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- 17:14, 3 October 2025 Yair talk contribs created page City and Guild Chapter Two: Labor (Created page with "''A normal character must work for two seasons, and gets two seasons “free.” However, he cannot leave his job for two seasons, as the free time is spread over the year. Thus, he can only undertake study that he could do in and between his job. The two seasons spent working generate Exposure experience.'' — Ars Magica, page 163 In Ars Magica, the profit of any enterprise falls into one of six bands. Income sources first appeared in Covenants, and the names for the...")
- 17:01, 3 October 2025 Yair talk contribs created page City and Guild Chapter One: Towns & Cities (Created page with "It is a warm, sunny day in one of the grandest cities of Mythic Europe. Sunlight reaches down between the close-packed buildings on either side to cast strong shadows. Victor of Mercere, who has come from the covenant of Semita Errabunda to conduct business for several of the residents, has been here several times and looks forward to making the most of his visit. He is accompanied as usual by Aeolus, his vain magical horse. Aeolus takes care not to step in the glisteni...")
- 11:43, 3 October 2025 Yair talk contribs created page City and Guild Chapter Four: Crafts (Created page with "In the 13th century most working people derive their subsistence from the land, engaging in the agricultural occupations that are still the foundation of Mythic Europe’s society. Like their forefathers, they till the soil of inherited fi elds, raise cattle, grow crops, develop additional arable land, herd sheep and feral pigs, and regularly combat nature’s intrusions into their cultivated holdings. Agricultural concerns permeate every aspect of medieval life and touc...")
- 01:08, 3 October 2025 Yair talk contribs created page Covenants Open Content (Created page with "200px|link=Ars Magica Open Content Conversion Tracker ===Open Game Content=== The book has nine chapters, and an appendix: * Covenants Chapter One: Introduction * Covenants Chapter Two: Boons & Hooks * Covenants Chapter Three: Governance * Covenants Chapter Four: Covenfolk * Covenants Chapter Five: Wealth & Poverty * Covenants Chapter Six: Vis Sources * Covenants Chapter Seven: Lobrary * Covenants Chapter...")
- 01:03, 3 October 2025 Yair talk contribs created page Covenants Chapter Three: Governance (Created page with "The governance of a covenant has a profound effect on the course of play of a saga. Some player magi are in charge of their own destiny, being the sole residents of their covenants and free to decide on how they will rule. Other player characters choose to become members of pre-established covenants, in which case they may suffer restrictions placed upon them by more senior members of the covenant. This chapter is designed to help the players and storyguide alike to deci...")
- 01:09, 1 October 2025 Yair talk contribs created page Covenants Chapter Two: Boons & Hooks (Created page with "200px|link=Ars Magica Open Content Conversion Tracker ''This page is part of the Covenants Open Content'' = Boons and Hooks = The Boon and Hook stage of covenant design allows troupes to add a wealth of story elements to their saga, and this chapter contains nearly 200 such opportunities. The Boon and Hook selections that the players and storyguide make for their covenant should reflect the style of play they prefer. Players inter...")
- 13:55, 26 September 2025 Yair talk contribs created page Covenants Chapter One: Introduction (Created page with "Designing the covenant can be one of the most enjoyable elements of playing Ars Magica. It augments character design by encouraging players to imagine what their characters are doing when not risking death in strange places. It encourages players to communicate about the sorts of stories they want to tell. It provides an enduring symbol that carries through those stories, reflecting the triumphs and failures of the player characters. The covenant can be the saga’s most...")
- 13:46, 26 September 2025 Yair talk contribs created page Covenants Chapter Six: Vis Sources (Created page with "This chapter contains 45 vis sources, three for each Hermetic Art, ready for use in your saga, or to serve as inspiration for your own creations. None of the sources specify the amount of vis available, because that is dependent on how much vis you want in your saga (see ArM5, page 218). Just as sagas can be divided into low, moderate, and high vis sagas, so too can sources be divided between low, moderate, and high yield. The table in the insert gives some rough numbers...")
