The Glastonbury Glossography

Fifth Draft

Contents
Chapter One: Introduction............................................. 3
Chapter Two: The Order of Hermes............................ 4
Chapter Three: Characters ............................................ 5
Chapter Four: Virtues and Flaws ............................... 31
Chapter Five: Abilities ................................................... 46
Chapter Six: Covenants ................................................. 49
Chapter Seven: Hermetic Magic ................................. 50
Chapter Eight: Laboratory ........................................... 64
Chapter Nine: Spells ....................................................... 71
Chapter Ten: Long-Term Events ............................. 126
Chapter Eleven: Obstacles ........................................ 134
Chapter Twelve: Realms ............................................ 139
Chapter Thirteen: Bestiary ....................................... 158
Chapter Fourteen: Mythic Europe .......................... 161
Chapter Fifteen: Stories ............................................. 161
Chapter Sixteen: Sagas ............................................... 161

Chapter One: Introduction
Welcome to Ars Magica
Dragons lair in the mountains, angels watch over the Church, faeries dance in the forests, and demons tempt
men and women to their ultimate downfall. The magi of the Order of Hermes live in a world of mythic power,
the world of Mythic Europe. Welcome to that world.
Welcome to Ars Magica.
Ars Magica is a roleplaying game, wherein you and your friends tell the stories of a group of powerful
wizards, magi of the Order of Hermes, and their allies in the world of Mythic Europe. Mythic Europe is much
like the Europe of 1220, the middle ages, but dragons, demons, angels, and faeries are all unquestionably
real, and no aspect of society is untouched by myth.
Ars Magica is a game about magic, and its rules for magic are widely regarded as the best in any roleplaying
game. They combine flexibility and rigor, allowing you to create powerful wizards who can do almost
anything, while providing clear guidelines on just how powerful a wizard needs to be to do anything you canthink of. The rules also cover the creation of enchanted devices, binding familiars, and training apprentices
to carry on your magical legacy. The time an Ars Magica magus spends in his laboratory is at least as
important to him as the time he spends on adventures.
This document details how to use material from the Ars Magica game for your own Dungeons & Dragons
campaign and is based on the core rulebook for the Fifth Edition of Ars Magica. You will need Ars Magica
Fifth Edition, and possibly some of the other sourcebooks from this game line, as well as the Player’s
Handbook, Dungeon Master’s Guide, and Monster Manual to use the rules herein.

Structure of this Document
Think of this entire document as a series of sidebars that would appear in an edition of the Ars Magica corerulebook if that book had notes on how to use its material in a Dungeons & Dragons campaign. As such, theoutline of this document follows the chapter structure of Ars Magica Fifth Edition. References are given invarious places so that you may quickly find the relevant rules in both Ars Magica and Dungeons & Dragons.

Required Resources• Ars Magica Fifth Edition Core Rulebook• Dungeons & Dragons 5e Player’s Handbook• Dungeons & Dragons 5e Dungeon Master’s Guide• Dungeons & Dragons 5e Monster Manual

Helpful Resources• Ars Magica Fifth Edition Sourcebooks• Xanathar’s Guide to Everything• Tasha’s Cauldron of Everything• Adventures in Middle-earth Loremaster’s Guide

Die Rolls
If the d20 roll would have a chance to botch, check for a botch if the d20 roll is a 1 or a 2. For a d20 roll, there
is no result that can give you a re-roll with doubling. However, there are critical results in D&D (usually whena natural 20 is rolled).

EASE FACTOR TO DIFFICULTY CLASS
Ease Factor
0
3
6
9
12
15
18
21
24

Ars Magica Difficulty
Trivial
SimpleEasy
Average
Hard
Very Hard
Impressive
Remarkable
Almost Impossible

Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

DC
0
5
10
15
20
25
30
35
40

D&D Difficulty
Very easy
Easy
MediumHard
Very Hard
Nearly Impossible

7
174

Simple Die
This is a normal d10 roll in Dungeons & Dragons. Simple dice are not affected by D&D game rules affecting
d20 rolls. They can be affected by Confidence Points.

Stress Die
This die roll is unique to Ars Magica. Stress dice are not affected by D&D game rules affecting d20 rolls. They
can be affected by Confidence Points.

Botch DieThe number of Ars Magica botch dice remain the same. If a d20 roll could “botch” according to Ars Magica,consider a natural 1 or a natural 2 to be a zero on the stress die. Otherwise, use a normal stress die to checkfor a botch, even if you don’t use the result for anything else.

Chapter Two: The Order of HermesThis entire chapter contains campaign setting background material and can be used as-is.

Chapter Three: Characters
Character Types
There are three basic character types used in this document: magus, companion, and grog. Two additional
character types, the Mythic companion and the apprentice, can be used as well. The Realms section alsodetails the NPC classes of divine companion, faerie wizard, and infernalist which can be used for PCs if theDungeon Master allows.

Character Basics
Size
CHARACTER SIZESHeight2’9” – 3’9”

Weight22 – 46 lbs

Size
-2

Dungeons & Dragons Character Races
Gnomes, Halflings, and a few Humans

3’9” – 4’9”

46 – 100 lbs-1

Dwarves, some Elves, and some Humans

4’9” – 6’2”

100 – 215 lbs+0most Elves, Half-Elves, most Half-Orcs, and most Humans

6’2” – 8’

215 – 465 lbs+1

some Half-Orcs and some Humans

8’ – 10’465 – 1000 lbs+2Characters with Giant Blood, few Humans

Virtues and Flaws
Not all Virtues and Flaws will be converted in this system.

Characteristics
D&D ability score modifiers are the equivalent to certain Ars Magica characteristics. Whenever an Ars Magica
formula calls for a characteristic, use the equivalent D&D ability score modifier instead.
Ars Magica Characteristic
Intelligence
Perception
Strength
Stamina
Presence
Communication
Dexterity
Quickness
Ars Magica Reference:
Dungeons & Dragons Reference:

D&D Ability Modifier EquivalentIntelligence
WisdomStrength
Constitution
CharismaCharisma (verbal communication) orIntelligence (written communication)
Strength (melee or thrown attacks) or
Dexterity (everything else)
Dexterity
Ars Magica Fifth Edition
Player’s Handbook

18173

Abilities
One D&D skill choice is the equivalent of four Ars Magica Ability choices during character generation. This isbecause the Ability list in Ars Magica is longer than that of D&D and the range of scores is also larger. See theAbilities chapter below for more details.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

62
174

Personality Traits
In D&D, the alignment system is used for personality. The player will also pick two Personality Traits as partof their character’s Background.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

18
122

Reputations
These may be use as-is if desired.

ConfidenceThis system should be used as-is. The D&D equivalent system is Hero Points. Spending one Confidence Pointon a d20 roll gets you a +3 bonus on the roll. Magi and companions start with a Confidence Score of 1 andthree Confidence Points. Tytalus magi start with a Confidence Score of 2 and five Confidence Points.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Dungeon Master’s Guide

19
264

Character Classes
FormatCharacters should be made in the normal D&D fashion for the most part. Each should have a character sheet.
The Dungeon Master can keep track of grogs and hand out their character sheets to players as needed. Each
player should make one magus and one companion. A Mythic Companion can be played in lieu of a magus if
the Dungeon Master permits.

Grog Characters
Grogs are made as Sidekicks in Dungeons & Dragons. Humans with suitable stat blocks are listed below.
Refer to Tasha’s Cauldron of Everything for all information concerning Sidekicks. Spellcasters should use
the concepts and tables found under the arcane companion class below.
Creature
AcolyteCR
1/4

SourceMonster Manual

Page
342

Apprentice Wizard

1/4

Volo's Guide to Monsters

209

Bandit

1/8

Monster Manual

343

Commoner0

Monster Manual

345

Cultist

1/8

Monster Manual

345

Farmer

1/8

Adventures in Middle-earth Loremaster’s Guide

71

Guard

1/8

Monster Manual

347

Merchant

1/8

Adventures in Middle-earth Loremaster’s Guide

69

Messenger

1/4

Adventures in Middle-earth Loremaster’s Guide

70

Noble

1/8

Monster Manual

348

Sage

1/8

Adventures in Middle-earth Loremaster’s Guide

72

Scout

1/2

Monster Manual

349

Singer

1/8

Adventures in Middle-earth Loremaster’s Guide

73

Thug

1/2

Monster Manual

350

Thug

1/4

Adventures in Middle-earth Loremaster’s Guide73

Town Guard

1/4

Adventures in Middle-earth Loremaster’s Guide

68

Tribal Warrior

1/8

Monster Manual

350

Warrior

1/2

Adventures in Middle-earth Loremaster’s Guide

71

Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Tasha’s Cauldron

17
142

Companion Characters
Companions are made as normal D&D characters and take levels in the seven companion classes.
Companions can take levels in any of the companion classes detailed below. Check with the Dungeon Masterto determine the availability of the divine companion, faerie wizard, and infernalist classes. Companions may
be multiclass characters. They may not take levels in the magus class unless they have The Gift. They may
have any Background except for Hermetic Magus.
Class
Academic
ArcaneDivineFaerie Wizard
Infernalist
MartialSkilledAbility Minimum
Int 13 or Cha 13
Int 13 or Wis 13
Wis 13
Int 13None
Str 13 or Dex 13
Dex 13 or Cha 13

Multiclassing Proficiencies
Six skill choices from the Academic skill list.
Four skill choices from the Arcane skill list.
Four skill choices from the Academic and Arcane skill lists.
Four skill choices from the Arcane skill list.
Four skill choices from the Arcane skill list.
Light armor, medium armor, shields, simple and martial weapons.
Six skill choices from the General skill list.

The Academic Companion
Level
1

Proficiency
Bonus
+2

Expertise
Bonus
+4

2

+2

+4

Rousing Speech (d6)

3

+2

+5

Academic Archetype, Expertise

4

+2

+5

Ability Score Improvement

5

+3

+6

Scholarly Inspiration (d8), Font of Inspiration

6

+3

+6

Academic Archetype feature, Countercharm

7

+3

+7

Astute Historian

8

+3

+7

Ability Score Improvement

9

+4

+8

Rousing Speech (d8)

10

+4

+8

Expertise, Scholarly Inspiration (d10)

11

+4

+9

Magical Secrets

12

+4

+9

Ability Score Improvement

13

+5

+10

Rousing Speech (d10)

14

+5

+10

Academic Archetype feature

15

+5

+11

Highly Educated, Scholarly Inspiration (d12)

16

+5

+11

Ability Score Improvement

17

+6

+12

Rousing Speech (d12)

18

+6

+12

Commanding Voice

19

+6

+13

Ability Score Improvement

20

+6

+13

Savant-Sage, Superior Inspiration

Class Features
Common Knowledge, Cunning Linguist, Scholarly Inspiration (d6)

ACADEMIC COMPANION CLASS FEATURES

All academic companion class features follow the rules for the bard class in the Player’s Handbook unlessotherwise noted below. Academic companions may take the archetypes detailed below.

HIT POINTS

Hit Dice: 1d8 per companion level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per companion level after 1st

PROFICIENCIES
Armor: You can use two General skill choices to gain proficiency in light armor
Weapons: You can use two General skill choices to gain proficiency in simple weapons
Tools: Calligrapher’s supplies
Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom aswell as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength
Skills: Make six skill choices from the Academic skill list and ten more from the General and Academic lists

EQUIPMENT• (a) a dagger or (b) a quarterstaff• (a) a holy symbol, a flask of holy water, and clerical robes or (b) calligrapher’s supplies• (a) a scholar’s pack or (b) an explorer’s pack

COMMON KNOWLEDGE

You know many things that are hidden from mostand tidings of distant events tend to reach you
with astonishing speed. The source of yourknowledge is obscure and you do not explain how
you know the things you do to others – it isenough that what you know is true.
At the start of each adventure or after spendingtime at a Hermetic covenant, the Dungeon Mastershould inform you of one or two events ofimportance occurring somewhere in the Tribunal.
Academics always know a little bit about
everything and the Dungeon Master should
regularly give you rumors or information basedon your appropriate Passive ability checks. For
more clarity you can always make an active ability
check to learn more about a person, place, or
event. Once per adventure you can add +5 to oneof these active ability checks.

wise counsel. You may spend Inspiration to gain
another use of a feature that typically requires along rest before you can use it again, or is usable
only once per adventure. Highly Educated is itself
only usable once per adventure.

COMMANDING VOICEAt 18th level you are among the greatest
academics in the world. You may replace any
Charisma ability check you make with a 15 (before
adding modifiers). You may do this a number oftimes equal to your Charisma modifier. You
regain any expended uses when you finish a long
rest.

SAVANT-SAGE

CUNNING LINGUISTAt 20th level, your knowledge on one subject
approaches absolute and the educated widely
recognize you as the preeminent authority on
matters pertaining to your chosen lore. Choose
one Academic skill – you automatically succeed at
all ability checks using that skill. Additionally, you
may spend Inspiration to learn something
completely hidden about your chosen lore.
Whether by shrewd guess or seemingly chanceinsight, you learn a useful secret that most could
have no way of knowing. You must take a longrest in a covenant before you use this feature
again.

SCHOLARLY INSPIRATIONSCHOLAR ARCHETYPE

You know a little of many languages. You can holda simple conversation in any of the Latin-based
languages, and know a few common phrases in thelanguages of other peoples – enough to offer agreeting, shout a warning, or insult someone.

