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	<id>https://www.redcap.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arkandos</id>
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	<updated>2026-10-22T18:51:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.redcap.org/index.php?title=Fatigue_level&amp;diff=14603</id>
		<title>Fatigue level</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Fatigue_level&amp;diff=14603"/>
		<updated>2016-08-21T22:14:37Z</updated>

		<summary type="html">&lt;p&gt;Arkandos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fatigue levels are the way to track a characters energy level. &lt;br /&gt;
A normal human character has 6 Fatigue levels (Fresh, Winded, Weary, Tired, Dazed and Unconscious). &lt;br /&gt;
They have different penalties associated with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Combat Fatigue]]&lt;br /&gt;
* [[Fatigue Penalty]]&lt;br /&gt;
* [[Short Term Fatigue]]&lt;br /&gt;
* [[Long Term Fatigue]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[ArM5]] Fatigue Level, p 20.&lt;br /&gt;
* [[ArM5]] Fatigue, p 178.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Arkandos</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Combat_Fatigue&amp;diff=14602</id>
		<title>Combat Fatigue</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Combat_Fatigue&amp;diff=14602"/>
		<updated>2016-08-21T14:24:12Z</updated>

		<summary type="html">&lt;p&gt;Arkandos: Fixed Fatigue Level links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==  Synopsis ==&lt;br /&gt;
&lt;br /&gt;
In Ars Magica, characters can suffer [[Short Term Fatigue]] as a result of strenuous activity, including combat and Certamen&amp;lt;ref&amp;gt;Ars Magica Fifth Edition, p. 90&amp;lt;/ref&amp;gt;; fatigue can be intentionally spent to provide combat bonuses&amp;lt;ref&amp;gt;Ars Magica Fifth Edition, p. 173-174: &amp;quot;Combat Options: Exertion&amp;quot;&amp;lt;/ref&amp;gt; and it is also caused in the non-lethal form of combat known as &#039;&#039;Scuffle&#039;&#039;.&amp;lt;ref&amp;gt;Ars Magica Fifth Edition, p. 174-175: &amp;quot;Non-Lethal Combat&amp;quot; and &amp;quot;Scuffle Effects&amp;quot; sidebar&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Combat Fatigue in [[ArM5]] ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 pacing.&lt;br /&gt;
&lt;br /&gt;
==  Combat Fatigue in Earlier Editions ==&lt;br /&gt;
&lt;br /&gt;
In [[ArM4]] and earlier, characters had to make &amp;quot;Fatigue Rolls&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
* In [[ArM4]], combat fatigue was rolled every round, but the character&#039;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.&lt;br /&gt;
* 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.&amp;lt;ref&amp;gt;Ars Magica Third Edition, p. 143; 157-159&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  References ==&lt;br /&gt;
&lt;br /&gt;
* Short-Term Fatigue, [[ArM5]] page 178.&lt;br /&gt;
&lt;br /&gt;
==  See also ==&lt;br /&gt;
*Ars Magica Fifth Edition, Fatigue Rules, pages 178-179&lt;br /&gt;
* [[Exertion]]&lt;br /&gt;
* [[Fatigue Penalty]]&lt;br /&gt;
* [[Short Term Fatigue]]&lt;br /&gt;
* [[Long Term Fatigue]]&lt;br /&gt;
==References and Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
===  Legacy Page  ===&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:combat_fatigue]]&lt;br /&gt;
[[Category:Combat Rules]]&lt;br /&gt;
[[Category:ArM3]]&lt;br /&gt;
[[Category:ArM4]]&lt;br /&gt;
[[Category:ArM5]]&lt;/div&gt;</summary>
		<author><name>Arkandos</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Form_bonus&amp;diff=14601</id>
		<title>Form bonus</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Form_bonus&amp;diff=14601"/>
		<updated>2016-08-21T14:19:16Z</updated>