- 13:25, 26 September 2025 Yair talk contribs created page Covenants Chapter Eight: Sanctum (Created page with "Hermetic magi require personal space in which to pursue their Arts and interests. The Code allows for this by recognizing that a magus may have a sanctum, a place of contemplation where he cannot be disturbed. The covenant is the magus’s home, but the sanctum comprises the private place where the magus can act without censure. The Code makes several provisions regarding sancta. The owner may slay a magus trespassing in a sanctum without penalty. A sanctum must be clea...")
- 11:36, 26 September 2025 Yair talk contribs created page The Dragon and the Bear: The Novgorod Tribunal Open Content (Created page with "200px|link=Ars Magica Open Content Conversion Tracker ===Open Game Content=== The book has seven chapters, and four appendices: * The Dragon and the Bear Chapter One: Introduction * The Dragon and the Bear Chapter Two: The Slavs * The Dragon and the Bear Chapter Three: Slavic Magic * The Dragon and the Bear Chapter Four: Slavic Faerie * The Dragon and the Bear Chapter Five: Hermetic Landscape * The Dragon and the...")
- 11:27, 26 September 2025 Yair talk contribs created page The Dragon and the Bear Chapter Glossary (Created page with "=== Old Russian Words and Terms === Baba Yaga (BAH-bah YAHgah): goddess of death bannik (BAHN-neek): sprite inhabiting a bath house Beilbog (byah-WOH-book): white goddess bogatyri (boh-GAHT-ree): “valiant knights,” supernatural heroes boyar (boh-YAHR): an aristocrat byliny (bee-yin-yih): epic songs or poems (also “staryiny”) cheliad/cheliadin (che-YAHD/cheYAHD-i): slave/slaves Chernobog (char-NOH-book): black god chiliarch (hil-ee-yahk): leader of a thou...")
- 11:15, 26 September 2025 Yair talk contribs created page The Dragon and the Bear Chapter Appendix Four: Names (Created page with "=== Russian: Male === Afanasy (a-fan-AH-see) Alexander/Alexsandr/Aleksandr (ah-less-and-ray) Alekseev (ah-lech-see-yev) Aleksiy (ah-lech-zee) Alyoscha (ah-lee-osh-ah) Andrey/Andrei (an-DRAY) Antipka (an-TIP-kah) Antony (an-TOHN-yeh) Athanasius (at-an-ahz-yus) Baldak (bahl-duck) Barma (bah-mah) Boris (boh-riss) Danil/Daniil (dahn-yil) David (da-vihd) Dimitri/Dmitri (dMEET-REE) Dionisy (dyon-yeh) Efrem (eff-rehm) Evfimy (ef-fim-yee) Fyodor/Feyod...")
- 11:06, 26 September 2025 Yair talk contribs created page The Dragon and the Bear Chapter Appendix Three: Mystical Artifacts (Created page with "Every land has its legends of magical objects and sacred relics. Russia and Poland are no different. The unique items listed below mostly date from the old pagan period of the 9th and 10th centuries. Their powers are formidable and they would be valuable to any Hermetic covenant, whether for their virtues, or as objects for study. Rumors of them are constant, and may form the basis for treasure hunting forays or sleuthing challenges. ==== The Shield of Oleg ==== When he...")
- 09:55, 26 September 2025 Yair talk contribs created page The Dragon and the Bear Chapter Appendix Two: Slavic Deities (Created page with "The descriptions in this appendix describe some of the characteristics of the pagan gods discussed in this book. These are summarized at the end of the appendix on pages 182-185. Don’t be surprised if you find certain points in the following descriptions contradictory, or if it seems that the areas of authority of various gods overlap or conflict; this mythology is not neat or orderly, but a great organic, ever-changing sprawl of belief. Points of confusion, debate, a...")
- 09:09, 25 September 2025 Yair talk contribs created page The Mysteries: Revised Edition Chapter Three: Storyguides & the Mysteries (Created page with "What duties are involved in membership of a Mystery Cult? What stories do they inspire? This chapter is written primarily with storyguides in mind, but can be browsed by players, who may find much of interest within. ==Responsibilities of Membership== On joining the cult and undergoing Initiation, the magus immediately takes on board certain obligations and duties. Each cult varies in its ideals, aims, and longterm ambitions: whereas The Children of Hermes require prima...")
