rere) ‘Bo
~ “onathan Tweet &
Mark Rein: Hagen(Caearors: Jonathan Tweet and Mark Reine Hagen ‘Tecnntcat SuProkr: Matthew Seidl
irri Epmow Disc & PROHCT MANAGEMENT: David Chart ‘SPECIAL THANKS: Pete Adkison, Shannon Appel, Steve Bishop, Bill
Fiera Ebmion Desicy ConTRBUTIONS: Tom Dowd, Jorg Peter Brickman, Bob Brynildson, Timothy Carroll, Sam Chupp, Jenifer
Friederich, Rich Genie, Andrew Gronosky, Mark Shirley, Andrew Clarke Wilkes, Ken Cliffe, Jerry Coriek, Chis Dian,
Smith, Kevin Sours, David Woods ‘Christopher Ealey, Woody Eblom, Chris Fretking, Jeremiah
PROOFREADING: Sheila Thomas and John Nephew Genest, Geotrey Grabowski, Kevin Hasta, Peter Hentges, Will
Lavourr Scott Reeves with Michelle Nephew Hindmarch, Damelon Kimbrough, Scot Lien, Lydia Leong. Nicole
Grarmic Desien, Caktoceary, AN: Scott Reeves Lindroos, Aaron Link, Clay Luther, Susann Lyon, Dave P. Mari
AboITIONAL ARt: Dave Allsop, Liz Danforth, Brian Dugan, Neil ‘Mare Philipp Messner, Paul Nurmberger, Chris Pramas, Wade
Edwards, Chattes Gillespie, Josh Hoops, Eric Hota, Janine Racine, Roderick Robertson, Carl Schnur, John Sead, Robin
Johnson, Alexis Lisatos, Wllam O'Connor, Dom Reardon, Steeden, Jeremy Strandberg, Je Tdbll, Robbie Westmoreland,
John Seotll, Jock Simpson “Travis Lamar Willams
Fifth Edition Plautesters
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‘at Osa en le fa ie eDaily Se Se en a ens Rd ak Sh ea
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‘GPs Re Shs Tome Wn Mtoe ofr each acy Kn OS Uh Wir Cn ta Ds ian ak oer RS
shan Dwar Act oy oH Lat Heda Ca lows Kaa Sal, ry sod Sn
Sic Res, Nl Cw ery Haver, Kan Bava FD Thonn St Gone Sptonc, DemSry, Reb Sy Ty Kin Bs Cy ie
Dates Caml Ae Coy Ni aia i Sb Vos ey, Ave aC Ci, Dear a Ny Hoa, Ae it Ka ve,
nom Key Sanne ish Sn Win Spiny, ih as es Clon Cay MMe Se ct Ma a Sve Kavi Roo Ret Ar Sh
Fernie ay: ey eM Shy dS, AoW iene Dl Cho Pa aa Nt Ta Shes Tos Wind
Nor eg in Caf Ta tech fh Kaela ee Spo hh Wiarton
Fes, ban ey ir Del Won, erik Caml I Ramee EP hp Kr, Ser
Hien ure Da ea oC a Gs Soran Sa Bags Pt Mey Soe Spero Seen E's ns Loe ke ee
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His Chet ot Don cM Da Jn ae ad al Si ng te, Cay NM Sen al Cat etn Shed See ede as
ale Nt Sn Ei, Nene Ce abe Ca Mh Sec Js Ore Aran Rie Sea on, ad ya ae hse Recs, Soh ep
‘agua Mate Ce Cs ody Mah hay, Ne Say Ane Wi nd Wh i Coen Dr Chr Pa se ha Een Poe
‘into Som Ww Eo aman Rae lc Jet Sh
Fou kn Nl Che Chas ane Pot iy, Po eos tk re dC Kee Sd, Ea Wd ery Bara Kin Baer Ei Dsl ne Sn ae
‘Date ch Cn Adres Gon Vesey Ave Khe Read As ay Red ot Shoe Fi Gy XM So ch iad
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[he ate, po Ha ya Kray Wa, amo Coy aay ae ah Sy Aude Sa, Ae Wi ie Cer Pa Mase Cay Ps, Ret Tike ee
‘ef i hgh sak eg rere, nae, hep he Wt Dal Wok SSeS rn
Fy Ron. Nal Cs Cho own Roe P lo Kei it Ib a, Ud Gey. Pa oc ay Dog Sal al, at Dn ln Da, Cis
iromeen Mut ot Ete nr Ca Caan Wen yy Ang iD Sa Shak te Wine aya Sane Hs fie Te ee Seo
Fig Rema Coe her ar Nay See nema hn Oe Cre Cl Hoy ik Sykes Se te aun ie Chere Fee
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a hi ey Aan, Pet oes nm on ns Pay Wt Kec ok Dan Po Ent Rah, Chto a an
‘Ars Magica players participate in athiving fan community by subscribing to email discussion
A lists (ke the Berkeley list), compiling archives of game material (uch a Project Redcap), main
IN taining fan-created web sites, and running demos through Atlas Games Special Ops program,
Toleam more, vsit wwwaila-games com/AaMS
Copyright 2004 Trident, Inc. eva Alas Games, All sights reserved. Reproduction ofthis work
bby any means without writen permission Irom the publisher, except short excerpts forthe pu
pose of reviews, is expressly prohibited.