		<summary type="html">&lt;p&gt;Arkandos: Added &amp;quot;See also&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Form Bonus&#039;&#039;&#039; is a natural form of [[Magic Resistance]] all Hermetic Magi possess.&lt;br /&gt;
&lt;br /&gt;
Magi get a bonus equal to [[Form]] / 5 that applies to [[Soak]] totals, spells and mundane attacks from that Form.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Examples of Form Bonuses are listed in the core rule book at pages 78-79.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Resistance]]&lt;br /&gt;
* [[Form]]&lt;br /&gt;
&lt;br /&gt;
==  References ==&lt;br /&gt;
&lt;br /&gt;
* [[ArM5]] p. 77-79.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Arkandos</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Fatigue_level&amp;diff=14600</id>
		<title>Fatigue level</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Fatigue_level&amp;diff=14600"/>
		<updated>2016-08-20T19:49:19Z</updated>

		<summary type="html">&lt;p&gt;Arkandos: Initial creation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fatigue levels are the way to track a characters energy level. &lt;br /&gt;
A normal human character has 6 Fatigue levels (Fresh, Winded, Weary, Tired, Dazed and Weary). &lt;br /&gt;
They have different penalties associated with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Combat Fatigue]]&lt;br /&gt;
* [[Fatigue Penalty]]&lt;br /&gt;
* [[Short Term Fatigue]]&lt;br /&gt;
* [[Long Term Fatigue]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[ArM5]] Fatigue Level, p 20.&lt;br /&gt;
* [[ArM5]] Fatigue, p 178.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Arkandos</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Magic_Resistance&amp;diff=14599</id>
		<title>Magic Resistance</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Magic_Resistance&amp;diff=14599"/>
		<updated>2016-08-20T19:37:18Z</updated>