- 14:16, 14 September 2025 Einauge talk contribs created page Talk:Alternate Build Point Costs (Einauge's Proposal: new section)
- 13:59, 14 September 2025 Einauge talk contribs created page Alternate Build Point Costs (Created page with "The Core Rules has rules on the reation of Covenants where many resources are paid for in Build Points (BP). This page collects variant rules for the cost of resources. == Einauge's Proposal == '''Enchanted Items''' * Charged Items (up to level 20): 2 BP per ten levels of effect plus 1 BP per charge * Lesser Items (up to level 20): 3 BP per ten levels of effects * Invested Items (ab...")
- 09:42, 12 September 2025 Yair talk contribs created page Realms of Power: Magic Open Content (Created page with "200px|link=Ars Magica Open Content Conversion Tracker ===Open Game Content=== The book has eight chapters, and an appendix: * Realms of Power: Magic Chapter One: Introduction * Realms of Power: Magic Chapter Two: Magic Auras * Realms of Power: Magic Chapter Three: The Magic Realm * Realms of Power: Magic Chapter Four: Magic Characters * Realms of Power: Magic Chapter Five: Magic Animals * Realms of Power: Magic Ch...")
- 09:34, 12 September 2025 Yair talk contribs created page Realms of Power: Magic Chapter Eight: Magic Things (Created page with "The power of magic touches inanimate objects as often as it touches the living. Sometimes that power becomes concentrated as raw vis. While all raw vis is valuable to magi, rare forms have additional powers that make them even more desirable. Some items are not vis, but are still imbued with power by the realm of Magic; these are the Herbs and Objects of Virtue. Items and plants can also be awakened, giving them a certain amount of consciousness, but generally no Might s...")
- 23:10, 11 September 2025 Yair talk contribs created page Realms of Power: Magic Chapter Six: Magic Humans (Created page with "The realm of Magic can affect humans, or at least creatures with human form, just as easily as it can affect creatures of other shapes. Debate rages in the Order and among churchmen over whether these beings have souls, and on their fate after death. But since a number of them live at covenants, those magi who believe they have no souls have, on the whole, accepted the value of discretion. This chapter covers four large groups of Magic Humans. First, the giants, who ar...")
- 22:33, 11 September 2025 Yair talk contribs created page Realms of Power: Magic Chapter One: Introduction (Created page with "The book you now hold in your hands might be described by the magi of Mythic Europe as a great compendium of supernatural knowledge and wisdom — a book that describes the true nature of the Magic realm, and that outlines for the first time many of the fundamental concepts of the world of Ars Magica. Within its living pages you will experience the full majesty of the medieval setting at its most ideal, as Magic causes all things to become everything they could be — or...")
- 15:49, 10 September 2025 Borbetomagnus talk contribs created page File:ArM Open License logo.png (Ars Magica Open License logo.)
- 15:49, 10 September 2025 Borbetomagnus talk contribs uploaded File:ArM Open License logo.png (Ars Magica Open License logo.)
- 15:36, 8 September 2025 Yair talk contribs created page Houses of Hermes: Mystery Cults Open Content (Created page with "===Open Game Content=== The book has five chapters, and an appendix: * Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation * Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer * Houses of Hermes: Mystery Cults Chapter Three: House Criamon * Houses of Hermes: Mystery Cults Chapter Four: House Merinita * Houses of Hermes: Mystery Cults Chapter Five: House Verditius * Houses of Hermes: Mystery Cults Chapter Six: Contribute...")
- 05:52, 5 September 2025 Yair talk contribs created page The Dragon and the Bear Chapter Three: Slavic Magic (Created page with "Long ago, in Rome and Greece, and in Celtic France, England, and Ireland, the pagan gods were worshipped by men and women who were both priests and wizards. In the Celtic lands it was the Romans who drove out the Druids, while in Rome Christianity triumphed. Throughout Europe the old gods — Jove, Zeus, Bel, and a host of others — dwindled and faded. Some lands, however, were never touched by Imperial Rome, and were largely ignored by the Christian missionaries. Here...")
