House Rules

Soak from Arts
Arts and Looks
Potions
On Magic Resistance
On the Heartbeast
On Other Transformations of Form
On Transforming Pure Elements
On Moving Items with Rego
On Starting Spells
Excluded Spells
On Combat
On Magic Intuition
On the Nature of Ice
Rego Vim protection
On Parma
Investigations
Talisman Rules
On Muto
On Rego
On Grog Training
On Reputations
On Languages
On Investigating the Gift

Awaiting resolution:


Soak from Arts

You get your full Arts score, unmodified by affinities or defiencies, against the primary source of damage (Te vs swords, He vs arrows, Co vs brawling, etc). No stacking of Arts.

N.B.: many Troupe members are wondering if this should instead be 1/5 of your Arts score.

Arts and Looks

As your Arts develop, your personality and/or looks changes to match it.

Potions

Potions are not bombs. They are applied. You can try and make a potion bomb, but be forewarned: the SG will try to hose you for it.

On Magic Resistance

As per the Wizard's Grimoire, Magic Resistance protects against any magic used directly against you or that affects you through a magically created medium.

Direct effects include: All techniques that target an individual with resistance.

Magically created media include: All items created with Creo with duration less than Instant or Permanent; Any object moved with Rego; Penetrative attacks with weapons with Muto effects of duration of Concentration.

On the Heart Beast

A Bjornaer transforming into his Heart-Beast transforms with his clothes and non-magical possessions of no more than light encumbrance. No being has more than one Heart-Beast or -Shape. Walruses are combat worthy Heart-Beasts.

On Other Transformations of Form

Hermetic transformations do not also transform clothes and possessions. They follow the shape-shifting rules as hidden on page 252 of AM4.

On Transforming Pure Elements

All matter is made up of a combination of the four elements: water, air, earth and fire. There are times, however that these elements exist independently of any other. Since there is a law of magic that it cannot affect something's essential nature it is not possible for magic to transform one "pure" element into another "pure" element. Thus, air can not be transformed into rock or fire or water. (That incidentally would be creating the element from "thin air," as well.)

Air could be transformed into a substance that is made up in part by air. Thus while air can't be turned into water, it can be turned into fog or a cloud, which is an airy-water. Fog could be turned into water (likely rain). But if the air had been magically transformed into fog, it could not be again transformed from fog into water without the expenditure of vis. Likewise, fire could be transformed into a ruby or ruby-quartz (which are natural substances made of both Earth and Fire) but not into water or air despite the description in spell guidelines (removing _Flames of Sculpted Ice_) from the game.

So here is Bonisagus's other huge breakthrough: his theory demonstrated a way to study bodies, plants and animals on their own and not as complex functions of all four elements. Thus, a spell that changes a body isn't MuTeIgAuAq, but MuCo. But since plants, animals and bodies are made up of all four elements you do not change their essential nature by transforming them into "purer" forms.

The SG of the current story is the final arbiter of what elements an object consists of.

On Moving Items with Rego

The Medieval Paradigm holds to Aristotelian philosophy of moment. In short, all objects seek their natural level? down for earth and water, up for fire. This is why things fall when you let them go and is considered an object's Natural Motion. Violent Motion accounts for things going forward when thrown or projected. A spell that moves an object is contributing the Violent Motion which is maintained until the object stops or is obstructed. Therefore, an attacked propelled by a Rego spell (or component in a spell, see The Crystal Dart) triggers Magical Defense.

On Starting Spells

New character can not have spells outside of AM4 without Story Guide approval. That approval will be based on if the spell is a similar and reasonable derivative of an existing spell. These spells are representative of what the Order commonly has access to.

Excluded Spells

The following spells from Ars Magica 4th Edition rules are excluded from the game. (Occasional notes are included.)

Flames of Sculpted Ice (ArM4, 137). See "On Transforming Pure Elements."

On Combat

I would like to use a consistent set of combat rules between all S.G.s. Specifically, I would like to use the 4th Edition rules, combined with improvements from Ordo Nobilis. Specific rules to keep in mind are:

On Magic Intuition

Since there is no "magic theory" Knowledge for non-Hermetic magic, SGs should consider a roll of Int + 1/5 Vim as a substitute.

On the Nature of Ice

Ice, Hermetically speaking, is Aquam with a Terram requisite.

Rego Vim protection

A general Rego Vim spell will block spells up to half the level of the ReVi effect. An art-specific (any Hermetic art, or Shamanic magic, etc) will block spells up to the level of the ReVi effect. You must have some understanding of the specific art; all Hermetic magi have such an understanding with all Hermetics arts.

On Parma

Non-hermetic magic only triggers Form bonus if they clearly line up. No bonus for kinda-similar Forms or from Vim.

Investigations

Investigation seasons also yield 1 XP in MT.

Talisman Rules

Creation Process
  1. The dominant form of the talisman must be opened for enchantment (1 season).
  2. The dominant form must then be bonded as a talisman (1 season), during which the magus may also attune the talisman according to its form and material. (See below).
  3. At the time of creation, the magus may leave "slots" in the talisman up to and limited by the size multiplier on page 83. These slots must physically exist in the talisman at the time of its physical and magical creation, and may never be increased over time.
Slots
  1. A slot may be filled by an item which reasonably fits within the dominant form (such as a gem within a socket, a tooth within a skull, a string on an instrument, etc).
  2. The serviant form must first be opened for enchantment (1 season).
  3. The serviant form must then be bonded to the talisman (1 season), during which the magus may also attune the talisman according to its form and material.
  4. Should the contents of the slot ever be separated from the talisman, any enchantments using Form/Effect bonuses of the combined items are destroyed. In addition, the slot must remain vacant.
  5. Should the dominant form ever be destroyed, the serviant forms are rendered useless.
Form and Material Attunements
  1. A magus may spend 1 season attuning a talisman to a magical effect.
  2. The attunement adds to all casting rolls including certamen (!), but no laboratory rolls, or Magic resistance.
  3. The attunement only adds when the magus is touching the talisman.
  4. A magus may receive the bonus from multiple attunements, but only 1 form attunement and 1 material attunement at a time.
Miscellaneous:
  1. A talisman is an extension of touch.
  2. A talisman is an arcane connection of the highest magnitude.
  3. A talisman is protected from Magic resistance.
  4. For enchanting purposes, treat a talisman as a greater enchanted device (See Instilling the Effect, pg 87).

On Muto

Size Changes: the more something changes size from its origin, the greater the magnitude of the spell. For every point along the following chart difference, increase the magnitude of an affect by one.

For each +2 increase in size after Giant add another magnitude of affect. For instance, to turn a one man canoe (size +2) into a small boat (size +6) would require two additional magnitudes.

On Rego

Rego is guided by finesse. (And not lesser{mundane,finesse}, etc.)

On Grog Training

Grogs should receive 2 xp each year; if they participate in a story and receive xp, then this 2 xp is reduced by however much xp they receive.

On Reputations

Reputations are now built and lost pyramidially.

On Languages

For languages, every point under a skill of 5 gives a -2 penalty to social skills involving speakers of the language. (This is where Well-Traveled kicks in; it ameliorates that penalties.)

Every point over 5 gives a +1 bonus to social skills involving speakers of the language. (This is where great orators come from; not only do they have natural communication skills, they have a better understanding of meter, pace, and speaking to their crowd then others.)

Remember specialties.

On Investigating the Gift

A magus must use InVi for a season to determine the presence and nature of the Gift. Non-hermetic means may be able to do this process in a span of time shorter than a season.

20 Presence of the Gift
40 As much as you are going to learn.