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		<id>https://www.redcap.org/index.php?title=Project_Redcap:About&amp;diff=14956</id>
		<title>Project Redcap:About</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Project_Redcap:About&amp;diff=14956"/>
		<updated>2017-01-29T14:28:16Z</updated>

		<summary type="html">&lt;p&gt;96.252.13.141: Updated Site Administrators section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Goals of Project Redcap ==&lt;br /&gt;
{{Project Redcap:Purpose}}&lt;br /&gt;
&lt;br /&gt;
As the Web is constantly changing, the first task will never really be complete, but will require continuing effort and maintenance. We also hope the second task will never be complete, as the game continues to evolve through the current and (hopefully) future editions and as the [[fan community]] continues to produce new and interesting material.&lt;br /&gt;
&lt;br /&gt;
We invite users to [[contributing|contribute]] to Project:Redcap by adding links to any Ars Magica-related sites they are aware of, regardless of their content or perceived quality, by advancing any of the other [[Project Redcap:Sub-Projects|sub-projects]] we have identified, or by posting anything else that will further our goals.&lt;br /&gt;
&lt;br /&gt;
== Welcome New Users ==&lt;br /&gt;
Please see [[Project Redcap:Getting Started]] for a quick orientation.&lt;br /&gt;
&lt;br /&gt;
== Important Policies ==&lt;br /&gt;
&#039;&#039;Project: Redcap&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
The source for official information about Ars Magica is the [[Atlas Games]] [http://www.atlas-games.com/ Web site].&lt;br /&gt;
&lt;br /&gt;
We strictly enforce our [[Project Redcap:Copyrights|copyright policy]].&lt;br /&gt;
&lt;br /&gt;
== How This Site is Organized ==&lt;br /&gt;
The [[Main Page]] provides an entry point for the major topics in the game. You can also browse by [[Special:Categories|category]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Project: Redcap&#039;&#039; is made up of pages on individual subjects, such as [[stress die]] or the [[Grand Tribunal]]. Each page contains lots of links to other, related pages within &#039;&#039;Project: Redcap&#039;&#039; 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 &#039;&#039;web&#039;&#039; of topics where (if we&#039;ve done our jobs right) topics are inter-connected according to semantic relationships.&lt;br /&gt;
&lt;br /&gt;
This is in contrast to a hierarchy or &amp;quot;tree&amp;quot; structure where pages would be organized by topic and sub-topic. There is no hierarchy in &#039;&#039;Project: Redcap&#039;&#039;; there are only &#039;&#039;relationships&#039;&#039;. We have no comprehensive &amp;quot;index&amp;quot; or &amp;quot;site map&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
We do, however, have [[Special:Categories|categories]] that collect related pages together and allow visitors to browse the topics. Note that a single page may belong to several categories.&lt;br /&gt;
&lt;br /&gt;
=== Navigation and Searching ===&lt;br /&gt;
There are three ways to find what you&#039;re looking for:&lt;br /&gt;
&lt;br /&gt;
# The [[Main Page]], [[Encyclopedia]] index, and sidebar are designed to contain starting points for many of the important topics. &lt;br /&gt;
# Use the Search function to find pages containing specific words.&lt;br /&gt;
# Browse the [[Special:Categories|categories]]&lt;br /&gt;
&lt;br /&gt;
== Site Administrators ==&lt;br /&gt;
We invite you to [[contact]] us if you have any questions or feedback.&lt;br /&gt;
&lt;br /&gt;
Project: Redcap is maintained by Walter Croft. [[User:Andrew Gronosky|Andrew Gronosky]] is the technical administrator but no longer has much to do with the content. Since November 2012, Andrew has been the registered owner of the Redcap.org domain.&lt;br /&gt;
&lt;br /&gt;
== Funding ==&lt;br /&gt;
The costs of Project: Redcap are minimal and are entirely borne by the maintainer. We don&#039;t receive money from [[Atlas Games]]. Neither do we advertise, sell merchandise, or solicit donations.&lt;br /&gt;
&lt;br /&gt;
== History of Project: Redcap ==&lt;br /&gt;
&lt;br /&gt;
=== Geoff Grabowski: 1994-1996 ===&lt;br /&gt;
Project: Redcap was started by Geoff Grabowski on September 9, 1994. &lt;br /&gt;
&lt;br /&gt;
The site was originally written in [http://en.wikipedia.org/wiki/Static_web_page plain old HTML]. Updates were managed by people sending e-mail to Geoff to give him the location of a new Ars Magica site. It grew to about 25 entries in the first two years.&lt;br /&gt;
&lt;br /&gt;
=== David Chart: 1996-2005 === &lt;br /&gt;
[[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:&lt;br /&gt;
&lt;br /&gt;
* 50 links in August of 1996&lt;br /&gt;
* 100 links in November 1997&lt;br /&gt;
* 141 links in January 1998&lt;br /&gt;
* 200 links in June 2000&lt;br /&gt;
&lt;br /&gt;
=== Andrew Gronosky: 2005-2016 ===&lt;br /&gt;
[[Andrew Gronosky]] took over on September 15, 2005 when David&#039;s time commitment as [[Line Editor]] started to make it difficult for him to regularly update the site.&lt;br /&gt;
&lt;br /&gt;
For the first two and a half years, Andrew maintained the original, static HTML pages by  the traditional method of receiving e-mail from contributors and manually editing and uploading the HTML files. The last version of those files are still online at http://classic.redcap.org, preserved for posterity.&lt;br /&gt;
&lt;br /&gt;
During this period, spammers started regularly using the [[contact]] address for Project: Redcap as a fake return address, starting around 2006. This led to the redcap.org domain getting added to e-mail 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.&lt;br /&gt;
&lt;br /&gt;
==== 2008: HermesWeb ====&lt;br /&gt;
In March 2008, Andrew and [[Pitt Murmann]] began working on an online Ars Magica [[Encyclopedia]] index with eventual plans to integrate it into Project: Redcap. This started out as an independent site called Hermesweb, with the goal of eventually merging with Project: Redcap and providing a modern, wiki-like community hub. We built it using Wiki software called [http://pagework.ekkia.org/ PageWork], which offered advanced features and was easier to install than competing Wikis at the time.&lt;br /&gt;
