Jump to content

Project: Redcap; the crossroads of the Order

Ars Magica Reference Document: Difference between revisions

From Project: Redcap
added link to Ancient Magic
 
(50 intermediate revisions by 2 users not shown)
Line 1: Line 1:
This '''Ars Magica Reference Document''' is a hyperlinked document containing all the Ars Magica Open License material. This table-of-content page also contains brief explanations of the content of the subsections.
This '''Ars Magica System Reference Document''' is a hyperlinked document containing all the Ars Magica Open License material. This table-of-content page also contains brief explanations of the content of the subsections.


''This document is still under construction. You are invited to help constructing it, through the [[Ars Magica Open Content Conversion Tracker]].''
''This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].''
 
[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]


==Core Books==
==Core Books==
;Definitive Edition: The core Fifth Edition rules including the core material from all the supplements.
;[[Ars Magica Definitive Edition Open Content|Definitive Edition]]: The core Fifth Edition rules edited for clarification, and supplemented with material from all the supplements.
;Standard Core Rulebook: The core Fifth Edition rules.
;[[Ars Magica 5e Standard Edition Open Content|Standard Core Rulebook]]: The core Fifth Edition rules.
 
See also:
* [[The Grand Grimoire]] for all official spells.
* [[Virtues and Flaws Index]] for all official virtues and flaws.
* [[Published Starting Characters]] for all official starting characters.


==The Order==
==The Order==
;[[Houses of Hermes: True Lineages Open Content|Houses of Hermes: True Lineages]]: House Bonisagus, Guernicus, Mercere, and Tremere.
;[[Houses of Hermes: True Lineages Open Content|Houses of Hermes: True Lineages]]: House Bonisagus, Guernicus, Mercere, and Tremere.
;Houses of Hermes - Mystery Cults: House Bjornaer, Criamon, Merinita, and Verditius.
;[[Houses of Hermes: Mystery Cults Open Content|Houses of Hermes: Mystery Cults]]: House Bjornaer, Criamon, Merinita, and Verditius.
;Houses of Hermes - Societates: House Flambeau, Jerbiton, and Tytalus, and Ex Miscellanea.
;[[Houses of Hermes: Societates Open Content|Houses of Hermes: Societates]]: House Flambeau, Jerbiton, and Tytalus, and Ex Miscellanea.
;The Mysteries Revised Edition: Mystery Cults that may exist in the setting, and rules for mystery cults.
;[[The Mysteries Revised Edition Open Content|The Mysteries Revised Edition]]: Mystery Cults that may exist in the setting, and rules for mystery cults.
;Covenants: Extended Hooks & Boons, laboratory improvement rules, library, finance, and more.
;[[Covenants Open Content|Covenants]]: Extended Hooks & Boons, laboratory improvement rules, library, finance, and more.
;Grogs
;[[Grogs Open Content|Grogs]]: Roleplaying ideas & grog society, new virtues and flaws, simplifying grog advancement and creation.
;Apprentices
;[[Apprentices Open Content|Apprentices]]: Generating and playing child characters, Turbulance (childhood wild-magic), apprenticeship
;Through the Aegis: Five example covenants.
;[[Semita Errabunda]]: A free example covenant.
;Magi of Hermes: A collection of 15 example magi.
;Magi of Hermes: A collection of 15 example magi.
;Legends of Hermes: A collection of five legendary magi, and an adventure linked to each.
;[[Legends of Hermes Open Content|Legends of Hermes]]: A collection of five legendary magi, and an adventure linked to each.
;Through the Aegis: Five example covenants.
;Hermetic Projects: Presents 6 great magical projects, with details and story seeds. These can be used as adventure locales, or as projects for PCs. Notet that some of these can significantly alter the setting, such as constructing a new Tower of Babel or the production of airships.
;Semita Errabunda: A free example covenant.