Use the rules for Bardic Inspiration.

ROUSING SPEECH

Use the rules for Song of Rest.

ASTUTE HISTORIAN

At 6th level, you find deeper meaning in the long
history of the world. If you remind anothercharacter of a relevant tale from the history of
their people, then that character gains Inspiration.
You may inspire a number of characters equal toyour proficiency bonus. Once you have used thisfeature, you cannot use it again until you havetaken a long rest.

MAGICAL SECRETS

At 11th level, you gain either the Magic Initiate or
Ritual Caster feat.

HIGHLY EDUCATEDAt 15th level, your learning is such that you know
there are few who can understand your concerns
and worries, and so you must look to yourself for

BONUS SKILLSWhen you take this archetype at 3rd level, yougain four skill choices. You may choose from theGeneral, Academic, and Arcane skill lists. If you
apply a choice to a skill you already have, you gain
expertise.

CUTTING WORDS

Also at 3rd level, you learn how to use your wit to
distract, confuse, and otherwise sap theconfidence and competence of others. When acreature that you can see within 60 feet of you
makes an attack roll, an ability check, or a damage
roll, you can use your reaction to expend one ofyour uses of Scholarly Inspiration, rolling a
Scholarly Inspiration die and subtracting thenumber rolled from the creature's roll. You canchoose to use this feature after the creature makes
its roll, but before the DM determines whether theattack roll or ability check succeeds or fails, orbefore the creature deals its damage. The
creature is immune if it can't hear you or if it's
immune to being charmed.

MAGICAL SECRETS

At 6th level, you gain either the Magic Initiate or
Ritual Caster feat.

are trying to convey, regardless of the language
you speak. Once you use this feature, you can't
use it again until you finish a long rest.

PEERLESS SKILL

INFECTIOUS INSPIRATION

Starting at 14th level, when you make an ability
check, you can expend one use of Scholarly
Inspiration. Roll a Scholarly Inspiration die andadd the number rolled to your ability check. You
can choose to do so after you roll the die for theability check, but before the DM tells you whether
you succeed or fail.

ORATOR ARCHETYPESILVER TONGUE

At 3rd level, you are a master at saying the rightthing at the right time. When you make a
Charisma-based ability check, you can treat a d20
roll of 9 or lower as a 10.

UNSETTLING WORDS

At 14th level, when you successfully inspire
someone, the power of your eloquence can now
spread to someone else. When a creature within
60 feet of you adds one of your Scholarly
Inspiration dice to its ability check, attack roll, or
saving throw and the roll succeeds, you can use
your reaction to encourage a different creature(other than yourself) that can hear you within 60
feet of you, giving it a Scholarly Inspiration die
without expending any of your Bardic Inspirationuses. You can use this reaction a number of times
equal to your Charisma modifier (minimum ofonce), and you regain all expended uses when you
finish a long rest.

MEDICUS ARCHETYPE

Also at 3rd level, you can spin words laced with
notions that unsettle a creature and cause it to
doubt itself. As a bonus action, you can expend one
use of your Scholarly Inspiration and choose one
creature you can see within 60 feet of you. Roll
the Scholarly Inspiration die. The creature must
subtract the number rolled from the next attackroll, ability check, or saving throw it makes before
the start of your next turn.

EDUCATED CHIRURGEONUNFAILING INSPIRATIONSUPERIOR PRACTITIONER

At 6th level, your inspiring words are so
persuasive that others feel driven to succeed.
When a creature adds one of your Scholarly
Inspiration dice to its ability check, attack roll, or
saving throw and the roll fails, the creature cankeep the Scholarly Inspiration die.

UNIVERSAL SPEECH

At 6th level, you gain the ability to make yourspeech intelligible to any other person. As an
action, choose one or more people within 60 feetof you, up to a number equal to your Charisma
modifier (minimum of one person). For the nexthour, the chosen people can understand what you

At 3rd level you gain expertise in Chirurgy andMedicine.

SKILLED HEALER

Also at 3rd level, patients under your care makerecovery rolls with advantage. You may also
automatically stabilize a creature that has zero hit
points without having to make an ability check.
At 6th level, the Improvement DCs on the Wound
Recovery table are lowered by five for patients
under your care and your patients are always
Stable (i.e., wound levels never get worse).

MAGISTER IN MEDICINAAt 14th level, your skill at healing others seems
almost magical. The Improvement DCs on the
Wound Recovery table are lowered by ten forpatients under your care and the recovery
intervals are reduced by one step (weekly
becomes daily).

The Arcane Companion
Level
1

Proficiency
Bonus
+2

Expertise
Bonus+4

Spells
Known
1

15
2

2

+2

+4

2

2

3

+2

+5

4

+2

+5

3

3

3

3

5

+3

+6

4

4

2

6

+3

+6

4

4

2

7

+3

+7

8

+3

+7

5

4

3

5

4

3

9

+4

+8

6

4

3

2

10

+4

+8

6

4

3

2

11

+4

+9

12

+4

+9

7

4

3

3

7

4

3

3

13

+5

+10

8

4

3

3

1

14

+5

+10

8

4

3

3

1

15

+5

+11

16

+5

+11

9

4

3

3

2

9

4

3

3

2

17

+6

+12

10

4

3

3

3

1

18

+6

+12

Arcane Archetype feature

10

4

3

3

3

1

19

+6

20

+6

+13

Ability Score Improvement

11

4

3

3

3

2

+13

Arcane Master

11

4

3

3

3

2

Class Features
Magic, Supernatural Ability
Arcane Archetype
Ability Score Improvement
Arcane Archetype feature
Ability Score Improvement
Arcane Archetype feature
Ability Score Improvement
Arcane Archetype feature
Ability Score Improvement

20

25

30

ARCANE COMPANION CLASS FEATURESHIT POINTS

Hit Dice: 1d6 per companion level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per companion level after 1st

PROFICIENCIES

Armor: None
Weapons: You can use two General skill choices to gain proficiency in simple weapons
Tools: Choose either alchemist’s supplies, calligrapher’s supplies, or herbalism kit
Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom aswell as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength
Skills: Make four skill choices from Arcane skill list, eight more from the General and Arcane skill lists, andfour more from the General, Arcane, and Academic skill lists

EQUIPMENT• (a) a dagger or (b) a quarterstaff• (a) alchemist’s supplies, (b) calligrapher’s supplies, or (c) an herbalism kit• (a) a scholar’s pack or (b) an explorer’s pack35

MAGIC

Arcane companions have the ability to cast spells. This class is used in this document to represent all types of
unGifted hedge mages and rival magicians found in Mythic Europe.

SPELL SLOTSThe table above shows show many spell slots the arcane companion has to cast spells of Level 15 and higher.
To cast one of these spells, the arcane companion must expend a slot of the spell’s level or higher. The arcanecompanion regains all expended spell slots after a long rest.

SPELLS KNOWN

The arcane companion knows two Level 4 or lower formulaic spells that can be cast without expending a spellslot. The arcane companion gains an additional Level 4 or lower formulaic spell at 5th, 9th, 13th, and 17th
level.
The Spells Known column on the table above shows how many spells of Level 5 or higher the arcanecompanion knows. Each of the spells in the Spells Known column must be of a level for which the arcanecompanion has spell slots, as shown on the table and the arcane companion can choose formulaic or ritualspells. For instance, when the arcane companion reaches 5th level in this class, one new spell of Level 20 orlower is gained.

CASTING SPELLS

The casting roll for all of the arcane companion’s spells is:
ARCANE COMPANION CASTING ROLL: d20 + your proficiency bonus + one-fifth (Slot Level – Spell Level)
CASTING ROLL DC = target’s Magic ResistanceAn arcane companion must always use firm words, bold gestures, and an arcane focus or component pouch tocast spells. They can use vis to cast ritual spells but not to boost their casting score. They can also botch on
casting rolls, as a Hermetic magus can.

MAGICAL BACKLASH
Arcane companions do not experience Wizard’s Twilight but can experience Magical Backlash. If an arcanecompanion botches a casting roll, gains two or more Warping Points, one of the following effects will occur.
Roll (d6)
1
2

3
4
5
6

Backlash Result
Wearied by Magic. Casting the spell takes a physical toll on the character. The arcanecompanion immediately gains a number of Fatigue levels equal to the Warping Points gained.
Ill-Fated. Casting the spell imposes a spiritual penalty on the character. The player of thearcane companion has disadvantage and a penalty on a future d20 roll. The Dungeon Master
decides when the disadvantage to the roll will be applied. The penalty is equal to the Warping
Points gained.
Of Two Worlds. The arcane companion slips further into the Magic Realm. The character loses
one available hit die per Warping Point gained. If the character has no hit dice to lose, the arcanecompanion loses 1d6 hit points per Warping Point gained
Clouded Memory. The arcane companion loses memory of a number of spells equal to thenumber of Warping Points gained and cannot cast these spells any longer. The memory of andability to cast the spells both return after a short rest.
Diminished Power. The arcane companion loses a number of spell slots equal to the number of
Warping Points gained, starting from the highest level spell slots and working downward. These
spell slots are regained after a long rest.
Mystical Insight. Some aspect of the Backlash enlightens the character. The character gains
Inspiration and a number of spent spell slots, equal to the number of Warping Points gained, arerestored.

FORM BONUSES

Arcane companions do not have general magic resistance but do gain Form Bonuses. Each Form Bonus isequal to the highest level spell of the Form known, divided by five.

SUPERNATURAL ABILITY

Choose one Supernatural skill from this list: Animal Ken, Dowsing, Enchanting Music, Magic Sensitivity,
Premonitions, Second Sight, Sense Holiness and Unholiness, and Wilderness Sense. You gain proficiency inthis Supernatural skill. If you already had proficiency, you gain expertise in the Supernatural skill. If you
have proficiency in either Entrancement or Shapeshifter, you may apply your Supernatural Ability to this skill
instead and gain expertise in Entrancement or Shapeshifter.

ARCANE MASTER

At 20th level, the arcane companion can draw on an inner reserve of mystical power to regain expended spell
slots. The arcane companion spends one minute drawing upon the power of his Realm to regain all expended
spell slots from the Magic feature. Once spell slots have been regained with this feature, the arcanecompanion must finish a long rest before being able to do so again.

ELEMENTALIST ARCHETYPE

At 2nd, 6th, 10th, 14th, and 18th level, choose oneof the Elementalist Archetype features below. You
may not choose a feature more than once.

ELEMENTAL MAGIC

The character has a supernatural affinity with thefour elements. Whenever the character gains aknown spell (including at 2nd level) from theForm of Aquam, Auram, Ignem, or Terram, theelementalist gains a second spell from a different
elemental Form. This is typically the firstelementalist feature taken.

ELEMENTAL REFINING

The elementalist may spend one season engaged
in elemental refining. Choose one elemental Form
(Aquam, Auram, Ignem, or Terram). At the end of
the season, the elementalist gains a number ofpawns of raw vis in that Form equal to the highest
level spell slot they have, divided by ten, roundedup.

ELEMENTAL DIVINING

The elementalist can recognize when living
creatures have imbalanced humors. He can sense
illnesses, automatically diagnosing disease andsickness associated with a particular humor(blood, black bile, yellow bile, or phlegm). By
regularly ministering to an injured or afflicted
target for the whole of the recovery period, theelementalist can mentally communicate with theperson’s body, the special insights of which allow
him to grant magical aid for the purposes of thetarget’s recovery roll equal to his highest spell slot
level divided by five.

ELEMENTAL SUMMONING

You may summon an elemental spirit byexpending one spell slot of any level. See theSummon Elemental spell in Tasha’s Cauldron ofEverything but apply the following changes.
There is no material component for this spell (butyou must use your focus). The spirit has an Armor
Class of 11 + one-fifth of the sum of the spell slot
level used minus 10. Its hit point total is equal to
10 + the spell slot level used. Change its
multiattack action to read, “The elemental makes anumber of attacks equal to the spell slot level useddivided by 15 (rounded down).” The elemental’sslam damage is equal to 1d10 + 4 + one-fifth of thesum of the spell slot level used minus 10 (i.e., 1d10
+ 5 for a Level 15 slot and 1d10 + 9 for a Level 35slot). Once you summon an elemental, you cannot
summon another until after a long rest.

ELEMENTAL CONTROLLINGThe elementalist can use a spell slot to affectsupernatural creatures with Might of an elemental
Form (Aquam, Auram, Ignem, or Terram). She
must succeed in a casting roll versus thecreature’s magic resistance (MR). Consider thespell level in the casting roll to be zero. If she
succeeds, the target must carry out a single
command to the best of its ability. This can also be
used to banish an elemental permanently.

ELEMENTAL ENCHANTMENT

The elementalist can enchant magical items thatare associated with the four elements. It takes one
season to create an item. The table below shows
the minimum elementalist level required and thetype and number of pawns of vis.

