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Ars Magica

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Ars Magica for d20. This site contains information about using the Ars Magica (ArM) magic system with the d20 System from Wizards of the Coast (most notably the system used for Dungeons and Dragons). The Ars Magica magic rules are widely hailed as the best ever created, and seeking a more flexible magic system, I took a crack at adapting them for d20. Please note that this site is focused on converting the magic rules, not the entire Mythic Europe background, campaign and flavor (although the magic system draws much from these). It is my first humble attempt; I welcome all comments, feedback, and—in particular—ideas for improvement.

Also note these rules have not yet been play-tested. Note that to use these rules, you will need to have a copy of both the Player's Handbook, 3rd edition, and the Ars Magica core rulebook 4th edition. Comparisons with the D&D Wizard First and foremost, the ArM Hermetic Mage is very powerful, and will end up dominating any campaign to which the class is added. Sub Rosa Magazine | Bringing you the Mythic, four times a year. Ars Magica for d20 - JorWiki. From JorWiki This site contains information about using the Ars Magica (ArM) 4th Edition magic system with the d20 System from Wizards of the Coast (most notably the system used for Dungeons and Dragons ). The Ars Magica magic rules are widely hailed as the best ever created, and seeking a more flexible magic system, I took a crack at adapting them for d20. Please note that this site is focused on converting the magic rules, not the entire Mythic Europe background, campaign and flavor (although the magic system draws much from these).

It is my first humble attempt; I welcome (erik dot jordan at gmail dot com) all comments, feedback, and—in particular—ideas for improvement. Also note these rules have not yet been fully play-tested. Note that to use these rules, you will need to have a copy of both the Player's Handbook, 3rd edition, and the Ars Magica core rulebook 4th edition. Here is short synopsis of how ArM magic, as adopted to d20, differs in other ways from D&D magic.

Contents: Ars Magica 4th Edition Core Rulebook. The Grimoire. Project: Redcap. Flying Shards of a Better Tomorrow » Ars Magica Character Generator. 06/09/12 Update - Another long wait – but I have version 1.5 ready in Excel format, so here it is. The rest will hopefully be along soon! Fixed a bunch of bugs and tidied some stuff up: thanks to all of you who helped by sending me feedback! v1.5 Excel 2010 19/02/12 Update - Well, it’s been another big gap, but here we are – version 1.40. v1.40 OpenDocument v1.40 Excel v1.40 OpenDocument Template 29/11/11 Update - version 1.32, more bug fixes, this time for Custom Virtues and Flaws, which should now be counted right. v1.32 OpenDocument v1.32 Excel v1.32 OpenDocument Template 27/11/11 Update - version 1.31, bug fix with Childhood Abilities xp calculation. v1.31 OpenDocument v1.31 Excel v1.31 OpenDocument Template 26/11/11 Update - Latest Version v1.30 – bug fixes, Custom Virtues and Flaws, and now a Laboratory sheet.

Magus: v1.30 OpenDocument v1.30 Excel v1.30 OpenDocument Template Companion: Still at v1.15, see below for download link Companion: Still at v1.15, see below for download link. Dossier 4shared - Ars Magica. Files Photo Music Books Video Games Sign Up Log In Forgot password? Login with: PremiumLanguageen FAQ Help Report abuse Ars Magica by . 2,342,053 KB | 59 files | Folder Check out 18 document files at my 4shared folder Ars Magica - (RPG) Ars Magica - Core RulesBook [5th Edition].pdf, 06.Ars_Magica.5thEd.Realms_of_Power=_The_Divine.pdf, 08.Ars_Magica.5thEd.Covenants.pdf What is B1? More Download desktop Upload files via desktop app easily and for free Show QR Code Remove Ads x. Ars-Magica.Net : Projekt: Ars-Magica.Net. The Wizard's Grimoire.