==Realms of Power==
==Realms of Power==
;Realms of Power - Magic: Creating Mighty creatures, a Magical and mundane bestiary, the Magic Realm proper, and more.
;[[Realms of Power: Magic Open Content|Realms of Power: Magic]]: Creating Mighty creatures, a Magical and mundane bestiary, the Magic Realm proper, and more.
;Realms of Power - Faerie: Faeries, faerie-based hedge wizardry, faerie auras and the faerie realm, and more.
;[[Realms of Power: Faerie Open Content|Realms of Power: Faerie]]: Faeries, faerie-based hedge wizardry, faerie auras and the faerie realm, and more.
;Realms of Power - The Divine: Angels and Divine creatures, the Dominion, divine-based hedge wizardry, the three great monotheistic faiths, and more.
;[[Realms of Power: The Divine Open Content|Realms of Power: The Divine]]: Angels and Divine creatures, the Dominion, divine-based hedge wizardry, the three great monotheistic faiths, and more.
;Realms of Power - The Infernal: Demons, diabolists, infernal auras and regios, and more.
;[[Realms of Power: The Infernal Open Content|Realms of Power: The Infernal]]: Demons, diabolists, infernal auras and regios, and more.


==Tribunals==
==Tribunals==
;[[Guardians of the Forest: The Rhine Tribunal Open Content|Guardians of the Forest: The Rhine Tribunal]]: Mythic Germany. Politics is divided into Gilds (parties), with senior magi having more votes. Includes a detailed saga-starting locale and seeds.
;[[The Lion and the Lily: The Normandy Tribunal Open Content|The Lion and the Lily: The Normandy Tribunal]]: Vis contested through tournaments.
;[[The Sundered Eagle Open Content|The Sundered Eagle: The Theban Tribunal]]: Each tribunal must have a patron, and the tribunal adheres to a unique democratic culture.
;Faith & Flame - The Provencal Tribunal: A "vanilla", no-tribunal-specific-rules, tribunal. Any magus may establish a covenant, without need for permission. With an emphasis on the Albigensian Crusades.
;Faith & Flame - The Provencal Tribunal: A "vanilla", no-tribunal-specific-rules, tribunal. Any magus may establish a covenant, without need for permission. With an emphasis on the Albigensian Crusades.
;Guardians of the Forest: The Rhine Tribunal: Mythic Germany. Politics is divided into Gilds (parties), with senior magi having more votes. Includes a detailed saga-starting locale and seeds.
;[[Against the Dark Open Content|Against the Dark: The Transylvanian Tribunal]]: Hermetic magi may rule openly, but under the watchful eyes of House Tremere. With an emphasis on horror stories.
;The Contested Isle - The Hibernian Tribunal: Mythic Ireland. The Code of Hermes is loose, and the magi may take sides in the truggle between the people of Hibernia and the English.
;[[The Contested Isle: the Hibernian Tribunal Open Content|The Contested Isle: The Hibernian Tribunal]]: Mythic Ireland. The Code of Hermes is loose, and the magi may take sides in the truggle between the people of Hibernia and the English.
;The Lion and the Lily - The Normandy Tribunal: Vis contested through tournaments.