ELEMENTAL ENCHANTMENT MAGIC ITEMS
Level
2nd
2nd
2nd
5th
5th
11th
11th
11th
14th
14th
14th
14th
14th
14th
14th
14th
17th
20th
20th

Enchanted Item
candle of the deep*
cloak of billowing*
pipe of smoke monsters*
elemental gem
ring of swimming
ring of warmthring of water walking
wind fanbowl of commanding water elementals
brazier of commanding fire elementals
censer of controlling air elementals
ring of feather fallingring of resistancestone of controlling earth elementals
wand of fireballs
wand of lightning bolts
efreeti bottle
ring of djinni summoning
ring of elemental command

FOLK WITCH ARCHETYPE

At 2nd, 6th, 10th, 14th, and 18th level, choose oneof the Folk Witch Archetype features below. You
may not choose a feature more than once.

FOLK WITCH MAGIC

The character has a supernatural affinity with theForms of Animal, Auram, Corpus, and Mentem.
Whenever the folk witch gains a known spell(including at 2nd level) from the Form of Animal,
Auram, Corpus, or Mentem, she also gains anadditional spell from one of the other three Forms.
This is typically the first folk witch feature taken.

POTION BREWING
The folk witch has mastered the art of brewing
potions and creating other temporary items.
During a season, the folk witch may choose one
type of dust, elixir, glue, oil, ointment, perfume,
philter, potion, or solvent found in Dungeons &Dragons. The folk witch can brew a number ofdoses equal to her expertise bonus in that season.
The folk witch must be at least 2nd level to brew
common potions, 6th level to brew uncommon
potions, 10th level to brew rare potions, 14th levelto brew very rare potions, and 18th level to brew
legendary potions. The vis cost to brew potions is
one pawn of vis per dose plus a number of pawns
equal to the rarity of the potion (one pawn forcommon, up to five pawns for legendary). The

Power and Rarity
Minor, Common
Minor, Common
Minor, Common
Minor, Uncommon
Minor, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Very Rare
Major, Legendary
Major, Legendary

Pawns of Vis
2 pawns of Ignem vis
2 pawns of Auram vis
2 pawns of Ignem vis
5 pawns of (Form) vis
5 pawns of Aquam vis
11 pawns of Ignem vis
11 pawns of Aquam vis
11 pawns of Auram vis
14 pawns of Aquam vis
14 pawns of Ignem vis
14 pawns of Auram vis
14 pawns of Auram vis
14 pawns of (Form) vis
14 pawns of Terram vis
14 pawns of Ignem vis
14 pawns of Auram vis
17 pawns of Ignem vis
20 pawns of Auram vis
20 pawns of (Form) vis

Form of the vis should match the effect. Vis vim
can be used if no Form seems to correspond.

SKIN KNITTING
The folk witch may create an enchanted animalskin that allows her to assume the form of thattype of animal. Choose one beast that has a
Challenge of 1/8 × (folk witch level – 1) or less. It
takes one season and one pawn of Animal vis tocreate. Use the rules in the Player’s Handbook
for Wild Shape with the following changes. It
takes one action to assume the form of the animal
and a bonus action to change back. The folk witch
can remain in animal form for as long as desired.
The first four bulleted points apply but not the
fifth. A folk witch cannot merge clothes,equipment, etc. into the animal form.

WITCH’S FAMILIAR

You may cast the spell find familiar (Player’s
Handbook, page 240). Once you have cast thisspell, you may not cast it again until after a long
rest.

FOLK WITCH ENCHANTMENT

The folk witch can construct a variety of magicalitems. Each item takes one full season to create.
Consult the table below for the items a folk witch
can enchant. The minimum folk witch level
required to make the item is shown as well as thenumber and type of raw vis.

FOLK WITCH ENCHANTMENT MAGIC ITEMS
Level
Enchanted Item
2ndersatz eye*
2nd
orb of direction*
5th
periapt of health
5th
wand of magic detection
5th
wand of secrets
11th
broom of flying
11theyes of charming
11th
periapt of wound closure
11th
ring of water walking
14th
cloak of the bat
14th
gem of seeing
14thring of animal influence
14th
wand of binding
14th
wand of enemy detection
14th
wand of fear
14th
wand of paralysis
17th
wand of polymorph* from Xanathar’s Guide to Everything

Power and Rarity
Minor, Common
Minor, Common
Minor, Uncommon
Minor, Uncommon
Minor, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Very RareLEARNED MAGICIAN ARCHETYPE

Learned magicians operate a bit differently thanother arcane companions. First, their spells are
not simulated with Hermetic magic but with theirown magic, consisting of the Techniques ofSuccurro, Tueor, and Vulnero as well as the Formsof Fortunam, Magicam, and Salutem. Secondly,
learned magicians do not have Known Spells but
may prepare a number of spells once per day
equal to their learned magician level plus theirIntelligence modifier using special books called
formularies. It takes one hour to prepare spells.
Casting a prepared spell takes one action. Casting
an unprepared spell from a formulary takes ten
minutes. An appropriate spell slot must be used.
At 2nd, 6th, 10th, 14th, and 18th level, choose oneof the Learned Magician Archetype features
below. You may not choose a feature more thanonce.

ENTREAT THE POWERS

This archetype feature grants the character theability to minimize or overcome the negative
effects associated with using magic-aligned
powers in Divine or Infernal auras. The aura
modifier penalty (the original penalty in the Ars
Magica system) is reduced by an amount equal tothe highest level spell the learned magician cancast, minus ten. This number, divided by five, isused to reduce the penalties found later in thisPawns of Vis
2 pawns of Corpus vis
2 pawns of Terram vis
5 pawns of Corpus vis
5 pawns of Vim vis
5 pawns of Terram vis
11 pawns of Auram vis
11 pawns of Mentem vis
11 pawns of Corpus vis
11 pawns of Auram vis
14 pawns of Animal vis
14 pawns of Intellego vis
14 pawns of Animal vis
14 pawns of Corpus vis
14 pawns of Mentem vis
14 pawns of Mentem vis
14 pawns of Corpus vis
17 pawns of Animal vis

document in the Realms section. For example, a10th level learned magician would have the aura
modifier penalty from Divine and Infernal auras
reduced by 15 and have the casting roll and spell
slot level penalty reduced by three. Reductions inpenalties cannot result in positive bonuses.

MYTHIC HERBALISM

You gain expertise with herbalism kits. You also
gain the ability to create unguents and poultices
that can heal the wounded, cure the diseased, or
assist the poisoned. In game terms, you can makeantitoxin, potions of cure wounds, potions ofenhance ability, potions of lesser restoration,
potions of longevity, potions of protection frompoison, and potions of poison. It takes one day per
D&D spell level of the effect to make one dose of apotion and the learned magician’s level must be atleast twice the level of the D&D spell effect. For
example, a potion of cure wounds (9th level) would
take nine days and the learned magician would
have to be 18th level or higher. Each potion also
requires a number of pawns of Vim vis equal to
the D&D level of the effect.

CREATE AMULET AND CHARTA
Use the rules in Hedge Magic Revised Edition
with the following substitution.
LAB TOTAL: Highest Level Spell Slot + Int
modifier + Artes Liberales + Aura Modifier

PUISSANT LEARNED MAGICIAN ART

Choose one learned magician Technique or Form.
When you cast spells of this Technique or Formyou may treat the spell as one magnitude lower
for the purposes of the required spell slot and thecasting roll. You may take this feature twice
choosing a different Technique or Form thesecond time.

MYTHIC ALCHEMY

You gain expertise with alchemist’s supplies. You
can also extract Vim vis from magic auras, creating
a number of pawns equal to your highest spell slot
level divided by ten, rounded up, per season.
Furthermore, you gain the School ofTransmutation features of Minor Alchemy,
Transmuter’s Stone, and Master Transmuter at thelevels shown in the Player’s Handbook. You also
gain the ability to make the following magic items
at the levels indicated.

MYTHIC ALCHEMY MAGIC ITEMS
Level
Enchanted Item
2ndtankard of sobriety*5thalchemy jug
5thperiapt of health
11th
periapt of wound closure
11thstone of good luck
12th
scroll of protection
14th
ioun stone, rare
14th
periapt of proof against poison
14thring of resistance
17th
ioun stone, very rare
20th
ioun stone, legendary* from Xanathar’s Guide to Everything

Power and Rarity
Minor, Common
Minor, Uncommon
Minor, Uncommon
Major, Uncommon
Major, Uncommon
Minor, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Very Rare
Major, Legendary

Pawns of Vis
2 pawns of Vim vis
5 pawns of Vim vis
5 pawns of Vim vis
11 pawns of Vim vis
11 pawns of Vim vis
12 pawns of Vim vis
14 pawns of Vim vis
14 pawns of Vim vis
14 pawns of Vim vis
17 pawns of Vim vis
20 pawns of Vim vis

LEARNED MAGICIAN SPELLS
Tueor Fortunam
Stay the Fickle Hand of Fate
TuFa Level 5
R: Touch, D: Sun, T: Ind
For the duration of the charm, the character is not
subjected to any random mishaps. Whenever theDungeon Master determines that something
occurs randomly, the character protected by thecharm is not selected. For example, if a chamber
pot is emptied into the street, the character will
not be hit, but his companions may be. If theDungeon Master determines who a cutpurse willrob randomly, the character protected by thecharm cannot be selected.
(Base 2, +1 Touch, +2 Sun)
Grant Fortuna Belli (Club)
TuFa Level 15
R: Touch, D: Diam, T: Ind
Different versions of this charm exist for each
weapon. For the duration of the charm, thecharacter has advantage on weapon attack rolls

when wielding a club. The attack roll can stillbotch.
(Base 5, +1 Touch, +1 Diameter)
Charm Against Capriciousness (Club)
TuFa Level 20
R: Touch, D: Diam, T: Ind
For the duration of the charm, the character has
advantage on weapon attack rolls when wielding aclub and the attack roll cannot botch. A different
charm must be used for any other specificweapon.
(Base 10, +1 Touch, +1 Diameter)
Succurro Fortunam
Fortune Favors the Bold
SuFa Level 5
R: Touch, D: Sun, T: Ind
The player receives a bonus of +2 to all rolls
involving her character where luck is a greaterfactor than skill or talent. The character excels atgames of chance and in other situations where
benefits are distributed by random chance. If theplayer makes a contested roll, the charm must
penetrate the Magic Resistance (MR) of thecharacter against whom the roll is made.
(Base 2, +1 Touch, +2 Sun)may roll Wisdom (Magic Lore) against a DC of 12(20 minus twice the magnitude of the charm) for
his character to realize he has been cursed.
(Base 5, +1 Eye, +2 Sun)

Gift of Venus (Venus’ Blessing)
SuFa Level 25
R: Touch, D: Sun, T: Ind
The character gains the benefits of the Virtue
Venus’ Blessing for the charm’s duration. The
character says the right things, catches the target
in the right mood, and generally benefits from
fortuitous circumstances, adding +3 to all
Charisma-based ability checks involving sexuallycompatible characters in appropriate situations. If
the object of the character’s advances possesses
Magic Resistance, the charm must penetrate tohave an effect. This charm exists for each eligible
Virtue. The following is a non-exhaustive list of
examples of other charms, in the Gift of [God]category: Prometheus (Good Teacher), Mars
(Berserk), Mercury (Lightning Reflexes), Hercules(Reserves of Strength), Hera (Strong- Willed),
Fortuna (Luck), Apollo (Free Expression), andMinerva (Common Sense).
(Base 10, +1 Touch, +2 Sun)

Dispel Fortuna Belli (Club)
VuFa Level 5
R: Voice, D: Diam, T: IndThis curse exists for each specific weapon. For theduration of the charm, the character has
disadvantage on weapon attack rolls whenwielding a club. If the player succeeds in a
Wisdom (Magic Lore) check against a DC of 18 (20minus twice the magnitude of the charm) for his
character to realize he has been cursed.
(Base 2, +2 Voice, +1 Diameter)

Charm of Quickness
SuFa Level 20
R: Per, D: Sun, T: Ind
For the duration of the charm, the character
benefits from fortuitous circumstances
surrounding all Dexterity-based attack rolls,
ability checks, and saving throws. For example, in
combat, the character’s initiative is increased by+1 because his hand happens to be on the hilt of
his weapon when combat occurs, his adversary
slips on loose footing, or a strap on his equipment
unexpectedly shifts or breaks putting theadversary off balance. This charm exists for eachability.
(Base 10, +2 Sun)
Vulnero Fortunam
Curse of Fortuna
VuFa Level 20
R: Eye, D: Sun, T: Ind
Any time the target of this charm rolls for a botch,
one additional die is added to the number of botch
dice the character must use. The character also
suffers minor unlucky events throughout the
duration of the spell. None of these events are
significant, but are enough to alert a perceptive
person to the presence of the curse. The player

Curse of Weakness
VuFa Level 25
R: Voice, D: Diam, T: Ind
The victim of this curse becomes especiallyunlucky when using all faculties related toStrength, and suffers a –1 penalty to attack rolls,
ability checks, and saving throws involving thatability. Different versions of the curse exist for all
the abilities. The character suffers minor problems
while doing anything involving Strength — thesweat on his brow stings his eyes as he is lifting
something, his footing becomes loose, or his grip
slips at just the wrong moment. If the player
succeeds in a Wisdom (Magic Lore) check against
a DC of 10 (20 minus twice the charm magnitude)
for his character to realize he has been cursed.
(Base 10, +2 Voice, +1 Diameter)
Tueor Magicam
Magical Fortitude Charm Against Lightning
TuMa Level 5
R: Per, D: Diam, T: IndThis charm adds +8 to the caster’s Armor Class orsaving throw (as applicable) when the target of amagical lightning attack, A different version of thischarm exists for other types of damage.
(Base 4, +1 Diameter)
Charm of Alacritous Fortune Against Earth
TuMa Level 10
R: Per, D: Diam, T: IndThis charm adds +4 to the caster’s Armor Class orsaving throw (as applicable) for any magicalearth- or stonebased attacks aimed at him. A
different version of this charm exists for othertypes of magical damage.
(Base 5, +1 Diameter)