‘Ars Magica, Mythic Europe, Covenants and Charting New Reams of lmapination ae trademarks
fof Tident, Ie, Order of Hermes, Tremere, and Doisetep are trademark of White Wolf, Ine. and
ae used with pemission
ISBN 1-58978-070-1CHapTER ONE:
Introduction .
Qupter Two:
The Order of Hermes
(CHapTER THREE:
Characters
Virtues and Flaws . . .
CHAPTER Five:
Abilities
Courrer Six:
Covenants... .
(CHUPTER SEVEN:
Hermetic Magic
(Cuaprer EIcHT:
Laboratory
Long-Term Events. .
(Cuarrer ELEVEN:
Obstacles . .
CHAPTER TWELVE:
Realms .. .
CHAPTER THIRTEEN:
Bestiary
(CHAPTER FOURTEEN:
Mythic Europe .
(CHAPTER FIFTEEN:
Stories. . .
Fourth Edition Conversion .. .
APPENDIX II;
Formulae Review. . .
‘APPENDIX III:
Spells Index
APPENDIX IV;
Index. . .
APPENDIX V:
Character Sheets. . . .(On the day the fares came to burn the village, Walter was rebir=
ing th ba on eo AS he waked be lf a ot
strangers who ad ariel the reiouscening. Waller di’ ie the lok
of thon, particularly the woman. She looked lik the srt ob sold watered
‘al and seduced mens she could rob and kill he wie they slept.
“The group seemed 1 be waiting for something, and wen the fers
rode out of the woods Walter thought be knew wha. The grass blackened
‘and snkel in te bofprints left by the shining crimson hore, ad the
Tana of the faerie nobles were uated in lames, as alsays. Walter sbout-
ced the alarm, and the villagers tan forthe church, He shed to get of the
‘oof, ad bs lg went straight through the damaged thatch, raping im,
Hs warning shuts change oo for bp, butt ler olags rey
thers
Rao straight forthe church, Say in the church wnt te fris have
gone. De not came out Ip anyone, no mate tb it os and sound ie
Hap Wat watch ded proach tbe ri gant
ring the church bell The stranger split wp, the woman mong forard by
Pers and cling to the faeras in a language Walter didnt understand
Introduction
‘She wasnt. The five that could destroy a house ina moment bad left
the woman completely unharmed. She poke agin, mor loully his tne,
sgsturing a he faci lader’s hore as she did So. A momeat ltr the horse
Shrike, dread, high sound that went on and on, ard bucked ts vider
off. The fare gt ois fet as he horse rll, sil screaming in agony,
iin Sal fre i ote
“The woman spoke again, and this tine the fer listened. Walter
couldnt understand oat they were saying. The discussion went on for
Sometime as the hore gt is fet, sceminjly unarmed, and the woman’
companions came foroard to join ber. the end, some sort of agreement
twas reached, and the faeries tured and rode back int he ors.
Walter watched the woman, clearly a witch of some sr, approach
be lg we pen ab a ed
estrel agai, and Walter fel some force grab bin. He was hie off
tra bt then laced ge stung. te god infront of te we
She spoke t on ofr escort bo the spoke to Wale
“My mistess would like otal to the rit and bali, Please bing
them bere”
Foran ong seth Jo ear hes de
she was merely dead
threw @ holt of lame, and Walter though
(elcome to
Airs Magica
Dragos ar inthe mountains, angels watch
cover the Church, fees dace in the fore, and
demons temp men and women to their ulimate
ovefall The magi ofthe Order of Hermes lve
Ina world of mythic power, the world of Mythic
Europe. Welcome to that word
"Welcome to Ars Magica
Ars Magica is a roleplaying game, where
in-you and your frends tll the stories of a
sr0up of powerful wizards, mag ofthe Order
fof Hermes, and their alles in the world of
Mythic Europe. Mythic Europe is much like
the Europe of 1220, the mide ages, but drag-
‘ons, demons, angels, and faeries ae all unques:
Uonably real, and ‘no aspect of society is
uurtouched by myth
‘Ars Magica isa game about magi, and ts
rales for magic ae widely regarded asthe bes in
any roleplaying game, They combine flesblity
and nig, allowing you to create powerful wiz
td who ean do almost anything, while provi
the fares were done
Ing clear qucines on jst how power a wiz:
ard needs tobe to do anything youcan think of
‘The miles alo cover the creation of enchanted
devies, binding familias, and raining appre:
tices to cary on Your magica legacy. The tine
an Ars Magicn mags spend in his laboratory s
a Teast as important to him asthe time he spends
‘on adventures.