;[[Heirs to Merlin Open Content|Heirs to Merlin - The Stonehenge Tribunal]] (4E): A very rules-light treatment, with an emphasis on lore instead.
;The Sundered Eagle - The Theban Tribunal: Each tribunal must have a patron, and the tribunal adheres to a unique democratic culture.
;[[The Dragon and the Bear: The Novgorod Tribunal Open Content|The Dragon and the Bear: The Novgorod Tribunal (4E)]]: A hinterland were civilization hasn't penetrated beyond the central valleys, and pockets of paganism are maintained. Also - mongols, and squabbling local princes.
;Against the Dark - The Transylvanian Tribunal: Hermetic magi may rule openly, but under the watchful eyes of House Tremere. With an emphasis on horror stories.
;[[Sanctuary of Ice: The Tribunal of the Greater Alps Open Content|Sanctuary of Ice: The Tribunal of the Greater Alps]] (4E): An elitist Greko-Roman society, focusing elder magi and great projects.
;Heirs to Merlin - The Stonehenge Tribunal (4E): A very rules-light treatment, with an emphasis on lore instead.
;Tribunals of Hermes - Iberia (3E): Presenting an older (Third Edition) view of House Flambeau, and the struggle against infernal corruption.
;The Dragon and the Bear - The Novgorod Tribunal (4E): A hinterland were civilization hasn't penetrated beyond the central valleys, and pockets of paganism are maintained. Also - mongols, and squabbling local princes.
;[[Tribunals of Hermes: Rome Open Content|Tribunals of Hermes: Rome]] (3E): With a heavy emphasis of commercial and political rivalry, and a fair amount of demons.
;Sanctuary of Ice - The Tribunal of the Greater Alps (4E): An elitist Greko-Roman society, focusing elder magi and great projects.
;[[Lion of the North: The Loch Leglean Tribunal Open Content|Lion of the North: The Loch Leglean Tribunal]] (3E): Mythic Scotland is portrayed ias a wild hinterland of the Order. It is a stronghold of House Ex Miscellanea, and the Faerie Realm is strong in it. This ancient supplement also describes key chapters in Hermetic histroy (some of which are not congruent with Fifth Edition cannon) relatd to the formation of House Ex Miscellanea.
;Blood & Sand - The Levant Tribunal (4E): Torn between allying with local Muslim and conquring Crusader forces, and exploring ancient Biblical magic and exotic Muslim wizardry.
;Blood & Sand - The Levant Tribunal (4E): Torn between allying with local Muslim and conquring Crusader forces, and exploring ancient Biblical magic and exotic Muslim wizardry.
;Tribunals of Hermes - Iberia (3E): Presenting an older (Third Edition) view of House Flambeau, and the struggle against infernal corruption.
;Tribunals of Hermes - Rome (3E): With a heavy emphasis of commercial and political rivalry, and a fair amount of demons.
;Lion of the North - The  Loch Leglean Tribunal (3E): Mythic Scotland is portrayed ias a wild hinterland of the Order. It is a stronghold of House Ex Miscellanea, and the Faerie Realm is strong in it. This ancient supplement also describes key chapters in Hermetic histroy (some of which are not congruent with Fifth Edition cannon) relatd to the formation of House Ex Miscellanea.


