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Ars Magica” Third Edition Credits Development: Ken Cliffe Design: Ken Cliffe and Mark Reins Hagen \, Desigh Contribution: Andrew Greenberg, Wes Harris, Stewart Wieck Written by:\Shgnnon Appel, Sam Chupp, Ken Cliffe, Christopher Earley, Sarah Link, Dave P. Martin, Mark ReinsHagen, Carl Schnurr, John Snead, Travis Lamar Williams Edited by: Ken Cliffe, Rob Hatch Cover Art: David O. Miller Cover Design: Richard Thomas Interior Art: John’ Bridges, Jeff Echevarria, Eric Hotz, Chris McDonough, Darrell Midgette, David O. Millef, William O'Connor, Richard Thomas, Josh Timbrook, Bryon Wackwitz, Ken Widing, Cartography: Bric Hotz Production: Sam Chupp, Leigh Ann Hildebrand- CChupp; Chris McDonough, Josh Timbrook Ars Magica” originally designedby Jonathan Tweet and Mark Reine Hagen Playtesters: Carl Schfitrf Sarah Link, John Snead, Shannon Appel, Robert G. Schroeder, Peter Hentges, Tim Carroll, Travis Lemar Williams, Craig Neumeier, Gene Alloway, lan Barkley, Brad Bloom, Piers Brown, James Lynn, Mike Minnotte, Fred. Parham, Paul Sherliker, Christopher Earley, Dave P. Martin, John Porter, Phillippe Queinnec, Esther Reeves, Richard Tomasso, Chris Benson, Darryl Anderson, Shawn Pullam, BertDinger, Sterling Coleman, CliffSmudricks, Bobby Dinger, Kevin Spillman Ars Magica 3rd Edition © 1992 by White Wolf, All Rights Reserved, Reproduction without written permission ofthe pub- lisher is expressly denied, except for short excerpts for the purpose of reviews, Ars Magica, Mythic Europe, and Covenants are all irademarks and copyrights of White Wolf, Permission is giventoreproduce character sheetsinchuding the magus’ grimoire rior persona | use only. Table\of Contents CHAPTER ONE: ossssssssess 2 INTRODUCTION | CHAPTER TWO? sssscsseseeesssese¢ COVENANTS 4 CHAPTER THREE: CHARACTER CREATION pL A CHAPTER FOURS strtersseerenene TRAITS CSA PTER PIV Et csnssssesscpacer ss COMBAT . GETAPTER OLX: sreeectiecscsesececsotbs THE REALMS i ! a CHAPTER SEVEN? sssssssscsessssooee MAGIc ne CHAPTER EIGHTS esvsssssssssssesoes SPELLS CHAPTER NINE: LABORATORY CHAPTER "TENS sinsevccrcesoscesscoeee MYTHIC EUROPE 7 CHAPTER ELEVEN? snseneononee SAGA f CHAPTER TWELVE: ssssscssssssee STORYTELLING Axs MAGICA! Jntroduction Inadark, dismal world where nobles wage their petty wars, riarspreach toforlom flocks, anid rogues scrounge for ill-gotten wealth, a mystical order of wizards dwellson the outskirts of medieval civiliza: tion, dedicated to arcane pursuits, As sages of gieat loreand unrivalled potency, thesesorcerers face the perilsofa grim, desperatéyorld pis that peasants dare not even speak of, Gathered tether as the enigmatic Order of Hermes, these wizard stcygale against internal intrigueand persecution froriwith- uty those who donot care to understand theirart. Though magic pervades the world of Mythic Eu- rope, only these few gifted individuals, after grueling yearsofapprenticeship, havemasteredarsmagica— the art of magic: jea you assume the role of such a person; you area wizard. Far from a simple weaver of charms, you are an educated and dedicated prac titioner of the magical arts. As.a Magus you stand in stark contrast tothe rest of medieval society. While the mundanes are ignorant, largely illiterate, bound to a decadent hierarchy, and fearful of what lies beyond their villages, you. are learned, free from social restraint, and willing to explore the mysteries of the unknown, Though you study incessantly, you occasion- ally venture forth from your tower to gather magical ingredients forenchantments, to obtain new know cedgé, and to assist those who warrant youraid.’On. these journeys you are accompanied by your com- ppanions and henchmen who advise and guard you from the perils of the world. These expeditions are the heart of Ars Magica, and enabling you to tell the stories ofthese journeys is the purpose of this book MAGIc Magic is the essence of Ars Magica, Magic is everywhere, and its existence affects every detail of life, almost alwaysin the most subtle of ways. Magic isa mysterious and mercurial force, not a precise of mortals), Magic is the supernatural force, the reh paeas Cee Itis, acedfling the Order of Hermes, the very fabric of reaityisell. Magic is a way of thinking about reality that modern people no longer find appropri- ateor useful. Magicis the medium youcommandlin ‘your pursuit of transcendence. ‘Ononelevel you, asa Magus, exploré the subtle connections of magic 10 exploit them and use.ghev"~ powergained, justas modem man exploitssciehtific laws to create new technology. Your exploitation of ‘magic isa direc, albeit dangerous, means to inhu- man potence. The best wizards, however are driven by anced completely different from the mere acqui- sition of power. They investigate magic to under- stand the universe, justas our best physicists search foraumified field theory to understand our universe. Indeed, Magi may be considered scientists of sort, ‘operating in a completely different paradigm from ours, and with a completely different set of natural laws romours, butusingthésame techniqueswedo toclassifyand understand the environmentin which they live. They study reality, and use their knowl- edge in order to manipulate it. As a Magus, power aid knowledge are the forces that motivate you. Which you pursue is left to your will’ You may begin your vocation by searching for better ways to put magic to practical use, Insodoing you gain power, as your. «give You an advantage over the surrounding world ‘other wizards. However, as Magi grow older, Tore arcane and diverse matters attract ther inter~ est, and may likewise entice you. It i thus that curiosity often overwhelms ambition, luring you from the path of ambition to one of ebscure obses- sion or greater benevolence With the pursuit of magic, whether for reasons of power or enlightenment, these also inevitably ‘emerges a lure from the safe boundaries of human society and understanding, Your magical puftu ‘may lead you intoencounters with enigmatic faerles~ in their deep, oppressive forests, with deceitful de- ‘mons forever seeking to.drag your soul.down 10 perdition, with fierce grffinskurkinginbarren waste- lands, with looming giants in their mountaip caves, *<

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