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	<updated>2026-10-23T05:08:19Z</updated>
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	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Sixth_Edition&amp;diff=15054</id>
		<title>Ars Magica Sixth Edition</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Sixth_Edition&amp;diff=15054"/>
		<updated>2017-12-21T21:54:44Z</updated>

		<summary type="html">&lt;p&gt;FallenRelic: Reversing obvious vandalism. Undo revision 15052 by 173.88.179.168 (talk).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:FAQ]]&lt;br /&gt;
[[Category:Products| Ars Magica 6th Edition]]&lt;br /&gt;
[[Category:Upcoming Products | Ars Magica Sixth Edition]]&lt;br /&gt;
There is no Ars Magica Sixth Edition, though Atlas has said there will &amp;quot;likely&amp;quot; be one in the future.&lt;br /&gt;
&lt;br /&gt;
== Atlas Games Announcement, 14 May 2015 ==&lt;br /&gt;
Atlas Games posted a [http://blog.atlas-games.com/2015/05/futura-artis-magicae-future-of-ars.html blog entry] on 14 May 2015 about the future of Ars Magica. The parts relevant to a possible Sixth Edition are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;A Sixth Edition?&amp;lt;/h3&amp;gt;&lt;br /&gt;
We have had many inquiries from both fans and potential designers about a new edition of Ars Magica. While &#039;&#039;&#039;we are likely to do a sixth edition at some point&#039;&#039;&#039; (emphasis added) in the future, we want to be clear that nothing we&#039;ve announced here is that. We certainly have many ideas for what a new edition might look like, but such an undertaking won&#039;t be carried out lightly.&lt;br /&gt;
&lt;br /&gt;
In the meantime, what we believe absolutely is that [http://www.atlas-games.com/arm5/ Ars Magica Fifth Edition] is and continues to be a compelling, fun, mature product line with a deep backlist, excellent support, and a magnificent fan community. We think that it remains as viable for play now as it has been for the past twelve years. If you&#039;re a fan, we hope you&#039;ll continue to enjoy Ars Magica. If you&#039;ve never given it a try, we hope you&#039;ll give it a go!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Posted by [[Cam Banks]] on 14 May 2015&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gen Con Seminar 2015 ==&lt;br /&gt;
[[User:Andrew Gronosky|Andrew Gronosky]] ([[User talk:Andrew Gronosky|talk]]) 19:59, 4 November 2016 (MDT)&lt;br /&gt;
&lt;br /&gt;
There was a [http://www.gencon.com/events/75651 panel discussion] at Gen Con 2015 (on Saturday, Aug. 1, at 5:00 pm) about the future of Ars Magica. [[Andrew Gronosky]] and [[Erik Dahl]] were in attendance, as well as several Atlas Games people ([[John Nephew]], [[Jeff Tidball]], [[Cam Banks]], and special guest [[Jonathan Tweet]]).&lt;br /&gt;
&lt;br /&gt;
The executive summary of that meeting is that Atlas has no immediate plans to start writing a Sixth Edition of Ars Magica (as of August 2015). They are, however, quite interested in new games and products related to the [[Mythic Europe]] setting. Atlas indicated the Ars Magica / GUMSHOE crossover game &#039;&#039;[[Tales of the Quaesitors]]&#039;&#039; was in development, and representative of the sort of product they&#039;d like to produce in the future. &lt;br /&gt;
&lt;br /&gt;
There was an engaging discussion between Atlas and the fans. Fans indicated interest in supplements or perhaps spin-off RPGs set in variations of [[Mythic Europe]], such as a Mythic China book or an Ars Magica &amp;quot;prequel&amp;quot; game set in Imperial Rome and centered on the [[Cult of Mercury]]. Atlas seemed to like hearing fans&#039; suggestions and indicated more discussion with fans at conventions would be very welcome. You can use the &amp;quot;[http://forum.atlas-games.com/viewforum.php?f=25 Ask Atlas]&amp;quot; topic on the [http://forum.atlas-games.com/index.php Atlas forums] to inquire about their convention schedule. When it comes to ideas for what future spin-off products you might like to see, it&#039;s best to check in with the [[fan community]] to catch up on what has already been proposed or may be in the works.&lt;br /&gt;