Charm Against the Hex
TuMa Level 10
R: Touch, D: Sun, T: IndThis charm protects the target against a single
Supernatural Ability, Hex in this case (Realms ofPower: The Infernal, page 92). The target’s MR
increases by two against the powers of the Hex
Ability for the duration of the charm. A different
version of this charm exists for other Supernatural
Abilities.
(Base 3, +1 Touch, +2 Sun)
Succurro Magicam
Magician’s Boost (Form)
SuMa Level Gen
R: Touch, D: Mom, T: IndThis charm is cast immediately following thecasting of another charm. The effect of the firstcharm increases by 5 levels in power, but cannot
exceed the level of the Magician’s Boost. The
effects of the extra levels of power are for theDungeon Master to determine, but she should
consult the charm guidelines and generally
increase the power of the charm by one
magnitude. There are three versions of this charm,
one for each Form of the learned magician. The
charm may never boost more than one charm.
(Base effect, +1 Touch)
Revive the Fading Amulet
SuMa Level Gen
R: Touch, D: Mom, T: IndThis charm allows the caster to increase thenumber of charges in an amulet he created by one.
The level of the amulet’s effect must be less thanor equal to the level of the charm. This charm cannever increase the number of charges an amulet
has above the number it had when created, andthe charm may only be used on a single amulet a
number of times equal to the initial charges of theamulet.
(Base effect, +1 Touch)
Magician’s Second Wind (Duration)
SuMa Level Gen
R: Touch, D: Mom, T: IndThis charm is cast immediately following thecasting of another charm. If the level of the firstcharm is less than or equal to the Magician’s
Second Wind, the Duration of the initial charm isincreased by one—meaning a Momentary charm
becomes a Diameter charm, and a Diameter charm
becomes a Sun charm. However, in no event may a
charm ever be increased beyond Sun Duration,and the final charm level may not be higher thanthe level of the Magician’s Second Wind spell.
There are three versions of this charm, one foreach parameter: Range, Duration, and Target. This
charm may never improve the same charm’s
Duration more than once.
(Base effect, +1 Touch)
Vulnero Magicam
Stifle the Lengthy Sickness
VuMa Level Gen
R: Voice, D: Mom, T: IndividualThis charm reduces the Duration of a magicaleffect causing disease or sickness. If the level ofthe charm + a stress die (no botch) + 10 is at least
double the casting total of the targeted spell-like
effect, the Duration of the spell is recalculatedusing one less magnitude than the original spell.
For example a Moon Duration (+3 magnitudes)
Hermetic spell would be reduced to Sun Duration(+2 magnitudes). If the magical effect’s duration is
not determined by magnitude, as in someSupernatural Abilities, the duration is reduced byhalf. To determine the spell level equivalent of aSupernatural Ability, use the Ability score x 5. A
different charm exists for each type of magicalcurse or spell. This charm does nothing to affectspells of Momentary Duration.
(Base effect, +2 Voice)Charm of Protection Against the Faerie
VuMa Level Gen
R: Touch, D: Sun, T: Ind
Creatures with Faerie Might equal to or less thanthe level of the spell are unable to affectIndividual. The spell must penetrate the Faerie
creature’s Magic Resistance to have an effect. The
charm doesn’t affect spells or Supernatural
Abilities unless the creature responsible for theeffect has a Might Score. Different versions of thecharm exist for the other realms.
(Base effect)
Tueor Salutem
Charm of Protection Against the Attacks of
Semita Errabunda
TuSa Level 15
R: Touch, D: Diam, T: IndThis charm protects a person from nonmagicalattacks by the residents of Semita Errabunda, anarrow category of damage. The recipient of thecharm receives a +4 to his Armor Class and saving
throws for the Duration of the charm. The charmprotects against attacks by any member of thecovenant of Semita Errabunda regardless of theweapon used, so long as it is not magical.
(Base 5, +1 Touch, +1 Diameter)
Charm of Protection Against Achilles’ Bane
(Arrows)
TuSa Level 5
R: Per, D: Diam, T: Ind
When an arrow successfully strikes the caster, heis protected by this charm. The charm adds +8 tothe character’s Armor Class against any nonmagical arrow, a broad category of damage. The
AC bonus of this charm is cumulative with thecharacter’s AC provided by armor or any othersource, but multiple charms do not stack. If acharacter has two or more charms protecting
against the same form of damage, only the morepowerful charm works. Versions of this charm
exist for all common weapons and must be
learned individually.
(Effect: Base 4, +1 Diameter)
Charm of Warding Against Unwanted Pests
TuSa Level 5
R: Touch, D: Sun, T: Ind
The charm protects the recipient against all formsof pests, including insects, spiders, lice, etc., noneof which may come in contact with the person.
Creatures with a Might score of any type are notaffected by the ward.
(Effect: Base 2, +1 Touch, +2 Sun)
Succurro Salutem
Charm for an Ample Harvest
SuSa Level 25
R: Touch, D: Year, T: Bound
This charm protects a single field of crops, andensures that they will be healthy and fruitful. The
charm protects against nonmagical blight andother diseases, but does not control the weather
or prevent anyone from harming the crops. The
crops under the protection of the charm arehealthier, larger, and tastier than normal. The
charm can affect any crops, from wheat to an
orchard or vineyard.
(Base 1, +4 Year, +4 Boundary)Charm for Healing a Broken Limb
SuSa Level 5
R: Touch, D: Moon, T: IndThis charm provides a +6 bonus to all Recovery
rolls for healing a broken limb., There are different
charms for all common injuries, diseases, andpoisons, which must be created individually.
There are different formulae for specific areas of
the body, as well. A charm for a cut to the head isineffective in healing a cut to the abdomen, forinstance.
(Base 2, +3 Moon)
Charm of Longevity
SuSa Level 10
R: Touch, D: Year, T: IndThis charm provides a +2 bonus to the target’s
Living Conditions modifier. The effects of thecharm are cumulative with other Living
Conditions modifiers, but in no case may the total
Living Conditions modifier exceed +10.
(Base 2, +4 Year)
Vulnero Salutem
Curse of Coughing Fits
VuSa Level 10
R: Voice, D: Diam, T: IndThis curse causes the character to coughuncontrollably for its duration. A victim must
make a proficient Intelligence ability check against
a DC of 20 to successfully cast or maintain a spell
while affected. All others are at –2 to mostactivities while coughing.
(Base 3, +2 Voice, +1 Diameter)
Curse of Quotidian Fever
VuSa Level 25
R: Voice, D: Mom, T: IndThis curse potentially afflicts the target with aserious disease. If the player fails a DC 10
Constitution saving throw, her character contracts
a serious form of quotidian fever. Within a simple
die hours, the character begins to suffer from ahigh temperature, red color, and a constant fever.
The disease inflicts a Medium Wound on thecharacter, and she suffers the symptoms of thedisease until the Medium Wound is healed.
(Base 15, +2 Voice)Curse of the Aged Swordsman
VuSa Level 15
R: Voice, D: Mom, T: Ind
The curse causes the victim to suffer painful
cramping and stiffness in one hand. The character
suffers –2 to all activities involving the afflictedhand. The cramping and stiffness heal as a Light
Wound.
(Base 5, +2 Voice)The Martial Companion
Level
1

Proficiency
Bonus
+2

Expertise
Bonus
+4

2

+2

+4

Action Surge (one use)

3

+2

+5

Martial Archetype

4

+2

+5

Ability Score Improvement

5

+3

+6

Extra Attack

6

+3

+6

Ability Score Improvement

7

+3

+7

Martial Archetype feature

8

+3

+7

Ability Score Improvement

9

+4

+8

Indomitable (one use)

10

+4

+8

Martial Archetype feature

11

+4

+9

Extra Attack (2)

12

+4

+9

Ability Score Improvement

13

+5

+10

Indomitable (two uses)

14

+5

+10

Ability Score Improvement

15

+5

+11

Martial Archetype feature

16

+5

+11

Ability Score Improvement

17

+6

+12

Action Surge (two uses), Indomitable (three uses)

18

+6

+12

Martial Archetype feature

19

+6

+13

Ability Score Improvement

20

+6

+13

Extra Attack (3)Class Features
Fighting Style, Second WindMARTIAL COMPANION CLASS FEATURES

All martial companion class features follow the rules for the fighter class in the Player’s Handbook. Martial
companions may take the Battle Master, Cavalier, Champion, and Knight (i.e., Samurai) archetypes and thosebelow.

HIT POINTS

Hit Dice: 1d10 per companion level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per companion level after 1st

PROFICIENCIES

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom aswell as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength
Skills: Make six skill choices from the General skill list

EQUIPMENT• (a) one full suit of standard cost armor (or inexpensive if Poor, expensive if Wealthy) and (b) one shield• (a) two martial weapons• (a) a dungeoneer’s pack or (b) an explorer’s pack

CAPTAIN ARCHETYPE

You gain the following Captain Archetype featuresat 3rd, 7th, 10th, 15th, and 18th level.

TURB LEADER

At 3rd level, when initiative is rolled, the captainmay take a reaction to form a fighting group thatconsists of himself and a number of additional
characters equal to his proficiency bonus. The
characters must use a reaction to join the group
and all characters in the fighting group must haveproficiency bonuses that are within one point of
one another. For example, a fighting groupconsisting of characters with proficiency bonusesof +2 and +3 is valid, one consisting of two
characters with a +2 bonus and one with a +6
bonus is not.
Once the fighting group is formed, the captaingains a Leadership Die, which starts as a d6 at 3rdlevel. Each round the captain decides how toapply the Leadership Die. The Leadership Die canbe applied to an attack roll, a damage roll, an
ability check, or a saving throw. When applied,the die is rolled and the result is added to the rollis was applied to. The Leadership Die must be
applied before the other roll is made. The
Leadership Die becomes a d8 at 7th level, a d10 at
10th level, and a d12 at 15th level.

ALL FOR ONE

At 7th level, the captain may redirect the damage
suffered by a member of the fighting group. The
captain may use a Leadership Die to transfer
damage suffered by one member of the fighting
group that round to another. Roll the Leadership
Die and transfer this much damage, up to the fullamount that was suffered.

ONE FOR ALL

At 10th level, the captain may use a Leadership
Die to affect a type of roll made by all members of
the fighting group. Choose either attack roll,damage roll, ability check, or saving throw. All
members of the fighting group get the bonus to
the type of roll chosen during that round. Onceyou use this effect, you must finish a long rest
before you can use it again.

INSPIRING LEADERAt 15th level, when the captain forms a fighting
group, all other members of the fighting group,
besides the captain, gain Inspiration.

SUPERIOR TACTICS
At 18th level, the attack rolls of all members of thecaptain’s fighting group, besides the captain, aremade with advantage.

VANGUARD ARCHETYPE

You gain the following Vanguard Archetypefeatures at 3rd, 7th, 10th, 15th, and 18th level.

TOUGH

At 3rd level, all of your hit dice from the martial
companion class become twelve-sided rather thanten-sided and you also permanently add three hit
points to your hit point maximum.

MARTIAL INSTINCT

At 7th level, your instincts are so honed that you
have advantage on initiative rolls. Additionally, if
you are surprised at the beginning of combat andaren't incapacitated, you can act normally on yourfirst turn.

ARMORED DEFENSEAt 10th level, you add your Constitution modifier
to your Armor Class if you are wearing armor.

RETALIATION

Starting at 15th level, when you take damage froma creature that is within 5 feet of you, you can use
your reaction to make a melee weapon attack
against that creature.

MARTIAL PARAGONAt 18th level, your Strength and Constitution
scores increase by 4. Your maximum for thosescores is now 24.

The Skilled Companion
Level
1

Proficiency
Bonus
+2

Expertise
Bonus
+4

Sneak
Attack
1d6

Class Features
Expertise, Sneak Attack

2

+2

+4

1d6

Cunning Action, Jack of All Trades (General Skills only)

3

+2

+5

2d6

Skilled Archetype

4

+2

+5

2d6

Ability Score Improvement

5

+3

+6

3d6

Uncanny Dodge

6

+3

+6

3d6

Expertise

7

+3

+7

4d6

Evasion

8

+3

+7

4d6

Ability Score Improvement

9

+4

+8

5d6

Skilled Archetype feature

10

+4

+8

5d6

Ability Score Improvement

11

+4

+9

6d6

Reliable Talent

12

+4

+9

6d6

Ability Score Improvement

13

+5

+10

7d6

Skilled Archetype feature

14

+5

+10

7d6

Blindsense

15

+5

+11

8d6

Slippery Mind

16

+5

+11

8d6

Ability Score Improvement

17

+6

+12

9d6

Skilled Archetype feature

18

+6

+12

9d6

Elusive

19

+6

+13

10d6

Ability Score Improvement

20

+6

+13

10d6

Stroke of Luck

SKILLED COMPANION CLASS FEATURES

Skilled companion class features follow the rules for the bard and rogue classes. Skilled companions may
take the Assassin, Inquisitive, Mastermind, Scout, Swashbuckler, and Thief archetypes and those below.

