples on pp. 85-86 explain these ideas in context. Really, the confusion about magic resistance is not usually about how the rules work (that's pretty clear), but about fine points or unpopular implications of
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1239835289</unix>
						<iso>2009-04-16 00:41:29</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Re-arranged sections, added magical swords</comment>
					<text><![CDATA[
'''Magic Resistance''' is an ability of characters (and creatures or so on) to remain unaffected by magic.  This is very important to magi, who would otherwise be vulnerable to one another's spells and to creatures of the [[Supernatural Realm|Supernatural Realms]].

In [[Ars Magica Fifth Edition]], Magic Resistance works by keeping magic away from the protected target, as detailed in [[ArM5]] page 85. In addition to repelling magic spells, Magic Resistance also stops the malignant social effects of [[The Gift]].  The invention of [[Parma Magica]] by [[Bonisagus the Founder|Bonisagus]] greatly bolstered the Magic Resistance of magi, which encouraged the formation of the [[Order]].

Magic Resistance is not a [[Ward]].  Wards an an alternate means by which wizards can protect themselves from magic.

= The Magic Resistance Rules

Magic Resistance has always been one of the most difficult and contentious aspects of the Ars Magica rules.  It's simple to understand what happens when someone tries to cast a spell directly ''on'' a character or creature with Magic Resistance, but things get tricky as soon as someone tries to affect a character or creature by casting spells on the environment ''around''  a character.  The interaction of Magic Resistance with various kinds of indirect effects is an abundant source of confusion and disagreement.  Many [[House Rule|variant rules]] have been offered over the years.

== rovides protection against all supernatural effects. (There is one exception: Magic Resistance cannot protect against a miracle performed personally by God.  This is unlikely to happen in a typical Ars Magica game.  The actions of other beings with Divine Might, such as angels or saints, are subject to Magic Resistance.)

Non-Hermetic wizards have limited Magic Resistance at best, because they do not know [[Parma Magica]].  Their Magic Resistance functions as explained in the description of their powers.

=== [anchor:BeneficialSpells] Beneficial Spells

Magic Resistance protects against ''all'' spells and effects, including spells the character casts on himself.  There is one exception: spells cast at [[Personal Range]] bypass Magic Resistance ([[ArM5]], page 85).  Such a spell could be cast by the magus personally, or by an effect invested into his [[Talisman]].

Magic Resistance can't tell the difference between a beneficial spell and a harmful one, so it also "protects" against healing spells and the like.  Magi can voluntarily suppress their Magic Resistance as noted under "Parma Magica" on [[ArM5]], page 85.

=== [anchor:MagicalThings]Magic Resistance and Magical Things

[begin:.preamble]
Q: How would Magic Resistance affect a sword that's enhanced by a spell?
A: The sword would be kept out entirely unless it penetrated the Magic Resistance.
[end:.preamble]

Magic Resistance keeps out magical things.  "Magical things" for purposes of Magic Resistance include anything created by magic, and anything under the influence of an active magical effect.

If someone attacked a magus with a magically-enhanced sword, the sword would be kept out by Magic Resistance.  It would have no chance to hit unless it penetrated the magus's Magic Resistance. Since Magic Resistance does not dispel magical effects, it wouldn't keep out "just the magic" and let the blade through to do normal damage.

This is explicitly mentioned in the description of the spell, ''Edge of the Razor'' ([[ArM5]], p. 154). The principle comes from the magic resistance rules, not the spell, so it would also apply to effects like ''Blade of the Virulent Flame'' even though the spell description doesn't mention it. In the case of ''Blade of the Virulent Flame'', the entire sword would be blocked, not just the flames.

These are the Fifth Edition Magic Resistance rules [[RAW | as written]].  They are not prefect: there is a well-known flaw or commonly known as the [[Pink Dot]] loophole.

=== [anchor:PhysicalAttacks]Magic Resistance and Physical Attacks

[begin:.preamble]
Q: Does magic resistance pr Who Has Magic Resistance

Humans do not normally have any Magic Resistance.  Up through [[ArM4]], everyone had some possibility to avoid or withstand certain magical effects.  This was called [[Natural Resistance]].  However, Natural Resistance was dropped from the rules in [[ArM5]].  Magic now always works automatically unless the subject has Magic Resistance.

Supernatural creatures (of any [[Realm]]) always have Magic Resistance.  Their Magic Resistance score is usually equal to their [[Might Score]].

The only way humans, including magi, can get Magic Resistance is through a magical effect.  [[Hermetic]] magi have the best all-around Magic Resistance of any wizards in [[Mythic Europe]], through the [[Parma Magica]].  Other magicians (the so-called [[Hedge Wizard|Hedge Wizards]]) have either no Magic Resistance at all, or a restricted kind of Magic Resistance that protects against only certain effects.  More often, hedge wizards use [[Ward|wards]] for protection.

[[Magus|Hermetic Magi]] get their Magic Resistance from two sources: their mastery of the [[Form|Forms]] of magic, combined with a special spell-like effect called [[Parma Magica]].

== [anchor:ProtectAgainst]What Magic Resistance Protects Against

Magic Resistance applies against not only magic, but powers emanating from the [[Faerie_Realm|Faerie]], [[Divine_Realm|Divine]], or [[Infernal_Realm|Infernal]] [[Realms|Realm]].  In short, Magic Resistance provides protection against all supernatural effects. (There is one exception: Magic Resistance cannot protect against a miracle performed personally by God.  This is unlikely to happen in a typical Ars Magica game.  The actions of other beings with Divine Might, such as angels or saints, are subject to Magic Resistance.)

Non-Hermetic wizards have limited Magic Resistance at best, because they do not know [[Parma Magica]].  Their Magic Resistance functions as explained in the description of their powers.

=== [anchor:BeneficialSpells] Beneficial Spells

Magic Resistance protects against ''all'' spells and effects, including spells the character casts on himself.  There is one exception: spells cast at [[Personal Range]] bypass Magic Resistance ([[ArM5]], page 85).  Such a spell could be cast by the magus personally, or by an effect invested into his [[Talisman]].

Magic Resistance can't tell the difference between a beneficial spell and a harmful one, so it also "protects" against healing spells and the like.  Magi can voluntarily suppress their Magic Resistance as noted under "Parma Magica" on [[ArM5]], page 85.

=== [anchor:MagicalThings]Magic Resistance and Magical Things

[begin:.preamble]
Q: How would Magic Resistance affect a sword that's enhanced by a spell?
A: The sword would be kept out entirely unless it penetrated the Magic Resistance.
[end:.preamble]

Magic Resistance keeps out magical things.  "Magical things" for purposes of Magic Resistance include anything created by magic, and anything under the influence of an active magical effect.

If someone attacked a magus with a magically-enhanced sword, the sword would be kept out by Magic Resistance.  It would have no chance to hit unless it penetrated the magus's Magic Resistance. Since Magic Resistance does not dispel magical effects, it wouldn't keep out "just the magic" and let the blade through to do normal damage.

This is explicitly mentioned in the description of the spell, ''Edge of the Razor'' ([[ArM5]], p. 154). The principle comes from the magic resistance rules, not the spell, so it would also apply to effects like ''Blade of the Virulent Flame'' even though the spell description doesn't mention it. In the case of ''Blade of the Virulent Flame'', the entire sword would be blocked, not just the flames.

These are the Fifth Edition Magic Resistance rules [[RAW | as written]].  They are not prefect: there is a well-known flaw or commonly known as the [[Pink Dot]] loophole.

=== [anchor:PhysicalAttacks]Magic Resistance and Physical Attacks

[begin:.preamble]
Q: Does magic resistance protect against the claws or teeth of a magical creature?
A: Not normally. His claws are not a magical power, most of the time. It's the same reason Parma doesn't stop another magus from punching you on the nose.
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004 ]
[end:.preamble]

The claw of a supernatural beast like a dragon is not inherently magical, any more than the fist of a supernatural person like a magus is magical. Only if the claws or fist were under the influence of a current supernatural effect - something that affects the claws themselves or maybe something that acts through the claws to affect their target - would they be stopped by Magic Resistance.

A related question is whether the attack of a human shapeshifted into an animal could be resisted. Generally speaking, the answer is yes. The shapeshifter is probably under the influence of a current supernatural effect. As noted in [[HoHMC|Houses of Hermes: Mystery Cults]] (page 24), a Bjornaer magus in heartbeast form does not count as being under a magical effect.

[begin:.preamble]
(One possibility that's just occurred to me, and which apparently didn't occur to the playtesters either -- a magus with a Longevity Ritual is constantly under a mystical effect, so his punches may be affected by Magic Resistance.)
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004]
[end:.preamble]

= References

y. His claws are
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1239836147</unix>
						<iso>2009-04-16 00:55:47</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added enchanted devices and illusions</comment>
					<text><![CDATA[
'''Magic Resistance''' is an ability of characters (and creatures or so on) to remain unaffected by magic.  This is very important to magi, who would otherwise be vulnerable to one another's spells and to creatures of the [[Supernatural Realm|Supernatural Realms]].

In [[Ars Magica Fifth Edition]], Magic Resistance works by keeping magic away from the protected target, as detailed in [[ArM5]] page 85. In addition to repelling magic spells, Magic Resistance also stops the malignant social effects of [[The Gift]].  The invention of [[Parma Magica]] by [[Bonisagus the Founder|Bonisagus]] greatly bolstered the Magic Resistance of magi, which encouraged the formation of the [[Order]].

Magic Resistance is not a [[Ward]].  Wards an an alternate means by which wizards can protect themselves from magic.

= The Magic Resistance Rules

Magic Resistance has always been one of the most difficult and contentious aspects of the Ars Magica rules.  It's simple to understand what happens when someone tries to cast a spell directly ''on'' a character or creature with Magic Resistance, but things get tricky as soon as someone tries to affect a character or creature by casting spells on the environment ''around''  a character.  The interaction of Magic Resistance with various kinds of indirect effects is an abundant source of confusion and disagreement.  Many [[House Rule|variant rules]] have been offered over the years.

== [anchor:HowItWorks] How Magic Resistance Works

[begin:.preamble]
The principle is dead simple: a magical effect can only cross magic resistance if it penetrates. There is a subsidiary principle: magic resistance does not dissociate magical effects from the things they affect. Between them, I am fairly confident that they have the effects described.
["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004]
[end:.preamble]

Well, I can't really explain much better than the rule book does. The relevant rules are on pp. 85-86; I'll try to rephrase them in case it helps.

First of all, magic resistance works the same way for everyone who has it. In the basic Fifth Edition rules, the only things that have magic resistance are magi (who get it from their Form scores and/or Parma Magica) and supernatural creatures (who get it from their Might score). For convenience, I will write "magus" when I mean "person or creature who has magic resistance," but the rules and the examples also apply to something like a demon, a pixie, or a dragon.

Magic resistance keeps magic away from the magus. It doesn't dispel magic. Page 85 says "[m]agic resistance keeps magic away from the maga, her clothing, and other items that are very close to her." It may help to think of Parma Magica, whose name is Latin for "magic shield," as a force field that surrounds the magus an inch or so outside his clothing. Magic can't get through that force field unless it penetrates the target's resistance. If it somehow does get through - say the magus lowers his Parma Magica and then brings it back up - then the magic is not dispelled. It keeps working.

The key question, then, is what is "magic" for purposes of magic resistance? Just about anything that comes from a spell or magical effect. Magic cannot act across the boundary of magic resistance, so it must penetrate the magus's resistance to affect him directly. Anything created by magic (except by a Creo ritual) would be kept out, as would anything altered my magic. Something propelled by a Rego effect, like Strike of the Angered Branch, would not be kept out, but it would lose all its motive force and come to a complete stop as soon as it hit the magus's resistance. (In the medieval understanding of physics, there was no idea of inertia and things were thought to stop the moment there was no force acting on them.)

The examples on pp. 85-86 explain these ideas in context. Really, the confusion about magic resistance is not usually about how the rules work (that's pretty clear), but about fine points or unpopular implications of the rules.

== Who Has Magic Resistance

Humans do not normally have any Magic Resistance.  Up through [[ArM4]], everyone had some possibility to avoid or withstand certain magical effects.  This was called [[Natural Resistance]].  However, Natural Resistance was dropped from the rules in [[ArM5]].  Magic now always works automatically unless the subject has Magic Resistance.

Supernatural creatures (of any [[Realm]]) always have Magic Resistance.  Their Magic Resistance score is usually equal to their [[Might Score]].

The only way humans, including magi, can get Magic Resistance is through a magical effect.  [[Hermetic]] magi have the best all-around Magic Resistance of any wizards in [[Mythic Europe]], through the [[Parma Magica]].  Other magicians (the so-called [[Hedge Wizard|Hedge Wizards]]) have either no Magic Resistance at all, or a restricted kind of Magic Resistance that protects against only certain effects.  More often, hedge wizards use [[Ward|wards]] for protection.

[[Magus|Hermetic Magi]] get their Magic Resistance from two sources: their mastery of the [[Form|Forms]] of magic, combined with a special spell-like effect called [[Parma Magica]].

== [anchor:ProtectAgainst]What Magic Resistance Protects Against

Magic Resistance applies against not only magic, but powers emanating from the [[Faerie_Realm|Faerie]], [[Divine_Realm|Divine]], or [[Infernal_Realm|Infernal]] [[Realms|Realm]].  In short, Magic Resistance provides protection against all supernatural effects. (There is one exception: Magic Resistance cannot protect against a miracle performed personally by God.  This is unlikely to happen in a typical Ars Magica game.  The actions of other beings with Divine Might, such as angels or saints, are subject to Magic Resistance.)

Non-Hermetic wizards have limited Magic Resistance at best, because they do not know [[Parma Magica]].  Their Magic Resistance functions as explained in the description of their powers.

=== [anchor:BeneficialSpells] Beneficial Spells

Magic Resistance protects against ''all'' spells and effects, including spells the character casts on himself.  There is one exception: spells cast at [[Personal Range]] bypass Magic Resistance ([[ArM5]], page 85).  Such a spell could be cast by the magus personally, or by an effect invested into his [[Talisman]].

Magic Resistance can't tell the difference between a beneficial spell and a harmful one, so it also "protects" against healing spells and the like.  Magi can voluntarily suppress their Magic Resistance as noted under "Parma Magica" on [[ArM5]], page 85.

=== [anchor:MagicalThings]Magic Resistance and Magical Things

[begin:.preamble]
Q: How would Magic Resistance affect a sword that's enhanced by a spell?
A: The sword would be kept out entirely unless it penetrated the Magic Resistance.
[end:.preamble]

Magic Resistance keeps out magical things.  "Magical things" for purposes of Magic Resistance include anything created by magic, and anything under the influence of an active magical effect.

If someone attacked a magus with a magically-enhanced sword, the sword would be kept out by Magic Resistance.  It would have no chance to hit unless it penetrated the magus's Magic Resistance. Since Magic Resistance does not dispel magical effects, it wouldn't keep out "just the magic" and let the blade through to do normal damage.

This is explicitly mentioned in the description of the spell, ''Edge of the Razor'' ([[ArM5]], p. 154). The principle comes from the magic resistance rules, not the spell, so it would also apply to effects like ''Blade of the Virulent Flame'' even though the spell description doesn't mention it. In the case of ''Blade of the Virulent Flame'', the entire sword would be blocked, not just the flames.

These are the Fifth Edition Magic Resistance rules [[RAW | as written]].  They are not prefect: there is a well-known flaw commonly known as the [[Pink Dot]] loophole.

=== [anchor:PhysicalAttacks]Magic Resistance and Physical Attacks

[begin:.preamble]
Q: Does magic resistance protect against the claws or teeth of a magical creature?
A: Not normally. His claws are not a magical power, most of the time. It's the same reason Parma doesn't stop another magus from punching you on the nose.
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004 ]
[end:.preamble]

The claw of a supernatural beast like a dragon is not inherently magical, any more than the fist of a supernatural person like a magus is magical. Only if the claws or fist were under the influence of a current supernatural effect - something that affects the claws themselves or maybe something that acts through the claws to affect their target - would they be stopped by Magic Resistance.

A related question is whether the attack of a human shapeshifted into an animal could be resisted. Generally speaking, the answer is yes. The shapeshifter is probably under the influence of a current supernatural effect. As noted in [[HoHMC|Houses of Hermes: Mystery Cults]] (page 24), a Bjornaer magus in heartbeast form does not count as being under a magical effect.

[begin:.preamble]
(One possibility that's just occurred to me, and which apparently didn't occur to the playtesters either -- a magus with a Longevity Ritual is constantly under a mystical effect, so his punches may be affected by Magic Resistance.)
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004]
[end:.preamble]

=== [anchor:EnchantedDevices]  Magic Resistance and Enchanted Devices

Magic Resistance definitely keeps out the ''effects'' of enchanted devices - the spell-like magical effects that the devices can create. It is less clear whether magic resistance categorically keeps out enchanted devices themselves (as opposed to their effects). For example, say a wizard has an enchanted staff that can cast a handful of spells. He wants to simply bonk a recalcitrant faerie with the staff without using any of the staff's powers. Can the faerie resist?

On one hand, Magic Resistance keeps out magical things. The staff is magical in some way, since it can produce magical effects. On a simple level, it seems that it would be resisted. If enchanted devices are not kept out, then it seems there may be some kind of [[Pink Dot | evil loophole]] left open - for example, one could trick a magus into swallowing a small enchanted device, and then activate it from a distance, possibly bypassing the victim's Magic Resistance. The rules do say that enchanting an item is a type of ritual magic (p. 96). It seems that the rules lean toward an interpretation that the staff could be resisted.

On the other hand, common sense says that even if the staff is magic, its magic is not involved in any way when the magus whacks the faerie. The [[#PhysicalAttacks | claws of a supernatural beast]] are not resisted unless the claws themselves are actively magical, so why wouldn't the same principle apply to an enchanted staff? And a rule that the staff would be resisted could make Pentration ambiguous and complicated - if the staff had multiple powers, what Penetration Total would be used if none of those effects were active at the time of the whacking?

There is no official guidance on this question so troupes will have to decide for themselves. It seems to me there are potential complications with either interpretation. I don't want to deal with the Penetration questions that would arise if all enchanted items can be resisted, so I lean toward a ruling that they are only resisted while under some currently-active effect.

["--Andrew Gronosky]

=== [anchor:Illusions] Magic Resistance and Illusions

[begin:.preamble]
Q: Since magic resistance keeps out magical things, doesn't it keep out illusions?
A: Good question.  The answer is no.
[end:.preamble]

The [[Fifth Edition]] rules did anticipate the interaction between Magic Resistance and illusions. Under the description of the Form of Imaginem on p. 79, the text explains that Imaginem spells produce non-magical species that can't be magically resisted. So, any Imaginem spell looks the same to a person with Magic Resistance as it does to one without it. Incidentally, this rule also prevents the detection of visual illusions at Touch range by simply seeing (touching with your eyes) the species. An illusion-detecting spell would need to target object from which the species originate, not the species themselves.

= References

* [[ArM5]] p. 85.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1239920582</unix>
						<iso>2009-04-17 00:23:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added another link to Pink Dot</comment>
					<text><![CDATA[
'''Magic Resistance''' is an ability of characters (and creatures or so on) to remain unaffected by magic.  This is very important to magi, who would otherwise be vulnerable to one another's spells and to creatures of the [[Supernatural Realm|Supernatural Realms]].

In [[Ars Magica Fifth Edition]], Magic Resistance works by keeping magic away from the protected target, as detailed in [[ArM5]] page 85. In addition to repelling magic spells, Magic Resistance also stops the malignant social effects of [[The Gift]].  The invention of [[Parma Magica]] by [[Bonisagus the Founder|Bonisagus]] greatly bolstered the Magic Resistance of magi, which encouraged the formation of the [[Order]].

Magic Resistance is not a [[Ward]].  Wards an an alternate means by which wizards can protect themselves from magic.

= The Magic Resistance Rules

Magic Resistance has always been one of the most difficult and contentious aspects of the Ars Magica rules.  It's simple to understand what happens when someone tries to cast a spell directly ''on'' a character or creature with Magic Resistance, but things get tricky as soon as someone tries to affect a character or creature by casting spells on the environment ''around''  a character.  The interaction of Magic Resistance with various kinds of indirect effects is an abundant source of confusion and disagreement.  Many [[House Rule|variant rules]] have been offered over the years.

== [anchor:HowItWorks] How Magic Resistance Works

[begin:.preamble]
The principle is dead simple: a magical effect can only cross magic resistance if it penetrates. There is a subsidiary principle: magic resistance does not dissociate magical effects from the things they affect. Between them, I am fairly confident that they have the effects described.
["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004]
[end:.preamble]

Well, I can't really explain much better than the rule book does. The relevant rules are on pp. 85-86; I'll try to rephrase them in case it helps.

First of all, magic resistance works the same way for everyone who has it. In the basic Fifth Edition rules, the only things that have magic resistance are magi (who get it from their Form scores and/or Parma Magica) and supernatural creatures (who get it from their Might score). For convenience, I will write "magus" when I mean "person or creature who has magic resistance," but the rules and the examples also apply to something like a demon, a pixie, or a dragon.

Magic resistance keeps magic away from the magus. It doesn't dispel magic. Page 85 says "[m]agic resistance keeps magic away from the maga, her clothing, and other items that are very close to her." It may help to think of Parma Magica, whose name is Latin for "magic shield," as a force field that surrounds the magus an inch or so outside his clothing. Magic can't get through that force field unless it penetrates the target's resistance. If it somehow does get through - say the magus lowers his Parma Magica and then brings it back up - then the magic is not dispelled. It keeps working.

The key question, then, is what is "magic" for purposes of magic resistance? Just about anything that comes from a spell or magical effect. Magic cannot act across the boundary of magic resistance, so it must penetrate the magus's resistance to affect him directly. Anything created by magic (except by a Creo ritual) would be kept out, as would anything altered my magic. Something propelled by a Rego effect, like Strike of the Angered Branch, would not be kept out, but it would lose all its motive force and come to a complete stop as soon as it hit the magus's resistance. (In the medieval understanding of physics, there was no idea of inertia and things were thought to stop the moment there was no force acting on them.)