&lt;br /&gt;
==== 2009: GeoCities Went Dark ====&lt;br /&gt;
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 early 1990&#039;s through early 2000&#039;s disappeared from the Web. A great number of links on Project:Redcap went dead. This was a major setback for the project and completely beyond the maintainers&#039; control.&lt;br /&gt;
&lt;br /&gt;
==== 2010: Hermesweb Assimilated ====&lt;br /&gt;
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 pages to the Wiki. All the old, static HTML content was finally merged and the integrated site (consisting of both the Wiki encyclopedia and the index of links) was completed around July 2010. This new, combined site was simply named Project: Redcap and the Hermesweb name was retired.&lt;br /&gt;
&lt;br /&gt;
==== 2012: Migration to MediaWiki ====&lt;br /&gt;
In January 2012, [[Andrew Gronosky]] and his co-maintainers, [[Pitt Murmann]] and [[Yair Rezek]], decided to convert the site to use the [http://www.mediawiki.org MediaWiki] software to provide a more familiar user experience for both readers and contributors. By that time, MediaWiki had caught up to PageWork&#039;s ease of installation and shared several of its advanced features.&lt;br /&gt;
&lt;br /&gt;
As of December 2012, all the content of the PageWork wiki has been imported and a considerable amount of new material has been added. Project: Redcap has several active contributors who are steadily expanding its depth and breadth.&lt;br /&gt;
&lt;br /&gt;
=== Walter Croft 2016-present ===&lt;br /&gt;
On November 1, 2016, Walter Croft took the helm as the fourth Head Redcap in the project&#039;s history.&lt;br /&gt;
&lt;br /&gt;
== Current Status ==&lt;br /&gt;
Today, in 2016, the Ars Magica community is still strong and vibrant. The [[official forum]]s as active as ever. Ars Magica [[convention]]s have been annual events since 2007. &lt;br /&gt;
&lt;br /&gt;
{{Legacy|page=About}}&lt;/div&gt;</summary>
		<author><name>96.252.13.141</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Fifth_Edition&amp;diff=14952</id>
		<title>Ars Magica Fifth Edition</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Fifth_Edition&amp;diff=14952"/>
		<updated>2017-01-22T20:31:57Z</updated>

		<summary type="html">&lt;p&gt;96.252.13.141: Added awards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(This page is about the Fifth Edition core rules. For a complete list of Fifth Edition books and supplements, [[List_of_products#Fifth_Edition_Products|go here]].)&#039;&#039;&lt;br /&gt;
{{Product description&lt;br /&gt;
|productName= Ars Magica Fifth Edition&lt;br /&gt;
|imageFile= arm5_cover.jpg&lt;br /&gt;
|type=core rules&lt;br /&gt;
|edition= [[ArM5|Fifth]]&lt;br /&gt;
|abbreviation= ArM5&lt;br /&gt;
|authors= [[David Chart]]&lt;br /&gt;
|productType= core rules&lt;br /&gt;
|publisher= Atlas Games&lt;br /&gt;
|productNumber= AG0205&lt;br /&gt;
|isbn=1-58978-070-1&lt;br /&gt;
|format= [[Hardcover]]&lt;br /&gt;
|pageCount= 240&lt;br /&gt;
|releaseDate=November 2004&lt;br /&gt;
|availability=In print, [[PDF]] [http://e23.sjgames.com/item.html?id=AG0205PDF available]&lt;br /&gt;
}}&lt;br /&gt;
[[File:ArM5LogoColor.jpg|x200px|Ars Magica Fifth Edition logo]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ars Magica Fifth Edition&#039;&#039;&#039; is the current edition of the game. With the publication of [[Legends of Hermes]] in June 2011, it also became the largest: the edition with the greatest number of supplements.&amp;lt;ref&amp;gt;Atlas Games discussion forum, &amp;quot;Fifth Edition is now larger than fourth&amp;quot;, http://forum.atlas-games.com/viewtopic.php?f=4&amp;amp;t=7323&amp;amp;p=103286&amp;amp;hilit=largest+edition#p103286, June 2, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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].&lt;br /&gt;
&lt;br /&gt;
[[David Chart]] is the [[Line Editor]] for the 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Edition product line and the author of the core rule book.&lt;br /&gt;
&lt;br /&gt;
==Errata==&lt;br /&gt;
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].&lt;br /&gt;
&lt;br /&gt;
See also the article: [[Errata]].&lt;br /&gt;
&lt;br /&gt;
==Differences Between Fifth Edition and Fourth Edition==&lt;br /&gt;
&#039;&#039;by [[Andrew Gronosky]] and Steve Saunders. Additional thanks: Erik Tyrell&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fifth Edition is similar to [[Ars Magica Fourth Edition]] in many respects, but with some important differences.&lt;br /&gt;
&lt;br /&gt;
The official [http://www.atlas-games.com/arm5 Fifth Edition Web page] has some design notes from the author of Fifth Edition (see the &amp;quot;Downloads&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===The Big Picture===&lt;br /&gt;
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 &amp;quot;nothing has changed.&amp;quot; The second is &amp;quot;everything has changed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nothing has changed&amp;quot; in that, if one had to describe Fifth Edition in 500 words or less, that description would be unchanged between editions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everything has changed&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
The story about [[Antoninus of Jerbiton]] has been replaced with a much shorter introductory piece.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Character generation]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One set of [http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf design notes] covers the Fifth Edition character creation process.&lt;br /&gt;
&lt;br /&gt;
Characters are still constructed the same way; a concept, followed by [[Virtues and Flaws]], [[Characteristic]]s, [[Abilities|Abilities]], and, for magi, [[Arts]] and [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