==Mythic Europe and Beyond==
==Mythic Europe==
;The Church: Includes rules on worship and pilgrimage.
;[[The Church Open Content|The Church]]: Includes rules on worship and pilgrimage.
;Lords of Men: The nobility. Includes rules on warfare and combat.
;[[Lords of Men Open Content|Lords of Men]]: The nobility. Includes rules on warfare and combat.
;City & Guild: With an emphasis on crafting and trade. Includes detailed worshop rules.
;[[City & Guild Open Content|City & Guild]]: With an emphasis on crafting and trade. Includes detailed worshop rules.
;Art & Academe: With an emphasis on medieval lore, including the adaptation of Plato and Aristotle to magic. Includes rules for medicine, alchemy, and astrology.
;[[Art & Academe Open Content|Art & Academe]]: With an emphasis on medieval lore, including the adaptation of Plato and Aristotle to magic. Includes rules for medicine, alchemy, and astrology.
;[[Mythic Locations Open Content|Mythic Locations]]: A collection of ten supernatural locations.
 
==The Lands Beyond==
;The Cradle & The Crescent: Mythic Arabia any beyond. Lands beyond the reach of the Order, controlled instead by the Order of Suleiman.  
;The Cradle & The Crescent: Mythic Arabia any beyond. Lands beyond the reach of the Order, controlled instead by the Order of Suleiman.  
;Lands of the Nile: Nythic Egypt, Nubia, and Ethiopia. Lands beyond the reach of the Order.
;[[Lands of the Nile Open Content|Lands of the Nile: Mythic Egypt, Nubia, and Ethiopia]]: Lands beyond the reach of the Order.
;Between Sand & Sea: Mythic North Africa, west of Egypt. Lands beyond the reach of the Order.
;Between Sand & Sea: Mythic North Africa, west of Egypt. Lands beyond the reach of the Order.
;Mythic Locations: A collection of ten supernatural locations.
;Land of Fire and Ice - Mythic Iceland (4E): A Christian and highly-Magical land, yet beyond the reach of the Order. Visitors must contend with its supernatural guardians, and with several hedge traditions and organizations. Includes also two major adventures (see also the [https://www.atlas-games.com/pdf_storage/IcelandicWars.pdf Icelandic Wars] free web supplement).
;Land of Fire and Ice - Mythic Iceland (4E): A Christian and highly-Magical land, yet beyond the reach of the Order. Visitors must contend with its supernatural guardians, and with several hedge traditions and organizations. Includes also two major adventures (see also the [https://www.atlas-games.com/pdf_storage/IcelandicWars.pdf Icelandic Wars] free web supplement).
;Ultima Thule (4E): Mythic Scandinavia. A land beyond the reach of the Order, with rune wizards and a strong lingering presence of pagan religion.
;Ultima Thule (4E): Mythic Scandinavia. A land beyond the reach of the Order, with rune wizards and a strong lingering presence of pagan religion.


==Rival Magic==
==Non-Hermetic Magic==
;[[Hedge Magic Revised Edition Open Content|Hedge Magic]]: Provides rules for non-Hermetic traditions and their integration, and six hedge traditions including folk witches and learned magicians.
;[[Ancient Magic Open Content|Ancient Magic]]: Provides rules for integrating ancient magic, and nine examples.
;Rival Magic: Presents four traditions of magic that may rival the Order: the Amazons, Augustan Brotherhood, Muspelli, and Sorcerers of Soqotra.
;Rival Magic: Presents four traditions of magic that may rival the Order: the Amazons, Augustan Brotherhood, Muspelli, and Sorcerers of Soqotra.
;Hedge Magic: Provides rules for non-Hermetic traditionsand their integration, and six hedge traditions including folk witches and learned magicians.
;Ancient Magic: Provides rules for integrating ancient magic, and nine examples.


==Scenarios==
==Scenarios==
Line 63: Line 73:
;Thrice-Told Tales: Contains five adventures, each in three parts (which may be years apart).
;Thrice-Told Tales: Contains five adventures, each in three parts (which may be years apart).
;Antagonists: Provdes 10 antagonists to antagonize the PCs with.
;Antagonists: Provdes 10 antagonists to antagonize the PCs with.
;Hooks: Presents 8 short adventures, each based off an Ars Magica supplement.
;[[Hooks Open Content|Hooks]]: Presents 8 short adventures, each based off an Ars Magica supplement.
;Tales of Power: Presents 5 adventures, intended for powerful magi.
;Tales of Power: Presents 5 adventures, intended for powerful magi.
;Dies Irae: Presents 4 four major, potentially world-ending threats and saga outlines.
;[[Dies Irae Open Content|Dies Irae]]: Presents 4 four major, potentially world-ending threats and saga outlines.
;Nigrasaxa (4E): An introductory adventure.  
;[[Nigrasaxa Open Content|Nigrasaxa (4E)]]: An introductory adventure.  
;The Black Monks of Glastonbury: A sourcebook on the Infernally-corrupt abbey of Glastonburry and its surroundings. The book contains "d20 System" (D&D) rules, as well as Ars Magica ones.
;The Black Monks of Glastonbury: A sourcebook on the Infernally-corrupt abbey of Glastonburry and its surroundings. The book contains "d20 System" (D&D) rules, as well as Ars Magica ones.