HIT POINTS

Hit Dice: 1d8 per companion level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per companion level after 1st

PROFICIENCIES
Armor: For two skill choices, proficiency in light armor; for two more skill choices, medium armor & shields
Weapons: For two skill choices, proficiency in simple weapons; for two more skill choices, martial weapons
Tools: Choose any two from the table on page 154 of the Player’s Handbook
Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom aswell as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength
Skills: Make fourteen skill choices from the General skill list and/or spend on armor and weapons

EQUIPMENT• (a) a dagger or (b) a club
• (a) two sets of tools• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack

COURTIER ARCHETYPE

At 3rd, 9th, 13th, and 17th level, you gain the
Courtier Archetype features below.

SKILLED COMMUNICATOR

At 3rd level, choose a skill from the following list:
Bargain, Carouse, Charm, Etiquette, Folk Ken,
Guile, Intrigue, or Leadership. You haveadvantage on ability checks with the chosen skill

MASTER MANIPULATOR

At 9th level, the courtier gains an almost
supernatural ability to influence the actions ofothers. Choose from among the following spells
each time you wish to invoke this feature: calm
emotions, enthrall, or suggestion. The courtier
may produce a non-magical effect that mimics thechosen spell. Saving throws still apply, if
applicable. Once you use this feature, you must
finish a long rest before you can use it again.

SMOOTH-TONGUED ELOQUENCE

At 13th level, you may invoke a non-magical effectthat mimics the glibness or mass suggestion spell.
You can choose either spell each time you use thisfeature. Saving throws still apply, if applicable.
Once you use this feature, you must finish a longrest before you can use it again.

PRIME MINISTERat 17th level, whenever you make an ability checkfor the skill you chose at 3rd level for the skilledcommunicator feature, you may treat a d20 roll of
19 or lower as a 20 (but this is not considered a“natural” 20). Also at 17th level, you may invoke a
non-magical effect that mimics the mind blankspell. Once you use this effect, you must finish along rest before you can use it again.

EXPERT ARCHETYPE

At 3rd, 9th, 13th, and 17th level, you gain one of
the Expert Archetype features below. You may
not choose a feature more than once.

EXPERT ADVANTAGE

Choose one skill or tool that you have expertise in.
If you do not have expertise in a skill, then choosea skill; you gain expertise in this skill. In either
case, you have advantage on all d20 ability checks
involving the chosen skill.

EXPERT TALENT
Choose one ability score. Increase that ability
score by 2, to a maximum of 20.

EXPERT KNOWLEDGE

You gain the Jack of All Trades class feature for all
Academic and Arcane skills,

EXPERT SKILL

You may add half your skilled companion level,rounded up, to one ability check involving a skill
you are proficient with. You may wait to see if theroll succeeds or fails before adding this bonus.
You may not use the Expert Skill feature again
until after a short or long rest.

HERALD ARCHETYPE

Requirements: Proficiency with simple weapons,
light armor, medium armor, and shields.
At 3rd, 9th, 13th, and 17th level, you gain the
Herald Archetype features below.

MARTIAL TRAINING

At 3rd level, you gain proficiency in martial
weapons and heavy armor.

BATTLEFIELD ADVICE

Also at 3rd level, you gain a number of dice equal
to your proficiency bonus that increases as yourproficiency bonus increases. These dice start as
d6 but become d8 at 5th level, d10 at 10th level,and d12 at 15th level. You may expend one die togive all of your allies within 30 feet a bonus equal
to the roll of the die to their next attack roll.
Alternatively, you may spend one die to increase
the weapon damage roll of one ally within 30 feetby a roll of the die.

EXTRA ATTACK

At 9th level, you can attack twice, instead of once,
whenever you take the attack action on your turn.

BREAK RESOLVE

At 13th level, your steely gaze causes lesser foes tofalter before you. As an action, you may attempt toinstill fear in one creature within 30 feet of youthat can see you by making a DC 15 Charisma(Leadership) check. The affected creature must
make a Wisdom saving throw (DC equals theresult of your Charisma check) or gain the
Frightened condition. You may use this ability
only once, regaining it after a short or long rest.

AN END WORTHY OF SONG

At 17th level, your stirring words help your allies
stand against any challenge, even if it is to be theirlast stand. As an action, you can speak words ofhope and valor that move you and all of your allies
within 30 feet, granting each of you a +2 bonus on
all attack rolls, a pool of temporary hit points
equal to your character level and immunity to
being Frightened. This effect lasts a number ofrounds equal to your Charisma modifier +1(minimum of 1). You must take a long rest in a
Hermetic covenant (or your home) before you can
use this ability again.

SENTINEL ARCHETYPE

Requirements: Proficiency with simple weapons,
light armor, medium armor, and shields.
At 3rd, 9th, 13th, and 17th level, you gain the
Sentinel Archetype features below.

MARTIAL TRAINING

At 3rd level, you gain proficiency in martial
weapons and heavy armor.

GUARDIAN

Starting at 3rd level when you choose thisexpression, when a creature you can see attacks atarget within 5 feet of you (other than yourself),
you can use your reaction to impose adisadvantage on the attack roll.

CEASELESS GUARDAt 9th level, you can use your reaction in order tointerpose yourself in front of an attack meant foranother. You make a Dexterity saving throw witha DC equal to the enemy’s attack roll. If you
succeed, the attack is automatically directed atyou. You may increase your AC by yourproficiency bonus against this attack.

A CREATURE OF STONE AND STEELAt 13th level, you gain a permanent pool of
temporary hit points equal to 12 + yourConstitution modifier. This pool replenishes after
finishing a long rest.

UNYIELDING GUARD

Starting at 17th level, your skill at protecting
yourself and others reaches its zenith. You can
use your action to utterly thwart your enemies.
Choose any number of opponents within 10 feet ofyou whose total Hit Dice are equal to or less thanyour own number of Hit Dice. For the following
round, these opponents do not roll their attack
dice – all of their attacks automatically miss. You
cannot use this ability again until you’ve taken ashort or long rest.

PERFORMER ARCHETYPE

Requirement: Expertise in a musical instrument.
At 3rd, 9th, 13th, and 17th level, you gain the
Performer Archetype features below.

BARDIC INSPIRATION

At 3rd level, you gain the Bardic Inspiration classfeature from the bard class.

SONG OF REST

Also at 3rd level, you gain the Song of Rest classfeature from the bard class.

FONT OF INSPIRATION

At 9th level, you regain all of your expended usesof Bardic Inspiration when you finish a long or
short rest.

COUNTERCHARM

Also at 9th level, you gain the Countercharm classfeature from the bard class.

ENCHANTING MUSICAt 13th level, you gain expertise in the Enchanting
Music skill.

SUPERIOR INSPIRATION

At 17th level, when you roll initiative and have nouses of Bardic Inspiration left, you regain one use.

Magus Characters
Magi are made as normal D&D characters. A character starting as a magus must take the Hermetic Magus
Background and their 1st level in the magus class. Magi may multiclass, taking on any of the thirteen D&D
classes as written or any of the companion classes.

THE MAGUS

Level
1

Proficiency
Bonus
+2

Expertise
Bonus
+4

2

+2

+4

3

+2

+5

4

+2

+5

5

+3

+6

6

+3

+6

7

+3

+7

8

+3

+7

9

+4

+8

10

+4

+8

11

+4

+9

12

+4

+9

13

+5

+10

14

+5

+10

15

+5

+11

16

+5

+11

17

+6

+12

18

+6

+12

19

+6

+13

20

+6

+13

Basic
Art
Score
2

Added
Art Score
Total
6

Spell
Levels
Known
120

2

12

180

6

2

18

240

14

2

24

300

17

3

30

360

27

3

36

420

32

3

42

480

38

3

48

540

44

4

54

600

57

4

60

660

64

4

66

720

73

4

72

780

78

5

78

840

83

5

84

900

88

5

90

960

94

5

96

1,020

100

6

102

1,080

107

Hermetic Breakthrough

6

108

1,140

114

Ability Score Improvement

6

114

1,200

123

Archmagus

6

120

1,260

133

Class Features
The Arts, Parma Magica
Hermetic Virtue
Ability Score Improvement
Hermetic Virtue
Ability Score Improvement
Hermetic Virtue
Ability Score Improvement
Hermetic Virtue
Ability Score Improvement

Spell
Points4

CLASS FEATURESHIT POINTS
Hit Dice: 1d6 per magus level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per magus level after 1st

PROFICIENCIES

Armor: None
Weapons: None
Tools: Alchemist’s supplies, calligrapher’s supplies
Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom aswell as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength
Skills: Make eight skill choices (see the section on Abilities)

EQUIPMENT• (a) a dagger or (b) a quarterstaff• (a) alchemist’s supplies or (b) calligrapher’s supplies• (a) a scholar’s pack or (b) an explorer’s pack

THE HERMETIC ARTSART SCORES

All magi have a minimum score in each Art equal
to their proficiency bonus. In addition, magi get
six points per magus level to allocate to one ormore of the fifteen Arts. The maximum number of
additional points that may be allocated to an Art is
30. Thus, the maximum Art score is 30 + yourproficiency bonus.

STARTING KNOWN SPELLS

The magus begins at 1st level with 120 levels ofknown Hermetic spells. The maximum spell levelthat a magus can learn and cast for a given
Technique and Form combination is limited bytheir Laboratory Total as shown below.
LAB TOTAL (TEFO) = Technique + Form +Intelligence modifier + Magic Theory + 3
The Technique and Form refer to the scores themagus has in those two Arts. If a spell has
requisites, the Technique must be the lowest
applicable Technique score and the Form must be
the lowest applicable Form score. If the magus isproficient in Magic Theory (and they should be as
all magi must take the Hermetic Magus
Background) use the character’s proficiency
bonus. If the magus has Expertise (Magic Theory)
then use the expertise bonus. The last term
represents the default Magic Aura of mostcovenants.

SPELL POINTS

Magus characters use spell points to cast theirknown Hermetic spells. Formulaic and Ritualspells cost a number of spell points equal to thespell’s magnitude. Formulaic spells of Level 1 toLevel 4 do not cost any spell points. Spontaneous
spells cost a number of spell points to cast equal totwice the spell’s magnitude. Spontaneous spells
that have a level equal to or lower than one-fifth ofyour Lab Total for the applicable Technique andForm combination cost zero spell points (thesespells are known as “cantrips” in this document).

A magus recovers a number of spell points equal
to half their magus level (rounded down) plus
their proficiency bonus after a short rest. A magus
may take other recovery options during a short
rest as well (such as eliminating fatigue levels or
regaining hit points by expending hit dice).
A magus recovers all spent spell points after a long
rest.

PARMA MAGICA

You know the Parma Magica ritual. The Parma
Magica grants you powerful protection against
magic.
• First, you have advantage on saving throws
against spells and other magical effects and spell
attacks have disadvantage against you. Thisapplies to Dungeons & Dragons powers andeffects.
• Secondly, you are considered proficient in all
saving throws against magic and yourproficiency bonus is added to your Armor Class
when you are the target of a magical attack.
This applies to Dungeons & Dragons powers andeffects.
• Third, you are protected against the social
effects of The Gift in others.
• Fourth, if you are the target of a spell thatcauses half damage on a successful save, yousuffer no damage if you are successful on the
save. This applies to Dungeons & Dragons
powers and effects.
• Fifth, you have a magic resistance score (MR)equal to 10 + your Parma Magica Bonus + yourForm Bonus. Magic resistance is used when
adjudicating the results of Hermetic magic andthe powers of creatures with Might.
• Lastly, you may extend this protection to anumber of other beings equal to yourproficiency bonus minus two. If you extend
your Parma Magica, you and the other recipientskeep the advantage on saving throws against
magic, the protection against the social effects of
The Gift in others, the suffering of no damage ona successful save against a damaging magicaleffect, and MR is reduced by three.

HERMETIC VIRTUES

At 2nd, 6th, 10th, and 14th level, you may take one
Hermetic Virtue. Choose one from the following
list. You may only take each Hermetic Virtue once,
unless the description says otherwise.

ADEPT LABORATORY STUDENT

You digest the instruction of others quite easily.
You get a +6 bonus to Lab Totals when working
from the lab texts of others, including whenreinventing spells.

CAUTIOUS SORCERER

You are very careful with magic, and are less likely
to fail spectacularly if you do fail. You roll threefewer botch dice when casting spells (either
spontaneous or formulaic), and when working in
the laboratory. This Virtue may not reduce thenumber of botch dice rolled below one. However,its effects are applied before any other effects
which reduce botch dice, such as spell mastery,
and they may reduce the number of botch dice tozero.

DEFT FORM

This may change your initiative order during theround.

INOFFENSIVE TO ANIMALSYour Gift does not bother animals, although it still
has the normal effects on people. Animals with a
Might score might react either way, depending on
the animal. As a rule, if the animal reacts
positively to The Gift most of the time, it reacts
positively to you because you do have The Gift. If
it reacts negatively, this Hermetic Virtue overrides it.