There&#039;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.&lt;br /&gt;
&lt;br /&gt;
Abilities (skills) and Arts (magic) are now drawn from the same pool of points, both at character-creation time and as experienced PC&#039;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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s.&lt;br /&gt;
&lt;br /&gt;
[[Houses]] are now split into three kinds: &amp;quot;[[True Lineages]]&amp;quot; (which are the same as in ArM4), consisting of [[House Bonisagus|Bonisagus]], [[House Guernicus|Guernicus]], [[House Mercere|Mercere]], and [[House Tremere|Tremere]]; &amp;quot;[[Mystery Cult]]s&amp;quot; (as per ArM4&#039;s [[The Mysteries]]), consisting of [[House Bjornaer|Bjornaer]], [[House Criamon|Criamon]], [[House Merinita|Merinita]], &amp;amp; [[House Verditius|Verditius]]; &amp;quot;[[Societas|Societates]]&amp;quot; (groups of like-minded magi), consisting of Houses [[House Flambeau|Flambeau]], [[House Jerbiton|Jerbiton]], [[Ex Miscellanea]], and [[House Tytalus|Tytalus]]. Each kind of House is getting a separate &amp;quot;Houses of Hermes&amp;quot; [[Product List|book]].&lt;br /&gt;
&lt;br /&gt;
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 [[Grog]]s on up to ± 3 points. Grogs may only have Minor Virtues or Flaws.&lt;br /&gt;
&lt;br /&gt;
Two new categories of Virtues and Flaws are introduced in ArM5 - [[Personality Flaw]]s and [[Story Flaw]]s. Characters are limited to two personality Flaws and at most one Story Flaw; grogs may not have Story Flaws at all.&lt;br /&gt;
&lt;br /&gt;
Some former Virtues are now Flaws. The key factor in seemingly-advantageous &amp;quot;Flaws&amp;quot; (such as the former Virtues) is that each represents a story hook the PC &#039;&#039;must&#039;&#039; take if it&#039;s presented by the SG (e.g. your [[Faerie Friend]] has been summoned to [[Arcadia]], and your PC &#039;&#039;must&#039;&#039; deal with that, either resisting the summons or going with), rather than a bought-at-creation advantage the SG should leave intact.&lt;br /&gt;
&lt;br /&gt;
===Hermetic Magic===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are new rules about how having an [[Arcane Connection]] to the target can improve one&#039;s Penetration.&lt;br /&gt;
&lt;br /&gt;
The scope of the individual [[Art]]s has been changed, causing some spells to change Arts. This mostly affects the [[Technique]]s of [[Rego]], [[Muto]], and [[Perdo]].&lt;br /&gt;
&lt;br /&gt;
Magi in Fifth Edition gain a generalized &amp;quot;[[Form bonus]]&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The [[Limits of Magic]] are explained in more detail and, some would say, more clearly.&lt;br /&gt;
&lt;br /&gt;
The social effects of [[The Gift]] are explained differently in Fifth Edition than in Fourth.&lt;br /&gt;
&lt;br /&gt;
It is no longer possible in ArM5 to use [[vis]] to extend the range, duration, or target of a [[spell]]. Spells with permanent effects, such as a spell that permanently heals a wound, must be [[ritual]]s. However, a new kind of healing magic has been introduced: spells that grant a bonus to [[wound recovery]] rolls while they are in effect.&lt;br /&gt;
&lt;br /&gt;
[[Spontaneous Spell]]s always use a [[stress die]] in ArM5 if the caster exerts himself (spends a [[Fatigue level]]). 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 &amp;quot;[[Ceremonial Casting]],&amp;quot; which is a slow process kind of like a [[ritual]], but without the need for vis.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;[[Targeting Roll]]&amp;quot;) are spells that affect their targets indirectly, for example, by opening a pit under a person&#039;s feet so he falls in.&lt;br /&gt;
&lt;br /&gt;
[[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&#039;s about the so-called &amp;quot;[[Pink Dot Loophole]]&amp;quot; and house rules that might resolve it.&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Casting From Text|Casting from a text]] is not mentioned in the ArM5 basic rules.&lt;br /&gt;
&lt;br /&gt;
[[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]].&lt;br /&gt;
&lt;br /&gt;
===Laboratory===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
Some significant changes here. First, as has been mentioned already, [[Formulaic spell]]s 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]].&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;almost&amp;quot; permanent).&lt;br /&gt;
&lt;br /&gt;
The range categories for spells have been changed. Spells can be either [[Spell Range | Personal]] (caster only), [[Spell Range | Touch]], [[Spell Range | Voice]], [[Spell Range | Sight]], or [[Spell Range | Arcane Connection]]. There is no longer any such category as [[Spell Range | Near]] or [[Spell Range | 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&#039;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 &amp;quot;[[Silent Magic]]&amp;quot; Virtue.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
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&#039;s notes] discuss the changes in broad detail.&lt;br /&gt;
&lt;br /&gt;
One key difference is that &amp;quot;[[Trained group]]s&amp;quot; now have a big advantage over a mob of individuals; for comparably-skilled combatants, a trained group has an overwhelming advantage.&lt;br /&gt;
&lt;br /&gt;
ArM5 does not use &amp;quot;[[Body Level]]s&amp;quot; to track [[Wound]]s. 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 &amp;quot;Hurt&amp;quot; Body Level - every wound in ArM5 causes at least a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
===Down Time===&lt;br /&gt;
The rules for &amp;quot;down time&amp;quot; (when characters are not in the lab or going on adventures) are given their own chapter in ArM5, called &amp;quot;Long-Term Events.&amp;quot; The changes are relatively minor.&lt;br /&gt;
&lt;br /&gt;