The examples on pp. 85-86 explain these ideas in context. Really, the confusion about magic resistance is not usually about how the rules work (that's pretty clear), but about fine points or [[Pink Dot | unpopular implications]] omplications]] of the rules.

== Who Has Magic Resistance

Humans do not normally have any Magic Resistance.  Up through [[ArM4]], everyone had some possibility to avoid or withstand certain magical effects.  This was called [[Natural Resistance]].  However, Natural Resistance was dropped from the rules in [[ArM5]].  Magic now always works automatically unless the subject has Magic Resistance.

Supernatural creatures (of any [[Realm]]) always have Magic Resistance.  Their Magic Resistance score is usually equal to their [[Might Score]].

The only way humans, including magi, can get Magic Resistance is through a magical effect.  [[Hermetic]] magi have the best all-around Magic Resistance of any wizards in [[Mythic Europe]], through the [[Parma Magica]].  Other magicians (the so-called [[Hedge Wizard|Hedge Wizards]]) have either no Magic Resistance at all, or a restricted kind of Magic Resistance that protects against only certain effects.  More often, hedge wizards use [[Ward|wards]] for protection.

[[Magus|Hermetic Magi]] get their Magic Resistance from two sources: their mastery of the [[Form|Forms]] of magic, combined with a special spell-like effect called [[Parma Magica]].

== [anchor:ProtectAgainst]What Magic Resistance Protects Against

Magic Resistance applies against not only magic, but powers emanating from the [[Faerie_Realm|Faerie]], [[Divine_Realm|Divine]], or [[Infernal_Realm|Infernal]] [[Realms|Realm]].  In short, Magic Resistance provides protection against all supernatural effects. (There is one exception: Magic Resistance cannot protect against a miracle performed personally by God.  This is unlikely to happen in a typical Ars Magica game.  The actions of other beings with Divine Might, such as angels or saints, are subject to Magic Resistance.)

Non-Hermetic wizards have limited Magic Resistance at best, because they do not know [[Parma Magica]].  Their Magic Resistance functions as explained in the description of their powers.

=== [anchor:BeneficialSpells] Beneficial Spells

Magic Resistance protects against ''all'' spells and effects, including spells the character casts on himself.  There is one exception: spells cast at [[Personal Range]] bypass Magic Resistance ([[ArM5]], page 85).  Such a spell could be cast by the magus personally, or by an effect invested into his [[Talisman]].

Magic Resistance can't tell the difference between a beneficial spell and a harmful one, so it also "protects" against healing spells and the like.  Magi can voluntarily suppress their Magic Resistance as noted under "Parma Magica" on [[ArM5]], page 85.

=== [anchor:MagicalThings]Magic Resistance and Magical Things

[begin:.preamble]
Q: How would Magic Resistance affect a sword that's enhanced by a spell?
A: The sword would be kept out entirely unless it penetrated the Magic Resistance.
[end:.preamble]

Magic Resistance keeps out magical things.  "Magical things" for purposes of Magic Resistance include anything created by magic, and anything under the influence of an active magical effect.

If someone attacked a magus with a magically-enhanced sword, the sword would be kept out by Magic Resistance.  It would have no chance to hit unless it penetrated the magus's Magic Resistance. Since Magic Resistance does not dispel magical effects, it wouldn't keep out "just the magic" and let the blade through to do normal damage.

This is explicitly mentioned in the description of the spell, ''Edge of the Razor'' ([[ArM5]], p. 154). The principle comes from the magic resistance rules, not the spell, so it would also apply to effects like ''Blade of the Virulent Flame'' even though the spell description doesn't mention it. In the case of ''Blade of the Virulent Flame'', the entire sword would be blocked, not just the flames.

These are the Fifth Edition Magic Resistance rules [[RAW | as written]].  They are not prefect: there is a well-known flaw commonly known as the [[Pink Dot]] loophole.

=== [anchor:PhysicalAttacks]Magic Resistance and Physical Attacks

[begin:.preamble]
Q: Does magic resistance protect against the claws or teeth of a magical creature?
A: Not normally. His claws are not a magical power, most of the time. It's the same reason Parma doesn't stop another magus from punching you on the nose.
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004 ]
[end:.preamble]

The claw of a supernatural beast like a dragon is not inherently magical, any more than the fist of a supernatural person like a magus is magical. Only if the claws or fist were under the influence of a current supernatural effect - something that affects the claws themselves or maybe something that acts through the claws to affect their target - would they be stopped by Magic Resistance.

A related question is whether the attack of a human shapeshifted into an animal could be resisted. Generally speaking, the answer is yes. The shapeshifter is probably under the influence of a current supernatural effect. As noted in [[HoHMC|Houses of Hermes: Mystery Cults]] (page 24), a Bjornaer magus in heartbeast form does not count as being under a magical effect.

[begin:.preamble]
(One possibility that's just occurred to me, and which apparently didn't occur to the playtesters either -- a magus with a Longevity Ritual is constantly under a mystical effect, so his punches may be affected by Magic Resistance.)
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004]
[end:.preamble]

=== [anchor:EnchantedDevices]  Magic Resistance and Enchanted Devices

Magic Resistance definitely keeps out the ''effects'' of enchanted devices - the spell-like magical effects that the devices can create. It is less clear whether magic resistance categorically keeps out enchanted devices themselves (as opposed to their effects). For example, say a wizard has an enchanted staff that can cast a handful of spells. He wants to simply bonk a recalcitrant faerie with the staff without using any of the staff's powers. Can the faerie resist?

On one hand, Magic Resistance keeps out magical things. The staff is magical in some way, since it can produce magical effects. On a simple level, it seems that it would be resisted. If enchanted devices are not kept out, then it seems there may be some kind of [[Pink Dot | evil loophole]] left open - for example, one could trick a magus into swallowing a small enchanted device, and then activate it from a distance, possibly bypassing the victim's Magic Resistance. The rules do say that enchanting an item is a type of ritual magic (p. 96). It seems that the rules lean toward an interpretation that the staff could be resisted.

On the other hand, common sense says that even if the staff is magic, its magic is not involved in any way when the magus whacks the faerie. The [[#PhysicalAttacks | claws of a supernatural beast]] are not resisted unless the claws themselves are actively magical, so why wouldn't the same principle apply to an enchanted staff? And a rule that the staff would be resisted could make Pentration ambiguous and complicated - if the staff had multiple powers, what Penetration Total would be used if none of those effects were active at the time of the whacking?

There is no official guidance on this question so troupes will have to decide for themselves. It seems to me there are potential complications with either interpretation. I don't want to deal with the Penetration questions that would arise if all enchanted items can be resisted, so I lean toward a ruling that they are only resisted while under some currently-active effect.

["--Andrew Gronosky]

=== [anchor:Illusions] Magic Resistance and Illusions

[begin:.preamble]
Q: Since magic resistance keeps out magical things, doesn't it keep out illusions?
A: Good question.  The answer is no.
[end:.preamble]

The [[Fifth Edition]] rules did anticipate the interaction between Magic Resistance and illusions. Under the description of the Form of Imaginem on p. 79, the text explains that Imaginem spells produce non-magical species that can't be magically resisted. So, any Imaginem spell looks the same to a person with Magic Resistance as it does to one without it. Incidentally, this rule also prevents the detection of visual illusions at Touch range by simply seeing (touching with your eyes) the species. An illusion-detecting spell would need to target object from which the species originate, not the species themselves.

= References

*
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1240145751</unix>
						<iso>2009-04-19 14:55:51</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Fixed some formatting issues</comment>
					<text><![CDATA[
'''Magic Resistance''' is an ability of characters (and creatures or so on) to remain unaffected by magic.  This is very important to magi, who would otherwise be vulnerable to one another's spells and to creatures of the [[Supernatural Realm|Supernatural Realms]].

In [[Ars Magica Fifth Edition]], Magic Resistance works by keeping magic away from the protected target, as detailed in [[ArM5]] page 85. In addition to repelling magic spells, Magic Resistance also stops the malignant social effects of [[The Gift]].  The invention of [[Parma Magica]] by [[Bonisagus the Founder|Bonisagus]] greatly bolstered the Magic Resistance of magi, which encouraged the formation of the [[Order]].

Magic Resistance is not a [[Ward]].  Wards an an alternate means by which wizards can protect themselves from magic.

= The Magic Resistance Rules

Magic Resistance has always been one of the most difficult and contentious aspects of the Ars Magica rules.  It's simple to understand what happens when someone tries to cast a spell directly ''on'' a character or creature with Magic Resistance, but things get tricky as soon as someone tries to affect a character or creature by casting spells on the environment ''around''  a character.  The interaction of Magic Resistance with various kinds of indirect effects is an abundant source of confusion and disagreement.  Many [[House Rule|variant rules]] have been offered over the years.

== [anchor:HowItWorks] How Magic Resistance Works

[begin:.quote]
The principle is dead simple: a magical effect can only cross magic resistance if it penetrates. There is a subsidiary principle: magic resistance does not dissociate magical effects from the things they affect. Between them, I am fairly confident that they have the effects described.
["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004]
[end:.quote]

I can't really explain much better than the rule book does. The relevant rules are on pp. 85-86; I'll try to rephrase them in case it helps.

First of all, magic resistance works the same way for everyone who has it. In the basic Fifth Edition rules, the only things that have magic resistance are magi (who get it from their Form scores and/or Parma Magica) and supernatural creatures (who get it from their Might score). For convenience, I will write "magus" when I mean "person or creature who has magic resistance," but the rules and the examples also apply to something like a demon, a pixie, or a dragon.

Magic resistance keeps magic away from the magus. It doesn't dispel magic. Page 85 says "[m]agic resistance keeps magic away from the maga, her clothing, and other items that are very close to her." It may help to think of Parma Magica, whose name is Latin for "magic shield," as a force field that surrounds the magus an inch or so outside his clothing. Magic can't get through that force field unless it penetrates the target's resistance. If it somehow does get through - say the magus lowers his Parma Magica and then brings it back up - then the magic is not dispelled. It keeps working.

The key question, then, is what is "magic" for purposes of magic resistance? Just about anything that comes from a spell or magical effect. Magic cannot act across the boundary of magic resistance, so it must penetrate the magus's resistance to affect him directly. Anything created by magic (except by a Creo ritual) would be kept out, as would anything altered my magic. Something propelled by a Rego effect, like Strike of the Angered Branch, would not be kept out, but it would lose all its motive force and come to a complete stop as soon as it hit the magus's resistance. (In the medieval understanding of physics, there was no idea of inertia and things were thought to stop the moment there was no force acting on them.)

The examples on pp. 85-86 explain these ideas in context. Really, the confusion about magic resistance is not usually about how the rules work (that's pretty clear), but about fine points or [[Pink Dot | unpopular implications]] of the rules.

== Who Has Magic Resistance

Humans do not normally have any Magic Resistance.  Up through [[ArM4]], everyone had some possibility to avoid or withstand certain magical effects.  This was called [[Natural Resistance]].  However, Natural Resistance was dropped from the rules in [[ArM5]].  Magic now always works automatically unless the subject has Magic Resistance.

Supernatural creatures (of any [[Realm]]) always have Magic Resistance.  Their Magic Resistance score is usually equal to their [[Might Score]].

The only way humans, including magi, can get Magic Resistance is through a magical effect.  [[Hermetic]] magi have the best all-around Magic Resistance of any wizards in [[Mythic Europe]], through the [[Parma Magica]].  Other magicians (the so-called [[Hedge Wizard|Hedge Wizards]]) have either no Magic Resistance at all, or a restricted kind of Magic Resistance that protects against only certain effects.  More often, hedge wizards use [[Ward|wards]] for protection.

[[Magus|Hermetic Magi]] get their Magic Resistance from two sources: their mastery of the [[Form|Forms]] of magic, combined with a special spell-like effect called [[Parma Magica]].

== [anchor:ProtectAgainst]What Magic Resistance Protects Against

Magic Resistance applies against not only magic, but powers emanating from the [[Faerie_Realm|Faerie]], [[Divine_Realm|Divine]], or [[Infernal_Realm|Infernal]] [[Realms|Realm]].  In short, Magic Resistance provides protection against all supernatural effects. (There is one exception: Magic Resistance cannot protect against a miracle performed personally by God.  This is unlikely to happen in a typical Ars Magica game.  The actions of other beings with Divine Might, such as angels or saints, are subject to Magic Resistance.)

Non-Hermetic wizards have limited Magic Resistance at best, because they do not know [[Parma Magica]].  Their Magic Resistance functions as explained in the description of their powers.

=== [anchor:BeneficialSpells] Beneficial Spells

Magic Resistance protects against ''all'' spells and effects, including spells the character casts on himself.  There is one exception: spells cast at [[Personal Range]] bypass Magic Resistance ([[ArM5]], page 85).  Such a spell could be cast by the magus personally, or by an effect invested into his [[Talisman]].

Magic Resistance can't tell the difference between a beneficial spell and a harmful one, so it also "protects" against healing spells and the like.  Magi can voluntarily suppress their Magic Resistance as noted under "Parma Magica" on [[ArM5]], page 85.

=== [anchor:MagicalThings]Magic Resistance and Magical Things

[begin:.quote]quote]
Q: How would Magic Resistance affect a sword that's enhanced by a spell?
A: The sword would be kept out entirely unless it penetrated the Magic Resistance.
[end:.quote]

Magic Resistance keeps out magical things.  "Magical things" for purposes of Magic Resistance include anything created by magic, and anything under the influence of an active magical effect.

If someone attacked a magus with a magically-enhanced sword, the sword would be kept out by Magic Resistance.  It would have no chance to hit unless it penetrated the magus's Magic Resistance. Since Magic Resistance does not dispel magical effects, it wouldn't keep out "just the magic" and let the blade through to do normal damage.

This is explicitly mentioned in the description of the spell, ''Edge of the Razor'' ([[ArM5]], p. 154). The principle comes from the magic resistance rules, not the spell, so it would also apply to effects like ''Blade of the Virulent Flame'' even though the spell description doesn't mention it. In the case of ''Blade of the Virulent Flame'', the entire sword would be blocked, not just the flames.

These are the Fifth Edition Magic Resistance rules [[RAW | as written]].  They are not prefect: there is a well-known flaw commonly known as the [[Pink Dot]] loophole.

=== [anchor:PhysicalAttacks ]Magic Resistance and Physical Attacks

[begin:.quote]
Q: Does magic resistance protect against the claws or teeth of a magical creature?
A: Not normally. His claws are not a magical power, most of the time. It's the same reason Parma doesn't stop another magus from punching you on the nose.
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004 ]
[end:.quote]

The claw of a supernatural beast like a dragon is not inherently magical, any more than the fist of a supernatural person like a magus is magical. Only if the claws or fist were under the influence of a current supernatural effect - something that affects the claws themselves or maybe something that acts through the claws to affect their target - would they be stopped by Magic Resistance.

A related question is whether the attack of a human shapeshifted into an animal could be resisted. Generally speaking, the answer is yes. The shapeshifter is probably under the influence of a current supernatural effect. As noted in [[HoHMC|Houses of Hermes: Mystery Cults]] (page 24), a Bjornaer magus in heartbeast form does not count as being under a magical effect.

[begin:.quote]
(One possibility that's just occurred to me, and which apparently didn't occur to the playtesters either -- a magus with a Longevity Ritual is constantly under a mystical effect, so his punches may be affected by Magic Resistance.)
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004]
[end:.quote]

=== [anchor:EnchantedDevices]  Magic Resistance and Enchanted Devices

Magic Resistance definitely keeps out the ''effects'' of enchanted devices - the spell-like magical effects that the devices can create. It is less clear whether magic resistance categorically keeps out enchanted devices themselves (as opposed to their effects). For example, say a wizard has an enchanted staff that can cast a handful of spells. He wants to simply bonk a recalcitrant faerie with the staff without using any of the staff's powers. Can the faerie resist?

On one hand, Magic Resistance keeps out magical things. The staff is magical in some way, since it can produce magical effects. On a simple level, it seems that it would be resisted. If enchanted devices are not kept out, then it seems there may be some kind of [[Pink Dot | evil loophole]] left open - for example, one could trick a magus into swallowing a small enchanted device, and then activate it from a distance, possibly bypassing the victim's Magic Resistance. The rules do say that enchanting an item is a type of ritual magic (p. rules lean toward an interpretation that the staff could be resisted.

On the other hand, common sense says that even if the staff is magic, its magic is not involved in any way when the magus whacks the faerie. The [[#PhysicalAttacks | claws of a supernatural beast]] are not resisted unless the claws themselves are actively magical, so why wouldn't the same principle apply to an enchanted staff? And a rule that the staff would be resisted could make Pentration ambiguous and complicated - if the staff had multiple powers, what Penetration Total would be used if none of those effects were active at the time of the whacking?

There is no official guidance on this question so troupes will have to decide for themselves. It seems to me there are potential complications with either interpretation. I don't want to deal with the Penetration questions that would arise if all enchanted items can be resisted, so I lean toward a ruling that they are only resisted while under some currently-active effect.

["--Andrew Gronosky]

=== [anchor:Illusions] Magic Resistance and Illusions

[begin:.quote]
Q: Since magic rquote]
Q: Since magic resistance keeps out magical things, doesn't it keep out illusions?
A: Good question.  The answer is no.
[end:.quote]

The [[icipate the interaction between Magic Resistance and illusions. Under the description of the Form of Imaginem on p. 79, the text explains that Imaginem spells produce non-magical species that can't be magically resisted. So, any Imaginem spell looks the same to a person with Magic Resistance as it does to one without it. Incidentally, this rule also prevents the detection of visual illusions at Touch range by simply seeing (touching with your eyes) the species. An illusion-detecting spell would need to target object from which the species originate, not the species themselves.

= References

* [[ArM5]] p. 85.
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1242125396</unix>
						<iso>2009-05-12 12:49:56</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added cross-reference to design discussion</comment>
					<text><![CDATA[
'''Magic Resistance''' is an ability of characters (and creatures or so on) to remain unaffected by magic.  This is very important to magi, who would otherwise be vulnerable to one another's spells and to creatures of the [[Supernatural Realm|Supernatural Realms]].

In [[Ars Magica Fifth Edition]], Magic Resistance works by keeping magic away from the protected target, as detailed in [[ArM5]] page 85. In addition to repelling magic spells, Magic Resistance also stops the malignant social effects of [[The Gift]].  The invention of [[Parma Magica]] by [[Bonisagus the Founder|Bonisagus]] greatly bolstered the Magic Resistance of magi, which encouraged the formation of the [[Order]].

Magic Resistance is not a [[Ward]].  Wards an an alternate means by which wizards can protect themselves from magic.

= The Magic Resistance Rules

Magic Resistance has always been one of the most difficult and contentious aspects of the Ars Magica rules.  It's simple to understand what happens when someone tries to cast a spell directly ''on'' a character or creature with Magic Resistance, but things get tricky as soon as someone tries to affect a character or creature by casting spells on the environment ''around''  a character.  The interaction of Magic Resistance with various kinds of indirect effects is an abundant source of confusion and disagreement.  Many [[House Rule|variant rules]] have been offered over the years.

== [anchor:HowItWorks] How Magic Resistance Works

[begin:.quote]
The principle is dead simple: a magical effect can only cross magic resistance if it penetrates. There is a subsidiary principle: magic resistance does not dissociate magical effects from the things they affect. Between them, I am fairly confident that they have the effects described.
["--David Chart, Berkeley Ars Magica List, 26 Nov. 2004]
[end:.quote]

Well, I can't really explain much better than the rule book does. The relevant rules are on pp. 85-86; I'll try to rephrase them in case it helps.

First of all, magic resistance works the same way for everyone who has it. In the basic Fifth Edition rules, the only things that have magic resistance are magi (who get it from their Form scores and/or Parma Magica) and supernatural creatures (who get it from their Might score). For convenience, I will write "magus" when I mean "person or creature who has magic resistance," but the rules and the examples also apply to something like a demon, a pixie, or a dragon.

Magic resistance keeps magic away from the magus. It doesn't dispel magic. Page 85 says "[m]agic resistance keeps magic away from the maga, her clothing, and other items that are very close to her." It may help to think of Parma Magica, whose name is Latin for "magic shield," as a force field that surrounds the magus an inch or so outside his clothing. Magic can't get through that force field unless it penetrates the target's resistance. If it somehow does get through - say the magus lowers his Parma Magica and then brings it back up - then the magic is not dispelled. It keeps working.

The key question, then, is what is "magic" for purposes of magic resistance? Just about anything that comes from a spell or magical effect. Magic cannot act across the boundary of magic resistance, so it must penetrate the magus's resistance to affect him directly. Anything created by magic (except by a Creo ritual) would be kept out, as would anything altered my magic. Something propelled by a Rego effect, like Strike of the Angered Branch, would not be kept out, but it would lose all its motive force and come to a complete stop as soon as it hit the magus's resistance. (In the medieval understanding of physics, there was no idea of inertia and things were thought to stop the moment there was no force acting on them.)

The examples on pp. 85-86 explain these ideas in context. Really, the confusion about magic resistance is not usually about how the rules work (that's pretty clear), but about fine points or [[Pink Dot | unpopular implications]] of the rules.

== Who Has Magic Resistance

Humans do not normally have any Magic Resistance.  Up through [[ArM4]], everyone had some possibility to avoid or withstand certain magical effects.  This was called [[Natural Resistance]].  However, Natural Resistance was dropped from the rules in [[ArM5]].  Magic now always works automatically unless the subject has Magic Resistance.

Supernatural creatures (of any [[Realm]]) always have Magic Resistance.  Their Magic Resistance score is usually equal to their [[Might Score]].