INVENTIVE GENIUS

Invention comes naturally to you. You receive +3
on Lab Totals when you invent new spells, craft
magic items, and make potions. If you experiment,
you get +6.

LIFE BOOST

You may boost your Hermetic formulaic castingroll by expending additional Fatigue levels. EachFatigue level gives you an addition bonus of +1 toyour Hermetic casting roll. You may burn more
Fatigue levels than you possess. If you do, youtake damage which cannot be avoided. The
damage you take is equal to five for every
additional Fatigue level spent, plus the roll of
1d10. Thus, if you spend three Fatigue levels, youtake 1d10 + 15 damage.

You are particularly skilled with one Form. You
require no additional spell points and suffer nopenalties to the Hermetic casting roll when castingspells in that Form when using non-standard
voicings/gestures, including using no voice or
gestures because you are in a non-human form.
Voice Range spells still have a Range based on
how loudly you are speaking. You may take thisHermetic Virtue more than once.

MAGICAL MEMORY

ENDURING MAGICMASTERED SPELLSThe effects of your spells tend to last longer thanusual (though Concentration, Momentary, andRing spells remain just that). The Dungeon Mastersecretly rolls a d10; the number rolled is amultiple to the spell’s normal duration. This is
usually, but not always, a good thing. This Virtue
does not affect the duration of Ritual spells.

FAST CASTERYour magic takes less time to perform than that ofother magi. When casting a spell during combat,
consider your initiative roll to be three higher.

Your memory has been developed to remember
magical rather than mundane things. You need
not keep laboratory texts of your creations to get
the benefit of a Lab Text when reproducing them.
If you have created an effect by following anothermagus’s lab text once, you may get the same
benefit in future without needing to have the text
available.
You gain four Spell Mastery special abilities thatyou may apply to one or more Hermetic spells.
You may take this Hermetic Virtue multiple times.

METHOD CASTER

You are excellent at formulaic spells, as you haveperfected a consistent and precise method forcasting them. Formulaic spells cost one less spell
point for you to cast and you gain a +1 bonus toyour Hermetic casting rolls when casting
formulaic spells. However, if you vary at all fromyour precise method (by altering your gestures orvoicing), you do not get this reduction in spell
point cost.

MINOR MAGICAL FOCUS

Your magic is particularly attuned to some narrow
field, such as self-transformation, birds of prey, or
healing. In general, the field should be slightly
narrower than a single Technique and Formcombination, although it may include restricted
areas of several such combinations. Healing, forexample, is a part of Creo Corpus, Creo Animal,and possibly Creo Herbam. You cannot be focusedon a laboratory activity, such as creating charged
items, although a focus does apply to laboratory
activities.
When you cast a spell within your focus, you may
lower the spell point cost by one-fifth of thelowest applicable Art. You also gain a bonus toyour Hermetic casting roll equal to one-fifth of thelowest applicable Art when casting spells withinyour Focus. Furthermore, when you generate a
Lab Total within your focus, add the lowest
applicable Art score twice (instead of once).
A magus may only have on Magical Focus, whether
major or minor, regardless of the source of the
focus.

PUISSANT ART

Choose one Hermetic Art (such as Creo or
Animal). When you cast a spell of that Art, thespell point cost of the spell is reduced by one. You
also gain a +1 bonus to Hermetic casting rolls
when the Art chosen is a primary Art of the spell(that is, not a requisite). You may take thisHermetic Virtue twice, for two different Arts.

QUIET MAGICYou can cast spells using only a soft voice without
an additional spell point cost, and only at a cost of
one additional spell point if you do not speak atall. The penalty to the Hermetic casting roll is
reduced by the same amount. The range of Voice
Range spells is determined normally, based on
how loud your voice is. You may take thisHermetic Virtue twice, and eliminate theadditional spell point cost for using no voice
altogether.

SPECIAL CIRCUMSTANCES

You are able to perform magic better in certain
uncommon situations (such as during a storm or
while touching the target), reducing your spell

point cost to cast spells by one and gaining a +1
bonus to your Hermetic casting roll. You also gain
a +3 bonus to saving throws against magic while
enjoying your special circumstance. You may takethis Virtue more than once, but you only gain a
one point reduction in spellcasting cost, a +1
bonus to the Hermetic casting roll, and one +3
bonus to saves against magic even if more than
one set of circumstances applies.

SUBTLE MAGIC

You may cast spells without using gestures
without paying the additional spell point cost. The
penalty to the Hermetic casting roll for not using
gestures is eliminated as well.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase twoability scores of your choice by 1. As normal, you
can't increase an ability score above 20 using thisfeature.

HERMETIC BREAKTHROUGH

Choose one Dungeons & Dragons spell of any levelfrom any class list. You know this spell and cancast it using a number of spell points equal totwice the spell’s level. If the spell you choose is
6th level or higher, you may only cast it once andyou must take a long rest before you can cast it
again. If needed, the saving throw DC or spell
attack modifier is:
D&D SPELL SAVE DC = 8 + your proficiency bonus+ your Intelligence modifier
D&D SPELL ATTACK MODIFIER = your proficiency
bonus + your Intelligence modifier
The spell you choose can break the Hermetic
Limits of Magic.

ARCHMAGUS

At 20th level, when you roll for initiative and haveno spell points remaining, you regain spell points
as if you had completed a short rest.

MULTICLASSING AND THE MAGUS

To take levels in the magus class, a character musthave The Gift and must complete a fifteen-year
apprenticeship prior to taking their first level inmagus. There are no ability score prerequisites tomulticlass into magus and the character gains theskill proficiencies of the magus class (but no otherproficiencies).
For a magus to take on another character class,the player must add the total class levels themagus has in other classes to the ability scoreminimum for the new class. For example, if a 5th
level magus wished to take a level in sorcerer (asArs Magica Reference:
Dungeons & Dragons Reference:his 6th level choice), then you would need to havea Charisma ability score of 18. If he waited until
10th level magus, then his Charisma would haveto be at least 23 (making it virtually impossible totake a new class level in sorcerer). Once you havequalified to take at least one level in a class, you
may take further levels in that particular classwithout meeting the requirement.

Ars Magica Fifth Edition
Player’s Handbook

1745

Detailed Character Creation
Magi Only: A Hermetic House
The Hermetic Houses appear in the section containing the Hermetic Magus Background for D&D.

Virtues and Flaws
Every magus and companion character must take a Background.
Major Virtues have been converted to feats for D&D and Major Flaws act as “anti-feats” in a sense. A Hermetic
magus may choose one Hermetic feat as their racial feat for being human. If they wish to choose another typeof feat, they may take on a Hermetic Flaw to gain a Hermetic feat (thus having one D&D or General feat, one
Hermetic feat, and one Hermetic Flaw). Magi Ex Miscellanea get, as their House Feature, one Hermetic Virtue
from the magus class, one Hermetic Flaw, and one non-Hermetic feat.
Companions and grogs may take any of the General feats detailed later. Some Backgrounds allow for the Poor
Flaw and/or the Wealthy feat. If the Poor Flaw is taken, the character gains one additional General feat tocompensate.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

36
165

Characteristics
Use the normal D&D rules to determine ability scores.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

62
174

Abilities
Starting D&D skills are gained from the character’s class and Background. For every D&D skill that would be
gained, four Ars Magica skills are gained.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

62
174

Personality
These are chosen as part of the character’s Background.

Reputations
These will be developed in play.

Confidence
Characters start with a Confidence Score of 1 and 3 Confidence Points as described in Ars Magica Fifth
Edition. Magi Tytali start with a Confidence Score of 2 and 5 Confidence Points.

Equipment
Your character may start with any equipment or possessions she might reasonably have acquired andretained over her career. You need not list all her possessions.
For a quick and easy monetary conversion, consider one Mythic penny to be equal to one D&D gold piece.
This means a Mythic shilling is equal to 12 gp and one Mythic pound is equal to 240 gp.

WEAPON AND ARMOR COSTS
Weapon or Armor
Weapon or shield
Partial armor
Full armor

Inexpensive
7.5 d.
15 d.
30 d.

Standard
30 d.
60 d.
120 d.

Expensive
120 d.
240 d.
480 d.

STARTING MONEY

If desired, characters can begin with an amount of starting money equal to:
LifestyleWretched
Squalid
Poor
ModestComfortable
Wealthy
Aristocratic

Backgrounds
Poor Criminals, Poor Outcasts
Criminals, Friars, Outcast, Outlaws, PeasantsClerks, Covenfolk, Craftsmen, Custodes, Failed
Apprentices, Mercenaries, Merchants,
Outsiders, Redcaps, Wanderers, Wise Ones
Gentlemen, Magi, Magisteres, Knights, Priests
Landed Nobles

Silver Pennies
None
2d4 d.
5d4 d.
5d4 × 10 d.
5d4 × 20 d.
5d4 × 40 d.
5d4 × 100 d.

Italicized backgrounds cannot take the Poor Flaw or Wealthy feat. All others are one step worse if Poor andone step better if Wealthy. Branded criminals and outcasts can take the Poor Flaw.

Chapter Four: Virtues and Flaws
Types of Virtues and
Flaws
The Gift

GeneralThe Major General Virtues are converted to featsavailable to all characters.

The Gift is treated as a free feat in this document.

Virtues

Hermetic

New Backgrounds

All Major Hermetic Virtues from the Ars Magica
Fifth Edition rulebook have been converted tofeats for use with Dungeons & Dragons. Some
Minor Hermetic Virtues appear as class features
for the magus class.

BRANDED CRIMINAL

Social Status
Social Statuses in Ars Magica translate to
Backgrounds in Dungeons & Dragons. Whenchoosing a Background, the player should alsochoose or create two Personality Traits, one Ideal,
one Bond, and one Flaw as found in the Player’s
Handbook or other sources.
For each of the backgrounds below, consult Ars
Magica Fifth Edition for more details.

Supernatural
The Major Supernatural Virtues have been madeinto feats available to all characters. The Minor
Supernatural Virtues are not used. Characters cangain proficiency in the skills associated with the
Minor Supernatural Virtues as a normal part of theskill selection process.

Personality
These can be used for inspiration when choosing
the two Personality Traits required as part of theDungeons & Dragons Background.

Story
This are not formally chosen but can definitely be
used for campaign inspiration.

Lifestyle: Poor but you may take the Poor Flaw
Gender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills. You may also gain
armor and weapon proficiencies. Each armor or
weapon category counts as two skills.
Tool Proficiencies: One type of gaming set(perhaps dice or chess, playing cards don’t exist
yet). May choose additional tool proficiencies aspart of Later Life skills.
Equipment: a set of thieves’ tools, a set of darkcommon clothes including a hood, a belt pouchcontaining 15 silver pennies.
Feature: Criminal Contact (see Criminal in thePlayer’s Handbook, page 129).

CLERK
Lifestyle: Modest but you may take the Poor Flaw
or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: You gain
proficiency in Artes Liberales and Latin. Choose
four skills from the list of General and Academic
Skills.
Tool Proficiencies: Calligrapher’s supplies. May
choose additional tool proficiencies as part ofLater Life skills.
Equipment: A bottle of black ink, a quill, a small
knife, a set of common clothes, and a belt pouchcontaining 10 silver pennies.

Feature: Academic Hospitality (like Rustic
Hospitality, but for academic folk; see Folk Hero in
the Player’s Handbook, page 131).
Lifestyle: Modest and you may not take the Poor
Flaw or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A set of common clothes and a belt
pouch containing 10 silver pennies.
Feature: Covenant Membership (like Guild
Membership but pertains to a Hermetic Covenant;see Guild Artisan’s feature in the Player’s
Handbook, page 133).

General Skills list. If you chose Martial, you may
take armor and weapon proficiencies notnormally gained from your class at 1st level. Each
such armor or weapon proficiency counts as two,rather than one, skill. These proficiencies are:
Light Armor, Medium Armor and Shields(together), Heavy Armor, Simple Weapons, andMartial Weapons. You must take (or alreadyhave) Light Armor before Medium Armor andShields. You must take (or already have) Medium
Armor and Shields before Heavy Armor. Finally,
you must take (or already have) Simple Weapons
before Martial Weapons.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A gaming set, a set of common
clothes, and a belt pouch containing 10 silver
pennies.
Feature: Covenant Membership (like Guild
Membership but pertains to a Hermetic Covenant;see Guild Artisan’s feature in the Player’s
Handbook, page 133).

CRAFTSMAN

FAILED APPRENTICECOVENFOLK

Lifestyle: Modest but you may take the Poor Flaw
or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills.
Tool Proficiencies: Choose one artisan’s tool
proficiency. Others may be taken as part of Later
Life skills.
Equipment: A set of artisan’s tools, a set of
traveler’s clothes, and a belt pouch containing 15
silver pennies.
Feature: Guild Membership (Player’s Handbook,page 133).

CUSTOS

Lifestyle: Modest and you may not take the Poor
Flaw or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose one
additional skill set, either Academic, Arcane, orMartial. Choose six skills from this list and theLifestyle: Modest but you may take the Poor Flaw
or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General, Academic, Arcane, andSupernatural Skills.
Tool Proficiencies: Alchemist’s supplies,
calligrapher’s supplies. Others may be taken as
part of Later Life skills.
Equipment: A set of common clothes and a belt
pouch containing 15 silver pennies.
Feature: Magical Contact (like Criminal Contact
but is a contact that is in some way related to themagical world, perhaps your former master; see
Player’s Handbook, page 129).

