Realms of Power: Magic: Difference between revisions

From Project: Redcap
(Created with inbfobox and skeleton sections. Not sure about the 'magic related' subsection with HMRE and RM, but putting it in for now.)
 
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{{Product description
{{Product description
|productName = '''Realms of Power: Magic'''
|productName = '''Realms of Power: Magic'''
|imageFile=
|imageFile=Realms_of_Power_Magic_cover.jpg
|edition=[[:Category:ArM5|Fifth]]
|edition=[[:Category:ArM5|Fifth]]
|abbreviation=[[RoPM]]
|abbreviation=[[RoPM]]
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==Subject and contents==
==Subject and contents==
The [http://www.atlas-games.com/pdf_storage/RoPMagicContents.pdf table of contents] for this book is available at the [[Atlas Games]] web site.


The third in the ''Realms of Power'' series, this is the first Ars Magica supplement to explicitly describe the [[Magic Realm]] and the many spirits who inhabit it.
=== The Realm of Magic ===
{{Main|Magic Realm}}
Unlike the [[Faerie Realm]], characters in Mythic Europe do not visit the Magic Realm routinely -- except, perhaps, in [[Wizard's Twilight]]. Therefore the Realm is poorly explored, and poorly understood compared to the Faerie, Divine, and Infernal Realms.
The Realm of Magic, as presented in [[Fifth Edition]], is a realm of the idealized [[essential nature]] of things. As a realm of spirit and ideas, the Magic Realm is both wondrous and mysterious. Every visitor to the Magic Realm has a different experience, so the Realm clearly includes myriad worlds within it. It consists of [[insula]]e, [[tempus|tempora]], and [[cosm]]s, each a different kind of world within the Realm.
Because there is no established way to enter the Magic Realm, getting there can be a quest in itself. Some ideas for how to enter the Magic Realm include crossing through a powerful magic [[regio]], being transported by a magical spirit of sufficient [[Might score]], or some unprecedented magical disaster.<ref>''[[Realms of Power: Magic]]'', pp. 20-21, "Into the Magic Realm"</ref>
=== Magical Auras and Vis ===
There are rules that describe magical [[aura]]s in more detail, explaining what the environment is like in a magic aura and how it can differ from the mundane world. The rules also describe how magic auras can arise and how they grow weaker or stronger. On page 14 is a list of [[Vim]] spells relating to auras, including a [[ritual]] that can help strength a Magic aura<ref>''[[Realms of Power: Magic]]'', p. 14, "New Spells and Guidelines for Auras" (inset)</ref>.
There are also rules for special kinds of [[vis]], including [[lesser enchantment vis]], [[spell-like vis]], and [[dedicated vis]].
=== Bestiary ===
''Realms of Power: Magic'' includes statistics for a wide variety of magical creatures, from the spirit of a [http://www.thefreedictionary.com/bullrush bullrush] and magical [[cat]]s to undead, elementals, and mighty [[dragon]]s. See the [http://www.atlas-games.com/pdf_storage/RoPMagicContents.pdf table of contents] or Project Redcap's [[Creature Index]] for a listing.
The bestiary is intended not only to provide "monsters" for characters to fight, but also allies, creatures to summon, [[familiar]]s, and even (using the rules for magical characters in this book) player characters.
=== Creature Rules ===
There are extensive rules for making magical creatures, determining their [[Might score]]s, and describing their powers. These are designed to be balanced and suitable for creating magical creatures as player-characters. Indeed, the rules explain how to make magical creatures as PCs equivalent to a [[grog]], [[companion]], or [[magus]].
Magical creatures do not age, and most of them do not need to eat or sleep. They also don't (usually) gain [[experience point]]s like mortal characters, unless their Might score is quite low.<ref>''[[Realms of Power: Magic]]'', p. 51, "Advancement"</ref> Instead, magical characters advance and deteriorate through [[transformation]] and [[acclimation]].
=== Things of Virtue ===
{{Main|Thing of Virtue}}
This book also introduces [[Thing of Virtue|Things of Virtue]], inanimate equivalents to [[Beast of Virtue|Beasts of Virtue]]. Things of Virtue are magical plants and objects whose essential nature gives them special powers that a wizard can unlock and use through a process called [[refinement]]. For example, the [http://en.wikipedia.org/wiki/Blackthorn Blackthorn] of Virtue (for which the [[Blackthorn|covenant]] is named) can be refined to inflict curses.