The only way humans, including magi, can get Magic Resistance is through a magical effect.  [[Hermetic]] magi have the best all-around Magic Resistance of any wizards in [[Mythic Europe]], through the [[Parma Magica]].  Other magicians (the so-called [[Hedge Wizard|Hedge Wizards]]) have either no Magic Resistance at all, or a restricted kind of Magic Resistance that protects against only certain effects.  More often, hedge wizards use [[Ward|wards]] for protection.

[[Magus|Hermetic Magi]] get their Magic Resistance from two sources: their mastery of the [[Form|Forms]] of magic, combined with a special spell-like effect called [[Parma Magica]].

== [anchor:ProtectAgainst]What Magic Resistance Protects Against

Magic Resistance applies against not only magic, but powers emanating from the [[Faerie_Realm|Faerie]], [[Divine_Realm|Divine]], or [[Infernal_Realm|Infernal]] [[Realms|Realm]].  In short, Magic Resistance provides protection against all supernatural effects. (There is one exception: Magic Resistance cannot protect against a miracle performed personally by God.  This is unlikely to happen in a typical Ars Magica game.  The actions of other beings with Divine Might, such as angels or saints, are subject to Magic Resistance.)

Non-Hermetic wizards have limited Magic Resistance at best, because they do not know [[Parma Magica]].  Their Magic Resistance functions as explained in the description of their powers.

=== [anchor:BeneficialSpells] Beneficial Spells

Magic Resistance protects against ''all'' spells and effects, including spells the character casts on himself.  There is one exception: spells cast at [[Personal Range]] bypass Magic Resistance ([[ArM5]], page 85).  Such a spell could be cast by the magus personally, or by an effect invested into his [[Talisman]].

Magic Resistance can't tell the difference between a beneficial spell and a harmful one, so it also "protects" against healing spells and the like.  Magi can voluntarily suppress their Magic Resistance as noted under "Parma Magica" on [[ArM5]], page 85.

=== [anchor:MagicalThings]Magic Resistance and Magical Things

[begin:.quote]
Q: How would Magic Resistance affect a sword that's enhanced by a spell?
A: The sword would be kept out entirely unless it penetrated the Magic Resistance.
[end:.quote]

Magic Resistance keeps out magical things.  "Magical things" for purposes of Magic Resistance include anything created by magic, and anything under the influence of an active magical effect.

If someone attacked a magus with a magically-enhanced sword, the sword would be kept out by Magic Resistance.  It would have no chance to hit unless it penetrated the magus's Magic Resistance. Since Magic Resistance does not dispel magical effects, it wouldn't keep out "just the magic" and let the blade through to do normal damage.

This is explicitly mentioned in the description of the spell, ''Edge of the Razor'' ([[ArM5]], p. 154). The principle comes from the magic resistance rules, not the spell, so it would also apply to effects like ''Blade of the Virulent Flame'' even though the spell description doesn't mention it. In the case of ''Blade of the Virulent Flame'', the entire sword would be blocked, not just the flames.

These are the Fifth Edition Magic Resistance rules [[RAW | as written]].  They are not prefect: there is a well-known flaw commonly known as the [[Pink Dot]] loophole.

=== [anchor:PhysicalAttacks ]Magic Resistance and Physical Attacks

[begin:.quote]
Q: Does magic resistance protect against the claws or teeth of a magical creature?
A: Not normally. His claws are not a magical power, most of the time. It's the same reason Parma doesn't stop another magus from punching you on the nose.
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004 ]
[end:.quote]

The claw of a supernatural beast like a dragon is not inherently magical, any more than the fist of a supernatural person like a magus is magical. Only if the claws or fist were under the influence of a current supernatural effect - something that affects the claws themselves or maybe something that acts through the claws to affect their target - would they be stopped by Magic Resistance.

A related question is whether the attack of a human shapeshifted into an animal could be resisted. Generally speaking, the answer is yes. The shapeshifter is probably under the influence of a current supernatural effect. As noted in [[HoHMC|Houses of Hermes: Mystery Cults]] (page 24), a Bjornaer magus in heartbeast form does not count as being under a magical effect.

[begin:.quote]
(One possibility that's just occurred to me, and which apparently didn't occur to the playtesters either -- a magus with a Longevity Ritual is constantly under a mystical effect, so his punches may be affected by Magic Resistance.)
["--David Chart, Berkeley Ars Magica List, 25 Nov. 2004]
[end:.quote]

=== [anchor:EnchantedDevices]  Magic Resistance and Enchanted Devices

Magic Resistance definitely keeps out the ''effects'' of enchanted devices - the spell-like magical effects that the devices can create. It is less clear whether magic resistance categorically keeps out enchanted devices themselves (as opposed to their effects). For example, say a wizard has an enchanted staff that can cast a handful of spells. He wants to simply bonk a recalcitrant faerie with the staff without using any of the staff's powers. Can the faerie resist?

On one hand, Magic Resistance keeps out magical things. The staff is magical in some way, since it can produce magical effects. On a simple level, it seems that it would be resisted. If enchanted devices are not kept out, then it seems there may be some kind of [[Pink Dot | evil loophole]] left open - for example, one could trick a magus into swallowing a small enchanted device, and then activate it from a distance, possibly bypassing the victim's Magic Resistance. The rules do say that enchanting an item is a type of ritual magic (p. 96). It seems that the rules lean toward an interpretation that the staff could be resisted.

On the other hand, common sense says that even if the staff is magic, its magic is not involved in any way when the magus whacks the faerie. The [[#PhysicalAttacks | claws of a supernatural beast]] are not resisted unless the claws themselves are actively magical, so why wouldn't the same principle apply to an enchanted staff? And a rule that the staff would be resisted could make Pentration ambiguous and complicated - if the staff had multiple powers, what Penetration Total would be used if none of those effects were active at the time of the whacking?

There is no official guidance on this question so troupes will have to decide for themselves. It seems to me there are potential complications with either interpretation. I don't want to deal with the Penetration questions that would arise if all enchanted items can be resisted, so I lean toward a ruling that they are only resisted while under some currently-active effect.

["--Andrew Gronosky]

=== [anchor:Illusions] Magic Resistance and Illusions

[begin:.quote]
Q: Since magic resistance keeps out magical things, doesn't it keep out illusions?
A: Good question.  The answer is no.
[end:.quote]

The [[Fifth Edition]] rules did anticipate the interaction between Magic Resistance and illusions. Under the description of the Form of Imaginem on p. 79, the text explains that Imaginem spells produce non-magical species that can't be magically resisted. So, any Imaginem spell looks the same to a person with Magic Resistance as it does to one without it. Incidentally, this rule also prevents the detection of visual illusions at Touch range by simply seeing (touching with your eyes) the species. An illusion-detecting spell would need to target object from which the species originate, not the species themselves.

= References

* [[ArM5]] p. 85.

= See Also

* [[Magic Resistance Design]] for an explanation of why Magic Resistance works the way it does.
]]></text>
				</version>
			</history>
		</page>
		<page node="900">
			<name>blood_of_heroes_(virtue)</name>
			<title>Blood of Heroes (Virtue)</title>
			<keywords>Virtue, Special Virtue, Blood of Heroes, HoHTL</keywords>
			<description>Blood of Heroes Special Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129683</unix>
						<iso>2010-06-21 16:14:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Blood of Heroes (Virtue)''' as a [[Special Virtue]].

= References

* [[HoHTL]], p. 103-104
]]></text>
				</version>
			</history>
		</page>
		<page node="901">
			<name>devil_child</name>
			<title>Devil Child</title>
			<keywords>Virtue, Special Virtue, Devil Child, RoPTI</keywords>
			<description>Devil Child Special Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129683</unix>
						<iso>2010-06-21 16:14:43</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Devil Child''' as a [[Special Virtue]].

= References

* [[RoPTI]], p. 85, 100
]]></text>
				</version>
			</history>
		</page>
		<page node="902">
			<name>diabolist_(virtue)</name>
			<title>Diabolist (Virtue)</title>
			<keywords>Virtue, Special Virtue, Diabolist, RoPTI</keywords>
			<description>Diabolist Special Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129684</unix>
						<iso>2010-06-21 16:14:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Diabolist (Virtue)''' as a [[Special Virtue]].

= References

* [[RoPTI]], p. 85, 112
]]></text>
				</version>
			</history>
		</page>
		<page node="903">
			<name>the_gift_(virtue)</name>
			<title>The Gift (Virtue)</title>
			<keywords>Virtue, Special Virtue, The Gift, ArM5</keywords>
			<description>The Gift Special Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129684</unix>
						<iso>2010-06-21 16:14:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Gift (Virtue)''' as a [[Special Virtue]].

= References

* [[ArM5]], p. 36, 43
]]></text>
				</version>
			</history>
		</page>
		<page node="904">
			<name>kabbalist</name>
			<title>Kabbalist</title>
			<keywords>Virtue, Special Virtue, Kabbalist, RoPTD</keywords>
			<description>Kabbalist Special Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129684</unix>
						<iso>2010-06-21 16:14:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Kabbalist''' as a [[Special Virtue]].

= References

* [[RoPTD]], p. 142
]]></text>
				</version>
			</history>
		</page>
		<page node="905">
			<name>naphil</name>
			<title>Naphil</title>
			<keywords>Virtue, Special Virtue, Naphil, RoPTD</keywords>
			<description>Naphil Special Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129684</unix>
						<iso>2010-06-21 16:14:44</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Naphil''' as a [[Special Virtue]].

= References

* [[RoPTD]], p. 66
]]></text>
				</version>
			</history>
		</page>
		<page node="906">
			<name>perfectus</name>
			<title>Perfectus</title>
			<keywords>Virtue, Special Virtue, Perfectus, RoPTD</keywords>
			<description>Perfectus Special Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129685</unix>
						<iso>2010-06-21 16:14:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Perfectus''' as a [[Special Virtue]].

= References

* [[RoPTD]], p. 94
]]></text>
				</version>
			</history>
		</page>
		<page node="907">
			<name>summoner</name>
			<title>Summoner</title>
			<keywords>Virtue, Special Virtue, Summoner, RoPTI</keywords>
			<description>Summoner Special Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129685</unix>
						<iso>2010-06-21 16:14:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Summoner''' as a [[Special Virtue]].

= References

* [[RoPTI]], p. 86-87, 119
]]></text>
				</version>
			</history>
		</page>
		<page node="908">
			<name>zahid</name>
			<title>Zahid</title>
			<keywords>Virtue, Special Virtue, Zahid, RoPTD</keywords>
			<description>Zahid Special Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129685</unix>
						<iso>2010-06-21 16:14:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Zahid''' as a [[Special Virtue]].

= References

* [[RoPTD]], p. 117-118
]]></text>
				</version>
			</history>
		</page>
		<page node="909">
			<name>ars_notoria</name>
			<title>Ars Notoria</title>
			<keywords>Virtue, Major Hermetic Virtue, Ars Notoria, RoPTD</keywords>
			<description>Ars Notoria Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129685</unix>
						<iso>2010-06-21 16:14:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ars Notoria''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[RoPTD]], p. 92, 93, 97-100
]]></text>
				</version>
			</history>
		</page>
		<page node="91">
			<name>domus_magna</name>
			<title>Domus Magna</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205701365</unix>
						<iso>2008-03-16 22:02:45</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''domus magna''' (literally "great house") is the great covenant of the House, often the residence of the [[Primus]] and the traditional seat of power of its many affairs. Different Houses have different roles for their domus magna, according to the traditions of the House. [[House Bonisagus]], for example, harbors the leaders of the House and the [[Great Library]] in its domus magna, while in [[House Flambeau]] the domus magna is simply the current place of residence of the primus.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205887503</unix>
						<iso>2008-03-19 01:45:03</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Corrected House Flambeau's use of domus magna</comment>
					<text><![CDATA[
A '''domus magna''' (literally "great house") is the great covenant of the House, often the residence of the [[Primus]] and the traditional seat of power of its many affairs. Different Houses have different roles for their domus magna, according to the traditions of the House. [[House Bonisagus]], for example, harbors the leaders of the House and the [[Great Library]] in its domus magna, while in [[House Flambeau]] the domus magna is e ofsitournaits major tournam
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205904447</unix>
						<iso>2008-03-19 06:27:27</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added link to Flambeau tournament</comment>
					<text><![CDATA[
A '''domus magna''' (literally "great house") is the great covenant of the House, often the residence of the [[Primus]] and the traditional seat of power of its many affairs. Different Houses have different roles for their domus magna, according to the traditions of the House. [[House Bonisagus]], for example, harbors the leaders of the House and the [[Great Library]] in its domus magna, while in [[House Flambeau]] the domus magna is the site of its major [[Flambeau Tr[Flambeau|tournament]]
]]></text>
				</version>
			</history>
		</page>
		<page node="910">
			<name>chthonic_magic</name>
			<title>Chthonic Magic</title>
			<keywords>Virtue, Major Hermetic Virtue, Chthonic Magic, RoPTI</keywords>
			<description>Chthonic Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129685</unix>
						<iso>2010-06-21 16:14:45</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Chthonic Magic''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[RoPTI]], p. 83, 91, 123-124
]]></text>
				</version>
			</history>
		</page>
		<page node="911">
			<name>craft_automata_(virtue)</name>
			<title>Craft Automata (Virtue)</title>
			<keywords>Virtue, Major Hermetic Virtue, Craft Automata, HoHMC</keywords>
			<description>Craft Automata Major Hermetic Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129686</unix>
						<iso>2010-06-21 16:14:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Craft Automata (Virtue)''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[HoHMC]], p. 136
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183420</unix>
						<iso>2010-07-15 10:43:40</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Craft Automata (Virtue)''' is a [[Major Virtue|Major]] [[Hermetic Virtue]]. As its name implied, the mystery teaches the secrets of crafting automata. Although originally restricted to [[Verditius]] [[magi]], it has escaped the cult's clutches and now may be found throughout the Order. 

The construction of an automata is a rather baroque and complicated affair, both in and out of character, and except prestige it offers little benefits beyond those of a normal magic item. 

= References

* [[HoHMC]], p. 136
* See also [[Heron's Automata]]
]]></text>
				</version>
			</history>
		</page>
		<page node="912">
			<name>diedne_magic</name>
			<title>Diedne Magic</title>
			<keywords>Virtue, Major Hermetic Virtue, Diedne Magic, ArM5</keywords>
			<description>Diedne Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129686</unix>
						<iso>2010-06-21 16:14:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Diedne Magic''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="913">
			<name>elemental_magic</name>
			<title>Elemental Magic</title>
			<keywords>Virtue, Major Hermetic Virtue, Elemental Magic, ArM5</keywords>
			<description>Elemental Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129686</unix>
						<iso>2010-06-21 16:14:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Elemental Magic''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 41
]]></text>
				</version>
			</history>
		</page>
		<page node="914">
			<name>faerie_raised_magic</name>
			<title>Faerie Raised Magic</title>
			<keywords>Virtue, Major Hermetic Virtue, Faerie Raised Magic, HoHMC</keywords>
			<description>Faerie Raised Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129686</unix>
						<iso>2010-06-21 16:14:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Faerie Raised Magic''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[HoHMC]], p. 86
]]></text>
				</version>
			</history>
		</page>
		<page node="915">
			<name>flawless_magic</name>
			<title>Flawless Magic</title>
			<keywords>Virtue, Major Hermetic Virtue, Flawless Magic, ArM5</keywords>
			<description>Flawless Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129686</unix>
						<iso>2010-06-21 16:14:46</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Flawless Magic''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
			</history>
		</page>
		<page node="916">
			<name>flexible_formulaic_magic</name>
			<title>Flexible Formulaic Magic</title>
			<keywords>Virtue, Major Hermetic Virtue, Flexible Formulaic Magic, ArM5</keywords>
			<description>Flexible Formulaic Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129687</unix>
						<iso>2010-06-21 16:14:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Flexible Formulaic Magic''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
			</history>
		</page>
		<page node="917">
			<name>gentle_gift</name>
			<title>Gentle Gift</title>
			<keywords>Virtue, Major Hermetic Virtue, Gentle Gift, ArM5</keywords>
			<description>Gentle Gift Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129687</unix>
						<iso>2010-06-21 16:14:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gentle Gift''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 42
]]></text>
				</version>
			</history>
		</page>
		<page node="918">
			<name>hermetic_sorcery</name>
			<title>Hermetic Sorcery</title>
			<keywords>Virtue, Major Hermetic Virtue, Hermetic Sorcery, RoPTI</keywords>
			<description>Hermetic Sorcery Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129687</unix>
						<iso>2010-06-21 16:14:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Hermetic Sorcery''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[RoPTI]], p. 85
]]></text>
				</version>
			</history>
		</page>
		<page node="919">
			<name>holy_magic</name>
			<title>Holy Magic</title>
			<keywords>Virtue, Major Hermetic Virtue, Holy Magic, RoPTD</keywords>
			<description>Holy Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129687</unix>
						<iso>2010-06-21 16:14:47</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Holy Magic''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[RoPTD]], p. 34, 36, 66-69
]]></text>
				</version>
			</history>
		</page>
		<page node="92">
			<name>house_flambeau</name>
			<title>House Flambeau</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="8">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205702781</unix>
						<iso>2008-03-16 22:26:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''House Flambeau''' is one of the twelve [[Houses]] in the [[Order of Hermes]], with aggressive and ferocious [[magi]] specializing in combat magic. In [[Ars Magica Fifth Edition]] the canonic house is described in [[Houses of Hermes: Societates]]. 

The canonic depiction of the House was criticized for its portrayal of the Founder [[Flambeau the Founder|Flambeau]], which sought to soften the more violent and wild figure from prior editions. It was equally commended for providing a vision of magi pursuing ideals of chivalry, far beyond the stereotypical violent magi of old. 

[[HoHS]] introduced the idea of [[Milites]] modeled after knightly orders, as well as offering other "Societas Flambonis" and Flambeau archetypes that range from crusaders to orators. It also introduced a system of [[House Acclaim]] that rewards magical heroic or martial achievements, especially in the [[Flambeau Tournaments]].

===References

* The core description of the House is on [[ArM5]] page 11.
* The full canonic depiction is given on [[HoHMC]] 6-38.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1209499732</unix>
						<iso>2008-04-29 22:08:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
'''House Flambeau''' is one of the twelve [[Houses]] in the [[Order of Hermes]], with aggressive and ferocious [[magi]] specializing in combat magic. In [[Ars Magica Fifth Edition]] the canonic house is described in [[Houses of Hermes: Societates]]. 

The canonic depiction of the House was criticized for its portrayal of the Founder [[Flambeau the Founder|Flambeau]], which sought to soften the more violent and wild figure from prior editions. It was equally commended for providing a vision of magi pursuing ideals of chivalry, far beyond the stereotypical violent magi of old. 

[[HoHS]] introduced the idea of [[Milites]] modeled after knightly orders, as well as offering other "Societas Flambonis" and Flambeau archetypes that range from crusaders to orators. It also introduced a system of [[House Acclaim]] that rewards magical heroic or martial achievements, especially in the [[Flambeau Tournament|Flambeau Tournament|Flambeau Tournaments]].

===References

* The core description of the House is on [[ArM5]] page 11.
* The full canonic depiction is give
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1209501263</unix>
						<iso>2008-04-29 22:34:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>note on variant house virtues</comment>
					<text><![CDATA[
'''House Flambeau''' is one of the twelve [[Houses]] in the [[Order of Hermes]], with aggressive and ferocious [[magi]] specializing in combat magic. In [[Ars Magica Fifth Edition]] the canonic house is described in [[Houses of Hermes: Societates]]. 

The canonic depiction of the House was criticized for its portrayal of the Founder [[Flambeau the Founder|Flambeau]], which sought to soften the more violent and wild figure from prior editions. It was equally commended for providing a vision of magi pursuing ideals of chivalry, far beyond the stereotypical violent magi of old. 

[[HoHS]] introduced the idea of [[Milites]] modeled after knightly orders, as well as offering other "Societas Flambonis" and Flambeau archetypes that range from crusaders to orators. It also introduced a system of [[House Acclaim]] that rewards magical heroic or martial achievements, especially in the [[Flambeau Tournament|Flambeau Tournaments]].

Core Flambeau magi receive the free virtue [[Puissant Art]] in [[Ignem]] or [[Perdo]]. [[HoHS]] suggests, as an optional rule, allowing some Flambeau magi access to other virtues, to represent different Schools of magical combat.

Core Flambeau magi receive the free virtue [[Puissant Art]] in [[Ignem]] or [[Perdo]]. [[HoHS]] suggests, as an optional rule, allo
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1216485999</unix>
						<iso>2008-07-19 18:46:39</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added link to Durenmar article</comment>
					<text><![CDATA[
'''House Flambeau''' is one of the twelve [[Houses]] in the [[Order of Hermes]], with aggressive and ferocious [[magi]] specializing in combat magic. In [[Ars Magica Fifth Edition]] the canonic house is described in [[Houses of Hermes: Societates]]. 

The canonic depiction of the House was criticized for its portrayal of the Founder [[Flambeau the Founder|Flambeau]], which sought to soften the more violent and wild figure from prior editions. It was equally commended for providing a vision of magi pursuing ideals of chivalry, far beyond the stereotypical violent magi of old. 

[[HoHS]] introduced the idea of [[Milites]] modeled after knightly orders, as well as offering other "Societas Flambonis" and Flambeau archetypes that range from crusaders to orators. It also introduced a system of [[House Acclaim]] that rewards magical heroic or martial achievements, especially in the [[Flambeau Tournament|Flambeau Tournaments]].

Core Flambeau magi receive the free virtue [[Puissant Art]] in [[Ignem]] or [[Perdo]]. [[HoHS]] suggests, as an optional rule, allowing some Flambeau magi access to other virtues, to represent different Schools of magical combat.

=ferences

* The core description of the House is on [[ArM5]] page 11.
* The full canonic depiction is given on [[HoHMC]] 6-38.