==Transforming Mythic Europe==
==Transforming Mythic Europe==
;Transforming Mythic Europe: Discusses three possible major changes to the setting, and how they can be brought about.
;[[Transforming Mythic Europe Open Content|Transforming Mythic Europe]]: Discusses three possible major changes to the setting, and how they can be brought about.
;Hermetic Projects: Presents 6 great magical projects, with details and story seeds. These can be used as adventure locales, or as prjects for PCs. Some of which can significantly alter the setting, such as constructing a new Tower of Babel or the production of airships.


==Non-Ars Magica Scenarios==
==Non-Ars Magica Scenarios==
;The Fallen Fane: This is a LARP scenario, playing out a tribunal session.
;The Fallen Fane: This is a LARP scenario, playing out a tribunal session.

Latest revision as of 21:46, 22 October 2026

This Ars Magica System Reference Document is a hyperlinked document containing all the Ars Magica Open License material. This table-of-content page also contains brief explanations of the content of the subsections.

This document is still under construction. You are invited to help construct it, through the Ars Magica Open Content Conversion Tracker.

Core Books

Definitive Edition
The core Fifth Edition rules edited for clarification, and supplemented with material from all the supplements.
Standard Core Rulebook
The core Fifth Edition rules.

See also:

The Order

Houses of Hermes: True Lineages
House Bonisagus, Guernicus, Mercere, and Tremere.
Houses of Hermes: Mystery Cults
House Bjornaer, Criamon, Merinita, and Verditius.
Houses of Hermes: Societates
House Flambeau, Jerbiton, and Tytalus, and Ex Miscellanea.
The Mysteries Revised Edition
Mystery Cults that may exist in the setting, and rules for mystery cults.
Covenants
Extended Hooks & Boons, laboratory improvement rules, library, finance, and more.
Grogs
Roleplaying ideas & grog society, new virtues and flaws, simplifying grog advancement and creation.
Apprentices
Generating and playing child characters, Turbulance (childhood wild-magic), apprenticeship
Through the Aegis
Five example covenants.
Semita Errabunda
A free example covenant.
Magi of Hermes
A collection of 15 example magi.
Legends of Hermes
A collection of five legendary magi, and an adventure linked to each.
Hermetic Projects
Presents 6 great magical projects, with details and story seeds. These can be used as adventure locales, or as projects for PCs. Notet that some of these can significantly alter the setting, such as constructing a new Tower of Babel or the production of airships.

Realms of Power

Realms of Power: Magic
Creating Mighty creatures, a Magical and mundane bestiary, the Magic Realm proper, and more.
Realms of Power: Faerie
Faeries, faerie-based hedge wizardry, faerie auras and the faerie realm, and more.
Realms of Power: The Divine
Angels and Divine creatures, the Dominion, divine-based hedge wizardry, the three great monotheistic faiths, and more.
Realms of Power: The Infernal
Demons, diabolists, infernal auras and regios, and more.