‘This book is the core rulebook for the
ith Editon of Aes Magica. Some of you will
have played previous editions ofthe game, and
wll find much here that is familar, although
Improved. For others, this is your first
encounter with Ars Magia, so everything will
bbe new and wonderful,
Basic Ideas
In many ways, Are Magica is very simi
Jar to most other pen-and:paper roleplaying
games. Players have characters, who are
defined by a set of numbers, and control their
characters’ actions by telling the other pla’
cers what they do, One player, called the sto
Walter did ot feel ie arguing, and ram othe church, shouting that
yquide’ in Ars Magica, handles most of the
world, deciding what antagonists and extras
do. Conflcs, or task that might be beyond
‘a characters capabilities, are resolved accor
fing to the rules described in this book, and a
die toll
“There are aso 2 numberof diferences,
None of these features are unique to Ars
‘Magica, bt they ae rare enough that you cn
have played roleplaying games for years with
‘out encountering them,
Fit, the avallable character types are not
cual in power, Hermetic magi are far more
powerful than other possible player characters
Power does not necessarily correspond to how
Sneresting a character ito play, and The Gilt
that allows magi to work magic ako causes
them problems in most social situations.
Second, most players have mare than one
character Ths called “troupe style roleplay:
Ing and is dread in detain the Sagas ehap-
ter The tle of sterypide may alo pas around
the group, or trape, and player characters are
divided between central characters (magi and
companions) and supporting est (rons) pla:
«er would nomally only pay one central eharc-
ter ata time, bat might ply several grogs at onceThird, the game 1 normally centered
around the place where the characters ive called
4 “covenant.” rather than around a wandering
‘roup of adventurers. This opens up a whole set
‘of new story possiblities, and the covenant i 98
rmich a character i the game as any of the
human beings
Finally, character in Ars Magica improve
cover years of game time, and most sagas cover
a least afew years of game time. Adventures
‘re occasional interruption in thei ives, not
tveryday activities, and consequences that
come years down the road can sill have an
Impact on an ongoing series of connected to:
ries, called a "saga" In many sagas, families
grow, children grow up, and characters de of
old age. Ars Magica rules provide plenty of
support forthe ways that characters can stud,
learn, and improve over time
‘Ars Magica is particularly wellaited to
Jong running sagas, butt ean also be played 353
‘one-off, one-sesion game, oF a miniseries of
connected stories, inlay, although the official
setting. very simlar to historical medieval
Europe, apart from ll the mythic power around
the place, the rl syste works well fora magic
‘entered campaign in any fantasy seting, The
Mythic Europe, Stories, and Sagas chapter dis
‘ass ways to run the game, and provide hins to
help you do whatever you want with
Tn the last analysis, Ars Magica is a game.
you have fun with you are doing it right.
Structure
of the ook
“This isa big book, as it needs to be 19
cexplain al the rules and bockground for Ars
Magica, The first chapter, this Introduction,
provides a quick overview of the game, and
explains the basic die-rolling mechanic
‘Netwr on th dey Noch
ATS GLI waa vo, wducben led nip
1 Recroll, doubling the result. Zeros count as ten. If more ones are role,
Continue re-roling and doubling.
‘De rll result isthe number showing on the dle.
‘Chapter 2, Order of Hermes, describes
the order of wizatds chat i central the game.
‘Chapters 3, 4 and 5, Characters, Viwes
and Flaws, and Abilities contain all the infor
mation necessary to creat a character. Chapter
6, Covenants, deals with creating the place
where the characters live, Chapters 7,8, and 9,
Hermetic Magic, Laboratory, and. Spell,
describe Hermetic Magte. Chapter 10, Lon
“erm Events, covers things that happen to the
characters over months or years, inching
character improvement, aging and death, and
Warping by mystical power. Chapter 11,
(Obstacles, details the things that might hare
the characters, most notably combat.
‘Chapter 12, Realms, explains the four dif
ferent sorts of mystical power in Mythic
Europe, the Divine, Faerie, Infernal, and
‘Magical Realms Chapter 13, Bestiary, provides,
1 sample of creatures from each of these
Realms. Chapter 14, Mythic Europe, provides
Inns on making your game fee ke it happens
in the mythic world
‘Chapters 15 and 16, Stories and Sagas, pro:
vides advice on wing the preceding materia 10
actully make a game that the woupe enjoys.
Die Rolls
‘The wecess oir of most actions in an
‘Ars Magica sory 8 determined by rolling dice
For non-magieal actions, the roll normaly
Characteristic Ability > Die Roll against an
Ease Factor the total equals or enced the Fase
Factor, the action suceceds. The amount by
which the esl exceeds the Ease Factor gives
some indication of how succes the action was,
‘Mac ses the same bas rule, but here ar pe
cal rules for determining what to ad tothe dle
role, and the number thatthe total must beat.
His Magica Fifth Gcition * Steg.
Simple Die
Rolla tensed de, ach number counts
for is value, except that a zero counts as en
Stress ‘Die
Sires dice are rolled when a character 1
under stress and thus might suceed spectacular
yor wth ua aie Such sigan aire
‘scaled a “botch” and abways has serous effects
Fora sires roll roll a tensed die. One
and 2ero have special meanings, but the other
‘numbers count for thet valu, as normal. On a
toll of one, roll again and double the number
rolled. I the reroll sao a one, roll again and
quadruple. On second and subsequent rls, a
ero counts a8 tn. Ia player elle ten conse
tive ones, the number rolled on the eleventh
throw would be multiplied by 1024, Stress die
totals im the hundreds are Nkely to happen 2
handlul of imes ina long-running saga.