[[Long-term Fatigue]] exists in ArM5. This is the same as in Third Edition - it&#039;s back. Casting ritual spells can cause long-term Fatigue loss.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The [[aging]] rules have been revised. ArM4&#039;s &amp;quot;[[affliction]]s&amp;quot; are gone; aging &amp;quot;points&amp;quot; accumulate on each [[Characteristic]] like &amp;quot;anti&amp;quot;-experience points, decreasing the Characteristic. The total of all aging points determines Decrepitude: PC&#039;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 &amp;quot;crisis,&amp;quot;]] which can potentially kill a character outright.&lt;br /&gt;
&lt;br /&gt;
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 point]] (if it comes from a generic source of [[XP]]&#039;s) can be applied to an Art or an Ability. Also, ArM5 explicitly allows adventuring experience points to be spent on Arts.&lt;br /&gt;
&lt;br /&gt;
The [[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.&lt;br /&gt;
&lt;br /&gt;
ArM5 adds explicit rules for &amp;quot;learning by doing,&amp;quot; gaining experience points through [[Exposure]].&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
There are new rules for &amp;quot;[[Warping]],&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===Covenants===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There is an ArM5 supplement called [[Covenants]] which expands a great deal on the concepts in the core book.&lt;br /&gt;
&lt;br /&gt;
===Mythic Europe===&lt;br /&gt;
ArM5 includes more-specific advice on how to take advantage of the [[Mythic Europe]] setting to create unique and interesting stories.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Realms===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The [[Dominion]] penalties on magic use are much stronger than in ArM4. Player characters actually have to worry about them.&lt;br /&gt;
&lt;br /&gt;
===Bestiary===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Continuity===&lt;br /&gt;
With Fifth Edition, the [[Line Editor]] made an explicit decision to disregard existing [[canon]] and start anew. Most of the major elements remain the same – there are still twelve [[Houses of Hermes | Houses]] and thirteen [[Regional 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]].&lt;br /&gt;
&lt;br /&gt;
As with any major change to a shared world, this has met with mixed responses from the [[Fan Community]].&lt;br /&gt;
&lt;br /&gt;
See the [[timeline of Fifth Edition canon]] for an overview of the major events.&lt;br /&gt;
&lt;br /&gt;
==== Tribunal Books from Previous Editions ====&lt;br /&gt;
This raises a question whether older supplements (for [[ArM4]] and earlier) are still useful for the game. Rule-intensive supplements like the [[Wizard&#039;s Grimoire]] probably are of interest only to collectors; for more setting-related supplements like [[Tribunal book]]s, 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;Touch of Midas&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
[[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).&lt;br /&gt;
&lt;br /&gt;
==Frequently-Asked Questions==&lt;br /&gt;
&amp;lt;div id=&amp;quot;Why_Removed&amp;quot;&amp;gt;&lt;br /&gt;
;Why has (rule X) been removed from Fifth Edition?&lt;br /&gt;
:&#039;&#039;&#039;A&#039;&#039;&#039;: 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&#039;t mean it doesn&#039;t exist anywhere. Keep an eye on the [[upcoming products]] from [[Atlas Games]].&amp;lt;br /&amp;gt;   One of the reasons the [[fan community]] built and maintains this site is to help people find the information they&#039;re looking for. Try using the Search function on this site; it may be that the material you&#039;re looking for does exist in some book you don&#039;t have yet.&lt;br /&gt;
:Many of the rules that people say were &amp;quot;left out&amp;quot; were not found in the Fourth Edition rule book, either. They came from one of the many Fourth Edition supplements. It&#039;s not realistic to expect a single 240-page rule book to include a full set of basic rules plus the &amp;quot;best of&amp;quot; several dozen ArM4 supplements. Most of the [[Canon]] doesn&#039;t fit in the core book and can be found in other [[Products]].&amp;lt;br /&amp;gt;   &#039;&#039;--[[Andrew Gronosky]]&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Why_Changed&amp;quot;&amp;gt;&lt;br /&gt;
;Why was (X) changed in (new edition/new supplement)?&lt;br /&gt;
:The full form of this question is usually along the lines, &#039;&#039;&#039;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?&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Answer:&#039;&#039;&#039; It seemed like a good idea at the time.&amp;lt;br /&amp;gt;   If you&#039;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.&amp;lt;br /&amp;gt;   This is not to say that authors don&#039;t listen to feedback. In my experience, they do. Obviously, you&#039;ll get farther with polite and well-reasoned criticism than with a mad tirade.&lt;br /&gt;
:&#039;&#039;--[[Andrew Gronosky]]&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Free_Conversion&amp;quot;&amp;gt;&lt;br /&gt;
;Will there be free conversions of 4th Edition books to 5th Edition?&lt;br /&gt;
:Revised editions of several of the most popular ArM4 supplements are already on the Atlas Games [[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.&amp;lt;br /&amp;gt;   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&#039;t make good business sense for Atlas Games to pay authors to update out-of-print supplements instead of developing new products.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Awards ==&lt;br /&gt;
Ars Magica won two [http://www.ennie-awards.com/blog/ ENNie awards] in [http://www.ennie-awards.com/blog/about-us/2005-noms-and-winners/ 2005]:&lt;br /&gt;
&lt;br /&gt;
* Best rules, Gold winner&lt;br /&gt;
* Best production values, Silver winner&lt;br /&gt;
* Best interior art, Honorable mention&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
* [[Ars Magica Fourth Edition]]&lt;br /&gt;
* [[:Category:ArM5]]&lt;br /&gt;
* [[Timeline of Fifth Edition canon]]&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy Page ==&lt;br /&gt;