- 03:01, 5 September 2025 Yair talk contribs created page Houses of Hermes: True Lineages Timeline (Created page with "This list compiles the dates important to the four True Lineages. All dates are AD and conform to the mundane measuring of history rather than the Hermetic. 690 Bonisagus is born in Florence. 705 Trianoma is born in Thessaly. 714 Guernicus is born. 717 Bonisagus discovers Mercurian rituals in an abandoned well. 720 Bonisagus retreats to the Cave to develop the Parma Magica. 721 Guernicus is adopted and apprenticed as a Mercurian earth wizard. 731 Trianoma an...")
- 08:54, 3 September 2025 Yair talk contribs created page Mystery Spells (Created page with "This page collects official Hermetic spells, from all Fifth Edition products, that utilize Mysteries. This can include using a Range, Duration, or Target allowed by a mystery, or any other spell. This list does ''not'' include non-Hermetic spells such as Fenicial Rituals, hedge-magic spells, and so on, nor invested effects. ==Faerie Magic== Anyone who has been Initiated into the Outer Mystery of Faerie Magic of House Merinita may invent the folllowing spell: ==== Farie...")
- 06:45, 2 September 2025 Yair talk contribs created page Ars Magica Definitive Edition, Chapter Nine: Spells (Created page with "=Spells= The Order of Hermes has collected and created hundreds of spells that have been passed down to apprentices and traded among magi for centuries. Those listed here are representative of the most useful, interesting, and exemplary of those spells — in no way are the spells listed here a definitive list of those available, and more examples can be found throughout the supplements, particularly in Magi of Hermes. Instead, they should be used as examples so that you...")
- 11:03, 31 August 2025 Yair talk contribs created page Realms of Power: Faerie Chapter Three: Faerie Characters (Created page with "Faeries are designed through a series of choices. A player creating a faerie can make these choices in any order, but in this section, they are laid out in the following sequence: * Is this a player or non-player character? * How powerful is this character compared to player character types? * What is the Might score of the faerie? * What is its physical form? * How cognizant is the faerie? * What is the role it is playing? * What powers does it have? * Does it have trad...")
- 03:40, 30 August 2025 Yair talk contribs created page Spell Design Guidelines Open Content (Created page with "The Ars Magica game includes detailed '''spell design guidelines''' system, based on a guidelines to set the Base Level, which is altered based on the three spell parameters, size, and possibly other modifiers. While the core of this system is given in the core rulebook, some options and details are present in supplements. The following page collects all of the relevant material from all the supplements, adding to the Definitive Edition text as relevant, and summariz...")
- 10:24, 25 August 2025 Yair talk contribs created page Nigrasaxa Open Content (Created page with "This free product has the following chapters: * Introduction * Chapter One: One Small Favor * First Interlude * Chapter Two: Maximianus' Final Twilight * Second Interlude * Chapter Three: The Tribunal * Nigrasa...")
- 06:14, 25 August 2025 Yair talk contribs created page Houses of Hermes: True Lineages Open Content (Created page with "=== Open Game Content === The book has four chapters, and an appendix: * Houses of Hermes: True Lineages Chapter One: House Bonisagus * Houses of Hermes: True Lineages Chapter Two: House Guernicus * Houses of Hermes: True Lineages Chapter Three: House Mercere * Houses of Hermes: True Lineages Chapter Four: House Tremere * Houses of Hermes: True Lineages Timeline")
- 03:38, 25 August 2025 Yair talk contribs created page Ars Magica Reference Document (Created page with "This '''Ars Magica Reference Document''' is a hyperlinked document containing all the Ars Magica Open License material. This document is still under construction. You are invited to help constructing it, through the Ars Magica Open Content Conversion Tracker. ==Core Books== ;Definitive Edition The core Fifth Edition rules includeing the core material from all the supplements. ;Standard Core Rulebook The core Fifth Edition rules. ==The Order== Houses of Hermes: Tru...")