(On the fist rol, 210 counts as zero, and
{yu must normaly rol fora botch. Rol mum
‘hero tensed dice determined by the situation,
called the "botch dice” and if any of them show
1 zero, you have botched, Ifyou roll no zeroes
‘onthe botch dc, the de rol simply a zero,
‘Some tres rolls cannot botch, In that case,
zero onthe intl ells simply a rll of zero,
Say, fa character has ques that reduce
the numbr of applicable batch dice to 2e0, the
stress ol cannot batch
‘On a botch, your total for the rol
always zero, in addition to any other conse:
‘quences. If you rolla zero but donot botch, the
{tal calculated as normal, adding zero from
the die rol,
For example, considera character with a
Chanctenstic + Ability total of 9 making a
stress ol
I the ol comes up 6, he has a total of 15,
‘9 from the Characteristic + Abilty total, plus 6
From the die rll
IF the ist roll comes up a 1, he reroll
and doubles the result. I the second result s
tlkoa t,he docs so again. So, fhe rolls two ts
and then 25, he has final total of 29: 9 from
Characteristic + Abily, and 20, fom mutply-
ing the final 5 by 4
Ik the frst roll comes up 0, he needs to
check for a botch. I none of the botch dice
ome up 0, his total is 9, the Characteristic +
Ability total, plus O from the die roll. If any of
the botch dice come up 0, his total is 0. The
Characteristic + Ability tral s also negated by
the boreh,fof Botch Example Situation
1% ‘Good conditions the default numberof botch dice,
19% Running through undergrowth,
27% Climbing a crumbling cliff in a high win.
3.4% Fighting in driving rain while in running water up to your ankles,
4.1% ‘Translating negotiations between the Pope a Faetie Lord who speaks only ancient Egyptian, and a powerful
elemental sprit who speaks no human languages
4.7% Fighting exact faerie copies of yourself and your companions on a crumbling ice flo in a blizzard
5.2% Climbing a sheer wall of ice in a blizzard. (The Ease Factor for this would be very high as well, probably
about 21)
5.7% Fighting exact faerie copies of yourself and your companions ina faerie forest where the plant ae actively
{interfering with you
6.1% Juggling five full cups of wine while four dancing bears cavort around you
65% Casting a spell in the church ofthe Holy Sepulchre in Jerusalem
Seu TAs ffs:
leave Yass asks fying dil
Dock coer nook ecm Niner po wreay cpes of te Aleve gaol
Sell An frags charscer eal horn ose tbo TORO! ine Only fee veg igs
pieietaie pene
ayy, An average character with some skill succeeds about 70% of the time, and talented or skilled characters almost never fail.
fom aed ot led chance prced abut 70% fe Une welled charters heel chance osu
ep okra sted Creat ir soooea Om three of to
Glad iind er ol e0 al ued exe dle! carte ral ofan op ee een
Slilled huts al sou half the
Very Hard. Even moderate skill gives almost no chance of success, Skilled and talented characters fail about half the
tea ey Hie Hy lemed char weed Souk TO of he tn
18 Impress: People at the top of a skill succeed about half the time. Those with lesser abilities have next to no chance.
n Era, Very ale, hg led charters only cere ecto
a+ Almost impossible. The greatest masters of a skill succced when they get lucky.
‘ows: An average character has a score of 0 in the relevant Characteristic, a highly talented character has a score of +3. Moderate skill
{a score of 3 an Ability, “Skilled” means a score of 6, and “Very Skilled” means 9
Botch Dice votre) pomible ancheans paborcdice | ulol eveson he beh ce dears
thot beled Dtioehen paaleg wena bie Tie
copter meena’ ee eseeycent: Eire ne melee ia
thing will go seriously wrong in an activity. The batch die. For example, a person climbing a about as wrong as they could, The consequences:
seumber of botch dice should reflect how kkely a cliff in fair weather would get a single botch of this depend on what the character is doing.
frien 6 nd the nbc of bocce ht le actor making a deter more icly For cam com he Garcer cb
Bt ms doce ow by srng oreo ie cn of bch deus Asem gs bing Sl nahh cd boc,
ears wind might aid tage blch de toe kei mde the oot de A
Gi rgh schoo este ere coher wild ees wid- cose eri lech coe dt be at nto
Ieee cheer cold are we, to) ete wd 6D a (hey wel hs oly ale dee cig
Be cay tady a Tooele xt Se The bl trv ger te hrce ole bal nee tb ae orl or
fore th curcter malig smcticg, bch os gen rmbe of btch de Noe wile a pe bath nes hat et ea
estan oki ihe hee atempe sho as hechumcer asf ral arereon | held es To cogent
Bape ert Anwar nih intron se chek Vo ian sve el cepa ecg of cate at
Be res ntsc enter k= bags a om erase aGlossary
The following terms are some of the more important in the
‘game, and they come up repeatedly in what follows,
Bonisagus: The bilant eighth-century magus who devel
‘oped the Parma Magica and, with the help of the other Founders,
the whole of Hermetic Magic. The founder of House Bonisagus
‘The Church: All Chnstians, whether priests or not. Alko
used to reler specifically to the organizational structures of the
‘Church in Western Europe.