Tribunals

Guardians of the Forest: The Rhine Tribunal
Mythic Germany. Politics is divided into Gilds (parties), with senior magi having more votes. Includes a detailed saga-starting locale and seeds.
The Lion and the Lily: The Normandy Tribunal
Vis contested through tournaments.
The Sundered Eagle: The Theban Tribunal
Each tribunal must have a patron, and the tribunal adheres to a unique democratic culture.
Faith & Flame - The Provencal Tribunal
A "vanilla", no-tribunal-specific-rules, tribunal. Any magus may establish a covenant, without need for permission. With an emphasis on the Albigensian Crusades.
Against the Dark: The Transylvanian Tribunal
Hermetic magi may rule openly, but under the watchful eyes of House Tremere. With an emphasis on horror stories.
The Contested Isle: The Hibernian Tribunal
Mythic Ireland. The Code of Hermes is loose, and the magi may take sides in the truggle between the people of Hibernia and the English.
Heirs to Merlin - The Stonehenge Tribunal (4E)
A very rules-light treatment, with an emphasis on lore instead.
The Dragon and the Bear: The Novgorod Tribunal (4E)
A hinterland were civilization hasn't penetrated beyond the central valleys, and pockets of paganism are maintained. Also - mongols, and squabbling local princes.
Sanctuary of Ice: The Tribunal of the Greater Alps (4E)
An elitist Greko-Roman society, focusing elder magi and great projects.
Tribunals of Hermes - Iberia (3E)
Presenting an older (Third Edition) view of House Flambeau, and the struggle against infernal corruption.
Tribunals of Hermes: Rome (3E)
With a heavy emphasis of commercial and political rivalry, and a fair amount of demons.
Lion of the North: The Loch Leglean Tribunal (3E)
Mythic Scotland is portrayed ias a wild hinterland of the Order. It is a stronghold of House Ex Miscellanea, and the Faerie Realm is strong in it. This ancient supplement also describes key chapters in Hermetic histroy (some of which are not congruent with Fifth Edition cannon) relatd to the formation of House Ex Miscellanea.
Blood & Sand - The Levant Tribunal (4E)
Torn between allying with local Muslim and conquring Crusader forces, and exploring ancient Biblical magic and exotic Muslim wizardry.

Mythic Europe

The Church
Includes rules on worship and pilgrimage.
Lords of Men
The nobility. Includes rules on warfare and combat.
City & Guild
With an emphasis on crafting and trade. Includes detailed worshop rules.
Art & Academe
With an emphasis on medieval lore, including the adaptation of Plato and Aristotle to magic. Includes rules for medicine, alchemy, and astrology.
Mythic Locations
A collection of ten supernatural locations.

The Lands Beyond

The Cradle & The Crescent
Mythic Arabia any beyond. Lands beyond the reach of the Order, controlled instead by the Order of Suleiman.
Lands of the Nile: Mythic Egypt, Nubia, and Ethiopia
Lands beyond the reach of the Order.
Between Sand & Sea
Mythic North Africa, west of Egypt. Lands beyond the reach of the Order.
Land of Fire and Ice - Mythic Iceland (4E)
A Christian and highly-Magical land, yet beyond the reach of the Order. Visitors must contend with its supernatural guardians, and with several hedge traditions and organizations. Includes also two major adventures (see also the Icelandic Wars free web supplement).
Ultima Thule (4E)
Mythic Scandinavia. A land beyond the reach of the Order, with rune wizards and a strong lingering presence of pagan religion.

Non-Hermetic Magic

Hedge Magic
Provides rules for non-Hermetic traditions and their integration, and six hedge traditions including folk witches and learned magicians.
Ancient Magic
Provides rules for integrating ancient magic, and nine examples.
Rival Magic
Presents four traditions of magic that may rival the Order: the Amazons, Augustan Brotherhood, Muspelli, and Sorcerers of Soqotra.

Scenarios

Calebais
An introductory, dungenon-exploration, adventure, exploring a fallen covenant.
Tales of Mythic Europe
Contains 9 short adventures.
Thrice-Told Tales
Contains five adventures, each in three parts (which may be years apart).
Antagonists
Provdes 10 antagonists to antagonize the PCs with.
Hooks
Presents 8 short adventures, each based off an Ars Magica supplement.
Tales of Power
Presents 5 adventures, intended for powerful magi.
Dies Irae
Presents 4 four major, potentially world-ending threats and saga outlines.
Nigrasaxa (4E)
An introductory adventure.
The Black Monks of Glastonbury
A sourcebook on the Infernally-corrupt abbey of Glastonburry and its surroundings. The book contains "d20 System" (D&D) rules, as well as Ars Magica ones.

Transforming Mythic Europe

Transforming Mythic Europe
Discusses three possible major changes to the setting, and how they can be brought about.

Non-Ars Magica Scenarios

The Fallen Fane
This is a LARP scenario, playing out a tribunal session.