- 02:56, 25 August 2025 Yair talk contribs created page The Grand Grimoire (Created page with "'''The Grand Grimoire of Hermetic Spells''' is a collection of all official spells relseased for Ars Magica Fifth Edition, adding all the spells from all the supplements to those of the core rulebook. This is a pdf file hosted on the Atlas Games website [https://www.atlas-games.com/atlas-cms/resources/pdfs/the-grand-grimoire-of-hermetic-spells.pdf link].")
- 23:49, 20 August 2025 Yair talk contribs created page Houses of Hermes: Societates Chapter Five: House Ex Miscellanea (Created page with "''We.are.the.Order’s.forsaken.army;.they.have.used. us.to.defeat.their.foe,.and.now.they.wish.us.to.depart. back. to. the. hedges. and. the. crags. from. which. we. came..It.shall.not.be.so!.We.might.be.hedge.wizards. and. crag. witches,. but. we. have. proven. our. power. ‘gainst.a.foe.the.Order.itself.feared.to.face..If.they. must.be.forced.to.recognize.us.as.equals,.then.we.must. be.the.crooked.staff.which.applied.that.force!.'' ''—.Pralix fi lia Tytalus, 816 AD...")
- 23:34, 20 August 2025 Yair talk contribs created page Realms of Power: The Infernal Chapter Thirteen: Infernal Traditions (Created page with "''So when you recite the Qur’an, seek refuge with Allah from the accursed Shaitan,'' ''Surely he has no authority over those who believe and rely on their Lord.'' ''His authority is only over those who befriend him and those who associate others with Him.'' ''— Qur’an 16:98–100'' ''Since antiquity, man has served and worshipped creatures from the pits of Hell, for a number of reasons. In some cases, the worshipers were ignorant of the provenance of their deities...")
- 05:50, 18 August 2025 Yair talk contribs created page Template (Created page with "A character template is a pregenerated character that is effectively complete and ready to play, and is suitable as a starting character. Templates lack only the character's name and background, and perhaps some related choices such as the their Living Language. Templates often have customization notes, discussing a few changes that can be easily implemented. Templates tend to rely solely on material found in the standard core book's rules, without using options from...")
- 03:49, 17 August 2025 Yair talk contribs created page Storyguiding Advice (Created page with "==Ars Magica Advice == Ars-Magica-specific storyguiding advice can be found in: * [https://jerome23.wordpress.com/2009/10/28/running-ars-magica-advice-for-new-story-guides-part-one/ Running Ars Magica – advice for new story guides, part one] by Chris Jensen Romer * [https://tejongallud.com/ArsMagica/ Aestes Tenens] extensive storyguiding advice for new storyguides, by Tejun Gallud [pseudoname]. While the site is in Spanish, auto-tranlate makes it perfectly accessible,...")
- 01:41, 17 August 2025 Yair talk contribs created page Primer for New Players (Created page with "= See Also = The following is a primer for new players, intedned to tell them everything they need to know to join an Ars Magica game with a pre-made starting (magus) character. Both in terms of rules and setting. Alternative primers include * [https://gamesfromfolktales.com/ephemera/ars-magica-ephemera/ars-magica-simplified-introduction/ Simplified Introduction] by Timothy Ferguson = Mythic Europe = Ars Magica takes place in Mythic Europe. Mythic Europe is m...")
- 13:04, 14 August 2025 Borbetomagnus talk contribs created page User:Borbetomagnus (Initial creation of this User page)
- 11:38, 12 August 2025 Einauge talk contribs created page Irmele (Created page with "Irmele of Bonisagus was the third filia of Trianoma. She founded a tradition of wandering mages in the Rhine Tribunal. ===References=== Guardians of the Forests p. 22")
- 03:52, 12 August 2025 Yair talk contribs created page Realms of Power: Magic Chapter Five: Magic Animals (Created page with "''Magic animals cover a very wide range of creatures, from mice that occasionally cough fire to the mighty dragons. Many of them are not intelligent, but even so they are often sought out by magi, both as sources of vis and as potential familiars. Some magic animals seek magi out in turn, aiming to steal their vis sources or prey on more-mundane resources. This chapter details a variety of such creatures, suited to a wide range of saga roles.'' =Beasts of Virtue= ''Beas...")