=See Also

* [[http://www.durenmar.de/articles/flambeau.html | House Flambeau - an Alternative View]] by Lucy Hewitt (at [[http://www.durenmar.de]]
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1253208730</unix>
						<iso>2009-09-17 19:32:10</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Ad mortem incurramus."" (We charge unto death)|
|Symbol:|Angular hourglas|
|[[Primus]]:|[[Garus]]|
|[[Domus Magna]]:|[[Castra solis]]|

'''House Flambeau''' is one of the twelve [[Houses]] in the [[Order of Hermes]], with aggressive and ferocious [[magi]] specializing in combat magic. In [[Ars Magica Fifth Edition]] the canonic house is described in [[Houses of Hermes: Societates]]. 

The canonic depiction of the House was criticized for its portrayal of the Founder [[Flambeau the Founder|Flambeau]], which sought to soften the more violent and wild figure from prior editions. It was equally commended for providing a vision of magi pursuing ideals of chivalry, far beyond the stereotypical violent magi of old. 

[[HoHS]] introduced the idea of [[Milites]] modeled after knightly orders, as well as offering other "Societas Flambonis" and Flambeau archetypes that range from crusaders to orators. It also introduced a system of [[House Acclaim]] that rewards magical heroic or martial achievements, especially in the [[Flambeau Tournament|Flambeau Tournaments]].

Core Flambeau magi receive the free virtue [[Puissant Art]] in [[Ignem]] or [[Perdo]]. [[HoHS]] suggests, as an optional rule, allowing some Flambeau magi access to other virtues, to represent different Schools of magical combat.

=References

* The core description of the House is on [[ArM5]] page 11.
* The full canonic depiction is given on [[HoHMC]] 6-38.

=See Also

* ''[[http://www.durenmar.de/articles/flambeau.html | House Flambeau - an Alternative View]]'' by Lucy Hewitt (at [[http://www.durenmar.de/]])
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1267063382</unix>
						<iso>2010-02-25 03:03:02</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>added notable magi</comment>
					<text><![CDATA[
|Motto:|""Ad mortem incurramus."" (We charge unto death)|
|Symbol:|Angular hourglas|
|[[Primus]]:|[[Garus]]|
|[[Domus Magna]]:|[[Castra solis]]|

'''House Flambeau''' is one of the twelve [[Houses]] in the [[Order of Hermes]], with aggressive and ferocious [[magi]] specializing in combat magic. In [[Ars Magica Fifth Edition]] the canonic house is described in [[Houses of Hermes: Societates]]. 

The canonic depiction of the House was criticized for its portrayal of the Founder [[Flambeau the Founder|Flambeau]], which sought to soften the more violent and wild figure from prior editions. It was equally commended for providing a vision of magi pursuing ideals of chivalry, far beyond the stereotypical violent magi of old. 

[[HoHS]] introduced the idea of [[Milites]] modeled after knightly orders, as well as offering other "Societas Flambonis" and Flambeau archetypes that range from crusaders to orators. It also introduced a system of [[House Acclaim]] that rewards magical heroic or martial achievements, especially in the [[Flambeau Tournament|Flambeau Tournaments]].

Core Flambeau magi receive the free virtue [[Puissant Art]] in [[Ignem]] or [[Perdo]]. [[HoHS]] suggests, as an optional rule, allowing some Flambeau magi access to other virtues, to represent different Schools of magical combat.

= Notable Magi

* [[Flambeau the Founder]]
* [[Apromor]]
* [[Elaine]]

=References

* The core description of the House is on [[ArM5]] page 11.
* The full canonic depiction is given on [[HoHMC]] 6-38.

=See Also

* ''[[http://www.durenmar.de/articles/flambeau.html | House Flambeau - an Alternative View]]'' by Lucy Hewitt (at [[http://www.durenmar.de/]])
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1267063420</unix>
						<iso>2010-02-25 03:03:40</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added Garus</comment>
					<text><![CDATA[
|Motto:|""Ad mortem incurramus."" (We charge unto death)|
|Symbol:|Angular hourglas|
|[[Primus]]:|[[Garus]]|
|[[Domus Magna]]:|[[Castra solis]]|

'''House Flambeau''' is one of the twelve [[Houses]] in the [[Order of Hermes]], with aggressive and ferocious [[magi]] specializing in combat magic. In [[Ars Magica Fifth Edition]] the canonic house is described in [[Houses of Hermes: Societates]]. 

The canonic depiction of the House was criticized for its portrayal of the Founder [[Flambeau the Founder|Flambeau]], which sought to soften the more violent and wild figure from prior editions. It was equally commended for providing a vision of magi pursuing ideals of chivalry, far beyond the stereotypical violent magi of old. 

[[HoHS]] introduced the idea of [[Milites]] modeled after knightly orders, as well as offering other "Societas Flambonis" and Flambeau archetypes that range from crusaders to orators. It also introduced a system of [[House Acclaim]] that rewards magical heroic or martial achievements, especially in the [[Flambeau Tournament|Flambeau Tournaments]].

Core Flambeau magi receive the free virtue [[Puissant Art]] in [[Ignem]] or [[Perdo]]. [[HoHS]] suggests, as an optional rule, allowing some Flambeau magi access to other virtues, to represent different Schools of magical combat.

= Notable Magi

* [[Flambeau the Founder]]
* [[Apromor]]
* [[Elaine]]
* [[Garus]]

=References

* The core description of the House is on [[ArM5]] page 11.
* The full canonic depiction is given on [[HoHMC]] 6-38.

=See Also

* ''[[http://www.durenmar.de/articles/flambeau.html | House Flambeau - an Alternative View]]'' by Lucy Hewitt (at [[http://www.durenmar.de/]])
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1268430258</unix>
						<iso>2010-03-12 22:44:18</iso>
					</timestamp>
					<author>pm</author>
					<comment>Added symbol of House as external file</comment>
					<text><![CDATA[
{{figure|http://images3.wikia.nocookie.net/arsmagica/en/images/0/06/Flambeausymbol.jpg|Symbol of House Flambeau}}

|Motto:|""Ad mortem incurramus."" (We charge unto death)|
|Symbol:|Angular hourglas|
|[[Primus]]:|[[Garus]]|
|[[Domus Magna]]:|[[Castra solis]]|

'''House Flambeau''' is one of the twelve [[Houses]] in the [[Order of Hermes]], with aggressive and ferocious [[magi]] specializing in combat magic. In [[Ars Magica Fifth Edition]] the canonic house is described in [[Houses of Hermes: Societates]]. 

The canonic depiction of the House was criticized for its portrayal of the Founder [[Flambeau the Founder|Flambeau]], which sought to soften the more violent and wild figure from prior editions. It was equally commended for providing a vision of magi pursuing ideals of chivalry, far beyond the stereotypical violent magi of old. 

[[HoHS]] introduced the idea of [[Milites]] modeled after knightly orders, as well as offering other "Societas Flambonis" and Flambeau archetypes that range from crusaders to orators. It also introduced a system of [[House Acclaim]] that rewards magical heroic or martial achievements, especially in the [[Flambeau Tournament|Flambeau Tournaments]].

Core Flambeau magi receive the free virtue [[Puissant Art]] in [[Ignem]] or [[Perdo]]. [[HoHS]] suggests, as an optional rule, allowing some Flambeau magi access to other virtues, to represent different Schools of magical combat.

= Notable Magi

* [[Flambeau the Founder]]
* [[Apromor]]
* [[Elaine]]
* [[Garus]]

=References

* The core description of the House is on [[ArM5]] page 11.
* The full canonic depiction is given on [[HoHMC]] 6-38.

=See Also

* ''[[http://www.durenmar.de/articles/flambeau.html | House Flambeau - an Alternative View]]'' by Lucy Hewitt (at [[http://www.durenmar.de/]])
]]></text>
				</version>
			</history>
		</page>
		<page node="920">
			<name>life-linked_spontaneous_magic</name>
			<title>Life-Linked Spontaneous Magic</title>
			<keywords>Virtue, Major Hermetic Virtue, Life-Linked Spontaneous Magic, ArM5</keywords>
			<description>Life-Linked Spontaneous Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129688</unix>
						<iso>2010-06-21 16:14:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Life-Linked Spontaneous Magic''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 44-45
]]></text>
				</version>
			</history>
		</page>
		<page node="921">
			<name>major_magical_focus</name>
			<title>Major Magical Focus</title>
			<keywords>Virtue, Major Hermetic Virtue, Major Magical Focus, ArM5</keywords>
			<description>Major Magical Focus Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129688</unix>
						<iso>2010-06-21 16:14:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Major Magical Focus''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 45-46
]]></text>
				</version>
			</history>
		</page>
		<page node="922">
			<name>major_magical_focus_(sign_or_planet)</name>
			<title>Major Magical Focus (Sign or Planet)</title>
			<keywords>Virtue, Major Hermetic Virtue, Major Magical Focus (Sign or Planet), TMRE</keywords>
			<description>Major Magical Focus (Sign or Planet) Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129688</unix>
						<iso>2010-06-21 16:14:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Major Magical Focus (Sign or Planet)''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 36-37
]]></text>
				</version>
			</history>
		</page>
		<page node="923">
			<name>mercurian_magic</name>
			<title>Mercurian Magic</title>
			<keywords>Virtue, Major Hermetic Virtue, Mercurian Magic, ArM5</keywords>
			<description>Mercurian Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129688</unix>
						<iso>2010-06-21 16:14:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mercurian Magic''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 46
]]></text>
				</version>
			</history>
		</page>
		<page node="924">
			<name>mythic_blood_(virtue)</name>
			<title>Mythic Blood (Virtue)</title>
			<keywords>Virtue, Major Hermetic Virtue, Mythic Blood, ArM5</keywords>
			<description>Mythic Blood Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129688</unix>
						<iso>2010-06-21 16:14:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mythic Blood (Virtue)''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 47
]]></text>
				</version>
			</history>
		</page>
		<page node="925">
			<name>mythic_blood_(zmey)</name>
			<title>Mythic Blood (Zmey)</title>
			<keywords>Virtue, Major Hermetic Virtue, Mythic Blood (Zmey), HoHTL</keywords>
			<description>Mythic Blood (Zmey) Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129689</unix>
						<iso>2010-06-21 16:14:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mythic Blood (Zmey)''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 143
]]></text>
				</version>
			</history>
		</page>
		<page node="926">
			<name>potent_magic_(virtue)</name>
			<title>Potent Magic (Virtue)</title>
			<keywords>Virtue, Major Hermetic Virtue, Potent Magic, HoHMC</keywords>
			<description>Potent Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129689</unix>
						<iso>2010-06-21 16:14:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Potent Magic (Virtue)''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[HoHMC]], p. 6
]]></text>
				</version>
			</history>
		</page>
		<page node="927">
			<name>potent_magic_(sign_or_planet)</name>
			<title>Potent Magic (Sign or Planet)</title>
			<keywords>Virtue, Major Hermetic Virtue, Potent Magic (Sign or Planet), TMRE</keywords>
			<description>Potent Magic (Sign or Planet) Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129689</unix>
						<iso>2010-06-21 16:14:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Potent Magic (Sign or Planet)''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[TMRE]], p. 36-37
]]></text>
				</version>
			</history>
		</page>
		<page node="928">
			<name>secondary_insight</name>
			<title>Secondary Insight</title>
			<keywords>Virtue, Major Hermetic Virtue, Secondary Insight, ArM5</keywords>
			<description>Secondary Insight Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129689</unix>
						<iso>2010-06-21 16:14:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Secondary Insight''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[ArM5]], p. 48
]]></text>
				</version>
			</history>
		</page>
		<page node="929">
			<name>tamed_magic_(virtue)</name>
			<title>Tamed Magic (Virtue)</title>
			<keywords>Virtue, Major Hermetic Virtue, Tamed Magic, HoHTL</keywords>
			<description>Tamed Magic Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129689</unix>
						<iso>2010-06-21 16:14:49</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Tamed Magic (Virtue)''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[HoHTL]], p. 107
]]></text>
				</version>
			</history>
		</page>
		<page node="93">
			<name>house_merinita</name>
			<title>House Merinita</title>
			<language>en</language>
			<tags>
				<tag>Order of Hermes</tag>
			</tags>
			<history size="6">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205704137</unix>
						<iso>2008-03-16 22:48:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''House Merinita'' is one of the twelve [[Houses]] of the [[Order of Hermes]], focused on the world of faeries. In [[Ars Magica Fifth Edition]] it is a [[Mystery Cult]], and is described in detail in [[Houses of Hermes: Mystery Cults]]. The house is led by [[Handri]] from its [[domus magna]] [[Irencillia], in the [[Rhine Tribunal]].

The canonic House has little internal structure, being a "contrary crowd of disparate groups". [[HoHMC]] presents several groups of Merinitia magi, wielding different [[Inner Mysteries]] and pursuing different goals and ideals. These vary from the [[True Merinitae]] that pursue the Founder's original nature mysteries to the Keepers of Stories who seek immortality through legends and pursue the magic of stories. Familiars are highly sought after, although [[Faerie Familiars]] pose problems as their fickle nature erodes the standard Cords - the House has developed imperfect solutions to this problem.

===References

* The core description of the House is on [[ArM5]] 12.
* The detailed canonic description is given on [[HoHMC]] 75-106.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205862289</unix>
						<iso>2008-03-18 18:44:49</iso>
					</timestamp>
					<author>Yair</author>
					<comment>various</comment>
					<text><![CDATA[
'''House Merinita'''' is one of the twelve [[Houses]] of the [[Order of Hermes]], focused on the world of faeries. In [[Ars Magica Fifth Edition]] it is a [[Mystery Cult]], and is described in detail in [[Houses of Hermes: Mystery Cults]]. The house is led by [[Handri]] from its [[domus magna]] [[Irencillia], in the [[Rhine Tribunal]].

The canonic House has little internal structure, being a "contrary crowd of disparate groups". [[HoHMC]] presents several groups of Merinita magi, wielding different [[Inney Mystery|Inner Mysteries]] and pursuing different goals and ideals. These vary from the [[True Merinitae]] that pursue the Founder's original nature mysteries to the Keepers of Stories who seek immortality through legends and pursue the magic of stories. Familiars are highly sought after, although [[Faerie Familiar|Faerie Familiars]] pose problems as their fickle nature erodes the standard Cords ture erodes the standard Cords - the House has developed imperfect solutions to this problem.

===References

* The core description of the House is on [[ArM5]] 12.
* The detailed canonic descriptio
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205862364</unix>
						<iso>2008-03-18 18:46:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
'''House Merinita''' is one of the twelve [[Houses]] of the [[Order of Hermes]], focused on the world of faeries. In [[Ars Magica Fifth Edition]] it is a [[Mystery Cult]], and is described in detail in [[Houses of Hermes: Mystery Cults]]. The house is led by [[Handri]] from its [[domus magna]] [[Irencillia]], in the [[Rhine Tribunal]].

The canonic House has little internal structure, being a "contrary crowd of disparate groups". [[HoHMC]] presents several groups of Merinita magi, wielding different [[Inner Mystery|Inner Mysteries]] and pursuing different goals and ideals. These vary from the [[True Merinitae]] that pursue the Founder's original nature mysteries to the Keepers of Stories who seek immortality through legends and pursue the magic of stories. Familiars are highly sought after, although [[Faerie Familiar|Faerie Familiars]] pose problems as their fickle nature erodes the standard [[Familiar Cords|Cords]] liar Cords|Cords]] - the House has developed imperfect solutions to this problem.

===References

* The core description of the House is on [[ArM5]] 12.
* The detailed canonic description is given o
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1206459163</unix>
						<iso>2008-03-25 16:32:43</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added link</comment>
					<text><![CDATA[
'''House Merinita''' is one of the twelve [[Houses]] of the [[Order of Hermes]], focused on the world of faeries. In [[Ars Magica Fifth Edition]] it is a [[Mystery Cult]], and is described in detail in [[Houses of Hermes: Mystery Cults]]. The house is led by [[Handri]] from its [[domus magna]] [[Irencillia]], in the [[Rhine Tribunal]].

The canonic House has little internal structure, being a "contrary crowd of disparate groups". [[HoHMC]] presents several groups of Merinita magi, wielding different [[Inner Mystery|Inner Mysteries]] and pursuing different goals and ideals. These vary from the [[True Merinitae]] that pursue the Founder's original nature mysteries to the [[Keepers of Stories]] s]] who seek immortality through legends and pursue the magic of stories. Familiars are highly sought after, although [[Faerie Familiar|Faerie Familiars]] pose problems as their fickle nature erodes the standard [[Familiar C - the House has developed imperfect solutions to this problem.

===References

* The core description of the House is on [[ArM5]] 12.
* The detailed canonic description is given on [[HoHMC]] 75-106.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1207605378</unix>
						<iso>2008-04-07 23:56:18</iso>
					</timestamp>
					<author>Yair</author>
					<comment>author recognition</comment>
					<text><![CDATA[
'''House Merinita''' is one of the twelve [[Houses]] of the [[Order of Hermes]], focused on the world of faeries. In [[Ars Magica Fifth Edition]] it is a [[Mystery Cult]], and is described in detail in [[Houses of Hermes: Mystery Cults]]. The house is led by [[Handri]] from its [[domus magna]] [[Irencillia]], in the [[Rhine Tribunal]].

The canonic House has little internal structure, being a "contrary crowd of disparate groups". [[HoHMC]] presents several groups of Merinita magi, wielding different [[Inner Mystery|Inner Mysteries]] and pursuing different goals and ideals. These vary from the [[True Merinitae]] that pursue the Founder's original nature mysteries to the [[Keepers of Stories]] who seek immortality through legends and pursue the magic of stories. Familiars are highly sought after, although [[Faerie Familiar|Faerie Familiars]] pose problems as their fickle nature erodes the standard [[Familiar Cords]] - the House has developed imperfect solutions to this problem.

===References

* The core description of the House is on [[ArM5]] 12.
* The detailed canonic description, written by [[Erik Dahl]], iwritten by [[Erik Dahl]], is
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1253208048</unix>
						<iso>2009-09-17 19:20:48</iso>
					</timestamp>
					<author>pm</author>
					<comment>Tabular statistics added.</comment>
					<text><![CDATA[
|Motto:|""Natura veritas unica."" (Nature is the only truth)|
|Symbol:|Oak tree in circle|
|[[Primus]]:|[[Handri]]|
|[[Domus Magna]]:|[[Irencillia]]|

'''House Merinita''' is one of the twelve [[Houses]] of the [[Order of Hermes]], focused on the world of faeries. In [[Ars Magica Fifth Edition]] it is a [[Mystery Cult]], and is described in detail in [[Houses of Hermes: Mystery Cults]]. The house is led by [[Handri]] from its [[domus magna]] [[Irencillia]], in the [[Rhine Tribunal]].

The canonic House has little internal structure, being a "contrary crowd of disparate groups". [[HoHMC]] presents several groups of Merinita magi, wielding different [[Inner Mystery|Inner Mysteries]] and pursuing different goals and ideals. These vary from the [[True Merinitae]] that pursue the Founder's original nature mysteries to the [[Keepers of Stories]] who seek immortality through legends and pursue the magic of stories. Familiars are highly sought after, although [[Faerie Familiar|Faerie Familiars]] pose problems as their fickle nature erodes the standard [[Familiar Cords]] - the House has developed imperfect solutions to this problem.

= References

* The core description of the House is on [[ArM5]] 12.
* The detailed canonic description, written by [[Erik Dahl]], is given on [[HoHMC]] 75-106.
]]></text>
				</version>
			</history>
		</page>
		<page node="930">
			<name>twilight_mastery</name>
			<title>Twilight Mastery</title>
			<keywords>Virtue, Major Hermetic Virtue, Twilight Mastery, GotF</keywords>
			<description>Twilight Mastery Major Hermetic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129690</unix>
						<iso>2010-06-21 16:14:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Twilight Mastery''' as a [[Major Virtue|Major]] [[Hermetic Virtue]].

= References

* [[GotF]], p. 39
]]></text>
				</version>
			</history>
		</page>
		<page node="931">
			<name>charmed_life_(virtue)</name>
			<title>Charmed Life</title>
			<keywords>Virtue, Major Heroic Virtue, Charmed Life, HoHTL</keywords>
			<description>Charmed Life Major Heroic Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129690</unix>
						<iso>2010-06-21 16:14:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Charmed Life (Virtue)''' as a [[Major Virtue|Major]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 104
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279192832</unix>
						<iso>2010-07-15 13:20:32</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Charmed Life''' is a [[Major Virtue|Major]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 104
]]></text>
				</version>
			</history>
		</page>
		<page node="932">
			<name>invisible_to_magic_(virtue)</name>
			<title>Invisible to Magic (Virtue)</title>
			<keywords>Virtue, Major Heroic Virtue, Invisible to Magic, HoHTL</keywords>
			<description>Invisible to Magic Major Heroic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129690</unix>
						<iso>2010-06-21 16:14:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Invisible to Magic (Virtue)''' as a [[Major Virtue|Major]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 106
]]></text>
				</version>
			</history>
		</page>
		<page node="933">
			<name>mythic_mimicry_(virtue)</name>
			<title>Mythic Mimicry (Virtue)</title>
			<keywords>Virtue, Major Heroic Virtue, Mythic Mimicry, HoHTL</keywords>
			<description>Mythic Mimicry Major Heroic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129690</unix>
						<iso>2010-06-21 16:14:50</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mythic Mimicry (Virtue)''' as a [[Major Virtue|Major]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 107
]]></text>
				</version>
			</history>
		</page>
		<page node="934">
			<name>vis_sensitivity_(virtue)</name>
			<title>Vis Sensitivity (Virtue)</title>
			<keywords>Virtue, Major Heroic Virtue, Vis Sensitivity, HoHTL</keywords>
			<description>Vis Sensitivity Major Heroic Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129691</unix>
						<iso>2010-06-21 16:14:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Vis Sensitivity (Virtue)''' as a [[Major Virtue|Major]] [[Heroic Virtue]].