‘companion: A game term, not used by characters, referring
to central characters who are not magi
‘Covenant: Strictly, a group of magi bound together by an
agreement going beyond the Code of Hermes. By extension, the
place where those magi lve, and all the
‘other people who live there with them
Almost all Ars Magica sagas center on a
single covenant.
The Divine: The greatest power in
the universe, generally believed to be the
creator and sustaner of all existence, It
backs the Church, the Jews, and. the
Muslims
Faerie: One of the four mystic realms
Faeries always care about humans, some:
times in the way a torturer cares about his
filusfiias A magus trained by a
sven magus. Only used after apprentice
ship. After the Gauntlet, the new magus
becomes the fils of the magus who
trained him,
Formulaic magic: Spells that have
been worked out in detail ahead of time
They have one effect each, but magi can
nly use their full power through
Formalaic magic
‘The Founders: The twelve magi
who founded the Order of Hermes in the
cighth century, Bonisagus, Bjornaer,
Criamon, Diedne, Flambeau, Guernicus,
Jerbiton, Mercere, Merinita, Tremere,
Tytalus, and. Verditus. In many moder
accounts, Diedne's name is replaced with
Trianomas
Gauntlet: In full, the Apprentices
Gaundlet The final test administered 10
an apprentice to determine whether he is
ready to become a magus, t differs signif
‘cantly between Houses,
‘The Gift: The ability to use almost any form of magic, with
proper traning. All magi have The Gift. The Gift makes people
around a characte uncasy
ron: A game tern referring to supporting player characters
Characters also us it, but manly to refer to warsiors employed by
a covenant.
Hedge magic: A contemptuous term used within the Order
‘of Hermes for any magie other than Hermetic magic,
Hermetic magic: The extremely powerful and flexible magic
practiced by the members of the Order of Hermes
‘The Infernal: One ofthe four mystic realms. Infernal crea
tures seck to corupt and destroy people.
Magic: One of the four mystic realms. Magical ereautes
often do not care one way oF the other about humans
‘maga/magusdmagi: A member of the Order of Hermes who can
tse Hermetic magic. Used by both players and characters, "Maga! is
the feminine form, “magus” the masculine, an magi the plural
Mythic Europe: The world of Ars Magica, Much like
medieval Europe in 1220, except thatthe myths are tru.
‘Order of Hermes: An order of wizards stretching across the
‘whole of Mythic Europe, bound by an oath that keeps them from
fighting each other or tying to rule the mundanes, One of the
‘most central organizations in the game.
parens: The magus who trained
another magus. This ttl is only used after
‘apprenticeship, at Gauntlet, the master
becomes the parens of the new magus
Parma Magica: A ritual learned by all
Hermetic magi at the conchision of their
apprenticeship, which allows them to
resist magic. The first of Bonisagus’ great
discoveries
Quaesitor: The investigators of the
Order of Hermes, they find Hermetic
criminals and present evidence of theit
crimes at Tibunal
Redcap: One of the messengers of
the Onder of Hermes. Most do not have
The Git
‘The Schism War: A war in the early
eleventh century in which House Diedne
was eliminated, and which nearly tore the
Order apart
sodalis (pl. sodales): The normal
term used by magi to reer to other magi
I is a term used between equals, and
emphasizes that all Hermetic magi are
‘equal within the Order.
spell: An individual use of magic,
generally Hermetic magic. There is no
real lint on the numberof spells a magus
‘ean cast in a day, although casting to0
many in. quick succession Is likely t0
‘exhaust hi
‘Spontaneous magic: Magic created
by a magus on the spur of the moment, 10
‘meet an immediate need. Generally mich
‘weaker than Formulaic magic, but much mote flexible.
‘Tranoma: The maga who met Bonisagus soon after he
fvented the Parma Magica, and took on the political mission of.
bringing Europe’ wizards together ina single Order.
“Tribunal: 1) One of the thirteen areas into which the Order
lof Hermes divides Mythic Europe,
2) The meetings ofthe magi in one of those areas, held once
every seven years.
‘Vis: Raw magic. The most valuable thing to most mag“The Onder of Hermes an organization
fof magi thac spans the whole of Mythic
Exrope, even reaching some distance beyond
Jes sboat 1200 members, living in thirteen
“Tnbunsls which divide up the continent. nthe
saga realm, no single group can even think
fe challenge the Order as a whole, but the
power of God is fr beyond even Heretic
seg Ths chapter lays out the history and cur.
fent state of the Order of Hermes, to which
‘Ars Magica characters are alos al afilated
fn some wy.