- 03:01, 11 August 2025 Yair talk contribs created page Realms of Power: Magic Chapter Two: Magic Auras (Created page with "''A location with a Magic aura is one where things are in some way superior to normal, or more real, as described in ArM5, page 184. The extent of this difference depends on the strength of the aura and, even at moderate levels, may not be immediately obvious. Most commonly, the air is clearer, colors more vivid, sounds more piercing, vegetation more lush. All Magic auras have an effect on the use of Hermetic magic and'' ''other displays of supernatural power according t...")
- 10:18, 9 August 2025 Yair talk contribs created page Realms of Power: Magic Chapter Three: The Magic Realm (Created page with "''The Magic Realm is one of the greatest mysteries of Mythic Europe. Many magi are confident that this parallel to Heaven, Hell, and Arcadia exists, for a few of those who traveled there have returned to tell of what they discovered. But these accounts vary so wildly that no one has a clear idea of how this place functions or what it contains. It is regarded as extremely dangerous and remote, but a great challenge for a masterly magus to conquer or explore. Magi cannot e...")
- 08:44, 7 August 2025 Yair talk contribs created page Realms of Power: Magic Chapter Four: Magic Characters (Created page with "''For the purposes of this chapter, “magic characters” are characters that have a Magic Might Score, either because they have been created using the rules for Magic Character Creation below, or because they have somehow gained a Virtue that gives this to them, such as the Transformed (Being) Virtue described below — these characters are different from characters that are merely aligned with the realm of Magic, like magi or hedge wizards. They have many innate advan...")
- 16:27, 31 July 2025 Yair talk contribs created page Covenants Chapter Four: Covenfolk (Created page with "''Covenfolk surround a covenant’s magi, supporting them and aiding them. For the storyguide they are bit-parts and extras who fill out the saga, and provide roles in play for players whose magus or companion is elsewhere. They provide players with variety and a chance to explore alternative roles from their main characters; they also provide opportunities for low humor and soap opera.'' ''The covenfolk best-knownto most magi are the familiar shield grogs who accompany...")
- 12:37, 31 July 2025 Yair talk contribs created page Covenants Chapter Five: Wealth & Poverty (Created page with "''It is a very rare covenant that has no need for money. Just the same as any manor house, fortress, or monastery, there are a large number of people to be fed, housed, and protected, and only a limited amount (and limited types) of resources in the immediate vicinity. Indeed, magi are accustomed to living like nobility, with a need for precious lab equipment and materials, and expensive parchments and inks, that would be a burden for even a rich nobleman. Therefore, alm...")
- 11:36, 31 July 2025 Yair talk contribs created page The Mysteries: Revised Edition Chapter Fourteen: Mystery Cults (Created page with "''This chapter outlines several more Mystery Cults that serve as examples of the range of interests and different forms of organization one finds hidden within the Order of Hermes, and that cover the new Virtues available in The Mysteries Revised Edition. More cults can be found in chapters that deal with a particular subject; The Green Cockerel, for example, can be found in Chapter 5: Hermetic Alchemy.'' ''As explained in Chapter 3: Storyguiding the Mysteries, not all...")
- 10:51, 31 July 2025 Yair talk contribs created page The Mysteries: Revised Edition Chapter Eight: Hermetic Spirit Magic (Created page with "''The summoning and binding of spirits is one of the most ancient of all magical practices, and is widely practiced within Mythic Europe. The basic principle of this school is spell binding, which allows the magus to extend spells by binding spirits into the very fabric of a magical working. The term “necromancy,” used originally to mean the practice of conversing with the dead, was by the 13th century being used to describe both the evocation of spirits and rituals...")
- 17:28, 29 July 2025 Yair talk contribs created page The Mysteries: Revised Edition Chapter Nine: Hermetic Theurgy (Created page with "''Name magic, or theurgy, is the magical school that deals with the names of spirits, and how to invoke names in magic. Such practices are actively pagan, and would be subject to obvious persecution were the Church to discover them, so such practices are performed in secret, and the cults that teach name magic are necessarily among the more secretive Mystery Cults.'' ''The belief in the magical power of names is a very ancient one, as is the belief that knowing a person...")