= References

* [[HoHTL]], p. 107-108
]]></text>
				</version>
			</history>
		</page>
		<page node="935">
			<name>animae_magic_(virtue)</name>
			<title>Animae Magic (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Animae Magic, HoHMC</keywords>
			<description>Animae Magic Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129691</unix>
						<iso>2010-06-21 16:14:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Animae Magic (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 92, 94-95
]]></text>
				</version>
			</history>
		</page>
		<page node="936">
			<name>ascendancy_to_the_hall_of_heroes</name>
			<title>Ascendancy to the Hall of Heroes</title>
			<keywords>Virtue, Major Mystery Virtue, Ascendancy to the Hall of Heroes, TMRE</keywords>
			<description>Ascendancy to the Hall of Heroes Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129691</unix>
						<iso>2010-06-21 16:14:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ascendancy to the Hall of Heroes''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 82-86
]]></text>
				</version>
			</history>
		</page>
		<page node="937">
			<name>automata_(virtue)</name>
			<title>Automata (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Automata, HoHMC</keywords>
			<description>Automata Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129691</unix>
						<iso>2010-06-21 16:14:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Automata (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 128-131
]]></text>
				</version>
			</history>
		</page>
		<page node="938">
			<name>becoming_(virtue)</name>
			<title>Becoming (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Becoming, HoHMC</keywords>
			<description>Becoming Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129691</unix>
						<iso>2010-06-21 16:14:51</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Becoming (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 93-96
]]></text>
				</version>
			</history>
		</page>
		<page node="939">
			<name>bind_curse_(virtue)</name>
			<title>Bind Curse (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Bind Curse, HoHMC</keywords>
			<description>Bind Curse Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129692</unix>
						<iso>2010-06-21 16:14:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bind Curse (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 131-134
]]></text>
				</version>
			</history>
		</page>
		<page node="94">
			<name>hermetic_society</name>
			<title>Hermetic Society</title>
			<language>en</language>
			<history size="21">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205733591</unix>
						<iso>2008-03-17 06:59:51</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals], so [[Hermetic]] society is somewhat different in different regions. To this one should add the complications of social structures such as one's [[House]], [[Mystery Cults]], [[covenant]], and free societies of magi - and the resulting picture is very fragmented indeed.Nevertheless, Hermetic society can be described in broad strokes.

Eremites [[The Mysteries]] (Fourth Edition, 2000) page 9.
Apprentice, Journeyman, Master GotF 22 Archmage 24
Praeco
Gilds 27
Peregrinnatores GotF 20
Chapter Houses SoI ??
Eremite 7 (glossary)
Exoteric Mysteries / Mystery Houses TMRE 4; Esoteric Mysteries/ Mystery Cults
Mystagogue 13
Liege & Vassal LiLi 28
Eremites & Cenobites LiLi 30 (community of independent magi)
Colentes Arcanorum TL 10; Tenetes Occultorum 12; Colloquium Delectorum 13
Seekers 15
Folios 22
House Acclaim 21
Traditionalists/Transitionalists 41
Quaestitor 61, 67
Hoplite 67,70
Custos 70
Amici 47
Presiding Quaestior 64
Redcap 81
Societas Merceris
Exarch 121
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205750236</unix>
						<iso>2008-03-17 11:37:16</iso>
					</timestamp>
					<author>Yair</author>
					<comment>real initial version</comment>
					<text><![CDATA[
Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals], so [[Hermetic]] society is somewhat different in different regions. To this one should add the complications of social structures such as one's [[House]], [[Mystery Cults]], [[covenant]], and free societies of magi - and the resulting picture is very fragmented indeed.  Nevertheless, Hermetic society can be described in broad strokes.

ach house is headed by a [[Primus]]. The powers and authorities of the Primus vary from House to House, but all Primi deserve a seat in the [[Grand Tribunal]] and have the power - at least formally - to denounce a magus from their House, making his [[Orbus]]. Most Primi wield substantial power over their House members, directly or through respect, and are major political figures.

The most consistent social structures in the Order are probably those revolving around the conductance of [[Tribunal]] sessions. The [[Praeco]] presides over the proceedings, holding many procedural powers (see [[ArM5]] 14) and therefore much political clout. Usually all political factions attempt to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on the conductance of the Tribunal. The Praeco is traditionally the oldest member of the tribunal, although there are exceptions (in the [[Rhine Tribunal]], for example, the Praeco is always the [[Primus]] of [[House Bonisagus]]). 

Another key role in the running of the tribunal is the [[Presiding Quaesitor]]. Due to his power to veto a tribunal ruling or even void an entire session ([[ArM5]] 14, [[HoHTL]] 64) and his prestige, a presiding Quaesitor is often one of the most politically powerful persons in the tribunal. Elected by the tribunal's Quaesitors ([[HoHTL]] 64),the presiding Quaesitor is the final legal authority in the Tribunal, and is a member of the [[Magvillus Council]]. Whereas a Praeco is chosen for life, however, a presiding Quaesitor is chosen for seven-year periods, and usually serves only for up to three terms of office (at least consecutively).

Related to this role is the position of [[Quaesitor]]. A typical tribunal has a fair number of Quaesitors, including some who are not members of [[House Guernicus]] ([[HoHTL]] 44), which act as the Order's judges, investigators, and more. In some sagas and tribunals the Quaesitors are seen as important pillars of Hermetic community, providing law and order. In others they are seen as scheming politicos advancing their own obscure agendas. In canonic Ars Magica, Quaesitors enjoy a priviliged position and are accorded certain exceptional rights under the Code ([[HoHTL]] 61-64).

In most tribunals two magi (the presiding Quaesitor and one more Quesitor) are members of the [[Magvillus Council]]. As such they are privy to the inner workings of the Guernicus legal councils and are generally afforded greater respect than other Quaesitors. Another Quaesitorial positon of importance is that of Advisor to the Presiding Quaesitor - a role again assigned to two Quaesitors of the Tribunal.

Providing muscle for the Quaesitors and generally enforcing the Order's laws in an often vigilante manner are the [[Hoplites]]. This is an unofficial position, but one cherished by many [[Flambeau]] magi. See [[HoHTL]] 67,70 and [[HoHS]] 18.

While all magi have equal votes, not all magi are equal in their magical power. The most powerful magi are known as [[Archmagi]], a position that has been formalized in the [[Rhine Tribunal]] (see [[GotF]] 24) and perhaps in other tribunals. While in the [[Rhine Tribunal]] archmagi gain increased voting power, an archmagus' real power is in his reputation as a powerful magus. Archmagi often accrue great political power due to their demonstrated magical prowess. Rumors circulate that they are all members of a secret [[cabal]] that clandestinely controls the Order, but this is usually scoffed as wild rumours.

There are, of course, other ways of obtaining prestige. Noteworthy ones include winning the position of champion on [[Flambeau Tournaments]], winning the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or inadvertantly winning an [[Eristic Moot]] as an observer (although this risks being "adopted" into House Tytalus). Just general old-fashioned achievement can aslo serve to bolster one's [[Reputation]] and status in Hermetic circles.

A key social distinction is that between an experienced magus and a young one, nearly fresh out of apprenticeship. This distinction has been formalized in the [[Rhine Tribunal]] into the positons of a [[Journeyman]] and a [[Master]] magus (see [[GotF]] 22). While the positions may be less formal in other tribunals, it is generally universally true that a young magus enjoys far less respect from his peers.

Of special note is the position of [[Exarch]] in [[House Tremere]] (see [[HoHTL]] 121). The exarch coordinates the efforts of the [[House]] in the tribunal, and directs the votes of all its members. As such, his power may be extreme, depending on the presence of Tremere magi in the regional Tribunal. Young Tremere magi hold no political power at all, only [[Experienced Tremere Magi]] have votes and so wield any political weight, but their power is nullified if the exarch demands they vote in a certain manner.

Magi expelled from their House are often accepted as [[Magi Orbi]] into [[House Ex Miscellenea]] (see [[HoHS]] 106). Depending on the terms of their banishment from their House, they are often treated with contempt by other magi and may even be the target of [[Wizard Wars]]. It usually takes a few generations to cleanse the bad reputation and be considered a normal [[Ex Miscellenea]] magus, or join another [[House]].

A related concept is the [[Gorgiastics]] (see [[HoHMC]]52). These are magi rejected from House Criamon, but they are not expelled from the House until they are assured acceptance into House Ex Miscellenea or some other House. Thus while most Gorgiastic magi are also Magi Orbi, some still formally belong to House Criamon and others belong to other Houses.

===Non-Magi

A lowly but ever-present political stature is that of a [[Redcap]]. Redcaps are formally [[magi]], and are furthermore accorded certain rights above and beyond normal magi in order to facilitate their role as messengers. Despite this, being [[The Gift|unGifted]] means that Redcaps are not seen as true magi, and instead act to fulfill various supportive roles - primarily as the messengers and bankers of the Order.

Not magi yet not mundanes, [[apprentices]] and [[familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a young child, and a familiar is accorded respect similar to that of a spouse.

Even mundanes are not all equal in Hermetic society. [[Custos]] are the elite and most respected grogs. Although not given any protection or status under the Code, custos are often highly valued by magi. 

===Covenants

Most magi belong to [[covenants]] of peers recognized by their respective Tribunals. Some, however, choose to lead a life of solitude, divorced from the companionship of other magi, living as hermits without the company of the sodales. These are known as [[eremites]], and are afforded great respect in the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[TMRE]] 7 and [[tLatL]] 30.] 

Magi often visit other covenants or even tribunals, staying as guests. Known as [[Peregrinatores]] in the [[Rhine Tribunal]] ([[GotF]] 20), most Tribunals welcome guests and establish traditions of hospitality.

Many tribunals have strict requirements for the formation of new covenants. However, the Code provides relatively few measures to prohibit the establishment of unofficial covenants. Such magi, known as [[cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Covenants are not equally independent. In the [[Normandy Tribunal]] a tradition of [[ower ovCovenant|vassal]] and [[Liege Covenant|liege]] covenants has developed along Feudal lines (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter ng ar|chapter houses]] has developed, aloprothe lines of monastic orders (see [[rMI]] 10; note that thi4)he non-Canonical). r
===Societas and Other Associations

Beyond the four [[Societas]] that from the great Societas Houses of the Order, there are a multitude of other free associations of magi in the Order, ranging from [[Mystery Cults]] to personal affections.

In the [[Rhine Tribunal]], magi associate with political factions known as [[Gilds]] (see [[GotF]] 27). This is rare in other tribunals, however. Most Hermetic Societates - except for the major Houses - are less overtly political, and are often of a personal nature.

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute.

Some societates open to members of many Houses include the Jerbiton [[Leagues]] ([[HoHS]] 53). Non-Tytalus magi are also sometimes invited to [[eristic Moots]] ([[HoHS]] 81).

There ore many other societies and organizations in the Order that share bonds of interest or affinity and may act as a single political entity. These include various [[Societas]] in House Flambeau and Mercere, secretive [[Mystery Cults]], Bjornaer [[Septs]] ([[HoHMC]] 11), Verditius Confraternities ([[HoHMC]] 1ch), and more. Many of these organizations contains elements of status and rank. 

===Hermetic Festivals

The chief Hermetic social ritual is without doubt the [[Tribunals]], including the periodic regional Tribunal sessions and the [[Grand Tribunal]] sessions. A second social ritual common throughout the Order is the casting of the [[Aegis of the Hearth]] at the winter solstice. Hermetic society knows many other rituals, however, even if they are more limited in scope.

Several Houses have traditions of periodic gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC]] 116), the ceremonial murder of the Criamon Prima ([[HoHMC]] 55), the [[Flambeau Tournaments]] ([[HoHS]] 20; these are open to non-House members), the Jerbiton ([[HoHS]] 51) or Tytalan ([[HoHS]] 81) practice of choosing a new Primus, and the Decennial meetings of House Tremere ([[HoHTL]] 123-125). Some traditions of partial gatherings also exist, such as the [[Eristic Moots]] of [[House Tytalus]] ([[HoHS]] 81) or the less-grand [[Flambeau Tournaments]]. 

Some tribunals developed regional traditions. In the [[Novgorod Tribunal]], an [[Hermetic Tourney]] is used to distribute raw vis resources (see [[tLatL]] 31). Some tribunals have [[Ceremonies of Welcome]] to usher in new magi.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205751449</unix>
						<iso>2008-03-17 11:57:29</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], so [[Hermetic]] society is somewhat different in different regions. To this one should add the complications of social structures such as [[Houses]], [[Mystery Cults]], [[covenants]], and free societies of magi - and the resulting picture is very fragmented indeed. Nevertheless, Hermetic society can be described in broad strokes.

Each house is headed by a [[Primus]]. The powers and authorities of the Primus vary from House to House, but all Primi deserve a seat in the [[Grand Tribunal]] and have the power - at least formally - to denounce a magus from their House, making his [[Orbus]]. Most Primi wield substantial power over their House members, directly or through respect, and are major political figures.

The most consistent social structures in the Order are probably those revolving around the conductance of [[Tribunal]] sessions. The [[Praeco]] presides over the proceedings, holding many procedural powers (see [[ArM5]] 14) and therefore much political clout. Usually all political factions attempt to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. The Praeco is traditionally the oldest member of the tribunal, although there are ens (in the [[Rhine Tribunal]], for example, the Praeco is always the [[Primus]] of [[House Bonisagus]]). 

Another key role in the running of the tribunal is the [[Presiding Quaesitor]]. Due to his power to veto a tribunal ruling or even void an entire session ([[ArM5]] 14, [[HoHTL]] 64) and his prestige, a presiding Quaesitor is often one of the most politically powerful persons in the tribunal. Elected by the tribunal's Quaesitors ([[HoHTL]] 64),the presiding Quaesitor is the final legal authority in the Tribunal, and is a member of the [[Magvillus Council]]. Whereas a Praeco is chosen for life, however, a presiding Quaesitor is chosen for seven-year periods, and usually serves only for up to three terms of office (at least consecutively).

Related to this role is the position of [[Quaesitor]]. A typical tribunal has a fair number of Quaesitors, including some who are not members of [[House Guernicus]] ([[HoHTL]] 44), which act as the Order's judges, investigators, and more. In some sagas and tribunals the Quaesitors are seen as important pillars of Hermetic community, providing law and order. In others they are seen as scheming politicos advancing their own obscure agendas. In canonic Ars Magica, Quaesitors enjoy a priviliged position and are accorded certain exceptional rights under the Code ([[HoHTL]] 61-64).

In most tribunals two magi (the presiding Quaesitor and one more Quesitor) are members of the [[Magvillus Council]]. As such they are privy to the inner workings of the Guernicus legal councils and are generally afforded greater respect than other Quaesitors. Another Quaesitorial positon of importance is that of Advisor to the Presiding Quaesitor - a role again assigned to two Quaesitors of the Tribunal.

Providing muscle for the Quaesitors and generally enforcing the Order's laws in an often vigilante manner are the [[Hoplites]]. This is an unofficial position, but one cherished by many [[Flambeau]] magi. See [[HoHTL]] 67,70 and [[HoHS]] 18.

While all magi have equal votes, not all magi are equal in their magical power. The most powerful magi are known as [[Archmagi]], a position that has been formalized in the [[Rhine Tribunal]] (see [[GotF]] 24) and perhaps in other tribunals. While in the [[Rhine Tribunal]] archmagi gain increased voting power, an archmagus' real power is in his reputation as a powerful magus. Archmagi often accrue great political power due to their demonstrated magical prowess. Rumors circulate that they are all members of a secret [[cabal]] that clandestinely controls the Order, but this is usually scoffed as wild rumours.

There are, of course, other ways of obtaining prestige. Noteworthy ones include winning the position of champion on [[Flambeau Tournaments]], winning the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or inadvertantly winning an [[Eristic Moot]] as an observer (although this risks being "adopted" into House Tytalus). Just general old-fashioned achievement can aslo serve to bolster one's [[Reputation]] and status in Hermetic circles.

A key social distinction is that between an experienced magus and a young one, nearly fresh out of apprenticeship. This distinction has been formalized in the [[Rhine Tribunal]] into the positons of a [[Journeyman]] and a [[Master]] magus (see [[GotF]] 22). While the positions may be less formal in other tribunals, it is generally universally true that a young magus enjoys far less respect from his peers.

Of special note is the position of [[Exarch]] in [[House Tremere]] (see [[HoHTL]] 121). The exarch coordinates the efforts of the [[House]] in the tribunal, and directs the votes of all its members. As such, his power may be extreme, depending on the presence of Tremere magi in the regional Tribunal. Young Tremere magi hold no political power at all, only [[Experienced Tremere Magi]] have votes and so wield any political weight, but their power is nullified if the exarch demands they vote in a certain manner.

Magi expelled from their House are often accepted as [[Magi Orbi]] into [[House Ex Miscellenea]] (see [[HoHS]] 106). Depending on the terms of their banishment from their House, they are often treated with contempt by other magi and may even be the target of [[Wizard Wars]]. It usually takes a few generations to cleanse the bad reputation and be considered a normal [[Ex Miscellenea]] magus, or join another [[House]].

A related concept is the [[Gorgiastics]] (see [[HoHMC]]52). These are magi rejected from House Criamon, but they are not expelled from the House until they are assured acceptance into House Ex Miscellenea or some other House. Thus while most Gorgiastic magi are also Magi Orbi, some still formally belong to House Criamon and others belong to other Houses.

===Non-Magi

A lowly but ever-present political stature is that of a [[Redcap]]. Redcaps are formally [[magi]], and are furthermore accorded certain rights above and beyond normal magi in order to facilitate their role as messengers. Despite this, being [[The Gift|unGifted]] means that Redcaps are not seen as true magi, and instead act to fulfill various supportive roles - primarily as the messengers and bankers of the Order.

Not magi yet not mundanes, [[apprentices]] and [[familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a young child, and a familiar is accorded respect similar to that of a spouse.

Even mundanes are not all equal in Hermetic society. [[Custos]] are the elite and most respected grogs. Although not given any protection or status under the Code, custos are often highly valued by magi. 

===Covenants

Most magi belong to [[covenants]] of peers recognized by their respective Tribunals. Some, however, choose to lead a life of solitude, divorced from the companionship of other magi, living as hermits without the company of the sodales. These are known as [[eremites]], and are afforded great respect in the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[TMRE]] 7 and [[tLatL]] 30.] 

Magi often visit other covenants or even tribunals, staying as guests. Known as [[Peregrinatores]] in the [[Rhine Tribunal]] ([[GotF]] 20), most Tribunals welcome guests and establish traditions of hospitality.

Many tribunals have strict requirements for the formation of new covenants. However, the Code provides relatively few measures to prohibit the establishment of unofficial covenants. Such magi, known as [[cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Covenants are not equally independent. In the [[Normandy Tribunal]] a tradition of [[Vassal Covenant|vassal]] and [[Liege Covenant|liege]] covenants has developed along Feudal lines (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical). 

===Societas and Other Associations

Beyond the four [[Societas]] that from the great Societas Houses of the Order, there are a multitude of other free associations of magi in the Order, ranging from [[Mystery Cults]] to personal affections.

In the [[Rhine Tribunal]], magi associate with political factions known as [[Gilds]] (see [[GotF]] 27). This is rare in other tribunals, however. Most Hermetic Societates - except for the major Houses - are less overtly political, and are often of a personal nature.

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute.

Some societates open to members of many Houses include the Jerbiton [[Leagues]] ([[HoHS]] 53). Non-Tytalus magi are also sometimes invited to [[Eristic Moots]] ([[HoHS]] 81), and any magus is welcome to a [[Flambeau Tournament]] ([[HoHS]] 20).

There are many other societies and organient]] ([[HoHS]] 20).

There are many other societies and organizations in the Order that share bonds of interest or affinity and may act as a single political entity. These include various [[Societas]] in House Flambeau and Mercere, secretive [[Mystery Cults]], Bjornaer [[Septs]] ([[HoHMC]] 11), Verditius Confraternities ([[HoHMC]] 121), and more. Many of these organizations contains elements of status and rank. 

===Hermetic Festivals

The chief Hermetic social ritual is without doubt the [[Tribunals]], including the periodic regional Tribunal sessions and the [[Grand Tribunal]] sessions. A second social ritual common throughout the Order is the casting of the [[Aegis of the Hearth]] at the winter solstice. Hermetic society knows many other rituals, however, even if they are more limited in scope.

Several Houses have traditions of periodic gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC]] 116), the ceremonial murder of the Criamon Prima ([[HoHMC]] 55), the [[Flambeau Tournaments]] ([[HoHS]] 20; these are open to non-House members), the Jerbiton ([[HoHS]] 51) or Tytalan ([[HoHS]] 81) practice of choosing a new P16, 1rimus, and the Decennial meetings of House Tremere ([[HoHTL]] 116, 123-125). Some traditions of partial gatherings also exist, such as the [[Eristic Moots]] of [[House Tytalus]] ([[HoHS]] 81) or the less-grand [[Flambeau Tournaments]]. 

Some tribunals developed regional traditions. In the [[Novgorod Tribunal]], an [[Hermetic Tourney]] is used to distribute raw vis resources (see [[tLatL]] 31).
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1205766011</unix>
						<iso>2008-03-17 16:00:11</iso>
					</timestamp>
					<author>Yair</author>
					<comment>third time the charm</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal||regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praecor life. This makes him perhaps the most politically influential person in the Tribunal. The different poPerhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is aleir interests in Tribunal. Perhaps due to t, which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a respected status in canonic Hermetic society, and are accorded eity to investigate and decla[[Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.osition indicates the respect of the Tribunal's community of Quaesitors, which are [[|Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the hen push comes to shove - the direct threat of being declared [[Orbus]] and expelled tLatL]] 30, and a brief note on [[TMRE]] 7.]

There, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[hedge wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigils]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[parens]]. 

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), covenants often find themselves in various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defne inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer Septs ([[HoHMC]] 11), Verditius Confratenties ([[HoHMC]] 121), Tytalus Cabals ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] ed Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|region These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. [Note: Merinitia example appropriate!]

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve C]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional cu 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting oving as the Order's trade and communicatio

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies oer in Hermetic introduce A magus' 

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[apprentices]] and [[familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or customs.
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1205767023</unix>
						<iso>2008-03-17 16:17:03</iso>
					</timestamp>
					<author>Yair</author>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[hedge wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigils]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[parens]]. 