The history of this page before July 21, 2012 is located at [[Legacy:fifth_edition]].&lt;br /&gt;
&lt;br /&gt;
[[Category:ArM5]]&lt;br /&gt;
[[Category:Products| Ars Magica 5th Edition]]&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>96.252.13.141</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Project_Redcap:30_pages_for_November&amp;diff=14709</id>
		<title>Project Redcap:30 pages for November</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Project_Redcap:30_pages_for_November&amp;diff=14709"/>
		<updated>2016-11-06T12:15:01Z</updated>

		<summary type="html">&lt;p&gt;96.252.13.141: Page for Nov. 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+30 Pages for November 2016&lt;br /&gt;
|-&lt;br /&gt;
!Date!!Page&lt;br /&gt;
|-&lt;br /&gt;
|06 November||[[Order of Hermes]]&lt;br /&gt;
|-&lt;br /&gt;
| 05 November||[[Season]]&lt;br /&gt;
|-&lt;br /&gt;
| 04 November || [[Saga]]&lt;br /&gt;
|-&lt;br /&gt;
| 03 November || [[Character generation]]&lt;br /&gt;
|-&lt;br /&gt;
| 02 November || [[Covenant]]&lt;br /&gt;
|-&lt;br /&gt;
| 01 November || [[Faith and Flame]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Scoreboard =&lt;br /&gt;
[[Andrew Gronosky]] proposed a friendly competition between the Berk List and the forum. Whichever team makes the most edits to the 30 pages during the month of November gains [[House Acclaim]] as giving back the most to the [[fan community]]! &lt;br /&gt;
&lt;br /&gt;
Here is the &lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1sZCKtGxWKKENDPtOfJN9vT9f2llaoYwKymtq7zpZpHs/edit?usp=sharing scoreboard].&lt;br /&gt;
&lt;br /&gt;
And briefly, the rules are:&lt;br /&gt;
* The score is the net number of characters added to the relevant pages.&lt;br /&gt;
* Edits count for any page in the &amp;quot;30 pages&amp;quot; project, as long as&lt;br /&gt;
** The edit was made on or after the day page was announced by the Head Redcap&lt;br /&gt;
** The edit was made by a registered user &#039;&#039;or&#039;&#039; the edit comment includes &amp;quot;team Berkeley&amp;quot; or &amp;quot;team Forum&amp;quot;. Anonymous edits not assigned to a team don&#039;t count.&lt;br /&gt;
** The edit was completed by 11:59:59 pm, Dec. 1, 2016, according to the wiki&#039;s edit history. The wiki is apparently running on GMT and we want the Australian fans to have a chance to contribute.&lt;br /&gt;
* Edits by the Head Redcap don&#039;t count for either team.&lt;br /&gt;
* Edits made to pages outside the &amp;quot;30 pages&amp;quot; are welcome and encouraged, but they don&#039;t count toward winning the competition&lt;/div&gt;</summary>
		<author><name>96.252.13.141</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=House_Ex_Miscellanea&amp;diff=14686</id>
		<title>House Ex Miscellanea</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=House_Ex_Miscellanea&amp;diff=14686"/>
		<updated>2016-11-05T20:18:45Z</updated>

		<summary type="html">&lt;p&gt;96.252.13.141: Applied legacy template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|above=&#039;&#039;&#039;House Ex Miscellanea&lt;br /&gt;
|label1=Motto|data1=&amp;quot;Totus multitudinem componet.&amp;quot;&amp;lt;br&amp;gt;(The whole consists of many parts)|&lt;br /&gt;
|label2=Symbol|data2=Crooked staff&lt;br /&gt;
|label3=Founder|data3=[[Pralix]] [[filius|filia]] [[Tytalus the Founder|Tytalus]]&lt;br /&gt;
|label4=[[Primus]]|data4=[[Ebroin Ex Miscellanea|Ebroin]]&lt;br /&gt;
|label5=[[Domus Magna]]|data5=[[Cad Gadu]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Ex Miscellanea&#039;&#039;&#039; 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]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ex Miscellanea&#039;&#039; is a Latin phrase meaning &amp;quot;out of hash.&amp;quot;  House Ex Miscellanea is a loose collection of magi from many different magical traditions. In [[Ars Magica Fifth Edition]], it is considered a [[Societas]].&lt;br /&gt;
&lt;br /&gt;
== Ex Miscellanea Traditions ==&lt;br /&gt;
Members of House Ex Miscellanea are (usually) full [[Hermetic]] [[Magus|magi]].&amp;lt;ref&amp;gt;&#039;&#039;[[Ars Magica Fifth Edition]]&#039;&#039;, p. 11, &amp;quot;House Ex Miscellanea&amp;quot;&amp;lt;/ref&amp;gt;  However, they possess additional powers that fall outside traditional [[Magic Theory]].  These powers and abilities -- often derisively called [[hedge magic]] -- are remnants of magical [[tradition]]s 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]].&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Major Traditions ===&lt;br /&gt;
The mentioned major traditions, which include background information and special rules, are:&lt;br /&gt;
&lt;br /&gt;
* The [[Columbae]], masters of [[Wards|warding]] from Wales.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;Columbae,&amp;quot; pp. 110-115&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The [[Donatores Requietis Aeternae]], a young tradition of magi with religious background and connections, to be found mainly in the [[Normandy Tribunal]].&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;The Donatores Requietas Aeternae,&amp;quot; pp. 115-120&amp;lt;/ref&amp;gt;&lt;br /&gt;
* 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).&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;The Cult of Orpheus,&amp;quot; pp. 120-123&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Pharmacopoeians]] are master herbalists and healers, employing [[Mythic Herbalism]].&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;The Pharmacopoeians,&amp;quot; pp. 123-126&amp;lt;/ref&amp;gt;&lt;br /&gt;
* 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.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;The Lineage of Pralix,&amp;quot; pp. 126-129&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Rustic Magi]] are folk-magicians who create enchanted items through their [[craft]]s.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;Rustic Magi,&amp;quot; pp. 130-133&amp;lt;/ref&amp;gt; They usually reside in rural communities. Note that there are &amp;quot;...few Rusticiani in the Order.. &amp;quot;, so there may be more practicing as [[hedge wizard]]s than as magi. &lt;br /&gt;