GENTLEMAN/WOMAN

Lifestyle: Comfortable but you may take the Poor
Flaw or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills.

Tool Proficiencies: None automatic, and it’s not
likely that this character will want any.
Equipment: A set of fine clothes, a signet ring, anda purse containing 25 silver pennies.
Feature: Position of Privilege (as the Noble, see
Player’s Handbook, page 135).

HERMETIC MAGUS

Lifestyle: Comfortable and you may not take thePoor Flaw or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: You gain
proficiency in Artes Liberales, Latin, and Magic
Theory. Choose four additional skills from any
skill list, including the Supernatural Abilities list.
You may also use these skill choices to take armor
and weapon proficiencies not normally gained
from your class at 1st level. Each such armor or
weapon proficiency counts as two, rather thanone, skill. These proficiencies are: Light Armor,
Medium Armor and Shields (together), Heavy

Armor, Simple Weapons, and Martial Weapons.
You must take (or already have) Light Armor
before Medium Armor and Shields. You must take(or already have) Medium Armor and Shields
before Heavy Armor. Finally, you must take (oralready have) Simple Weapons before Martial
Weapons.
Tool Proficiency: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A set of clothes (your choice on exact
details), alchemist’s supplies, and a belt pouchcontaining 15 silver pennies.
Feature: The Gift. Your character has The Gift,
which gives your magus the ability to work magic.
The Gift has a drawback, however. A characterwith The Gift has disadvantage on all Charismabased skill and ability checks (but not Charismabased attack rolls, saving throws, or any otherrolls). To eliminate this penalty, take the Gentle
Gift feat.
Hermetic House Feature: Every Hermetic Magus
must be a member of a House. Choose yourcharacter’s House and gain the feature associatedwith it.

HERMETIC HOUSE FEATURES
House
Bjornaer
Bonisagus
CriamonEx Miscellanea
Flambeau

FeatureHeartbeast
Expertise (Magic Theory) or
Expertise (Intrigue)
Enigmatic Wisdom
Magical Tradition

Guernicus

Puissant Perdo or
Puissant Ignem
Hermetic Prestige

Jerbiton

Expertise (Skill)

MercereMerinita
TremerePuissant Creo or
Puissant Muto
Faerie Magic
Minor Magical Focus (Certamen)

TytalusSelf Confident

Verditius

Verditius Magic

Game Rules
Proficiency in Heartbeast.
Gain expertise in either Magic Theory or
Intrigue.
Proficiency in Enigmatic Wisdom.
Gain one Hermetic Virtue from the magus
class, one Hermetic Flaw, and one nonHermetic feat.
Reduce the spell point cost of Perdo or Ignem
spells by one.
Advantage on Charisma-based ability checks
when executing Quaesitor duties.
Gain expertise in one skill relating toscholarship, the arts, or mundane interaction.
Reduce the spell point cost of Creo or Muto
spells by one.
Faerie Magic Ranges, Durations, and Targets.
Double the lower of your two Art scores in
Certamen. You may not have another Magical
Focus (Minor or Major).
Start with a Confidence Score of 2 and fiveConfidence Points.
Add Craft to Lab Totals, Verditius Runes,
Reduction in Enchantment Vis, Casting Tools.

KNIGHT

Lifestyle: Comfortable but you may take the Poor
Flaw or Wealthy featGender: Male only
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills. You may also use
these skill choices to take armor and weapon
proficiencies not normally gained from your class
at 1st level. Each such armor or weapon
proficiency counts as two, rather than one, skill.
These proficiencies are: Light Armor, Medium
Armor and Shields (together), Heavy Armor,
Simple Weapons, and Martial Weapons. You musttake (or already have) Light Armor before
Medium Armor and Shields. You must take (oralready have) Medium Armor and Shields before
Heavy Armor. Finally, you must take (or alreadyhave) Simple Weapons before Martial Weapons.
Tool Proficiencies: None automatic, and it’s not
likely that this character will want any.
Equipment: A tabard in the heraldic colors ofyour livery, a set of fine clothes and a purse
containing 25 silver pennies.
Feature: Choose either Position of Privilege orRetainers (see the Noble background, Player’s
Handbook, page 133).

LANDED NOBLE
Lifestyle: Wealthy but you may take the Poor
Flaw or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills.
Tool Proficiencies: None automatic, and it’s not
likely that this character will want any.
Equipment: A set of fine clothes, a signet ring, anda purse containing 25 silver pennies.
Feature: Position of Privilege (as the Noble, see
Player’s Handbook, page 135).
Special: You have sworn an oath of loyalty andsupport to someone and sometimes they call on
you to uphold your vow.

MAGISTER IN ARTIBUS

Lifestyle: Comfortable but you may take the Poor
Flaw or Wealthy featGender: Male only
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: You gain Expertise(Artes Liberales), Latin, and proficiency in
Teaching. Choose three additional skills from theAcademic Skills list. Choose five more skills fromthe General and Academic Skills lists.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A bottle of black ink, a quill, a small
knife, a letter from a colleague (living or dead)posing a question you have not yet been able toanswer, a set of common clothes, a set of clericalrobes, and a belt pouch containing 10 silver
pennies.
Feature: Researcher (see the Sage background in
the Player’s Handbook, page 137).
Special: You must spend two seasons teaching tomaintain yourself and your reputation as adependable instructor. These two seasons are
spread between September and June, so you are
genuinely free in the summer. If you take the Poor
Lifestyle you are still genuinely free in thesummer. If you take the Comfortable Lifestyle,
you can maintain your reputation with a single
season’s teaching.

MENDICANT FRIAR
Lifestyle: Poor and you may not take the Poor
Flaw or Wealthy featGender: Male only
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the lists of General and Academic Skills.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A scroll case stuffed full of notes fromyour studies or prayers, a winter blanket, a set offriar’s clothes, a Bible, and 5 silver pennies.
Feature: Discovery (see the Hermit background,
Player’s Handbook, page 134).
Special: You have taken vows of poverty, chastity,
and obedience to a religious superior. This covers

the vows taken by mendicant friars, as well as
those taken by monks and nuns strictly speaking.

MERCENARY

Lifestyle: Modest but you may take the Poor Flaw
or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills. You may also use
these skill choices to take armor and weapon
proficiencies not normally gained from your class
at 1st level. Each such armor or weapon
proficiency counts as two, rather than one, skill.
These proficiencies are: Light Armor, Medium
Armor and Shields (together), Heavy Armor,
Simple Weapons, and Martial Weapons. You musttake (or already have) Light Armor before
Medium Armor and Shields. You must take (oralready have) Medium Armor and Shields before
Heavy Armor. Finally, you must take (or alreadyhave) Simple Weapons before Martial Weapons.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A uniform, a trophy taken from afallen enemy, a set of common clothes, and a belt
pouch containing 10 silver pennies.
Feature: Military Rank (see the Soldier
background, Player’s Handbook, page 140).

MERCHANT
Lifestyle: Modest but you may take the Poor Flaw
or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A mule and a cart, a set of traveler’s
clothes, and a belt pouch containing 15 silver
pennies.
Feature: Guild Membership (see Player’s
Handbook, page 133).

OUTCAST

Lifestyle: Poor but you may take the Poor Flaw
Gender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A small knife, a token to remember
your previous life in normal society, a set ofcommon clothes, and a belt pouch containing 5
silver pennies.
Feature: Outcast Contact (as Criminal Contact in
the Player Handbook, page 129, but for anotheroutcast or group of outcasts).

OUTLAW

Lifestyle: Poor but you may take the Poor Flaw or
Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills. You may also use
these skill choices to take armor and weapon
proficiencies not normally gained from your class
at 1st level. Each such armor or weapon
proficiency counts as two, rather than one, skill.
These proficiencies are: Light Armor, Medium
Armor and Shields (together), Heavy Armor,
Simple Weapons, and Martial Weapons. You musttake (or already have) Light Armor before
Medium Armor and Shields. You must take (oralready have) Medium Armor and Shields before
Heavy Armor. Finally, you must take (or alreadyhave) Simple Weapons before Martial Weapons.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A set of traveler’s clothes, and a belt
pouch containing 10 silver pennies.
Feature: Criminal Contact (as described in
Player’s Handbook, page 129).

OUTSIDER
Lifestyle: Modest but you may take the Poor Flaw
or Wealthy featGender: Male and Female

Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: You haveproficiency in one “foreign” language; this is yournative language. Choose six skills from the list ofGeneral Skills.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: An article that ties you to yourculture, a set of common clothes, and a belt pouchcontaining 10 silver pennies.
Feature: Cultural Hospitality (as Rustic
Hospitality in the Player’s Handbook, page 131,but for other members of your culture).

PEASANT

Lifestyle: Poor but you may take the Poor Flaw or
Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A set of common clothes and a belt
pouch containing 5 silver pennies.
Feature: Rustic Hospitality (as described in thePlayer’s Handbook, page 131).

PRIEST

Lifestyle: Comfortable but you may take the Poor
Flaw or Wealthy featGender: Male only
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the lists of General and Academic Skills.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A crucifix, a Bible, clerical vestments,
a set of common clothes, and a belt pouchcontaining 15 silver pennies.
Feature: Shelter of the Faithful (as described in
the Player’s Handbook, page 127).

Special: You have sworn a vow of celibacy andbreaking your vow is a serious matter. If you fail
to uphold your vow, you must perform some kindof atonement, whether it be religious penance orcoming to terms with your failure in some otherway. Furthermore, your Confidence Score dropsby one until you atone. Most people respect yourdedication, giving you a good reputation among
those people (+1 to Charisma-based ability
checks).

REDCAP

Lifestyle: Modest and you may not take the Poor
Flaw or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the lists of General, Academic, and Arcane
Skills including the Supernatural Abilities list. You
may also use these skill choices to take armor andweapon proficiencies not normally gained fromyour class at 1st level. Each such armor or weapon
proficiency counts as two, rather than one, skill.
These proficiencies are: Light Armor, Medium
Armor and Shields (together), Heavy Armor,
Simple Weapons, and Martial Weapons. You musttake (or already have) Light Armor before
Medium Armor and Shields. You must take (oralready have) Medium Armor and Shields before
Heavy Armor. Finally, you must take (or alreadyhave) Simple Weapons before Martial Weapons.
Tool Proficiencies: Choose one tool proficiencyof your choice (to include musical instruments,
kits, gaming sets, vehicles, and other items that fallunder the rubric of “tools.”). You may choose
additional tool proficiencies as part of Later Lifeskills.
Equipment: A set of traveler’s clothes, a set ofRedcap clothes, an enchanted device that aids you
in your duties, and a belt pouch containing 15
silver pennies. Your enchanted device can bechosen from Magic Item Table A, Table B, or Table
C in the Dungeon Master’s Guide, pages 144 and145 or from the list of minor common magic items
on pages 140 and 141 in Xanathar’s Guide toEverything.
Feature: Wanderer (as described in the Outlander
background in the Player’s Handbook, page 136).
Special: Redcaps cannot have The Gift. If they did,they would’ve been trained as a Hermetic magus.

WANDERER

Lifestyle: Modest but you may take the Poor Flaw
or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose six skills
from the list of General Skills.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: A staff, a set of traveler’s clothes, anda belt pouch containing 10 silver pennies.
Feature: Wanderer (as described in the Player’s
Handbook, page 136).

WISE ONE

Lifestyle: Modest but you may take the Poor Flaw
or Wealthy featGender: Male and Female
Early Childhood Skill Proficiencies: Native
Language and choose two more from: (Area) Lore,
Athletics, Awareness, Charm, Folk Ken, Guile,(Living Language), Stealth, Survival, Swim.
Later Life Skill Proficiencies: Choose either
Academic or Arcane skills. You may take six skills
from the lists of General Skills and the skill set thatyou chose (either Academic or Arcane). You may
also take Supernatural Abilities.
Tool Proficiencies: None automatic but may
choose tool proficiencies as part of Later Lifeskills.
Equipment: An article or token that pertains toyour “magic”, a set of common clothes, and a belt
pouch containing 10 silver pennies.
Feature: Discovery (as described in the Player’s
Handbook, page 134).

New FeatsHERMETIC FEATSThe following feats may only be taken at 1st levelby magus characters. They may not be taken after
1st level and they are not available to characters
who are not Hermetic magi (unless the Dungeon
Master rules otherwise). If a magus is otherwise
using their bonus feat (for being human) for
another type of feat (perhaps one from thePlayer’s Handbook), he may still take one ofthese Hermetic feats but must also choose a
Hermetic Flaw (listed after). At any rate, acharacter can never have more than one of these
Hermetic feats.

DIEDNE MAGIC

Prerequisite: 1st level in magus character class andno other class levels
Your magic lineage and traditions are from thedruids and the vanquished former house ofDiedne, making you especially skilled withspontaneous magic. When determining the
maximum level of spontaneous spell you can cast,the lowest applicable Art is doubled before thewhole total is divided by two. The spell point costfor spontaneous spells you cast is equal to two
spell points per spell magnitude or the maximum
spell points you can spend, given the Techniqueand Form, whichever is lower.
You must keep your lineage hidden from theOrder, as knowledge of your lineage would lead toshame, rejection, and possibly danger if
discovered. Hints about your lineage continuallyarise, and there might be others who know yourmagical lineage and could betray you.