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer Septs ([[HoHMC]] 11), ore specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer Septs ([[HoHMC]] 11), Verditius Confratenties ([[HoHMC]] 121), Tytalus Cabals ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any ma

;;Note: Merinitia example appropriate!

 Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[apprentices]] and [[familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may
]]></text>
				</version>
				<version number="6">
					<timestamp tz="GMT">
						<unix>1205771608</unix>
						<iso>2008-03-17 17:33:28</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[hedge wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigils]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[parens]].

ens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer Septs ([[HoHMC]] 11), Verditius Confratenties ([[HoHMC]] 121), Tytalus Cabals ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[apprentices]] and [[familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or
]]></text>
				</version>
				<version number="7">
					<timestamp tz="GMT">
						<unix>1205773037</unix>
						<iso>2008-03-17 17:57:17</iso>
					</timestamp>
					<author>Yair</author>
					<comment>links</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[hedge wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigils]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenties]] ([[HoHMC]] 121), [[Tytalus Cabals]] ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[apprentices]] and [[familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or customs.
]]></text>
				</version>
				<version number="8">
					<timestamp tz="GMT">
						<unix>1205850410</unix>
						<iso>2008-03-18 15:26:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>links</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[hedge wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigils]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenties]] ([[HoHMC]] 121), [[Tytalus Cabals]] ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[apprentices]] and [[familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic
]]></text>
				</version>
				<version number="9">
					<timestamp tz="GMT">
						<unix>1205850693</unix>
						<iso>2008-03-18 15:31:33</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[hedge wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigils]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenties]] ([[HoHMC]] 121), [[Tytalus Cabals]] ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[apprentices]] and [[familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic
]]></text>
				</version>
				<version number="10">
					<timestamp tz="GMT">
						<unix>1205851761</unix>
						<iso>2008-03-18 15:49:21</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[hedge wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigils]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenties]] ([[HoHMC]] 121), [[Tytalus Cabals]] ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|es]] and [[Familiar|familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Herm
]]></text>
				</version>
				<version number="11">
					<timestamp tz="GMT">
						<unix>1205852109</unix>
						<iso>2008-03-18 15:55:09</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[hedge wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigils]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenties]] ([[HoHMC]] 121), [[Tytalus Cabals]] ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or
]]></text>
				</version>
				<version number="12">
					<timestamp tz="GMT">
						<unix>1205859792</unix>
						<iso>2008-03-18 18:03:12</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[hedge wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigils]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[Parens|Parens|parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenties]] ([[HoHMC]] 121), [[Tytalus Cabals]] ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or c
]]></text>
				</version>
				<version number="13">
					<timestamp tz="GMT">
						<unix>1205859887</unix>
						<iso>2008-03-18 18:04:47</iso>
					</timestamp>
					<author>Yair</author>
					<comment>singular</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[hedge wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigil]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[Parens|parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenties]] ([[HoHMC]] 121), [[Tytalus Cabals]] ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or customs.
]]></text>
				</version>
				<version number="14">
					<timestamp tz="GMT">
						<unix>1205859962</unix>
						<iso>2008-03-18 18:06:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>capitalization</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[Hedge Wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigil]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[Parens|parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenties]] ([[HoHMC]] 121), [[Tytalus Cabals]] ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC 116]]), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or customs.
]]></text>
				</version>
				<version number="15">
					<timestamp tz="GMT">
						<unix>1205861164</unix>
						<iso>2008-03-18 18:26:04</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[Hedge Wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigil]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[Parens|parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenties]] ([[HoHMC]] 121), [[Tytalus Cabals]] ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC]] 116), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or customs.
]]></text>
				</version>
				<version number="16">
					<timestamp tz="GMT">
						<unix>1205876812</unix>
						<iso>2008-03-18 22:46:52</iso>
					</timestamp>
					<author>Yair</author>
					<comment>singular</comment>
					<text><![CDATA[
Hermetic society in the [[canonic]] setting is complex and nuanced. While the [[Order of Hermes]] has only about 1200 members ([[ArM5]] 9) and a typical [[Regional Tribunal|Tribunal]] only about 100 members, these [[magi]] come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the Order is its democratic system of Tribunals. As each magus has one vote this creates a ground-base of equality among magi. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal (in the [[Rhine Tribunal]] the Praeco is always the [[Primus]] of [[House Bonisagus]]), which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled by a vote of the Tribunal's Quaesitors at the end of each Tribunal session (see [[HoHTL]] 64). This grants the Presiding Quaesitor great legal authority and commensurate political clout, but also means that his position is more precarious than that of the Praeco and often only temporary.

A typical Tribunal has perhaps a dozen [[Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). A Quaesitor's authority to investigate and declare crimes gives them considerable power in Hermetic society, somewhat corresponding to a police officer's role in modern society. Some of the Tribunals' Quaesitors may serve in the [[Magvillus Council]]  (see [[HoHTL]]), making them privy to the highest levels of legal discussions in the Order, and hence giving them greater legal authority. Another position of respect is that of Advisor to the Presiding Quaesitor; filling this position indicates the respect of the Tribunal's community of Quaesitors, which usually corresponds to greater respect amongst the Tribunal's other magi as well.

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the [[magus]]' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as their effect is usually limited in its appeal to specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]], and are usually afforded great respect throughout the Order. [The role was defined in [[The Mysteries]] (Fourth Edition, 2000); see also [[tLatL]] 30, and a brief note on [[TMRE]] 7.]

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the [[Cenobite|cenobites]] in the bottom of the social order are probably the [[Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[Hedge Wizards]] and other social misfits in the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Sigil]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[Parens|parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal]] a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders (see [[SoI]] 10; note that this is non-Canonical, but mentioned in [[GotF]] ??); these likewise create ties between the mother-house and the chapter-houses which are, effectively, vassal covenants. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different [[Houses]] exert varies, from the complete domination of all votes in the Tribunal by the Tremere [[Exarch]] to the complete irrelevance of the Ex Miscellanea Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenties]] ([[HoHMC]] 121), [[Tytalus Cabals]] ([[HoHS]]), Merinitia schools (?) ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cults]] or non-House-specific [[Societas]] such as the Jerbiton [[Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vendetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC]] 116), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of House Tremere ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include House Criamon ([[HoHMC]] 55), Jerbiton ([[HoHS]] 51), and Tytalus ([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcap|Redcap|Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include ??, whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to a mundane's family member in Hermetic circles. A magus' apprentice is often treated as a child, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or c
]]></text>
				</version>
				<version number="17">
					<timestamp tz="GMT">
						<unix>1205937906</unix>
						<iso>2008-03-19 15:45:06</iso>
					</timestamp>
					<author>Yair</author>
					<comment>minor changes</comment>
					<text><![CDATA[
Hermetic society in the [[Canon|canonic]] setting is complex and nuanced. While the [[Order of Hermes]] is limited in size ([[ArM5]] 9) and a [[Regional Tribunal|Tribunal]] probably holds less than ten score [[Magus|magi]], these come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the [[Order of Hermes|Order]] is its democratic system of [[Tribunal|Tribunals]]. As each [[Magus|magus]] has one vote this creates a ground-base of equality among [[Magus|magi]]. The most general description of the Order may be that it is a democractic society iption of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Trib, which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled through a periodic vote (see [[HoHTL]] 64). The Presiding Quaesitor thus has great legal authority and commensurate political clout, but his position is more precarious than that of the Praeco and his reign may be brief.

A typical Tribunal has perhaps a dozen [[Quaesitor|Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). All Quaesitors enjoy [[Hermetic Prestige]], and the [[Presiding Quaesitor]], his advisers, and any Quaesitor serving in the [[Magvillus Council]] (see [[HoHTL]] [[[??]]) are further appreciated. 

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status and Leadership

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the magus' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournament|Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as they tend to impress only specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. istance from the political squabbles of the Tribunal, an eremite can command much respect on those rare occasions when does emerge from his solitude to take a stand.

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to. If he maintains an air of distance from the political squabbles of the Tribunal, an eremite can command much respect on those rare occasions when does emerge from his solitude to take a stand.

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the cenobites in the bottom of the social order are probably the [[Orbus|Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[Hedge Wizard|hedge wizards]] and the other social misfits of the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Voting Sigil|Sigil]]. anizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed, influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal}Greater Alps]] and [[Rhine Tribunal|Rhine]] Tribunals, a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders; these likewise create ties between the mother-house and the chapter-houses which are similar to the liege-vassal relationship. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interest, influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal}Greater Alps]] and [[Rhine Tribunal|Rhine]] Tribunals, a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders; these likewise create ties between the mother-house and the chapter-houses which are similar to the liege-vassal relationship. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every Tribunal.ibunal by the [[House Tremere|Tremere]] [[Exarch]] to the complete irrelevance of the [[House Ex Miscellanea|Ex Miscellanea]] Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gild|Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals Houses exert varies, from the complete domination of all votes in the Tribunal by the [[House Tremere|Tremere]] [[Exarch]] to the complete irrelevance of the [[House Ex Miscellanea|Ex Miscellanea]] Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gild|Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenity|Confratenties]] ([[HoHMC]] 121), [[Tytalus cabals]] ([[HoHS]]), Merinitia schools [[??]] ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cult|Esoteric mystery cults]] or non-House-specific [[Societas]] such as the Jerbiton [[League|Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amicus|Amici]] (see [[HoHTL]] ius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, incauding the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC]] 116), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of [[House Tremere]] ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include [[House Criamon]] ([[HoHMC]] 55), [[House Jerbiton|Jerbiton]] ([[HoHS]] 51), and [[House Tytalus|Tytalus]]([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of[[House Tremere]] ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include [[House Criamon]] ([[HoHMC]] 55), [[House Jerbiton|Jerbiton]] ([[HoHS]] 51), and [[House Tytalus|Tytalus]]([[HoHS]] , but only the rare Redcap reaches a position of political significance. Examples include [[??]], whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to family members in [[Mundane|mundane]] society. A magus' apprentice is often treated as a young son, and a fam[[??]], whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to family members in [[Mundane|mundane]] society. A magus' apprentice is often treated as a young son, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals.
]]></text>
				</version>
				<version number="18">
					<timestamp tz="GMT">
						<unix>1206463898</unix>
						<iso>2008-03-25 17:51:38</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
Hermetic society in the [[Canon|canonic]] setting is complex and nuanced. While the [[Order of Hermes]] is limited in size ([[ArM5]] 9) and a [[Regional Tribunal|Tribunal]] probably holds less than ten score [[Magus|magi]], these come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the [[Order of Hermes|Order]] is its democratic system of [[Tribunal|Tribunals]]. As each [[Magus|magus]] has one vote this creates a ground-base of equality among [[Magus|magi]]. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal, which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled through a periodic vote (see [[HoHTL]] 64). The Presiding Quaesitor thus has great legal authority and commensurate political clout, but his position is more precarious than that of the Praeco and his reign may be brief.

A typical Tribunal has perhaps a dozen [[Quaesitor|Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). All Quaesitors enjoy [[Hermetic Prestige]], and the [[Presiding Quaesitor]], his advisers, and any Quaesitor serving in the [[Magvillus Council]] (see [[HoHTL]] [[[??]]) are further appreciated. 

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status and Leadership

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the magus' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournament|Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as they tend to impress only specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]]. If he maintains an air of distance from the political squabbles of the Tribunal, an eremite can command much respect on those rare occasions when does emerge from his solitude to take a stand.

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the cenobites in the bottom of the social order are probably the [[Orbus|Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[Hedge Wizard|hedge wizards]] and the other social misfits of the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Voting Sigil|Sigil]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[Parens|parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed, influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal|Greater Alps]] and [[Rhine Tribunal|Rhine]] Tribunals, a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders; these likewise create ties between the mother-house and the chapter-houses which are similar to the liege-vassal relationship. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every Tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different Houses exert varies, from the complete domination of all votes in the Tribunal by the [[House Tremere|Tremere]] [[Exarch]] to the complete irrelevance of the [[House Ex Miscellanea|Ex Miscellanea]] Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gild|Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenity|Confratenties]] ([[HoHMC]] 121), [[Tytalus cabals]] ([[HoHS]]), Merinitia schools [[??]] ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cult|Esoteric mystery cults]] or non-House-specific [[Societas]] such as the Jerbiton [[League|Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amicus|Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vandetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events. 

;;Note: Merinitia example appropriate!

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC]] 116), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of [[House Tremere]] ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include [[House Criamon]] ([[HoHMC]] 55), [[House Jerbiton|Jerbiton]] ([[HoHS]] 51), and [[House Tytalus|Tytalus]]([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcap|Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include [[??]], whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to family members in [[Mundane|mundane]] society. A magus' apprentice is often treated as a young son, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or customs.
]]></text>
				</version>
				<version number="19">
					<timestamp tz="GMT">
						<unix>1208114099</unix>
						<iso>2008-04-13 21:14:59</iso>
					</timestamp>
					<author>Yair</author>
					<comment>added Merinita example</comment>
					<text><![CDATA[
Hermetic society in the [[Canon|canonic]] setting is complex and nuanced. While the [[Order of Hermes]] is limited in size ([[ArM5]] 9) and a [[Regional Tribunal|Tribunal]] probably holds less than ten score [[Magus|magi]], these come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the [[Order of Hermes|Order]] is its democratic system of [[Tribunal|Tribunals]]. As each [[Magus|magus]] has one vote this creates a ground-base of equality among [[Magus|magi]]. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal, which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled through a periodic vote (see [[HoHTL]] 64). The Presiding Quaesitor thus has great legal authority and commensurate political clout, but his position is more precarious than that of the Praeco and his reign may be brief.

A typical Tribunal has perhaps a dozen [[Quaesitor|Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). All Quaesitors enjoy [[Hermetic Prestige]], and the [[Presiding Quaesitor]], his advisers, and any Quaesitor serving in the [[Magvillus Council]] (see [[HoHTL]] [[[??]]) are further appreciated. 

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status and Leadership

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the magus' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournament|Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as they tend to impress only specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]]. If he maintains an air of distance from the political squabbles of the Tribunal, an eremite can command much respect on those rare occasions when does emerge from his solitude to take a stand.

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the cenobites in the bottom of the social order are probably the [[Orbus|Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[Hedge Wizard|hedge wizards]] and the other social misfits of the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Voting Sigil|Sigil]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[Parens|parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed, influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal|Greater Alps]] and [[Rhine Tribunal|Rhine]] Tribunals, a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders; these likewise create ties between the mother-house and the chapter-houses which are similar to the liege-vassal relationship. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every Tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different Houses exert varies, from the complete domination of all votes in the Tribunal by the [[House Tremere|Tremere]] [[Exarch]] to the complete irrelevance of the [[House Ex Miscellanea|Ex Miscellanea]] Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gild|Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenity|Confratenties]] ([[HoHMC]] 121), [[Tytalus cabals]] ([[HoHS]]), Merinitia schools [[??]] ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cult|Esoteric mystery cults]] or non-House-specific [[Societas]] such as the Jerbiton [[League|Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amicus|Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vandetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events (for example, the Great Play of the [[Shadow Masters]]).

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC]] 116), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of [[House Tremere]] ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include [[House Criamon]] ([[HoHMC]] 55), [[House Jerbiton|Jerbiton]] ([[HoHS]] 51), and [[House Tytalus|Tytalus]]([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcap|Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include [[??]], whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to family members in [[Mundane|mundane]] society. A magus' apprentice is often treated as a young son, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or customs.
]]></text>
				</version>
				<version number="20">
					<timestamp tz="GMT">
						<unix>1208114189</unix>
						<iso>2008-04-13 21:16:29</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link correction</comment>
					<text><![CDATA[
Hermetic society in the [[Canon|canonic]] setting is complex and nuanced. While the [[Order of Hermes]] is limited in size ([[ArM5]] 9) and a [[Regional Tribunal|Tribunal]] probably holds less than ten score [[Magus|magi]], these come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the [[Order of Hermes|Order]] is its democratic system of [[Tribunal|Tribunals]]. As each [[Magus|magus]] has one vote this creates a ground-base of equality among [[Magus|magi]]. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal, which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled through a periodic vote (see [[HoHTL]] 64). The Presiding Quaesitor thus has great legal authority and commensurate political clout, but his position is more precarious than that of the Praeco and his reign may be brief.

A typical Tribunal has perhaps a dozen [[Quaesitor|Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). All Quaesitors enjoy [[Hermetic Prestige]], and the [[Presiding Quaesitor]], his advisers, and any Quaesitor serving in the [[Magvillus Council]] (see [[HoHTL]] [[[??]]) are further appreciated. 

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status and Leadership

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the magus' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournament|Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as they tend to impress only specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]]. If he maintains an air of distance from the political squabbles of the Tribunal, an eremite can command much respect on those rare occasions when does emerge from his solitude to take a stand.

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the cenobites in the bottom of the social order are probably the [[Orbus|Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[Hedge Wizard|hedge wizards]] and the other social misfits of the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Voting Sigil|Sigil]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[Parens|parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed, influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal|Greater Alps]] and [[Rhine Tribunal|Rhine]] Tribunals, a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders; these likewise create ties between the mother-house and the chapter-houses which are similar to the liege-vassal relationship. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every Tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different Houses exert varies, from the complete domination of all votes in the Tribunal by the [[House Tremere|Tremere]] [[Exarch]] to the complete irrelevance of the [[House Ex Miscellanea|Ex Miscellanea]] Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gild|Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenity|Confratenties]] ([[HoHMC]] 121), [[Tytalus cabals]] ([[HoHS]]), Merinitia schools [[??]] ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cult|Esoteric mystery cults]] or non-House-specific [[Societas]] such as the Jerbiton [[League|Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amicus|Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vandetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events (for example, the Great Play of [[The Shadow-Masters]]).

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC]] 116), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of [[House Tremere]] ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include [[House Criamon]] ([[HoHMC]] 55), [[House Jerbiton|Jerbiton]] ([[HoHS]] 51), and [[House Tytalus|Tytalus]]([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcap|Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include [[??]], whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to family members in [[Mundane|mundane]] society. A magus' apprentice is often treated as a young son, and a familiar is accorded respect similar to that of a spouse.

Magi visiting from other Tribunals are generlally of no political importance. Most tribunals develop traditions of hospitality towards magi visitng from other covenants or Tribunals. Such magi, known as [[Peregrinatores]] (see [[GotF]] 20), are expected to be treated well, and mistreatment may lead to loss of face. However, their votes belong with their home covenant and Tribunal.

[[Custos]] are valued mundanes, and as such treasured by magi. They do not, however, have special status under Hermetic law or customs.
]]></text>
				</version>
				<version number="21">
					<timestamp tz="GMT">
						<unix>1221430983</unix>
						<iso>2008-09-15 00:23:03</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Mercurian priests</comment>
					<text><![CDATA[
Hermetic society in the [[Canon|canonic]] setting is complex and nuanced. While the [[Order of Hermes]] is limited in size ([[ArM5]] 9) and a [[Regional Tribunal|Tribunal]] probably holds less than ten score [[Magus|magi]], these come from long and disparate magical lineages and traditions and further ameliorate themselves into various societies and organizations. Different customs and traditions have developed in each of the [[Regional Tribunal|regional Tribunals]], [[Covenant|covenants]], and various cults and societies of the Order, and individual magi and traditions can be very idiosyncratic. Nevertheless, Hermetic society can be described in broad strokes.

===Tribunal Foundations

The social foundation of the [[Order of Hermes|Order]] is its democratic system of [[Tribunal|Tribunals]]. As each [[Magus|magus]] has one vote this creates a ground-base of equality among [[Magus|magi]]. The most general description of the Order may be that it is a democractic society where magi conduct great debates at Tribunals and cast their equal votes to decide how to conduct themselves. Of course, not everyone is equally equal.

Imposing some semblance of order to a Tribunal session requires a person to be in charge, and this role is served by the [[Praeco]]. The Praeco has extensive procedural authority over the conduction of the Tribunal session (see [[ArM5]] 14) and is appointed for life. This makes him perhaps the most politically influential person in the Tribunal. The different political factions in the Tribunal will usually try to remain in the Praeco's good graces, as an antagonistic Praeco can have a devastating affect on their interests in Tribunal. Perhaps due to the importance of this role, in most Tribunals the Praeco is simply the oldest member of the Tribunal, which serves to eliminate political tensions over the appointment.

Overseeing the legality of the Tribunal session is the [[Presiding Quaesitor]]. The presiding quaesitor is the highest legal authority in the Tribunal, with the authority to veto Tribunal rulings or decisions, and even void the entire Tribunal session (see [[ArM5]] 14, [[HoHTL]] 64). Unlike the Praeco, this position is filled through a periodic vote (see [[HoHTL]] 64). The Presiding Quaesitor thus has great legal authority and commensurate political clout, but his position is more precarious than that of the Praeco and his reign may be brief.

A typical Tribunal has perhaps a dozen [[Quaesitor|Quaesitors]] serving as the Order's legal system in the Tribunal in between sessions. Quaesitors enjoy a considerable respect in canonic Hermetic society, and are accorded exceptional rights under the [[Code of Hermes|Code]] of Hermetic law (see [[HoHTL]] 61-64). All Quaesitors enjoy [[Hermetic Prestige]], and the [[Presiding Quaesitor]], his advisers, and any Quaesitor serving in the [[Magvillus Council]] (see [[HoHTL]] [[[??]]) are further appreciated. 

Providing muscle for the Quaesitors and generally enforcing the Order's laws are [[Hoplite|Hoplites]]. This is an unofficial and often self-titled position, however being recognized as and serving as a hoplite is something many magi aspire to. See [[HoHTL]] 67, 70, and [[HoHS]] 18.

===Social Status and Leadership

While the Code ensures that all magi have equal vote, political leaders of course arise. 