* [[Hermetic Sahirs]] are Islamic wizards of [[Iberian Tribunal|Iberia]] who specialize in summoning [[jinn]].&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;Rustic Magi,&amp;quot; pp. 130-133&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The [[Seirenes]] are magae that continue a form of lyrical magic that dates back to the sirens of legend.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;Seirenes,&amp;quot; pp. 137-139&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Traditions ===&lt;br /&gt;
In addition, the following (probably minor) traditions are mentioned:&lt;br /&gt;
&lt;br /&gt;
* [[Beast Masters]], feral magicians that summon and control wild beasts.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 108, &amp;quot;Beast Masters&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Damhadh-duidsan]], a lineage of Gaelic rune-wizards related to [[Damhan-Allaidh]], the Gaelic arch-nemesis of the [[Order of Hermes|Order]].&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 108, &amp;quot;Damhan-duidsan&amp;quot;&amp;lt;/ref&amp;gt; Some of them command Infernal powers.&amp;lt;ref&amp;gt;&#039;&#039;[[Realms of Power: The Infernal]]&#039;&#039;, pp. 137-138, &amp;quot;Infernal Societas: The Damhan-Duidsan&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Gorgiastic Cathars&#039;&#039;&#039;, religious mystics of the [[Proven&amp;amp;ccedil;al Tribunal]] who believe magic is the true path to God.&amp;lt;ref&amp;gt;&#039;&#039;[[Faith and Flame]]&#039;&#039;, pp. 30-31, &amp;quot;An Ex Miscellanea Tradition: Gorgiastic Cathars&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Hermetic Haruspexes]], diviners and seers (relying on [[Divination and Augury]] from &#039;&#039;[[The Mysteries Revised Edition]]&#039;&#039;).&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 108, &amp;quot;Hermetic Haruspexes&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Karaites]], a heretical [[Judaism|Jewish]] sect whose magi utilize several [[Virtues and Flaws]] from &#039;&#039;[[Realms of Power: The Divine]]&#039;&#039;.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 108, &amp;quot;Kariates&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Malocchi]], an Italian tradition utilizing [[Entrancement]].&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 108, &amp;quot;Malocchi&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Scinnfolk]], [[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.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 109, &amp;quot;Scinnfolk&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Tempestaria]], a tradition of Germanic weather-witches.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 109, &amp;quot;Tempestaria&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[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]].&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 109, &amp;quot;Witches of Thessaly&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[The Nemthengacha]], a tradition of Celtic wizards who use their &#039;poison-tongues&#039; to turn allies into enemies and rally people against those the wizard wishes.&lt;br /&gt;
&lt;br /&gt;
=== Independent Traditions ===&lt;br /&gt;
{{Main|Tradition}}&lt;br /&gt;
Some, but not all, traditions within House Ex Miscellanea still exist as [[hedge wizard]]s: not all their members have joined the [[Order of Hermes]]. These include:&lt;br /&gt;
&lt;br /&gt;
* [[Rustic Magi]] are rare in the Order of Hermes&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 130, &amp;quot;Culture&amp;quot;&amp;lt;/ref&amp;gt;, so presumably there are more outside it.&lt;br /&gt;
* [[Sahir]]s have non-Hermetic cousins who are prevalent in the Levant Tribunal&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 133, &amp;quot;Key Facts&amp;quot;&amp;lt;/ref&amp;gt; and presented in &#039;&#039;[[Cradle and the Crescent|The Cradle and the Crescent]]&#039;&#039;.&lt;br /&gt;
* [[Scinnfolk]] are specifically noted has having &amp;quot;largely resisted integration into Hermetic magic.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 109, &amp;quot;Scinnfolk&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unofficial Traditions ===&lt;br /&gt;
There are a number of non-canon traditions created by players and story-guides for magi ex Miscellanea. These include:&lt;br /&gt;
&lt;br /&gt;
* The [[Beautiful Triad]] is a Grecian tradition focused on the many sets of three women within Greek myth. They focus in performance magic, and altering the minds of others.&lt;br /&gt;
* The [[Children of Kalesh]] is a slavic cult of summoners.&lt;br /&gt;
* The [[Daughters of Circe]] are an old tradition, dating back thousands of years. These magae have focused in transforming others and in creating potions, and have an extensive knowledge of drugs and herbs.&lt;br /&gt;
* [[Gaothcoisiche]] is an Irish tradition of weather-controlling magi.&lt;br /&gt;
* [[The Whimsical Wizards]] are an heterogeneous bunch of faerie-blooded sorcerers who use their magical nature to power their spells&lt;br /&gt;
*The [[Heirs of the Pharaoh]] are Egyptian hedge magi who utilize the powers of their ancient pagan gods to supplement their inflexible magic.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Legacy|page=house_ex_miscellanea}}&lt;br /&gt;
&lt;br /&gt;
[[Category:ArM2]]&lt;br /&gt;
[[Category:ArM3]]&lt;br /&gt;
[[Category:ArM4]]&lt;br /&gt;
[[Category:ArM5]]&lt;br /&gt;
[[Category:House Ex Miscellanea]]&lt;br /&gt;
[[Category:Houses of Hermes]]&lt;/div&gt;</summary>
		<author><name>96.252.13.141</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Season&amp;diff=14685</id>
		<title>Season</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Season&amp;diff=14685"/>
		<updated>2016-11-05T20:02:40Z</updated>

		<summary type="html">&lt;p&gt;96.252.13.141: Applied legacy template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Developmental Stage ==&lt;br /&gt;