The Order's
Histon
The practice of magic and wizardry woes
ack 10 the very begianings of civilization,
Gited individuals have always found ways 10
wlize their power, often dominating. the
‘Gite for atime, before che envy, suspicion,
fd hated engendered by tyrannical behavior
fod the ellects of The Gift brought them
down
“Tree things worked against the formas
fon of magical societies oF orders of wizards
The first was the efiect of The Gift. Wizards
seho did meet natually mistusted one another,
fet could rarely agree to work together. Even
A they agreed once, future meetings often
planted the seeds of betrayal. This was com:
pounded by the sccand factor) the lack of
feagic resistance, This almost guranteed that
the wizard wha struck frst would destroy his
‘opponent, and thus encouraged pre-emprive
senkes, Fly, every wizard had his own
Sinderstanding of magic, and sharing this
Knowledge was a long and troublesome
process. There wa litle that could be shared
easly
‘One of the few even partial successes in
hos regard was the Roman Cult of Meveury. is
teers rarely met i peton, communicating
by leter or mesenger except when they need
feb to gather to perform the great stuals shat
fave the Cult ts power. Funes
the Cal specified that anyone who killed a
Gale member should be hunted down and
killed by the other members. This ule was
enforced quite strietly, greatly reducing the
Incentive to pre-emptive stkes. Finally, the
Cle of Mercury had acces to a number of
magical effects which could be learned rela-
tively easily, even by someone who already
knew many of them This gave the wizards
some motivation o share knowledge
retheless, suspicions grew within the
‘Cafe that some members were hourding know
‘edge, ready fora major strike against the other
members, Soon after the fall ofthe Western
Roman Empire, the Cult tore itself apart in
tnteral conic, leaving isolated wizards sea
tered across Europe, Magic entered a dark age
from which ic emerged with the foundation of
the Order of Hermes, more than thee cen
tutes later
The Foundation
of the Order
The Onder of Hermes owes its existence
to Bonisgs, without question the greatest
magical enmus yet to ive, He made two great
dscoveis, either of which alone would have
‘ensured his place in magical history The fist
ss the discovery ofthe Pama Magia, which
defended » wizard from the mage of others,
tnd shielded him from the antipathesi effect.
(ofthe Gilt, Safe behind a Parma Moya, 2
‘wizard could ak to another Gifted indvidal
swith litle fear of attack and without having to
constanly fight the natural tendency t lapse
into envy, sspieion, and hostity
“The tre potenial ofthe Parma Magica
was fist recognized by the sorceress Tranoma,
‘who willingly studied under Bonisagus despite
het own power. She realized that the Parma
“Magica would make a trae society of magi pos
sible, a society where wizards could meet to
resolve their diferences, ad live and work
together, Bonisagus, already working on is
next project, a uniied theory of magic, was
happy 10 go along with Tiianomas. grand
“Tiisnoma traveled across Europe, seeking
‘out the most powerfl wizards. The Parma
Magia made her immane to thei attempts to
dive her off, and her demonstrations of her
‘offensive power left many in no doubt that she
‘ould, she wished, eliminate any wizard
without fear of consequences, Some ran and
hid, hoping to avoid her nefarious plans
(Others listened 1 er dream ofa unified order,
and agreed vo meet with Bonisagus
From these discussions, Bonisagus drew 2
reat deal of knowledge. From the traditions of
the Cult of Mercury he developed Formic
and Riwal Mog, and from the traditions of
the druids, brought by Diedne, a woman cast
‘out from that religion, he learned to create
Imagieal effects spontaneously. Vedi taught
him the secrets of binding magic ito ites,
and Merinia the arts of binding animal. From
tach af the eleven wizards who came to him,
Bonisagus leamed something, and to each he
taught the Parma Magica
The result ofthese studies was Bonisagus
second great discovery, the theory of lenmetc
‘Mogi In 767 the thirteen wizards gathered a
‘Durermar in the Black Forest, and swore tothe
ode of Hermes, creating the Order of
Hermes at the fist Tibunal
The Twelve Pounders
“The fine mag of the Order ae always
refered to asthe Twelve Founders, forall dat
there were thirteen mag at the fst ‘Tibunal
“Tanoma refsed to put here om an equal oot
ing with Bonisagus, or the ether magi she had
troughs to him, an astute poitial move that left
her fee to mediate power struggles rather than
being drawn into them. Fach of the Twehe
Founders establahed a House. The current
House Ex Micelles was founded ltr inthe
Orders history, and in the bepining Howse
Diedne made up the complement. House
Diedne were bound together by their adherence
to an ancient pagan religion, which they soon
‘ame to dominate completely‘The Order immediately entered a period
of rapid growth. The founders of the Tive
Lineages recruited apprentices, and theit
Houses grew organically, The founders of the
Mystery Cults initiated more members, recruit
ing eagerly from among those other wizards
who seemed congenial. House Merinita was
not yet @ Mystery Cult, and recruited magi
swith an interest in the wilderness, Howse
Diedne sought converts 10 Hs religion. House
Jerbiton extended the reach ofthe Order into
the higher culture ofthe mundane word, even
‘making overtures to Charlemagne himself. And
the magi of Houses Flambeas and Tytaks cis
crossed the continent, giving all magicians they
found a simple choice: Join, or Die.
‘Within forty yeas the Order of Hermes
dominated the magical landscape of Europe.
rises in the Order
‘That domination persists until the pre
sent day, 1220, Nevertheless, an Order that
has endured for well over four hundred years
has naturally faced its share of crises and
problems
DaMBUAN-ALLAIDHE AND
“THE Onno MIcELLANEA
In the early years of the ninth century
Damhan-Alligh (DAHLvan ALLath, 8 pow:
ceful and evil wizard cesidene in the British
aes, Jed an organized resistance to the Order
cof Hermes. Rather than face Hermetic wizards
in magical combat, his followers cursed and
harassed their followers, set traps, and used
mundane assassins to halt the progress of the
‘Onder, Fora numberof yeas these tactics were
cefective, and some began to think that the
Order would be stopped at the English
Channel,
Tytalus the Founder entrusted Pris, is
most gifted apprentice, with the ask of defeat.