Political clout in Hermetic circles is often related to the magus' magical prowess and reputation. Powerful magi are known as [[Archmagus|Archmagi]], and are accorded great respect. (Their position is especially formalized in the [[Rhine Tribunal]], see [[GotF]] 24.) A way to gain respect among many magi is to win one of the many [[Flambeau Tournament|Flambeau Tournaments]] or the [[Hermetic Tourney]] of the [[Normandy Tribunal]], or to (possibly inadvertently) win an [[Eristic Moot]]; these methods are more limited, however, as they tend to impress only specific groups of magi. Specific magical, political, and other achievements can also gradually build one's [[Reputation]] and status in Hermetic society.

Hermetic society respects age. Young magi are generally seen as upstart if they bring note to themselves, and are expected to show respect to their elders. In the [[Rhine Tribunal]] this has been formalized into the position of [[Journeyman]] and [[Master]] magi, with the latter recognizing a degree of competence and age worthy of being respected. 

While most magi belong to covenants, some choose to lead a life of solitude, living as hermits without the company of their sodales. These are known as [[Eremite|eremites]]. If he maintains an air of distance from the political squabbles of the Tribunal, an eremite can command much respect on those rare occasions when does emerge from his solitude to take a stand.

There are, of course, also unpopular magi that will find few if any that are eager to follow their lead. 

Many Tribunals have strict requirements for the formation of new covenants. The [[Code of Hermes|Code]] affords relatively few measures to prohibit the establishment of unrecognized covenants, however. Magi belonging to such covenants, known as [[Cenobite|cenobites]] in the [[Normandy Tribunal]] (see [[tLatL]] 30), are invariably in poor repute and the Tribunal typically employs various measures through its [[Peripheral Code]] to discourage such communities.

Joining the cenobites in the bottom of the social order are probably the [[Orbus|Magi Orbi]], expelled from their House and forced to join House Ex Miscellanea, and various [[Hedge Wizard|hedge wizards]] and the other social misfits of the Tribunal.

There are frequently magi in the tribunal with no voting rights. These include Tremere magi who have yet to earn their [[Voting Sigil|Sigil]]. Young Tremere magi usually bear little if any political importance, their power invested in their [[Exarch]] or [[Parens|parens]].

===Conflicting Loyalties

Beyond their general Hermetic status and position, magi belong to specific organizations and groups. Perhaps the most important in actual play is their [[Covenant|covenant]]. In addition to sheer size (and hence voting power), a covenants' political status is often determined through various relationships with other covenants, organizations, and individual magi. In the [[Normandy Tribunal]], a formal system of vassal and liege covenants has developed, influenced by Feudal structures (see [[tLatL]] 28). In the [[Greater Alps Tribunal|Greater Alps]] and [[Rhine Tribunal|Rhine]] Tribunals, a tradition of [[Chapter House|chapter houses]] has developed, along the lines of monastic orders; these likewise create ties between the mother-house and the chapter-houses which are similar to the liege-vassal relationship. In other Tribunals the relations are perhaps less formal, but a complex web of favors, obligations, and conflicting interests typically defines inter-covenenat relations in every Tribunal.

The other major claimant for loyalty for most magi is their [[House]]. Most magi follow the lead of their [[Primus]], whether due to respect, traditions of House authority, or - when push comes to shove - the direct threat of being declared [[Orbus]] and expelled from the House. A magus may thus find himself torn between loyalty to his close friends in the covenant and a distant House leadership. The extent of control different Houses exert varies, from the complete domination of all votes in the Tribunal by the [[House Tremere|Tremere]] [[Exarch]] to the complete irrelevance of the [[House Ex Miscellanea|Ex Miscellanea]] Primus. In most Houses, however, the Primus serves as an effective leader on a few key issues, able to persuade much of the House to follow his lead.

In the [[Rhine Tribunal]] magi associate with overt political parties known as [[Gild|Gilds]] (see [[GotF]] 27). This is extraordinary, but in all tribunals magi belong to organizations more specific than their House. Some belong to semi-independent inner-societies within their House; these include several [[Societas]] of House Flambeau (see [[HoHS]]) and Mercere ([[HoHTL]]), Bjornaer [[Sept|Septs]] ([[HoHMC]] 11), Verditius [[Confratenity|Confratenties]] ([[HoHMC]] 121), [[Tytalus cabals]] ([[HoHS]]), Merinitia schools [[??]] ([[HoHMC]]), and more. Others harness themselves to the service of [[Esoteric Mystery Cult|Esoteric mystery cults]] or non-House-specific [[Societas]] such as the Jerbiton [[League|Leagues]] ([[HoHS]]53). All these structures provide social and/or mystical bonds that further stretch a magus' loyalties.

===Personal Relations

[[Amicus|Amici]] (see [[HoHTL]] 47) are magi tied by bonds of friendship into a comradeship like that of family. Although not an official designation, a magus would do well to consider his opponents' Amici before attacking them, in the field of politics or battle. 

In [[House Tytalus]] a tradition of [[Beloved Rival|Beloved Rivals]] has developed (see [[HoHS]] 80). It is somewhat similar to the concept of a [[Vandetta]] in [[House Verditius]] ([[HoHMC]] 115). In both cases, while great enmity exists between the two sides a third party would be wise to distance himself from the dispute. These are often love-hate relationships, with the participants just as likely to join forces against anyone threatening either one.

===Social Events

The chief Hermetic social event is without a doubt the [[Tribunal]] session, including the periodic [[Regional Tribunal|regional Tribunals]] and the magnificent [[Grand Tribunal]] session. A second ritual common in nearly all covenants is the yearly casting of the [[Aegis of the Hearth]], traditionally at the winter solstice. Hermetic society knows other social events, however, although these are often more limited in scope.

Members of [[House Flambeau]] often field [[Flambeau Tournament|Flambeau Tournaments]] for various occasions (see [[HoHS]] 20), with any magus welcome to join in the celebrations. Tytalus magi occasionally arrange an [[Eristic Moot]] ([[HoHS]] 81), to which magi of other Houses are often invited as spectators. Other, smaller societies may hold similar events (for example, the Great Play of [[The Shadow-Masters]]).

In most Tribunals, Mercurian traditions are held in high esteem, even if the actual [[Cult of Mercury]] is not (often the traditions are maintained for tradition's sake). Mercurian priests officiate at various Hermetic events, including the formal blessing of a [[Tribunal]] session, leading Hermetic naming ceremonies, witnessing oaths, and conducting funeral rites. They organize festivals on important days from the Roman calendar, including the Saturnalia (the winter solstice, whose traditional Mercurian celebration includes the casting of the [[Aegis of the Hearth]]) (see [[HoHS]] 16).

Several Houses have traditions of regular gatherings. These include the [[he actual [[Cult of Mercury]] is not (often the traditions are maintained for tradition's sake). Mercurian priests officiate at various Hermetic events, including the formal blessing of a [[Tribunal]] session, leading Hermetic naming ceremonies, witnessing oaths, and conducting funeral rites. They organize festivals on important days from the Roman calendar, including the Saturnalia (the winter solstice, whose traditional Mercurian celebration includes the casting of the [[Aegis of the Hearth]]) (see [[HoHS]] 16).

Several Houses have traditions of regular gatherings. These include the [[Gathering of Twelve Years]] of [[House Bjornaer]] ([[HoHMC]] 15), the great [[Contest]] of [[House Verditius]] ([[HoHMC]] 116), the great [[Flambeau Tournament]] at its [[domus magna]] ([[HoHS]] 20), and the decennial meeting of [[House Tremere]] ([[HoHTL]] 116, 123-125). 

Some Houses also meet to elect a new Primus. These include [[House Criamon]] ([[HoHMC]] 55), [[House Jerbiton|Jerbiton]] ([[HoHS]] 51), and [[House Tytalus|Tytalus]]([[HoHS]] 81).

Tribunals also may develop regional customs. In the [[Normandy Tribunal]] an [[Hermetic Tourney]] is used to distribute raw vis (see [[tLatL]] 31). Many tribunals have [[Ceremonies of Welcome]] to introduce new magi.

===Other Social Elements

[[Redcap|Redcaps]] form a critical layer of Hermitic society, serving as the Order's trade and communication network, but only the rare Redcap reaches a position of political significance. Examples include [[??]], whose excellent memory made him a valued witness in Tribunal, and the leaders of [[Mercer House|Mercer Houses]] or [[Harco]] itself.

Not magi yet not mundanes, [[Apprentice|apprentices]] and [[Familiar|familiars]] are accorded a respect similar to family members in [[Mundane|mundane]] society. A magus' apprentice is often treated as a y
]]></text>
				</version>
			</history>
		</page>
		<page node="940">
			<name>bind_magical_creatures_(virtue)</name>
			<title>Bind Magical Creatures (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Bind Magical Creatures, HoHMC</keywords>
			<description>Bind Magical Creatures Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129692</unix>
						<iso>2010-06-21 16:14:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Bind Magical Creatures (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 134-135
]]></text>
				</version>
			</history>
		</page>
		<page node="941">
			<name>celestial_magic</name>
			<title>Celestial Magic</title>
			<keywords>Virtue, Major Mystery Virtue, Celestial Magic, TMRE</keywords>
			<description>Celestial Magic Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129692</unix>
						<iso>2010-06-21 16:14:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Celestial Magic''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 48-51
]]></text>
				</version>
			</history>
		</page>
		<page node="942">
			<name>consummate_talisman</name>
			<title>Consummate Talisman</title>
			<keywords>Virtue, Major Mystery Virtue, Consummate Talisman, TMRE</keywords>
			<description>Consummate Talisman Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129692</unix>
						<iso>2010-06-21 16:14:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Consummate Talisman''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 90
]]></text>
				</version>
			</history>
		</page>
		<page node="943">
			<name>glamour_(virtue)</name>
			<title>Glamour (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Glamour, HoHMC</keywords>
			<description>Glamour Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129692</unix>
						<iso>2010-06-21 16:14:52</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Glamour (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 101-102
]]></text>
				</version>
			</history>
		</page>
		<page node="944">
			<name>the_great_elixir</name>
			<title>The Great Elixir</title>
			<keywords>Virtue, Major Mystery Virtue, The Great Elixir, TMRE</keywords>
			<description>The Great Elixir Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129693</unix>
						<iso>2010-06-21 16:14:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''The Great Elixir''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 43-44
]]></text>
				</version>
			</history>
		</page>
		<page node="945">
			<name>guardian_of_nature_(virtue)</name>
			<title>Guardian of Nature (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Guardian of Nature, HoHMC</keywords>
			<description>Guardian of Nature Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129693</unix>
						<iso>2010-06-21 16:14:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Guardian of Nature (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 105-106
]]></text>
				</version>
			</history>
		</page>
		<page node="946">
			<name>immortal_ascension_as_repose</name>
			<title>Immortal Ascension as Repose</title>
			<keywords>Virtue, Major Mystery Virtue, Immortal Ascension as Repose, HoHMC</keywords>
			<description>Immortal Ascension as Repose Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129693</unix>
						<iso>2010-06-21 16:14:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Immortal Ascension as Repose''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 71, 72
]]></text>
				</version>
			</history>
		</page>
		<page node="947">
			<name>item_attunement_(virtue)</name>
			<title>Item Attunement (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Item Attunement, HoHMC</keywords>
			<description>Item Attunement Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129693</unix>
						<iso>2010-06-21 16:14:53</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Item Attunement (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 135
]]></text>
				</version>
			</history>
		</page>
		<page node="948">
			<name>living_ghost</name>
			<title>Living Ghost</title>
			<keywords>Virtue, Major Mystery Virtue, Living Ghost, TMRE</keywords>
			<description>Living Ghost Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129694</unix>
						<iso>2010-06-21 16:14:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Living Ghost''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 70-74
]]></text>
				</version>
			</history>
		</page>
		<page node="949">
			<name>mystery_of_the_anima</name>
			<title>Mystery of the Anima</title>
			<keywords>Virtue, Major Mystery Virtue, Mystery of the Anima, HoHMC</keywords>
			<description>Mystery of the Anima Major Mystery Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129694</unix>
						<iso>2010-06-21 16:14:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mystery of the Anima''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 32
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279176983</unix>
						<iso>2010-07-15 08:56:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>slight extension</comment>
					<text><![CDATA[
'''Mystery of the Anima''' is a [[Major Virtue|Major]] [[Mystery Virtue]] of [[House Bjornaer]], an aspect of the [[Inner Heartbeast]] inner mystery.

= References

* [[HoHMC]], p. 32
]]></text>
				</version>
			</history>
		</page>
		<page node="95">
			<name>bonisagus_the_founder</name>
			<title>Bonisagus the Founder</title>
			<keywords>magus, founder, Bonisagus, Order of Hermes</keywords>
			<description>About the character, Bonisagus the Founder</description>
			<language>en</language>
			<history size="5">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205752766</unix>
						<iso>2008-03-17 12:19:26</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
Bonisagus is the great theoretical genius of the 8[th] and 9[th] centuries who invented the [[Parma Magica]] and the [[Hermetic]] Theory of Magic, and with the assistance of his [[filia]] [[Trianoma]] foounded the [[Order of Hermes]] and [[House Bonisagus]]. 

A detailed biography of Bonisagus, from his birth in the late 7[th] century to his death in the 9[th] century, is provided in [[Houses of Hermes: True Lineages]] pages 4-8.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205852042</unix>
						<iso>2008-03-18 15:54:02</iso>
					</timestamp>
					<author>Yair</author>
					<comment>filius/a</comment>
					<text><![CDATA[
Bonisagus is the great theoretical genius of the 8[th] and 9[th] centuries who invented the [[Parma Magica]] and the [[Hermetic]] Theory of Magic, and with the assistance of his [[Filius|Filius|filia]] [[Trianoma]] foounded the [[Order of Hermes]] and [[House Bonisagus]]. 

A detailed biography of Bonisagus, from his birth in the late 7[th] century to his death in the 9[th] century, is provided in [[Houses of Hermes: True Lineages]] pag
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1241825987</unix>
						<iso>2009-05-09 01:39:47</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added achievements</comment>
					<text><![CDATA[
Bonisagus is the great theoretical genius of the 8[th] and 9[th] centuries who invented both the [[Parma Magica]] and the [[Hermetic]] Theory of Magic.  With the assistance of his [[Filius|filia]] [[Trianoma]], Bonisagus founded the [[Order of Hermes]] and [[House Bonisagus]].

= Life

isagus]].

= Life

A detailed biography of Bonisagus, from his birth in the late 7[th] century to his death in the 9[th] century, is provided in [[Houses of Hermes: True Li

= Achievements

Bonisagus's invention of [[Parma Magica]] made it possible for wizards to work together peacefully, without suffering the adverse social effects of [[The Gift]] and with reduced fear of betrayal.

Although all of the [[Founder | Founders]] contributed to [[Hermetic Magic | Hermetic]] [[Magic Theory]], Bonisagus is generally given credit as its primary inventor.  His systematization of magical practices made is easy to learn and teach Hermetic magic, ensuring its spread.  Hermetic magic is also more powerful and vastly more versatile than other forms of magic, so it quickly became the dominant form of magic practiced in [[Mythic Europe]].

= References

* Foundation of the Order, [[ArM5]] page 9
* [[Houses of Hermes: True Lineages]] pages 4-8.
]]></text>
				</version>
				<version number="4">
					<timestamp tz="GMT">
						<unix>1280306137</unix>
						<iso>2010-07-28 10:35:37</iso>
					</timestamp>
					<author>Visitor</author>
					<comment>TQ4MuX  &lt;a href=&quot;http://izntstmerkcw.com/&quot;&gt;izntstmerkcw&lt;/a&gt;, [url=http://gulexmpavgcl.com/]gulexmpavgcl[/url], [link=http://djwfoxqthkif.com/]djwfoxqthkif[/link], http://qehtunyhwgcv.com/</comment>
					<text><![CDATA[
TQ4MuX  <a href="http://izntstmerkcw.com/">izntstmerkcw</a>, [url=http://gulexmpavgcl.com/]gulexmpavgcl[/url], [link=http://djwfoxqthkif.com/]djwfoxqthkif[/link], http://qehtunyhwgcv.com/
]]></text>
				</version>
				<version number="5">
					<timestamp tz="GMT">
						<unix>1280322802</unix>
						<iso>2010-07-28 15:13:22</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Restored from spam/vandalism</comment>
					<text><![CDATA[
Bonisagus is the great theoretical genius of the 8[th] and 9[th] centuries who invented both the [[Parma Magica]] and the [[Hermetic]] Theory of Magic.  With the assistance of his [[Filius|filia]] [[Trianoma]], Bonisagus founded the [[Order of Hermes]] and [[House Bonisagus]].

= Life

isagus]].

= Life

A detailed biography of Bonisagus, from his birth in the late 7[th] century to his death in the 9[th] century, is provided in [[Houses of Hermes: True Li

= Achievements

Bonisagus's invention of [[Parma Magica]] made it possible for wizards to work together peacefully, without suffering the adverse social effects of [[The Gift]] and with reduced fear of betrayal.

Although all of the [[Founder | Founders]] contributed to [[Hermetic Magic | Hermetic]] [[Magic Theory]], Bonisagus is generally given credit as its primary inventor.  His systematization of magical practices made is easy to learn and teach Hermetic magic, ensuring its spread.  Hermetic magic is also more powerful and vastly more versatile than other forms of magic, so it quickly became the dominant form of magic practiced in [[Mythic Europe]].

= References

* Foundation of the Order, [[ArM5]] page 9
* [[Houses of Hermes: True Lineages]] pages 4-8.
]]></text>
				</version>
			</history>
		</page>
		<page node="950">
			<name>mystery_of_the_chimera</name>
			<title>Mystery of the Chimera</title>
			<keywords>Virtue, Major Mystery Virtue, Mystery of the Chimera, HoHMC</keywords>
			<description>Mystery of the Chimera Major Mystery Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129694</unix>
						<iso>2010-06-21 16:14:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mystery of the Chimera''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 31-32
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183823</unix>
						<iso>2010-07-15 10:50:23</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link to Inner Heartebast</comment>
					<text><![CDATA[
'''Mystery of the Chimera''' is a [[Major Virtue|Major]] [[Mystery Virtue]], an aspect of the [[Inner Heartbeast]] inner mystery..

= References

* [[HoHMC]], p. 31-32
]]></text>
				</version>
			</history>
		</page>
		<page node="951">
			<name>mystery_of_the_epitome</name>
			<title>Mystery of the Epitome</title>
			<keywords>Virtue, Major Mystery Virtue, Mystery of the Epitome, HoHMC</keywords>
			<description>Mystery of the Epitome Major Mystery Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129694</unix>
						<iso>2010-06-21 16:14:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Mystery of the Epitome''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 30-31
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279183855</unix>
						<iso>2010-07-15 10:50:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>link to Inner Heartebast</comment>
					<text><![CDATA[
'''Mystery of the Epitome''' is a [[Major Virtue|Major]] [[Mystery Virtue]], an aspect of the [[Inner Heartbeast]] inner mystery.

= References

* [[HoHMC]], p. 30-31
]]></text>
				</version>
			</history>
		</page>
		<page node="952">
			<name>perpetuity_(virtue)</name>
			<title>Perpetuity (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Perpetuity, HoHMC</keywords>
			<description>Perpetuity Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129694</unix>
						<iso>2010-06-21 16:14:54</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Perpetuity (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 102
]]></text>
				</version>
			</history>
		</page>
		<page node="953">
			<name>philosophic_alchemy</name>
			<title>Philosophic Alchemy</title>
			<keywords>Virtue, Major Mystery Virtue, Philosophic Alchemy, TMRE</keywords>
			<description>Philosophic Alchemy Major Mystery Virtue</description>
			<language>en</language>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129695</unix>
						<iso>2010-06-21 16:14:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Philosophic Alchemy''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[TMRE]], p. 40-41
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279194595</unix>
						<iso>2010-07-15 13:49:55</iso>
					</timestamp>
					<author>Yair</author>
					<comment>changed from Virtue to Mystery</comment>
					<text><![CDATA[
'''Philosophic Alchemy''' is a [[Mystery]] within the tradition of [[Hermetic Alchemy]]. 

= References

* [[TMRE]], p. 40-41
]]></text>
				</version>
			</history>
		</page>
		<page node="954">
			<name>station_from_which_to_ignore_the_real</name>
			<title>Station from Which to Ignore the Real</title>
			<keywords>Virtue, Major Mystery Virtue, Station from Which to Ignore the Real, HoHMC</keywords>
			<description>Station from Which to Ignore the Real Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129695</unix>
						<iso>2010-06-21 16:14:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station from Which to Ignore the Real''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 64,65-66
]]></text>
				</version>
			</history>
		</page>
		<page node="955">
			<name>station_of_blood_and_bronze</name>
			<title>Station of Blood and Bronze</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Blood and Bronze, HoHMC</keywords>
			<description>Station of Blood and Bronze Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129695</unix>
						<iso>2010-06-21 16:14:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Blood and Bronze''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 67, 68
]]></text>
				</version>
			</history>
		</page>
		<page node="956">
			<name>station_of_differentiation_of_seeming</name>
			<title>Station of Differentiation of Seeming</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Differentiation of Seeming, HoHMC</keywords>
			<description>Station of Differentiation of Seeming Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129695</unix>
						<iso>2010-06-21 16:14:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Differentiation of Seeming''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 64
]]></text>
				</version>
			</history>
		</page>
		<page node="957">
			<name>station_of_exaltation</name>
			<title>Station of Exaltation</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Exaltation, HoHMC</keywords>
			<description>Station of Exaltation Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129695</unix>
						<iso>2010-06-21 16:14:55</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Exaltation''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 71-72
]]></text>
				</version>
			</history>
		</page>
		<page node="958">
			<name>station_of_expression</name>
			<title>Station of Expression</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Expression, HoHMC</keywords>
			<description>Station of Expression Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129696</unix>
						<iso>2010-06-21 16:14:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Expression''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 71
]]></text>
				</version>
			</history>
		</page>
		<page node="959">
			<name>station_of_golden_cider</name>
			<title>Station of Golden Cider</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Golden Cider, HoHMC</keywords>
			<description>Station of Golden Cider Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129696</unix>
						<iso>2010-06-21 16:14:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Golden Cider''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 67, 69-70
]]></text>
				</version>
			</history>
		</page>
		<page node="96">
			<name>house_rule</name>
			<title>House Rule</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205768150</unix>
						<iso>2008-03-17 16:35:50</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A '''House Rule''' is any game rule that doesn't follow the official rules provided by [[Ars Magica Fifth Edition]]. [[ArM5]] encourages you to make house rules to better fit the game to your preferred style and preferences.