&lt;br /&gt;
== Tales of the Quaesitors ==&lt;br /&gt;
&#039;&#039;[[Tales of the Quaesitors]]&#039;&#039; is not a new edition of Ars Magica. It&#039;s an Ars-Magica related product that probably counts as part of [[ArM5]] because it&#039;s set in the ArM5 universe using different rules.&lt;br /&gt;
&lt;br /&gt;
[[Tales of the Quaesitors]] is mentioned in the [http://blog.atlas-games.com/2015/05/futura-artis-magicae-future-of-ars.html?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+atlasgames+%28Atlas+Dispatches%29&amp;amp;hootPostID=db2a339a3433b9abbf0f006170c7ab77 Futura Artis Magicae: The Future of Ars Magica] blog post on the Atlas Games site as a standalone investigative RPG using the [http://site.pelgranepress.com/index.php/gumshoe/ GUMSHOE] system.&lt;/div&gt;</summary>
		<author><name>FallenRelic</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Supernatural_Ability&amp;diff=15053</id>
		<title>Supernatural Ability</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Supernatural_Ability&amp;diff=15053"/>
		<updated>2017-12-21T21:45:43Z</updated>

		<summary type="html">&lt;p&gt;FallenRelic: Provided the page numbers for relevant passages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
A &#039;&#039;&#039;Supernatural Ability&#039;&#039;&#039; is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.)&lt;br /&gt;
&lt;br /&gt;
Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] 63.&lt;br /&gt;
&lt;br /&gt;
Note that a supernatural ability is influenced by the [[Realm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn&#039;t curtail the Ability&#039;s use. &lt;br /&gt;
&lt;br /&gt;
==== Learning Supernatural Abilities ====&lt;br /&gt;
&lt;br /&gt;
It is in principle possible for anyone with the [[Gift]] to learn a supernatural ability much like any other Ability. However, the source Quality is reduced substantially (see [[ArM5]] 166). As a result, it is practically impossible for Hermetic magi or other powerful practitioners of magic to learn more supernatural abilities in this way, and they usually remain only with the supernatural abilities they acquired in character generation through [[Supernatural Virtue|Supernatural Virtues]].&lt;br /&gt;
&lt;br /&gt;
Certain mystical traditions treat some supernatural abilities as [[Favored Ability|Favored Abilities]], which allows their members to learn them in-play and in advanced age.&lt;br /&gt;
&lt;br /&gt;
Another means to gain a supernatural ability is through initiation into [[Mystery|Mysteries]], thereby attaining the appropriate Virtue. This is rather rare in [[Canon|canon]], however, as most initiations give rise to capabilities rather than Abilities. Certain mysteries, however, provide such abilities - including [[Enigmatic Wisdom]], [[Divination and Augury]], and more.&lt;br /&gt;
&lt;br /&gt;
==== Canonic Abilities ====&lt;br /&gt;
&lt;br /&gt;
[[Canon]] provides a wide array of supernatural abilities:&lt;br /&gt;
* [[Animal Ken]] ([[ArM5]] 62): Allows communication with animals as if they were human beings.&lt;br /&gt;
* [[Control Fertility]] ([[HoHS]] 105): The ability to control the &amp;quot;vegetative spirit&amp;quot; of things, presented as an example supernatural ability and used by the [[Scinfolk]].&lt;br /&gt;
* [[Craft Automata]]: A supernatural ability granted by the [[Automata]] mystery.&lt;br /&gt;
* [[Cursing]] ([[HMRE]] 37): Can place a curse upon a person with a fetish or into a potion.&lt;br /&gt;