==Reviews and comments==
==Reviews and comments==
Please include any comments or reviews here.  A suggested format would be to include By followed by a link to your User page in the title.
Please include any comments or reviews here.  A suggested format would be:
 
;Example Review
:This is a paragraph or two about my impression of the book. --[[My User Page]]
 


== Related Products ==
== Related Products ==
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* ''[[Hedge Magic Revised Edition]]''
* ''[[Hedge Magic Revised Edition]]''
* ''[[Rival Magic]]''
* ''[[Rival Magic]]''


===Realms of Power series===
===Realms of Power series===
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* ''[[Realms of Power: The Infernal]]''
* ''[[Realms of Power: The Infernal]]''


== References ==
<references />


==External links==
==External links==
* Official product page for [http://www.atlas-games.com/product_tables/AG0288.php Realms of Power: Magic]
* Official product page for [http://www.atlas-games.com/product_tables/AG0288.php Realms of Power: Magic]

Revision as of 06:31, 2 December 2012

Realms of Power: Magic
Cover illustration for Realms of Power: Magic
Product Information
Rules Edition: Fifth
Abbreviation: RoPM
Product Type: Sourcebook
Author(s): Erik Dahl, Timothy Ferguson, Andrew Gronosky, Richard Love, John Post, Mark Shirley, Andrew Smith and Sheila Thomas
Publisher: Atlas Games
Product Number: AG0288
ISBN: 1-58978-102-3
Release date: July 2008
Format: Hardcover, 144 pages
Availability: Hardcover and PDF available

Realms of Power: Magic is the Fifth Edition sourcebook dealing with the Realm of Magic and those places, things and beings associated with it. It is the third in the Realms of Power series.

Subject and contents

The table of contents for this book is available at the Atlas Games web site.

The third in the Realms of Power series, this is the first Ars Magica supplement to explicitly describe the Magic Realm and the many spirits who inhabit it.

The Realm of Magic

Unlike the Faerie Realm, characters in Mythic Europe do not visit the Magic Realm routinely -- except, perhaps, in Wizard's Twilight. Therefore the Realm is poorly explored, and poorly understood compared to the Faerie, Divine, and Infernal Realms.

The Realm of Magic, as presented in Fifth Edition, is a realm of the idealized essential nature of things. As a realm of spirit and ideas, the Magic Realm is both wondrous and mysterious. Every visitor to the Magic Realm has a different experience, so the Realm clearly includes myriad worlds within it. It consists of insulae, tempora, and cosms, each a different kind of world within the Realm.

Because there is no established way to enter the Magic Realm, getting there can be a quest in itself. Some ideas for how to enter the Magic Realm include crossing through a powerful magic regio, being transported by a magical spirit of sufficient Might score, or some unprecedented magical disaster.[1]

Magical Auras and Vis

There are rules that describe magical auras in more detail, explaining what the environment is like in a magic aura and how it can differ from the mundane world. The rules also describe how magic auras can arise and how they grow weaker or stronger. On page 14 is a list of Vim spells relating to auras, including a ritual that can help strength a Magic aura[2].

There are also rules for special kinds of vis, including lesser enchantment vis, spell-like vis, and dedicated vis.

Bestiary

Realms of Power: Magic includes statistics for a wide variety of magical creatures, from the spirit of a bullrush and magical cats to undead, elementals, and mighty dragons. See the table of contents or Project Redcap's Creature Index for a listing.

The bestiary is intended not only to provide "monsters" for characters to fight, but also allies, creatures to summon, familiars, and even (using the rules for magical characters in this book) player characters.

Creature Rules

There are extensive rules for making magical creatures, determining their Might scores, and describing their powers. These are designed to be balanced and suitable for creating magical creatures as player-characters. Indeed, the rules explain how to make magical creatures as PCs equivalent to a grog, companion, or magus.

Magical creatures do not age, and most of them do not need to eat or sleep. They also don't (usually) gain experience points like mortal characters, unless their Might score is quite low.[3] Instead, magical characters advance and deteriorate through transformation and acclimation.

Things of Virtue

This book also introduces Things of Virtue, inanimate equivalents to Beasts of Virtue. Things of Virtue are magical plants and objects whose essential nature gives them special powers that a wizard can unlock and use through a process called refinement. For example, the Blackthorn of Virtue (for which the covenant is named) can be refined to inflict curses.

Reviews and comments

Please include any comments or reviews here. A suggested format would be:

Example Review
This is a paragraph or two about my impression of the book. --My User Page


Related Products

Magic related

Realms of Power series

References

  1. Realms of Power: Magic, pp. 20-21, "Into the Magic Realm"
  2. Realms of Power: Magic, p. 14, "New Spells and Guidelines for Auras" (inset)
  3. Realms of Power: Magic, p. 51, "Advancement"

External links