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  • * [[Ancient Magic]] details lost magical traditions, practices, and powers. These would generally be considered more powerful and would be more respe ...egree been preserved by magi that converted to Hermetic Magic, though such powers are not usually incorporated into [[Magic Theory|Hermetic theory]] itself. ...
    3 KB (413 words) - 14:37, 3 November 2013
  • ...either grant magical abilities, or significantly alter a magus's existing powers. ...
    630 bytes (96 words) - 14:35, 12 October 2012
  • ...cter who has aligned himself with the [[Infernal Realm]] in return to dark powers. Formally, diabolist is a [[Mythic Companion]], described in [[Realms of Po ...
    507 bytes (67 words) - 16:20, 12 August 2012
  • ...as infernal character, including powers, tainted versions of non-infernal powers, and some traditions of infernalists. It is the second book published in t :The [[Maleficia]] are Infernal powers that work, mechanically, somewhat similarly to Hermetic [[Art]]s. The caste ...
    4 KB (521 words) - 12:35, 15 November 2016
  • ...venture lines may still be worth mining for ideas. For example, the Animal Powers scenario apparently inspired the covenant of [[Crintera]] in the [[Guardian * The Well of St. Alban: a well whose water has healing powers. ...
    3 KB (504 words) - 13:31, 25 July 2013
  • ...[[Aura|auras]], regiones effect the exertion and manifestation of mythical powers depending on whether the exerting creature or effect is aligned with the sa ...
    635 bytes (91 words) - 16:26, 12 August 2012
  • * [[Ancient Magic]] details lost magical traditions, practices, and powers. These would generally be considered more powerful and would be more respe ...egree been preserved by magi that converted to Hermetic Magic, though such powers are not usually incorporated into [[Magic Theory|Hermetic theory]] itself. ...
    3 KB (475 words) - 07:03, 9 July 2015
  • ...Spirit|Forest Spirits]] are discussed in detail, including their possible powers, growth, and dissolution. Taking the [[Nature Lore]] virtue into account, t ...
    722 bytes (104 words) - 14:22, 12 October 2012
  • ...ntained in his or her own body, and therefore it is not possible to employ powers beyond the Touch range. ...
    636 bytes (96 words) - 19:30, 9 June 2014
  • ...[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 c ...
    668 bytes (102 words) - 15:33, 14 January 2014
  • ...]. 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 e ...
    660 bytes (114 words) - 18:54, 10 October 2012
  • ...is potentially useful for identifying magical creatures, understanding the powers and limitations of a particular kind of [[hedge magic]], and perhaps in fin ...
    805 bytes (115 words) - 05:26, 28 April 2013
  • ...can smell the residue of magic, such as that on those with magical powers. The effect has [[Penetration]] of 5, and requires both words and gestures. ...
    866 bytes (128 words) - 22:54, 7 March 2017
  • ...tradition share some similar powers, but they differ in the scope of those powers and in the diversity of the traditions' members. ...ral traditions, whereas hedge wizards are restricted to their pre-Hermetic powers only, and are much more limited. ...
    9 KB (1,293 words) - 02:11, 28 December 2016
  • ...e [[Magic Resistance]]. It protects against spells and other supernatural powers, unless the caster or magic-worker participated in the casting of the ''Aeg ...ock active enchanted devices or prevent items inside from activating their powers. ...
    3 KB (431 words) - 05:15, 11 April 2013
  • ...n [[ArM5]] grant special powers to those who know them. In [[ArM5]], these powers are usually specific [[Virtues and Flaws]]. ...h this ''per se'', but non-Hermetic magic gives characters a unique set of powers and capabilities. There are implications for [[Game Balance|game balance]] ...
    4 KB (640 words) - 07:31, 9 July 2015
  • ...e safely applied on a regular basis (see [[ArM5]] p. 168). Investing these powers is also cheaper (in both [[raw vis]] and time) than investing them into an ...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 rath ...
    4 KB (611 words) - 21:21, 21 July 2019
  • ...[Realms of Power]]. Comparable effects may be obtained by the other three powers: [[Divine Realm|Divine]], [[Infernal Realm|Infernal]] and [[Faerie Realm|Fa ...
    1 KB (157 words) - 05:59, 11 June 2014
  • ...ell as non-hermetic powers (both from other [[Gift|Gifted traditions]] and powers from supernatural creatures), twilight effects, and so forth. This could b ...
    3 KB (445 words) - 19:47, 27 March 2016
  • ...e-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 an ...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 ...
    3 KB (547 words) - 14:50, 18 December 2012
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