&lt;br /&gt;
Ars Magica describes the long-term development of a [[Covenant]] through the metaphor of &#039;&#039;&#039;seasons&#039;&#039;&#039;.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== The Four Seasons ===&lt;br /&gt;
&lt;br /&gt;
==== Spring ====&lt;br /&gt;
&lt;br /&gt;
Spring covenants tend to be full of energy to the point of seeming frenetic or even manic.&lt;br /&gt;
This is because they have to be. Spring covenant are fighting for their very survival, working hard to establish themselves as haven of the safety... and also gain the surplus resources, beyond mere survival, that are necessary for serious studies of the Hermetic Arts.&lt;br /&gt;
&lt;br /&gt;
Magi need months of uninterrupted studies to improve themselves. To achieve this, the basics (such as food, a place to live and the right to live there) must be secured... as must suitable material for studies.&lt;br /&gt;
&lt;br /&gt;
Spring stories tend to be externally-driven:  the covenant is forced to respond to threats from outside, or forced to go beyond its own established sphere of influence, in order to lay the groundwork for growth.&lt;br /&gt;
&lt;br /&gt;
Perhaps someone disputes the the covenant&#039;s rights to some source of income, or demands payment of taxes/tribute/rent for the location of the covenant buildings. Magi from other covenants test the magi with respect to how far they are willing to go to keep their meager resources, be they gold or Vis. Stories about Hermetic politics tend to center around some covenant or other taking advantage of the spring covenant (which must then be fought off politically) or about the spring covenant being offered bargains that they may well live to regret, be it resources they need in return for their votes on a particular subject, or offers to support them politically against the &#039;big bully&#039; in return for future favors - or more vis/tractatii than they really feel they can afford.&lt;br /&gt;
&lt;br /&gt;
==== Summer ====&lt;br /&gt;
&lt;br /&gt;
The Summer of a covenant&#039;s life can be by comparison introspective, or outward-turning. The most direct and pressing needs are taken care of. Magi can assume that day-to-day needs aren&#039;t going to require they personal exalted attention.  Attention turns away from mere survival; some turn to self-discovery and personal growth, some to outward expansion.&lt;br /&gt;
&lt;br /&gt;
On the one hand, you may for the first time have the leisure to realize that your fellow covenant member is a repulsive manipulative toad of a person, despite his fair exterior, and that while you needed him during spring, perhaps you are less than happy to spend the rest of your life within reach of his coils. Perhaps the difference is simply one of vision - how is this covenant supposed to be lead.&lt;br /&gt;
&lt;br /&gt;
This is also the time for magi &amp;amp; covenants concerned with power to expand - Arts are still low enough that progress is fast, surplus typically exists to aquire new books or expand Vis in the creation of devices.  Summer is often the time for grand projects: The short term shortages of Spring are in the past and the magi are expanding; the sky&#039;s the only limit in sight!&lt;br /&gt;
&lt;br /&gt;
Typically this is when magi start taking apprentices and binding familiars - suddenly the covenant is full of individuals of significant mystical power, yet weaker than the main magi.&lt;br /&gt;
&lt;br /&gt;
Of course not all magi will pursue raw power, but the surplus that make such studies possible also allow magi with other interests to pursue their fascinations. Perhaps the Jerbiton magus studies finesse for a few years in order to become a sculptor of the highest order? Perhaps the Trianomite starts visiting every covenant in the tribunal (or in the entire Order!) to find allies and tie the Order together?&lt;br /&gt;
&lt;br /&gt;
==== Autumn ====&lt;br /&gt;
&lt;br /&gt;
Summer cannot last, alas. Autumn is a sobering time for most magi. Arts and abilities are high enough that improving them take significant effort. The sky may well be the limit but it still feels awfully close!&lt;br /&gt;
&lt;br /&gt;
The covenant is powerful enough that it has few direct enemies save for political rivals. Indeed many magi throw themselves into politics at this stage of life if not sooner.&lt;br /&gt;
&lt;br /&gt;
Autumn agan focuses outwards but from very different reasons and indeed with different aims, compared to Spring.&lt;br /&gt;
Autumn knows survival is garanteed but only if those upstarts do not steal necessary resources!&lt;br /&gt;
Thus Autumn is moved to control and politcal maneuvering. Let young energetic magi deal with the problems - or atleast we can see what kinds of problems they are from how the young ones are beaten back!&lt;br /&gt;
&lt;br /&gt;
Indeed many Autumn stories spring from fear. Fear of Death and fear of loss of control - the same thing to the mind of many autumn magi!&lt;br /&gt;
&lt;br /&gt;
Many of the Spring plots return but seen from the other side of the coin - now Autumn must offer bad bargains to Spring to stave them off and keep as much power as possible!&lt;br /&gt;
&lt;br /&gt;
Autumn is also the point where Longevity Rituals can be expected to start failing - something that can potentially cost huge amounts of Vis and even tip a character (or even a whole covenant!) into Winter.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
Even Autumn cannot last and even Autumn will be missed by those beyond it.&lt;br /&gt;
Entering Winter means you&#039;ve &#039;won&#039;. Nothing the world has thrown at you have managed to kill you!&lt;br /&gt;
Yet Winter is a sad season. Winter means that loss outpaces gain.&lt;br /&gt;
In the winter every victory bears the tinge of loss.&lt;br /&gt;
&lt;br /&gt;
Perhaps the Magi are too afraid of final Twilight to cast spells. Perhaps they are so obsessed with their projects to care about or even notice the loss of things around them.&lt;br /&gt;