{ng Darnhan-Allaidh, ‘She brought a8-much
cunning to the task as her opponent, and in 2
series of devious raids and spectacular magical
bates she was able to defeat Damhan Allsidh
and bring many of his followers over ther
side,
‘As the Onder prepared to weleome the
victor home, it received 4 message. Pralix had
established her own Order, the Ondo.
‘Miscellanea, which would serve as a compet
tort the Order of Hermes, keeping it strona
Flambeau wanced to march against her ine
diately, but Tytaks, impressed by his fils
nerve, foreed a negotiated settlement. In 817
the Ordo Miscellanea joined the Order of
Hermes as a thirenth House, Howse Ex
Miscellans,
‘Tite Donaxario oF House Teenene
Hoan Tremere had been slowly bulding
ts power since the fourdation ofthe Order, with
“Tremere himsell keeping close contol over his
line. Through the carefl use of certamen aod the
bul of politi alhances, the House gine
cefecive contol ever several Tibunals, and was
posed to tke over more. When the eleventh
Founder died, leaving Tiemere as the sole
remaining Founder, the House was ready to
move to dominate the entire Order uring st
{nto tool for thet larger pans
A that pont, group of magi whose ide
tities are sil unknown broke the minds of
‘Tremere’ closest heutenants. This eveg, known
1s the “Sundering” ako broke the power stn
tures thatthe House had built, a abligation to
those magi and threats posed by them ceased 19
bbe a concer, Tremere himself met with the mag
respomible for the Sundering, or perhaps thei
representatives, and some sort of agreement 35
forged. While Tremere hieself ded soon afer.
ward, the House has kept wo the agreement, nd
has never again wed to dominate the Order
‘Tree Coxsurnow oF House TyraLus
House Tytalus has always sought chal:
lenges. In che late tenth century, leaders of the
House went roo far, seeking to contol demons
and instead being comupted by them. They
were engaged in a subtle campaign to comupt
the est of the Order as well when theie cor
ruption was uncovered by another Tytalus
maga. She alered the Quacsitores, and the
Onder turned with great efficiency to purging
the dabolists from their midst. The Prima of
House Tytalus, Tasilia, was the most promi
nt victim, but the House lost many of 1s
members, and never again recovered the res
tive size ithad in the early years,
“The Sons War
Just after the tur of the millennia, che
Order of Hermes began to descend int anarchy
‘The comuption of Howe Tytahis made magi
‘more paranoid about the secret activitisof ther
‘magi, even without the incitement of The Ct.
Magi also became more concemed. about
temps to pry into thei secrets, and thas
tebufled attempts at vestigation, Many di
putes reached Tabunal, where the voting was
deadlocked 35 magi reused to get drawn sn. In
this period, many Tibunsls were inquorate, as
magi were relctan to leave the security of thet
Magi who felt themselves threatened
resorted to Weards War, and even to ileal
raids on other covenants, The Quaesitors,
Redcaps, Bonsai, and other mag) interested sn
Airs Magica Fifth Edicion “Eee
Aeeping the Order together were stretched too
thin, and found that they could not impose
order on magi who didnot want it
‘The anarchy grew, and for a while it
looked as though the Order of Hermes would
fall to the same threat asthe Cult of Mercury
before it
‘Then House Tiemere declared war on
House Diedne. The pagans of that House had
always been somewhat distant from the rest of
the Order, which was, a6 i always had been,
largely Christian, Dak rumors about thei re
tious rites had spread in the wake of the cor
ruption of Tytalus, and few tasted chem. When
the Primus of House Tremere, Cereistum,
called om the Order to help eliminate the da
bolss, House Flambeau eagerly joined the bat
te, Many members of House Jerbiton, who had
Jong been concerned that the Order harbored
pagan cult, lo joined in, Members of many
Houses stepped forward to join the Tremere,
and no one publicly supported the Died,
Seizing the opportunity, the Bonisagl and
Quaesitor. called an emergency Grand
Tribunal, at which the whole of Howse Diedne
was declared Renounced, so that it was the
sdty of all Hermetic mag to hunt them down
and slay them
‘The war that followed was bloody and.
destructive, and wiped the House out. Its lea:
e's, however, were never fund, and while the
‘Onder hope that their spells killed them, the
fear remains that they fled to some magical
regio, biding their time and waiting. for
revenge
With the destruction of the Diedne, the
Schism War came to an end. The Quaestores
had been abl to enforce the Code during the
final stages of the War, a all members of the
(Order were theoretically united against a single
enemy. The experience of chaos and deste
tion convinced most magi that they never
wanted to see such a thing again, and once
again Tribunals were respected, ad the rule of
law returned tothe Order.