		<summary type="html">&lt;p&gt;Arkandos: Added link to Form bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; 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&#039;s spells and to creatures of the [[Supernatural Realm|Supernatural Realms]].&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
Magic Resistance is not a [[Ward]].  Wards an an alternate means by which wizards can protect themselves from magic.&lt;br /&gt;
&lt;br /&gt;
==  The Magic Resistance Rules ==&lt;br /&gt;
&lt;br /&gt;
Magic Resistance has always been one of the most difficult and contentious aspects of the Ars Magica rules.  It&#039;s simple to understand what happens when someone tries to cast a spell directly &#039;&#039;on&#039;&#039; 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 &#039;&#039;around&#039;&#039;  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.&lt;br /&gt;
&lt;br /&gt;
=== How Magic Resistance Works ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;--David Chart, Berkeley Ars Magica List, 26 Nov. 2004&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well, I can&#039;t really explain much better than the rule book does. The relevant rules are on pp. 85-86; I&#039;ll try to rephrase them in case it helps.&lt;br /&gt;
&lt;br /&gt;
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 bonus | Form scores]] and/or Parma Magica) and supernatural creatures (who get it from their Might score). For convenience, I will write &amp;quot;magus&amp;quot; when I mean &amp;quot;person or creature who has magic resistance,&amp;quot; but the rules and the examples also apply to something like a demon, a pixie, or a dragon.&lt;br /&gt;
&lt;br /&gt;
Magic resistance keeps magic away from the magus. It doesn&#039;t dispel magic. Page 85 says &amp;quot;[m]agic resistance keeps magic away from the maga, her clothing, and other items that are very close to her.&amp;quot; It may help to think of Parma Magica, whose name is Latin for &amp;quot;magic shield,&amp;quot; as a force field that surrounds the magus an inch or so outside his clothing. Magic can&#039;t get through that force field unless it penetrates the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
The key question, then, is what is &amp;quot;magic&amp;quot; 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&#039;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&#039;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.)&lt;br /&gt;
&lt;br /&gt;
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&#039;s pretty clear), but about fine points or [[Pink Dot | unpopular implications]] of the rules.&lt;br /&gt;
&lt;br /&gt;
===  Who Has Magic Resistance ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Supernatural creatures (of any [[Realm]]) always have Magic Resistance.  Their Magic Resistance score is usually equal to their [[Might Score]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[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]].&lt;br /&gt;
&lt;br /&gt;
=== What Magic Resistance Protects Against ===&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Beneficial Spells ====&lt;br /&gt;
&lt;br /&gt;
Magic Resistance protects against &#039;&#039;all&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
Magic Resistance can&#039;t tell the difference between a beneficial spell and a harmful one, so it also &amp;quot;protects&amp;quot; against healing spells and the like.  Magi can voluntarily suppress their Magic Resistance as noted under &amp;quot;Parma Magica&amp;quot; on [[ArM5]], page 85.&lt;br /&gt;
&lt;br /&gt;
==== Magic Resistance and Magical Things ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Q: How would Magic Resistance affect a sword that&#039;s enhanced by a spell?&amp;lt;br/&amp;gt;&lt;br /&gt;
A: The sword would be kept out entirely unless it penetrated the Magic Resistance.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magic Resistance keeps out magical things.  &amp;quot;Magical things&amp;quot; for purposes of Magic Resistance include anything created by magic, and anything under the influence of an active magical effect.&lt;br /&gt;
&lt;br /&gt;
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&#039;s Magic Resistance. Since Magic Resistance does not dispel magical effects, it wouldn&#039;t keep out &amp;quot;just the magic&amp;quot; and let the blade through to do normal damage.&lt;br /&gt;
&lt;br /&gt;
This is explicitly mentioned in the description of the spell, &#039;&#039;Edge of the Razor&#039;&#039; ([[ArM5]], p. 154). The principle comes from the magic resistance rules, not the spell, so it would also apply to effects like &#039;&#039;Blade of the Virulent Flame&#039;&#039; even though the spell description doesn&#039;t mention it. In the case of &#039;&#039;Blade of the Virulent Flame&#039;&#039;, the entire sword would be blocked, not just the flames.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Magic Resistance and Physical Attacks ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Q: Does magic resistance protect against the claws or teeth of a magical creature?&amp;lt;br/&amp;gt;&lt;br /&gt;
A: Not normally. His claws are not a magical power, most of the time. It&#039;s the same reason Parma doesn&#039;t stop another magus from punching you on the nose.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;--David Chart, Berkeley Ars Magica List, 25 Nov. 2004&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
(One possibility that&#039;s just occurred to me, and which apparently didn&#039;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.)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;--David Chart, Berkeley Ars Magica List, 25 Nov. 2004&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magic Resistance and Enchanted Devices ====&lt;br /&gt;
&lt;br /&gt;
Magic Resistance definitely keeps out the &#039;&#039;effects&#039;&#039; 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&#039;s powers. Can the faerie resist?&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;--Andrew Gronosky&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Magic Resistance and Illusions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Q: Since magic resistance keeps out magical things, doesn&#039;t it keep out illusions?&amp;lt;br/&amp;gt;&lt;br /&gt;
A: Good question. The answer is no.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
==  References ==&lt;br /&gt;
&lt;br /&gt;
* [[ArM5]] p. 85.&lt;br /&gt;
&lt;br /&gt;
==  See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Resistance Design]] for an explanation of why Magic Resistance works the way it does.&lt;br /&gt;
===  Legacy Page  ===&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:magic_resistance]]&lt;/div&gt;</summary>
		<author><name>Arkandos</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Form_bonus&amp;diff=14598</id>
		<title>Form bonus</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Form_bonus&amp;diff=14598"/>
		<updated>2016-08-20T19:24:29Z</updated>

		<summary type="html">&lt;p&gt;Arkandos: Initial creation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Form Bonus&#039;&#039;&#039; is a natural form of [[Magic Resistance]] all Hermetic Magi possess.&lt;br /&gt;
&lt;br /&gt;
Magi get a bonus equal to [[Form]] / 5 that applies to [[Soak]] totals, spells and mundane attacks from that Form.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Examples of Form Bonuses are listed in the core rule book at pages 78-79.&lt;br /&gt;
&lt;br /&gt;
==  References ==&lt;br /&gt;
&lt;br /&gt;
* [[ArM5]] p. 77-79.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Arkandos</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Fifth_Edition&amp;diff=14597</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=14597"/>
		<updated>2016-08-19T23:08:42Z</updated>