Perhaps they are simply so mad that they do more harm to the covenant than good - intentionally or not.&lt;br /&gt;
&lt;br /&gt;
Stories about young magi arriving at a winter covenant and trying to turn things around are only truely winter stories if they fail - if they succed it is a form of spring story!&lt;br /&gt;
&lt;br /&gt;
== Time Period ==&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Seasonal Characters&amp;quot; in [[Hermes Portal]] Issue 5&lt;br /&gt;
&lt;br /&gt;
{{Legacy|page=season}}&lt;/div&gt;</summary>
		<author><name>96.252.13.141</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Faith_and_Flame&amp;diff=14616</id>
		<title>Faith and Flame</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Faith_and_Flame&amp;diff=14616"/>
		<updated>2016-11-02T02:43:10Z</updated>

		<summary type="html">&lt;p&gt;96.252.13.141: Added chapter outline and summaries of the first couple of chapters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Product description&lt;br /&gt;
|productName = &#039;&#039;&#039;Faith and Flame: The [[Proven&amp;amp;ccedil;al Tribunal]]&#039;&#039;&#039;&lt;br /&gt;
|imageFile= Faith_and_Flame_cover.jpg&lt;br /&gt;
|edition=[[ArM5|Fifth Edition]]&lt;br /&gt;
|abbreviation=[[FaF]]&lt;br /&gt;
|type=Tribunal Sourcebook&lt;br /&gt;
|authors=[[Erik Dahl]], [[Mark Faulkner]], [[Lachie Hayes]], [[Ben McFarland]], [[Christian Jensen Romer]] &lt;br /&gt;
|publisher=Atlas Games&lt;br /&gt;
|productNumber=AG0308&lt;br /&gt;
|isbn=1-58978-149-X&lt;br /&gt;
|releaseDate=June, 2014&lt;br /&gt;
|format=[[Hardcover]]&lt;br /&gt;
|pageCount=144&lt;br /&gt;
|productPage=http://www.atlas-games.com/product_tables/AG0308.php&lt;br /&gt;
|availability=Hardcover&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faith and Flame: The [[Proven&amp;amp;ccedil;al Tribunal]]&#039;&#039; is a  supplement, [http://forum.atlas-games.com/viewtopic.php?f=4&amp;amp;t=29756 announced] on February 28, 2014.&lt;br /&gt;
&lt;br /&gt;
== Subject and Contents ==&lt;br /&gt;
This [[Fifth Edition]] sourcebook is the first full treatment of the [[Proven&amp;amp;ccedil;al Tribunal]]. Proven&amp;amp;ccedil;al was the default setting in [[ArM2]].&amp;lt;ref&amp;gt;&#039;&#039;[[Ars Magica Revised Edition]]&#039;&#039;, pp. 132-145, &amp;quot;The Setting: Mistridge Saga&amp;quot;&amp;lt;/ref&amp;gt; but until 2014 had not been detailed in a book of its own. In fact, Proven&amp;amp;ccedil;al was the final [[Regional Tribunal]] to receive its own sourcebook.&amp;lt;ref&amp;gt;[[David Chart]], [http://forum.atlas-games.com/viewtopic.php?f=4&amp;amp;t=29756&amp;amp;start=15#p202268 forum post], 1 March 2014&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [http://www.atlas-games.com/product_tables/AG0308.php product page] contains the summary of the book&#039;s contents that is available before its release.&lt;br /&gt;
&lt;br /&gt;
== Chapter II: History &amp;amp; Culture ==&lt;br /&gt;
This chapter presents both the Hermetic and mundane history of the region, which in this Tribunal are intertwined.&lt;br /&gt;
&lt;br /&gt;
Descriptions of fifteen lost covenants destroyed by the conflicts of the Tribunal -- the [[Schism War]] and the [[Albigensian Crusade]] -- appear on pages 10-11.&lt;br /&gt;
&lt;br /&gt;
The Cathar (Albigens) heresy is described on pages 13-15. Compared to Second Edition supplements, this book takes a more balanced view of the religious strife in the region. It explains the differences of religious doctrine between the Cathars and the Catholic Church, including the Cathars&#039; tendency to zealotry. The [[Order of Hermes]] has divided opinion on relations with the heretics (p. 15).&lt;br /&gt;
&lt;br /&gt;
The major events of the Albigensian Crusade are laid out on pages 15-19. By [[1220]], a second crusade has begun. ArM5 [[canon]] only describes history up to 1220. For a summary of later (real-world) events, see [https://en.wikipedia.org/wiki/Albigensian_Crusade wikipedia]. &lt;br /&gt;
&lt;br /&gt;
== Chapter III: Hermetic Culture ==&lt;br /&gt;
The Proven&amp;amp;ccedil;al Tribunal is a relatively easy place to found a new covenant, as explained on page 21.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The Proven&amp;amp;ccedil;al Tribunal has three main power centers. In the west, the Mercurian magi of [[Aedes Mercurii]] and the Mithraian magi of [[Castra Solis]] dispute the true legacy of [[Val-Negra]] and [[House Flambeau]]. In the east, the chapterhouses that compose the multi-site [[Coenobium]] attempt to prevent new covenants form forming.&amp;lt;ref&amp;gt;&#039;&#039;Faith &amp;amp; Flame: the Proven&amp;amp;ccedil;al Tribunal&#039;&#039;, p. 22, &amp;quot;The Covenants of the Tribunal.&amp;quot;&amp;lt;/ref&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chapter IV: The County of Toulouse ==&lt;br /&gt;
&lt;br /&gt;
== Chapter V: Gascony ==&lt;br /&gt;
&lt;br /&gt;
== Chapter VI: The Pyrenees and the Hispanic March ==&lt;br /&gt;
&lt;br /&gt;
== Chapter VII: Narbonnais ==&lt;br /&gt;
&lt;br /&gt;
== Chapter VIII: Arelat ==&lt;br /&gt;
&lt;br /&gt;
== Chapter IX: The Lost Covenant of Val-Negra ==&lt;br /&gt;
An entire chapter is devoted to the Lost Covenant of [[Val-Negra]]. &lt;br /&gt;
&lt;br /&gt;
= Covenants =&lt;br /&gt;
Another covenant of note is [[Mistridge covenant|Mistridge]], mentioned in Chapter Two (&amp;quot;History and Culture&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
While the Covenant of [[Doissetep]] does not exist canonicaly in [[Ars Magica Fifth Edition|Fifth Edition]], it was located in the Provençal Tribunal as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.atlas-games.com/product_tables/AG0308.php Official Product page]&lt;br /&gt;
*[http://www.warehouse23.com/products/AG0308 Product Page from Warehouse 23]&lt;br /&gt;
[[Category:ArM5]]&lt;br /&gt;
[[Category:Proven&amp;amp;ccedil;al Tribunal]]&lt;/div&gt;</summary>
		<author><name>96.252.13.141</name></author>
	</entry>
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