Since the Schism War, the Order has
ested ina state of relative peace and cooper
ation. However by 1220 the last magi who ean
remember the War have died or passed into
Final Twilight, and memories of that terrible
time are fading,
The Kouses
of jee
‘The Onder of Hermes is divided into
twelve Houses, all ut Ex Miscellanea descend
ced in some way from one of the Twelve
Founders. This section provides briefoverview ofthe Houses, but its important to
remember that individuals within a House can
vary widely
‘The twelve Houses fall inc tee groups
Four (Bonisagus, Guernicus, Mercere, and
Tremere) ate true hneages, made up of those
truned by someone trained by someone (ete)
‘ruined by the founder of the House es not
possibly to join those Houses later. Four
(Bjornaer, Cramon, Merinta, and. Verdivs)
are Mystery Cals, and magi can join those
Houses by being initiated into the cult. Such
timtiations teach the Outer Mystery ofthe cult,
the only cult ability that # not hepe lagely
secret The las four (Ex Miscellanea, Hambeau,
Jerbiton, and Tytalus) ate gatherings of mage
with common interests. I is relatively easy to
join these Houses after traning, and magi who
Fee that they do mot fit nto thei le Houses,
‘often do, Ex Miscellanea, n particular, will tke
anyone with The Gift, a smattering of Latin
and Magic Theory, and the ability to raise a
Parma Mayica — and many members wil each
the las three to potential remus
Tks only possible to be a member of one
House at a time
House Bromsaen,
Mast of Bjornaer (BYORE.nayr) concern
themselves primarily with beats and the ani
mmalistie sie of human nature, Because of this
‘mphass in their taining, each Bjornaer magus
‘an fake the form of a9 animal, known as is
“heartbeast” Understanding the heartbeast in
particular and animals in general's considered
‘more important shan Hermetic magic by many
in this House.
Due to their nature, Bjornaer magi are
tunable 4 forge the necesary links to have a
familiar and the very concep alien to them,
Some Biormaer devide magi who tke friars,
‘which they call substitute’ heartbeasts. On the
other hand, her magi are wary of followers of
Bjornaer because oftheir faseination with the
bestia. Furthermore, House Bjornaer is less
respected than it might otherwise be becuse
its founder was from a Germanic rather than a
Roman magical tradition.
This House is a Mystery Cut, and the
aby co take the form ofthe heathens the
Outer Mystery (sce page 9).
ceeammepaaeee His Magia Fifth Edin
House BoNssacus
Bonisagus (BOH-nee-SAH.goos) invent
od the Hermetic theory of mag, and his tur
dent, the maga Trianoma, masterminded the
formation of the Order. House Bonisagus i 4
true lineage; all ofits members can trace their
heritage back to Bonisagus himsel
‘House Bonisagus i pit nto two strands,
the politcal and the theoretical. Theoretical
Bonisagus magi concentrate on pushing, back
the boundaries of Hermetic may, and ae the
undisputed masters of Magic Theory: Political
Bonisges magi, often called Followers of
‘Tranoma concentrate on keeping the Order
together and excel at polis,
House Cuawon
“This very secretive House known forts
cute philosophy, ts din fr simple power,
and its members’ habit of marking the faces
And bodies with arcane symbols, Followers of
‘Gramon (KREE ah mone) ae an enigmatic and
‘otherworldly group of magt, generally having
Tle steres inthe polis ofthe Order
Magi of Crlamon seck the “Enigma,”
which other magi characterize a some sort of
mystical experience. For fllowers of Criamon,
tinderstanding the Enigma has a great deal 0
do with discovering the rue nature of Wizards
“Twilight and of mage iself
‘This House js a Mystery Cul, ad the
Mystery atthe heart of the elt the Enigma
(see page 92).
House Ex MIscELLANea
This is large, diverse, and highly disor
sanized collection of mag. Though originally
founded by Prix asa rival to the Order of
Hermes, this association was accepted as a
House of ts own. ie accepts wizards ofall
Kinds, some only nominally Hermetic, whose
magic comes from many disparate traditions
‘Magi Ex Miscellanea (EKS mis-kel: LAH. nay
ah) are often called hedge wizards’ by their
many detractors within the Order, although
most can use Hermetic magic jus swell as any
other magus
of Ex Miscellanea have very lite in
common, belonging 19 many diferent tad
tions within the House, each tradition having
its own strengths and weaknesses
House FLasrat
While most follower of Flambeau (ab
BOH) specialize in fire map, some study
spells of simple annihilation as 2 more subtle
alternative. These aggressive and ferocious
rag often cause trouble within the Order and
Frequemily anger mundanes. However, their
feaessness and lve of destruction make them
invaluable when the Order requites the appli
‘ation of mana force,
‘House lamba isa gathering of kindred.
spits
House Gurrcus
House Gacenicas (GWAIR-nee kus) 153
tnve lineage, all ats members descended from
‘Caericus the Founder, who believed that the
(Oder needed strictly enforced rules it was to
survive, Member ofthis House are dhe jadges
Of the Order, investigating wrongdoing and
bringing eases aginst those who transgres the
Code of Hermes and the Peripheral Code.
‘They believe the Order wil ellapse through
literal confit without their fierce steward-
ship, The House i sometimes known informal
ly ax House Quaesitor (KWAF-se-tor, as
"aunesitor isthe tle of those mag empowered
by the Order to investigate crimes,
Akhough Howse Guernicus. tains. and
Induct ther own apprentces, ther magica aso
Join the ranks ofthe queues, and one ofthehighest honors inthe Orders tobe invited by the