		<summary type="html">&lt;p&gt;Arkandos: Fixed a few links&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;
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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;
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See also the article: [[Errata]].&lt;br /&gt;
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==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;
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&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;
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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;
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===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;
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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;
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===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;
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There are new rules about how having an [[Arcane Connection]] to the target can improve one&#039;s Penetration.&lt;br /&gt;
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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;
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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;
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The [[Limits of Magic]] are explained in more detail and, some would say, more clearly.&lt;br /&gt;
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The social effects of [[The Gift]] are explained differently in Fifth Edition than in Fourth.&lt;br /&gt;
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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;
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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;
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[[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;
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[[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;
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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;
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[[Casting From Text|Casting from a text]] is not mentioned in the ArM5 basic rules.&lt;br /&gt;
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[[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;
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===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;
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===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;
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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;
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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;
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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;
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===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;
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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;
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===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;
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[[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;
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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;
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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;
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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;
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[[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;
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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;
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There is an ArM5 supplement called [[Covenants]] which expands a great deal on the concepts in the core book.&lt;br /&gt;
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===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;
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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;
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===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;
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The [[Dominion]] penalties on magic use are much stronger than in ArM4. Player characters actually have to worry about them.&lt;br /&gt;
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===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;
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===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;
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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;
== 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;
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== 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>Arkandos</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Quality_Die&amp;diff=14596</id>
		<title>Quality Die</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Quality_Die&amp;diff=14596"/>
		<updated>2016-08-19T23:02:54Z</updated>

		<summary type="html">&lt;p&gt;Arkandos: Redirected page to Quality die&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[quality die]]&lt;/div&gt;</summary>
		<author><name>Arkandos</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=The_Mysteries_Revised_Edition&amp;diff=14595</id>
		<title>The Mysteries Revised Edition</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=The_Mysteries_Revised_Edition&amp;diff=14595"/>
		<updated>2016-08-19T22:22:48Z</updated>