Spellv20. Spellv20. Atlas Games: Charting New Realms of Imagination. Ars Magica Fifth Edition The Roleplaying Game of Myth and Magic Imagine an age where myth is real and where the superstitions of the common folk hold true: faeries dance in forest glades, angels protect the Church, demons corrupt the weak, and wizards wield magic beyond the ken of other mortals. You play these magi, gathered in covenants with your allies and servants, unlocking secret powers and creating wonders. You and your friends will also portray the loyal companions and grogs who stand with the magi, as a buffer between them and the mundane world that often misunderstands their power and motives.

When adventures draw you out into the medieval world of Mythic Europe, your stories are the stuff of legend. The award-winning First Edition of Ars Magica by Jonathan Tweet and Mark Rein•Hagen set the benchmark for magic systems with what's widely regarded as the best rules for magic in all of gaming, and pioneered both troupe-style play and storytelling in roleplaying. Changes to the Game. List of Supplemental Ars Magica Resources.

Background Material Ars Arabica by Gene Alloway and Steve Castanien Centennia, a historical Europe map program review by Robbie Westmoreland Diedne House Writeup by Naomi Gayle Rivkis (26k) Holdings of Typical Feudal Lords by Peter Corless (written for Pendragon but useful for Ars Magica) House Suggestions by Robbie Westmoreland Kabbalah FAQ from alt.magick (~96k) Medieval Web Resources FAQ from soc.history.medieval Saint Nerius, an Ars Magica myth by Ian Barkeley Sources of Opposition in Ars Magica by Robbie Westmoreland Additional Rules Discussions Alchemy Rules by Paul Sherliker Alchemy Rules take 2 by David Robinson Bjornaer Shape Learning Rules by Bryan J. Maloney Article on Folk Magic by Robbie Westmoreland Guide to Herbs for RPGs by Shaun Hately, et al.

Covenants: Other Settings Seas of Sirenida, a swashbuckling, pirate fantasy setting using the Ars Magica rules as a basis, by Robbie Westmoreland Return to Robbie's Main Ars Magica Page. Giants in the Earth: Of the Houses of Hermes. House Bjornaer "How can we trust such magi as these, who know a magic they will not share, who perform secret rites in their unhallowed halls, who bear the blood of beasts and shapeshifters in their veins? There shall come a day when we shall sunder the vaults of Crintera and expose their black mysteries to the light of day. Then shall the Order unite behind us as we cleanse the earth of their inhuman abominations with our purifying flame.

" - Phalarica Agrestis scholae Flambonis House Bonisagus "Young and old, they are graybeards all, locked away in their ivory towers whilst the commoners toil below. Perhaps they are unaware that there is a world beyond their laboratories, full of wonders that they, for all their wonder-working, shall never know. " - Dara Hiberniensis ex Miscellanea House Criamon "... House Díedne "They are dead, dead and gone. House Ex Miscellanea "House Ex Miscellanea contains the future of the Order. House Flambeau House Guernicus House Jerbiton House Mercere House Merinita.

Encyclopaedia Tzalmirica. Accord, the: Eight hundred and twenty-two years before Ghoras' usurpation of the Tzalin line, Cirenas, Priestess of Nirian, called upon the White Lady to end the plague of wars that troubled the land. What resulted was the Accord, a powerful geas that brought peace to every kingdom that sought it, and terrible misfortune to any that sought war. During the time of the Accord, an alliance between the lands of Aris, Pavane and Ithyra gained stewardship of nearly the entire world, referring their disputes to the Tzalin kings. After three hundred seven years, the Accord was finally broken when each of these three overlords struck out at each other simultaneously.

Akkat, Devrim: Ghoras's chief general, descended from Del Akkat, who helped Ghoras take the throne a thousand years ago. Also, Warlord of Aravy Ald Miles: Ald Miles was founded at the same time as the Ring Kingdoms, and was originally populated by Undermen. Alkynia: Alkynia is the birthplace of actors, writers, and spies. Atlas Games: Charting New Realms of Imagination. The Net Wizard's Grimoire. Personal Ars Magica Sites.