* [[Disjunction]] ([[BSS:MA]] 99): The ability to strip a target of the use of Magic. &lt;br /&gt;
* [[Dislocation]] ([[BSS:MA]] 99): The ability to break down the distance between physical locations.&lt;br /&gt;
* [[Dismay]] ([[BSS:MA]] 99-100): A way to seed doubt and destroy confidence.&lt;br /&gt;
* [[Dismissal]] ([[BSS:MA]] 100-101): Forces supernatural creatures to flee and avoid an area.&lt;br /&gt;
* [[Dissidence]] ([[BSS:MA]] 101): Breaks down the social bonds that hold a society together,&lt;br /&gt;
* [[Dissolution]] ([[BSS:MA]] 101-102): Destroys physical matter.&lt;br /&gt;
* [[Divination]] ([[TMRE]] 58-62): The interpretation of signs and connections to uncover information. Has many different methods.&lt;br /&gt;
* [[Dowsing]] ([[ArM5]] 64): The ability to find things nearby using dowsing rod.&lt;br /&gt;
* [[Enchanting Music]] ([[ArM5]] 65): Supernaturally influencing others with music.&lt;br /&gt;
* [[Entrancement]] ([[ArM5]] 65): Gaining control of other&#039;s will by staring into their eyes.&lt;br /&gt;
* [[Flight]] ([[HMRE]] 38): The ability to fly.&lt;br /&gt;
* [[Geomancy]] ([[BSS:MA]] 110-111): A divinatory practice based on inscribing marks in sand or earth.&lt;br /&gt;
* [[Healing]] ([[HMRE]] 38): Magical healing and fatigue recovery.&lt;br /&gt;
* [[Hex]] ([[RoPI]] 92): The power to bring ruin or injury upon the target.&lt;br /&gt;
* [[Heartbeast]] ([[ArM5]] [[??]]): The ability to assume your [[Heartbeast|heartbeast]] or human form, as posessed by [[Bjornaer]] magi.&lt;br /&gt;
* [[Induction]] ([[BSS:MA]] 107-108): The ability to create an illusion within the mind of the target.&lt;br /&gt;
* [[Magic Sensitivity]] ([[ArM5]] 67): The ability that allows to sense magic, but also makes user more susceptible to it.&lt;br /&gt;
* [[Mythic Herbalism]]: The ability used to create healing potions, poisons, and more.&lt;br /&gt;
* [[Persona]]: Supernatural ability allowing the character to perfectly adopt and create personas, in use within [[House Tytalus]].&lt;br /&gt;
* [[Premonitions]] ([[ArM5]] 67): Danger sense.&lt;br /&gt;
* [[Second Sight]] ([[ArM5]] 67): The ablity to see through illusionary concealment and disguise, including invisibility.&lt;br /&gt;
* [[Sense Holiness and Unholiness]] ([[ArM]] 67): The ability to feel the presence of good and evil.&lt;br /&gt;
* [[Shapeshifter]] ([[ArM5]] 67): The ability to change shape into an animal form.&lt;br /&gt;
* [[Sjonhoerfing]] ([[RM]] 96-97): Twisting of the sight to create visual illusions.&lt;br /&gt;
* [[Spadomur]] ([[RM]] 97-98): The induction of visions to gain insight into a targeted subject.&lt;br /&gt;
* [[Storm&#039;s Eye]] ([[RM]] 98-99): The ability to raise storms.&lt;br /&gt;
* [[Summon Animals]] ([[HoHS]] 105): The ability to summon animals, provided as an example supernatual ability and used by the [[Beast Masters]].&lt;br /&gt;
* [[Threads of Fate]] ([[RM]] 100-101): The power to alter fate.&lt;br /&gt;
* [[Valgaldrar]] ([[RM]] 102): The revival and animation of corpses.&lt;br /&gt;
* [[Whistle Up the Wind]] ([[HoHS]] 105): The ability to create wind, provided as an example supernatural ability and used by the [[Tempestaria]].&lt;br /&gt;
* [[Wildfire]] ([[RM]] 103): Control over flames and smoke.&lt;br /&gt;
* [[Wilderness Sense]] ([[ArM5]] 67): Mystical attunement to the ways of the wilderness, allows to acquire information related to nature, like presence of natural hazards.&lt;br /&gt;
* [[Winter&#039;s Breath]] ([[RM]] 104): The ability to create frost, ice and snow.&lt;br /&gt;
&lt;br /&gt;
===  Legacy Page  ===&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:supernatural_ability]]&lt;/div&gt;</summary>
		<author><name>FallenRelic</name></author>
	</entry>
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