		<summary type="html">&lt;p&gt;Arkandos: Spelling and format fixes.&lt;/p&gt;
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&lt;div&gt;{{Product description&lt;br /&gt;
|productName = &#039;&#039;&#039;The Mysteries Revised Edition&#039;&#039;&#039;&lt;br /&gt;
|imageFile = The_Mysteries_Revised_Edition_cover.jpg&lt;br /&gt;
|edition = [[ArM5|Fifth Edition]]&lt;br /&gt;
|abbreviation = &lt;br /&gt;
|type = Sourcebook&lt;br /&gt;
|authors = [[Neil Taylor]] and [[Christian Jensen Romer]]&lt;br /&gt;
|publisher = Atlas Games&lt;br /&gt;
|productNumber = AG0279&lt;br /&gt;
|isbn = 1-58978-076-0&lt;br /&gt;
|releaseDate = July 2006&lt;br /&gt;
|format = [[Hardcover]]&lt;br /&gt;
|pageCount = 144 pages&lt;br /&gt;
|availability = In print&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;The Mysteries Revised Edition&#039;&#039;&#039; 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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Subject and Contents ==&lt;br /&gt;
TMRE&#039;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.&lt;br /&gt;
&lt;br /&gt;
===  The Mysteries ===&lt;br /&gt;
The book contains some 36 virtues, most of which are new Mysteries. They are arranged in themes, according to chapter:&lt;br /&gt;
&lt;br /&gt;
* 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]].&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* Dream Magic allows magi to enter and manipulate dreams.  &lt;br /&gt;
&lt;br /&gt;
* Two utilitarian virtues related to Talismans share their own chapter. &lt;br /&gt;
&lt;br /&gt;
In addition, some further mysteries, and other rules, are provided in the second chapter, &amp;quot;Entering the Mysteries&amp;quot; (page 8).&lt;br /&gt;
&lt;br /&gt;
===  Mystery Cults and Setting ===&lt;br /&gt;
Ten sample [[Esoteric 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.&lt;br /&gt;
&lt;br /&gt;
* 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. &lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* The [[Volehsbnii Mechtateli]] are &#039;dream witches&#039; 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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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&#039;s chain, and Hermes&#039; revelations down it.&lt;br /&gt;
&lt;br /&gt;
* 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&#039;s powers are kept in secret. They are somewhat famous for their huge architectural works, sorcerous music, and mastery over all manner of spirits.&lt;br /&gt;
&lt;br /&gt;
* 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&#039;s hideous magic.&lt;br /&gt;
&lt;br /&gt;
* The [[Knights of the Green Stone]] are a group of magi knights, searching for a legendary stone in a quest similar to the mundane&#039;s search for a holy grail.&lt;br /&gt;
&lt;br /&gt;
===  Other Content ===&lt;br /&gt;
In addition, the book contains several tidbits of general interest.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A new [[Academic Ability]], The [[Art of Memory]], is presented on p. 25. Rules for [[Memorization]] are given on p. 26.&lt;br /&gt;
&lt;br /&gt;
New [[Spell Guidelines]] are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A discussion of [[Ghost]]s 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.&lt;br /&gt;
&lt;br /&gt;
It&#039;s noteworthy that [[Theurgic Invocation]]s (see p. 80-81) can be cast by magi not versed in theurgic magic.&lt;br /&gt;
&lt;br /&gt;
A discussion of [[Talisman]]s, aimed to clarify the rules, is on p. 89.&lt;br /&gt;
&lt;br /&gt;
An extended [[Shape and Material]] table is presented on p. 97.&lt;br /&gt;
&lt;br /&gt;
General guidelines on how to construct rules for and specific rules for [[Immortal Magi]] are on p. 133.&lt;br /&gt;
&lt;br /&gt;
==  Community Reviews ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
[[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. &lt;br /&gt;
&lt;br /&gt;
It&#039;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 &amp;quot;charges&amp;quot; and make this Mystery both more useful and more in line with the flavor.&lt;br /&gt;
&lt;br /&gt;
[[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 &amp;quot;crazy&amp;quot; [[Criamon]] magi better than the Inscription on the Soul that seems otherwise superior given the Criamon&#039;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.&lt;br /&gt;
&lt;br /&gt;
[[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&#039;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]].&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the supplement [[Covenants]] allow to construct an &amp;quot;open air&amp;quot; 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 (Ability)|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. &lt;br /&gt;
&lt;br /&gt;
==  Related Products ==&lt;br /&gt;
* &#039;&#039;[[Houses of Hermes: Mystery Cults]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[The Mysteries]]&#039;&#039; (Fourth Edition supplement)&lt;br /&gt;
&lt;br /&gt;
==  External links ==&lt;br /&gt;
* The [http://www.atlas-games.com/product_tables/AG0279.php official product page].&lt;br /&gt;
*[http://www.warehouse23.com/item.html?id=AG0279 Product Page at Warehouse 23]&lt;br /&gt;
*[http://e23.sjgames.com/item.html?id=AG0279 Product Page at e23]&lt;br /&gt;
==  Legacy Page  ==&lt;br /&gt;
&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:the_mysteries_revised_edition]]&lt;br /&gt;
&lt;br /&gt;
[[Category:ArM5|Mysteries, Revised Edition]]&lt;br /&gt;
[[Category:Mysteries|Mysteries, Revised Edition]]&lt;br /&gt;
[[Category:Order of Hermes|Mysteries, Revised Edition]]&lt;br /&gt;
[[Category:Products|Mysteries, Revised Edition]]&lt;br /&gt;
[[Category:Rules|Mysteries, Revised Edition]]&lt;/div&gt;</summary>
		<author><name>Arkandos</name></author>
	</entry>
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