Sagas are not expected to employ all the rules provided in the [[ArM5]] line, and those that don't include a certain supplement are not considered to be making a House Rule when they arbitrate issues regarding it using the core rules. However, if they go beyond the core rules or specifically alter how they treat something to not conform to a supplement they use, they are making a house rule.

Typical areas of house ruling include [[Magic Resistance]] and the system of [[Combat]]. Some sagas also do not utilize the initaition rules provided for [[Mysteries]], ignore the [[Spell Guidelines]], or so on. Of course, you ca play perfectly well with no house rules. House rules represent more the troupe's choice of style and emphasis than any flaw in the system.

===See Also
* [[RAW]]
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205861997</unix>
						<iso>2008-03-18 18:39:57</iso>
					</timestamp>
					<author>Yair</author>
					<comment>singular</comment>
					<text><![CDATA[
A '''House Rule''' is any game rule that doesn't follow the official rules provided by [[Ars Magica Fifth Edition]]. [[ArM5]] encourages you to make house rules to better fit the game to your preferred style and preferences.

Sagas are not expected to employ all the rules provided in the [[ArM5]] line, and those that don't include a certain supplement are not considered to be making a House Rule when they arbitrate issues regarding it using the core rules. However, if they go beyond the core rules or specifically alter how they treat something to not conform to a supplement they use, they are making a house rule.

Typical areas of house ruling include [[Magic Resistance]] and the system of [[Combat]]. Some sagas also do not utilize the initaition rules provided for [[Mystery|Mystery|Mysteries]], ignore the [[Spell Guidelines]], or so on. Of course, you ca play perfectly well with no house rules. House rules represent more the troupe's choice of style and emphasis than any flaw in the system.

===See Also
*
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1230474686</unix>
						<iso>2008-12-28 15:31:26</iso>
					</timestamp>
					<author>AndrewGronosky</author>
					<comment>Added House Rules Links</comment>
					<text><![CDATA[
A '''House Rule''' is any game rule that doesn't follow the official rules provided by [[Ars Magica Fifth Edition]]. [[ArM5]] encourages you to make house rules to better fit the game to your preferred style and preferences.

Sagas are not expected to employ all the rules provided in the [[ArM5]] line, and those that don't include a certain supplement are not considered to be making a House Rule when they arbitrate issues regarding it using the core rules. However, if they go beyond the core rules or specifically alter how they treat something to not conform to a supplement they use, they are making a house rule.

Typical areas of house ruling include [[Magic Resistance]] and the system of [[Combat]]. Some sagas also do not utilize the initaition rules provided for [[Mystery|Mysteries]], ignore the [[Spell Guidelines]], or so on. Of course, you ca play perfectly well with no house rules. House rules represent more the troupe's choice of style and emphasis than any flaw in the system.

===See Also
* [[RAW]]
* [[House Rules Links]]
]]></text>
				</version>
			</history>
		</page>
		<page node="960">
			<name>station_of_passing_through_seeming</name>
			<title>Station of Passing Through Seeming</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Passing Through Seeming, HoHMC</keywords>
			<description>Station of Passing Through Seeming Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129696</unix>
						<iso>2010-06-21 16:14:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Passing Through Seeming''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 64, 65
]]></text>
				</version>
			</history>
		</page>
		<page node="961">
			<name>station_of_perfect_economy_of_movement</name>
			<title>Station of Perfect Economy of Movement</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Perfect Economy of Movement, HoHMC</keywords>
			<description>Station of Perfect Economy of Movement Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129696</unix>
						<iso>2010-06-21 16:14:56</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Perfect Economy of Movement''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 61, 62-63
]]></text>
				</version>
			</history>
		</page>
		<page node="962">
			<name>station_of_rice_and_honey</name>
			<title>Station of Rice and Honey</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Rice and Honey, HoHMC</keywords>
			<description>Station of Rice and Honey Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129697</unix>
						<iso>2010-06-21 16:14:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Rice and Honey''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 70-71
]]></text>
				</version>
			</history>
		</page>
		<page node="963">
			<name>station_of_service_to_harmony</name>
			<title>Station of Service to Harmony</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Service to Harmony, HoHMC</keywords>
			<description>Station of Service to Harmony Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129697</unix>
						<iso>2010-06-21 16:14:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Service to Harmony''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 70, 71
]]></text>
				</version>
			</history>
		</page>
		<page node="964">
			<name>station_of_spiritual_nourishment</name>
			<title>Station of Spiritual Nourishment</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Spiritual Nourishment, HoHMC</keywords>
			<description>Station of Spiritual Nourishment Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129697</unix>
						<iso>2010-06-21 16:14:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Spiritual Nourishment''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 61, 62
]]></text>
				</version>
			</history>
		</page>
		<page node="965">
			<name>station_of_the_eater_of_sin</name>
			<title>Station of the Eater of Sin</title>
			<keywords>Virtue, Major Mystery Virtue, Station of the Eater of Sin, HoHMC</keywords>
			<description>Station of the Eater of Sin Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129697</unix>
						<iso>2010-06-21 16:14:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of the Eater of Sin''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 67-68
]]></text>
				</version>
			</history>
		</page>
		<page node="966">
			<name>station_of_the_microcosm</name>
			<title>Station of the Microcosm</title>
			<keywords>Virtue, Major Mystery Virtue, Station of the Microcosm, HoHMC</keywords>
			<description>Station of the Microcosm Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129697</unix>
						<iso>2010-06-21 16:14:57</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of the Microcosm''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 61, 63
]]></text>
				</version>
			</history>
		</page>
		<page node="967">
			<name>station_of_the_perfect_tool</name>
			<title>Station of the Perfect Tool</title>
			<keywords>Virtue, Major Mystery Virtue, Station of the Perfect Tool, HoHMC</keywords>
			<description>Station of the Perfect Tool Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129698</unix>
						<iso>2010-06-21 16:14:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of the Perfect Tool''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 61
]]></text>
				</version>
			</history>
		</page>
		<page node="968">
			<name>station_of_true_sight</name>
			<title>Station of True Sight</title>
			<keywords>Virtue, Major Mystery Virtue, Station of True Sight, HoHMC</keywords>
			<description>Station of True Sight Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129698</unix>
						<iso>2010-06-21 16:14:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of True Sight''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 64
]]></text>
				</version>
			</history>
		</page>
		<page node="969">
			<name>station_of_vivid_memories_from_objects</name>
			<title>Station of Vivid Memories from Objects</title>
			<keywords>Virtue, Major Mystery Virtue, Station of Vivid Memories from Objects, HoHMC</keywords>
			<description>Station of Vivid Memories from Objects Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129698</unix>
						<iso>2010-06-21 16:14:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station of Vivid Memories from Objects''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 64-65
]]></text>
				</version>
			</history>
		</page>
		<page node="97">
			<name>primus</name>
			<title>Primus</title>
			<language>en</language>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205768767</unix>
						<iso>2008-03-17 16:46:07</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
The '''Primus''' (fem. Prima, plural Primi) is the head of one of the [[Houses of Hermes]]. All primi have the power to expell a magus from their House, rendering him [[Orbus]]. Each primus also has a seat in the [[Grand Tribunal]]. Beyond that, the powers and authoriy of the primi is a matter of House traditions. Most primi are effective leaders of their House and are highly respected and powerful figures in the [[Order]].

The manner of their choice is a matter of House traditions. In many Houses, the House gathers to choose a new Primus when needed. In others, it is a matter of succession.
]]></text>
				</version>
			</history>
		</page>
		<page node="970">
			<name>station_that_charms_the_elements</name>
			<title>Station that Charms the Elements</title>
			<keywords>Virtue, Major Mystery Virtue, Station that Charms the Elements, HoHMC</keywords>
			<description>Station that Charms the Elements Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129698</unix>
						<iso>2010-06-21 16:14:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station that Charms the Elements''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 67,69
]]></text>
				</version>
			</history>
		</page>
		<page node="971">
			<name>station_that_repels_and_attracts_elements</name>
			<title>Station that Repels and Attracts Elements</title>
			<keywords>Virtue, Major Mystery Virtue, Station that Repels and Attracts Elements, HoHMC</keywords>
			<description>Station that Repels and Attracts Elements Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129698</unix>
						<iso>2010-06-21 16:14:58</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Station that Repels and Attracts Elements''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 67, 68
]]></text>
				</version>
			</history>
		</page>
		<page node="972">
			<name>story_magic_(virtue)</name>
			<title>Story Magic (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Story Magic, HoHMC</keywords>
			<description>Story Magic Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129699</unix>
						<iso>2010-06-21 16:14:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Story Magic (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 98
]]></text>
				</version>
			</history>
		</page>
		<page node="973">
			<name>symbolic_magic_(virtue)</name>
			<title>Symbolic Magic (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Symbolic Magic, HoHMC</keywords>
			<description>Symbolic Magic Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129699</unix>
						<iso>2010-06-21 16:14:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Symbolic Magic (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 98-99
]]></text>
				</version>
			</history>
		</page>
		<page node="974">
			<name>threshold_of_corporeal_repose</name>
			<title>Threshold of Corporeal Repose</title>
			<keywords>Virtue, Major Mystery Virtue, Threshold of Corporeal Repose, HoHMC</keywords>
			<description>Threshold of Corporeal Repose Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129699</unix>
						<iso>2010-06-21 16:14:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Threshold of Corporeal Repose''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 61, 63
]]></text>
				</version>
			</history>
		</page>
		<page node="975">
			<name>wilding_(virtue)</name>
			<title>Wilding (Virtue)</title>
			<keywords>Virtue, Major Mystery Virtue, Wilding, HoHMC</keywords>
			<description>Wilding Major Mystery Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129699</unix>
						<iso>2010-06-21 16:14:59</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Wilding (Virtue)''' as a [[Major Virtue|Major]] [[Mystery Virtue]].

= References

* [[HoHMC]], p. 104-105
]]></text>
				</version>
			</history>
		</page>
		<page node="976">
			<name>ablating</name>
			<title>Ablating</title>
			<keywords>Virtue, Major Supernatural Virtue, Ablating, RoPTI</keywords>
			<description>Ablating Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129700</unix>
						<iso>2010-06-21 16:15:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ablating''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 82-83, 115-117
]]></text>
				</version>
			</history>
		</page>
		<page node="977">
			<name>adjuration</name>
			<title>Adjuration</title>
			<keywords>Virtue, Major Supernatural Virtue, Adjuration, RoPTD</keywords>
			<description>Adjuration Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129700</unix>
						<iso>2010-06-21 16:15:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Adjuration''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 34, 36, 48-49
]]></text>
				</version>
			</history>
		</page>
		<page node="978">
			<name>amorphous</name>
			<title>Amorphous</title>
			<keywords>Virtue, Major Supernatural Virtue, Amorphous, RoPTI</keywords>
			<description>Amorphous Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129700</unix>
						<iso>2010-06-21 16:15:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Amorphous''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 83
]]></text>
				</version>
			</history>
		</page>
		<page node="979">
			<name>ars_notoria_(virtue)</name>
			<title>Ars Notoria (Virtue)</title>
			<keywords>Virtue, Major Supernatural Virtue, Ars Notoria, RoPTD</keywords>
			<description>Ars Notoria Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129700</unix>
						<iso>2010-06-21 16:15:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ars Notoria (Virtue)''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 92, 93, 97-100
]]></text>
				</version>
			</history>
		</page>
		<page node="980">
			<name>binding</name>
			<title>Binding</title>
			<keywords>Virtue, Major Supernatural Virtue, Binding, RoPTI</keywords>
			<description>Binding Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129700</unix>
						<iso>2010-06-21 16:15:00</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Binding''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 83, 117
]]></text>
				</version>
			</history>
		</page>
		<page node="981">
			<name>blessing</name>
			<title>Blessing</title>
			<keywords>Virtue, Major Supernatural Virtue, Blessing, RoPTD</keywords>
			<description>Blessing Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129701</unix>
						<iso>2010-06-21 16:15:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Blessing''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 34, 36, 49-51
]]></text>
				</version>
			</history>
		</page>
		<page node="982">
			<name>blood_of_the_nephilim</name>
			<title>Blood of the Nephilim</title>
			<keywords>Virtue, Major Supernatural Virtue, Blood of the Nephilim, RoPTD</keywords>
			<description>Blood of the Nephilim Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129701</unix>
						<iso>2010-06-21 16:15:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Blood of the Nephilim''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 34
]]></text>
				</version>
			</history>
		</page>
		<page node="983">
			<name>ceremony_(infernal)</name>
			<title>Ceremony (infernal)</title>
			<keywords>Virtue, Major Supernatural Virtue, Ceremony (infernal), RoPTI</keywords>
			<description>Ceremony (infernal) Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129701</unix>
						<iso>2010-06-21 16:15:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Ceremony (infernal)''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 84, 91
]]></text>
				</version>
			</history>
		</page>
		<page node="984">
			<name>chthonic_magic_(virtue)</name>
			<title>Chthonic Magic (Virtue)</title>
			<keywords>Virtue, Major Supernatural Virtue, Chthonic Magic, RoPTI</keywords>
			<description>Chthonic Magic Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129701</unix>
						<iso>2010-06-21 16:15:01</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Chthonic Magic (Virtue)''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 83, 91, 123-124
]]></text>
				</version>
			</history>
		</page>
		<page node="985">
			<name>command_animals</name>
			<title>Command Animals</title>
			<keywords>Virtue, Major Supernatural Virtue, Command Animals, RoPTI</keywords>
			<description>Command Animals Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129702</unix>
						<iso>2010-06-21 16:15:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Command Animals''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 83
]]></text>
				</version>
			</history>
		</page>
		<page node="986">
			<name>commanding</name>
			<title>Commanding</title>
			<keywords>Virtue, Major Supernatural Virtue, Commanding, RoPTI</keywords>
			<description>Commanding Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129702</unix>
						<iso>2010-06-21 16:15:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Commanding''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 83, 117-119
]]></text>
				</version>
			</history>
		</page>
		<page node="987">
			<name>consumption</name>
			<title>Consumption</title>
			<keywords>Virtue, Major Supernatural Virtue, Consumption, RoPTI</keywords>
			<description>Consumption Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129702</unix>
						<iso>2010-06-21 16:15:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Consumption''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 83, 91, 105-106
]]></text>
				</version>
			</history>
		</page>
		<page node="988">
			<name>corruption_(virtue)</name>
			<title>Corruption (Virtue)</title>
			<keywords>Virtue, Major Supernatural Virtue, Corruption, RoPTI</keywords>
			<description>Corruption Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129702</unix>
						<iso>2010-06-21 16:15:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Corruption (Virtue)''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 83, 91
]]></text>
				</version>
			</history>
		</page>
		<page node="989">
			<name>cursing</name>
			<title>Cursing</title>
			<keywords>Virtue, Major Supernatural Virtue, Cursing, RoPTD</keywords>
			<description>Cursing Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129702</unix>
						<iso>2010-06-21 16:15:02</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Cursing''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 34, 36, 50-51
]]></text>
				</version>
			</history>
		</page>
		<page node="99">
			<name>gilds</name>
			<title>Gilds</title>
			<language>en</language>
			<history size="3">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1205770722</unix>
						<iso>2008-03-17 17:18:42</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *Gild*, as presented in [[Guardians of the Forest]], is a free society ([[Soecietas]]) of [[magi]] within the [[Rhine Tribunal]], founded to foster a particular political ideal or goal. The gilds are afforded official status under some [[Peripheral Code]] rulings and are associated with certain new virtues and falws, but their key function are to serve as political parties and they exert their power through social pressure and expectations. [[GotF]] presents several [[canonic]] gilds, with varying and competing goals.

===References
* [[GotF]]27.
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1205770784</unix>
						<iso>2008-03-17 17:19:44</iso>
					</timestamp>
					<author>Yair</author>
					<comment>Initial version</comment>
					<text><![CDATA[
A *Gild*, as presented in [[Guardians of the Forest]], is a free society ([[Soecietas]]) of [[magi]] within the [[Rhine Tribunal]], founded to foster a particular political ideal or goal. The gilds are afforded official status under some [[Peripheral Code]] rulings and are associated with certain new virtues and flaws, but their key function is to sere as political parties and they exert their power through social pressure and expectations. [[GotF]] presents several [[canonic]] gilds, with varying and competing goals.

===References
* [[GotF]]27.
]]></text>
				</version>
				<version number="3">
					<timestamp tz="GMT">
						<unix>1205850991</unix>
						<iso>2008-03-18 15:36:31</iso>
					</timestamp>
					<author>Yair</author>
					<comment>typo</comment>
					<text><![CDATA[
A *Gild*, as presented in [[Guardians of the Forest]], is a free society ([[Soietas]]) of [[magi]] within the [[Rhine Tribunal]], founded to foster a particular political ideal or goal. The gilds are afforded official status under some [[Peripheral Code]] rulings and are associated with certain new virtues and flaws, but their key function is to serve as political parties and they exert their power through social pressure and expectations. [[GotF]] presents several [[canonic]] gilds, with varying and competing goals.

===References
* [[GotF]]27.
]]></text>
				</version>
			</history>
		</page>
		<page node="990">
			<name>dance_that_heals_(virtue)</name>
			<title>Dance that Heals (Virtue)</title>
			<keywords>Virtue, Major Supernatural Virtue, Dance that Heals, HoHMC</keywords>
			<description>Dance that Heals Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="2">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129703</unix>
						<iso>2010-06-21 16:15:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dance that Heals (Virtue)''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[HoHMC]], p. 73
]]></text>
				</version>
				<version number="2">
					<timestamp tz="GMT">
						<unix>1279104061</unix>
						<iso>2010-07-14 12:41:01</iso>
					</timestamp>
					<author>Yair</author>
					<comment>spelling</comment>
					<text><![CDATA[
'''Dance that Heals (Virtue)''' is a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[HoHMC]], p. 73
]]></text>
				</version>
			</history>
		</page>
		<page node="991">
			<name>debauchery</name>
			<title>Debauchery</title>
			<keywords>Virtue, Major Supernatural Virtue, Debauchery, RoPTI</keywords>
			<description>Debauchery Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129703</unix>
						<iso>2010-06-21 16:15:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Debauchery''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 84, 91-92, 103-104
]]></text>
				</version>
			</history>
		</page>
		<page node="992">
			<name>demonic_blood</name>
			<title>Demonic Blood</title>
			<keywords>Virtue, Major Supernatural Virtue, Demonic Blood, RoPTI</keywords>
			<description>Demonic Blood Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129703</unix>
						<iso>2010-06-21 16:15:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Demonic Blood''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 84
]]></text>
				</version>
			</history>
		</page>
		<page node="993">
			<name>dhampir_(virtue)</name>
			<title>Dhampir (Virtue)</title>
			<keywords>Virtue, Major Supernatural Virtue, Dhampir, HoHTL</keywords>
			<description>Dhampir Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129703</unix>
						<iso>2010-06-21 16:15:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dhampir (Virtue)''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[HoHTL]], p. 141-142
]]></text>
				</version>
			</history>
		</page>
		<page node="994">
			<name>diablerie</name>
			<title>Diablerie</title>
			<keywords>Virtue, Major Supernatural Virtue, Diablerie, RoPTI</keywords>
			<description>Diablerie Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129703</unix>
						<iso>2010-06-21 16:15:03</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Diablerie''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 85, 92, 106-107
]]></text>
				</version>
			</history>
		</page>
		<page node="995">
			<name>divination_and_augury_(virtue)</name>
			<title>Divination and Augury (Virtue)</title>
			<keywords>Virtue, Major Supernatural Virtue, Divination and Augury, TMRE</keywords>
			<description>Divination and Augury Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129704</unix>
						<iso>2010-06-21 16:15:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Divination and Augury (Virtue)''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[TMRE]], p. 58-62
]]></text>
				</version>
			</history>
		</page>
		<page node="996">
			<name>dream_interpretation</name>
			<title>Dream Interpretation</title>
			<keywords>Virtue, Major Supernatural Virtue, Dream Interpretation, RoPTD</keywords>
			<description>Dream Interpretation Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129704</unix>
						<iso>2010-06-21 16:15:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Dream Interpretation''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 136, 138
]]></text>
				</version>
			</history>
		</page>
		<page node="997">
			<name>effusion</name>
			<title>Effusion</title>
			<keywords>Virtue, Major Supernatural Virtue, Effusion, RoPTI</keywords>
			<description>Effusion Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129704</unix>
						<iso>2010-06-21 16:15:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Effusion''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTI]], p. 85, 92, 107-109
]]></text>
				</version>
			</history>
		</page>
		<page node="998">
			<name>entrancement_(virtue)</name>
			<title>Entrancement</title>
			<keywords>Virtue, Major Supernatural Virtue, Entrancement, ArM5</keywords>
			<description>Entrancement Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129704</unix>
						<iso>2010-06-21 16:15:04</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Entrancement''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[ArM5]], p. 42, 65
]]></text>
				</version>
			</history>
		</page>
		<page node="999">
			<name>gematria</name>
			<title>Gematria</title>
			<keywords>Virtue, Major Supernatural Virtue, Gematria, RoPTD</keywords>
			<description>Gematria Major Supernatural Virtue</description>
			<language>en</language>
			<tags>
				<tag>Virtues</tag>
			</tags>
			<history size="1">
				<version number="1">
					<timestamp tz="GMT">
						<unix>1277129705</unix>
						<iso>2010-06-21 16:15:05</iso>
					</timestamp>
					<author>pm</author>
					<comment>Initial version</comment>
					<text><![CDATA[
'''Gematria''' as a [[Major Virtue|Major]] [[Supernatural Virtue]].

= References

* [[RoPTD]], p. 136, 138-139
]]></text>
				</version>
			</history>
		</page>
	</pages>
</pagework>