ELEMENTAL MAGIC

Prerequisite: 1st level in magus character class andno other class levels
You have been trained in the ability to manipulate
raw elemental forms (Aquam, Auram, Ignem, andTerram), and view them as a connected wholerather than four separate Arts. Each magus level
you gain one additional point to put into the Art ofAquam, Auram, Ignem, or Terram as long as you
raise at least one of the other elemental Forms.
This point must be the only point you place intothat Art for that level’s advancement (i.e., you may
not put more than one point into the Art you
chose).
Your elemental magics are also more flexible thanthose of other magi — there is no disadvantage inadding elemental Form requisites to any
elemental spell. If an Aquam, Auram, Ignem, or
Terram spell has another element as a requisite,
you may ignore the requisite. You must still use
the primary Art, even if the requisite is higher.

FLAWLESS MAGIC

Prerequisite: 1st level in magus character class andno other class levels
You automatically master every spell that you
learn. All your spells start with one Spell Masteryspecial ability. You may choose a different special

ability for every spell you have. Further,whenever you would gain one Spell Masteryspecial ability for a spell, you gain two for thatspell instead.

FLEXIBLE FORMULAIC MAGIC
Prerequisite: 1st level in magus character class andno other class levels
You can vary the effects of formulaic spells to aslight degree, while still getting the benefits ofcasting known magic. You may raise or lower the
casting level of the spell by five to raise or lower
one (only) of Range, Duration, and Target by one
step, as long as this does not violate any of thenormal limits on formulaic
magic. The spell point cost of the spell is based on
the new level and you cannot exceed your spell
point maximum, given the Technique and Form.
You cannot manipulate Ritual magic in this way.

GENTLE GIFT

Prerequisite: 1st level in magus character class andno other class levels
Unlike other magi, whose Magical nature disturbs
normal people and animals, your Gift is subtle andquiet. You don’t suffer the usual penalties wheninteracting with people and animals.

LIFE-LINKED MAGIC

Prerequisite: 1st level in magus character class andno other class levels
You can do more with formulaic and spontaneous
magic than most magi at the cost of your own life
energy. When you cast a spell, you may pay thespell point cost with Fatigue levels on a one-toone basis (i.e., one Fatigue level in lieu of one spell
point, two Fatigue levels in lieu of two spell points,etc.). If you spend more Fatigue levels than you
have, you take 1d10 + five points of damage forevery Fatigue level you are unable to supply. You
can kill yourself this way.
A maga with this Virtue may still cast formulaic
and spontaneous spells normally.

MAJOR MAGICAL FOCUS

Prerequisite: 1st level in magus character class andno other class levels
Your magic is much more potent in a fairly limitedarea, such as weather, necromancy, birds, or
emotions. This area should be smaller than asingle Art, but may be spread over several Arts —necromancy, for example, covers both Corpus andMentem effects. You cannot be focused onlaboratory activities, although a focus does apply
to laboratory activities.
When you cast a spell within your focus, you may
lower the spell point cost by one-fifth of thelowest applicable Art. You also gain a bonus toyour Hermetic casting roll equal to one-fifth of thelowest applicable Art when casting spells withinyour Focus. When you generate a Lab Total
within your focus, add the lowest applicable Art
score twice. If a spell has requisites, the lowest
applicable score may be one of the requisites,
rather than one of the primary Arts. Thus, if amagus with a focus on birds were learning a spell
to turn a bird into pure flame, MuAn (Ig), with
Muto 14, An 18, and Ig 10, his final total would be
34 + other modifiers: 14 from Muto, and 20 fromadding Ignem twice. This spell would have its
spell point cost reduced by two (one-fifth of
Ignem). If he were learning a spell to turn a bird
into another sort of bird, MuAn with no requisites,
his total would be 46 + other modifiers, 18 from
Animal and 28 from adding Muto twice. The spell
point cost for this spell would be lowered by two
as well (one-fifth of Muto).
A character can have only one Magical Focus,
either major or minor, regardless of the source ofthe focus.

MERCURIAN MAGIC

Prerequisite: 1st level in magus character class andno other class levels
Your magical lineage and traditions are from the
Roman priests of Mercury, which predate theOrder of Hermes, making you especially skilledwith Ritual Magic and magic used in conjunction
with others. In addition to your standard spell
allocation, you also know Wizard’s Communion at
a level equal to the highest level of Ritual spell thatyou know, and should you invent or learn a Ritualspell of higher level, you automatically invent a
Wizard’s Communion spell of the same level,
without needing to spend extra time.
When casting a spell using Wizard’s Communion,
you may add the number of Spell Mastery special
abilities in the spell being cast and the number ofSpell Mastery special abilities in Wizard’s
Communion to the effective level of the Wizard’s
Communion.
Finally, any Ritual spells which you cast have only
half the usual vis requirement (rounded up). If
cast as part of a Wizard’s Communion, all theparticipants need to have this feat to gain thisbenefit.
Your concentration in Ritual magic has adownside, however — you may only cast
Spontaneous magic using the rules for Ceremonial
Casting.

MYTHIC BLOOD

Prerequisite: 1st level in magus character class andno other class levels
You are a blood descendant of either a wizard oflegend (possibly one of the Twelve Founders, orsome other ancient and powerful sorcerer) or asupernatural being (such as a dragon). You gain abonus to your maximum spell point total equal toyour proficiency bonus.
Additionally, you may choose one special magiceffect which you can invoke at will and cancel atwill, as often as you like. Invoking this effect takes
a bonus action. The effect should be designed as a
Hermetic effect, with a level limited as below. If
the effect is of lower level than the limit, thecasting roll is increased by one for every fivelevels of effect lower.
Requirements
Speak and Gesture
Speak Only
Gesture Only
Neither Speak nor
GestureMaximum Hermetic
Spell Level
30
25
20
15

CASTING ROLL = d20 + your proficiency bonus +⅕ × (Maximum Spell Level – Effect Level)
This Virtue includes a Minor Magical Focus (seethe Magus class above) in an area related to yourlegendary ancestor. Mythic Blood is notparticularly uncommon in the Order of Hermes, so
this Virtue does not grant any Reputation.

SECONDARY INSIGHT

Prerequisite: 1st level in magus character class andno other class levels
Your method of magical study is especiallyversatile. When you increase your Art scores
upon gaining a new magus class level, if you
increase at least one Technique, you may place apoint into a Form that you are not otherwise
increasing at this level. Also, if you increase atleast one Form, you may place a point into a

Technique that you are not otherwise increasingat this level. The Technique and/or Form that isincreased with a bonus point cannot be further
increased at this particular level. This feat is
especially suitable for generalist magi.

GENERAL FEATS
DEATH PROPHECY

Prerequisite: 1st level character with no other classlevels
You have been blessed or cursed as to your fate.
Someone (a magician, a faerie, or othersupernatural creature) has put a condition on
your death, and until the condition is met, you will
not die, though you can be seriously injured. You
heal normally, but cannot die as a result ofwounds or old age. Unfortunately foryou, fate or bad planning can bring about theconditions in unexpected ways. If, for instance,
your death condition is to fear only boars, you
should be wary of men bearing boars on theircoats of arms or of inns named after boars, inaddition to the purely mundane creature. Thissymbolism may not be obvious: a man known as a“pig” in his village might also count as a boar.
The Dungeon Master must keep the prophecy inmind and give fair warning of items related to theprophecy. This is a major boon because thecharacter knows he can get away with insane
risks; sneaking his prophecy up on him is an
unfair way of negating the value of the feat.
Players may only take this feat withthe agreement of the Dungeon Master and theother players.

ENTRANCEMENT

Prerequisite: 1st level character with no other classlevels
You have the power to control another’s will by
staring into their eyes and giving them a verbal
command. You gain proficiency in the
Entrancement skill and may gain expertise by
allocating a skill choice to it.

GHOSTLY WARDER

Prerequisite: 1st level character with no other classlevels
A ghost watches over you. It might be a
grandparent, a childhood friend, or anyone else
who cares for you enough to stay around after
death. The ghost is invisible and silent to all but
you and those with Second Sight. It can see andhear what is going on around you and makes an
excellent spy, since it can leave your presence
once per day for up to half an hour. However,death does not leave people in their normal stateof mind, so the ghost probably has some quirksthat make it less than dependable — it might evenencourage you to join it on the other side. Treat
the ghost as a Sidekick character and use thefollowing stat block. If the ghost is somehow
defeated (i.e., reduced to zero hit points) it
disappears and reappears at midnight near theyou.

Ghostly Warder
Medium undead, any alignment
Armor Class 11
Hit Points 18 (4d8)
Speed 0 ft., fly 40 ft. (hover)STR
7 (-2)DEX
13 (+l)CON
10 (+0)INT
10 (+0)WIS
12 (+l)CHA
17 (+3)Skills choose ten skills from the General, Academic, Arcane, or Supernatural lists. The ghost’s proficiency
bonus is +3 and is used for each skill.
Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagicalattacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion , frightened, grappled, paralyzed, petrified, poisoned, prone,
restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge ½ (100 XP)
Invisibility. The ghostly warder is invisible.
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and viceversa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult
terrain. It takes 5 (ldl0) force damage if it ends its turn inside an object.

GIANT BLOOD

Prerequisite: 1st level character with no other classlevelsThe blood of the ancient race of giants flows inyour veins. Though you are not as large as yourancestors, you are up to eight feet tall and canweigh as much as 500 pounds, making your size
Large. You also gain +4 to both Strength andConstitution. This bonus may raise your scores inthose abilities as high as 22.

GREATER IMMUNITY

Prerequisite: 1st level character with no other classlevels
You are completely immune to one hazard which
is both common and potentially deadly. For
example, you might be immune to fire or to iron(and only iron) weapons. You may not take
immunity to aging. This immunity applies tomundane and magical versions of the thing. If you
are immune to fire, you are also immune to
magically created fire.

GREATER PURIFYING TOUCH

Prerequisite: 1st level character with no other classlevelsYou gain the paladin’s Lay on Hands class feature
but can only heal disease or neutralize poison
with your power. For the purposes of this featonly, consider your paladin level to be 20th (i.e.,
you may heal diseases and/or neutralize poisons
20 times between long rests). You also gain thepaladin’s Divine Health class feature.

GUARDIAN ANGEL

Prerequisite: 1st level character with no other classlevelsYou have learned to hear the words of a divine
watcher who gives you practical and spiritualadvice. The angel whispers in your ear and tells
you what is best for you spiritually, rather thanmaterially. He approves of violence only when
there is a holy reason — often difficult todemonstrate. If you act against the angel’s advice,
he may leave you until you correct your ways. Theangel has only a limited awareness of yourthoughts, but when you speak aloud, he can hearand converse with you.

faerie power. This ancestry grants you several
abilities.

Your guardian angel can also help in two practicalways. First, he can grant you an Armor Class of 13+ your Dexterity bonus as long as you are notwearing armor (you may carry a shield). Second,he can grant you magic resistance, giving you
advantage on saving throws versus all forms ofmagic. The angel only grants you these
protections if you are acting in accordance with
God’s will.

Finally, you get the benefits of a particular type offay heritage. Choose one Dungeons & Dragons
race, such as dwarf, elf, gnome, half-elf, half-orc, or
halfling. You have all of the traits of this race
except age, size, speed, and languages. You get
half of the ability score increases (rounded down).
Your specific fay heritage is clearly visible. Choose
one physical quirk appropriate to the faeries fromwhich you are descended.

MYTHIC COMPANIONTHE GIFT

Prerequisite: 1st level character with no other classlevelsSpecial: This feat is free but cannot be taken bymagi
You are a Mythic Companion and as such you do
not suffer the normal class limitations ofcompanion characters. You may take levels in any
Dungeons & Dragons character class but may nottake levels in the magus class. You gain all classabilities as written. Furthermore, you get thenormal D&D saving throws against magical effects,
even though you do not have magic resistance.
Typically, Mythic Companions are played in lieu ofa magus character but the Dungeon Master canmake exceptions if desired. Magi cannot take thisfeat.

SHAPESHIFTER

Prerequisite: 1st level character with no other classlevels
You may change your shape into that of one ormore mundane animals. You gain proficiency in
the Shapeshifter skill and may gain expertise by
allocating a skill choice to it

STRONG FAERIE BLOOD

Prerequisite: 1st level character with no other classlevelsThe blood of the fay is strong in you. Perhaps oneof your parents was actually a faerie, or maybe
you were conceived or born in a place of greatFirst, you have natural longevity. You start
making aging rolls at the age of 50, rather than thenormal 35, and get –3 to Aging Rolls, cumulativewith any other bonuses.
Second, you may learn Faerie Lore during
character generation even if your class or
Background does not offer this skill.

Prerequisite: 1st level character with no other classlevelsSpecial: This feat is freeYou have The Gift which gives you the ability towork Hermetic Magic and possibly other forms ofmagic. However, you have disadvantage on all
Charisma ability checks (but not attack rolls orsaving throws based on Charisma). Taking the
Gentle Gift feat eliminates this penalty.

TRUE FAITH

Prerequisite: 1st level character with no other classlevelsThrough piety and holy devotion you have faiththat can move mountains. You have one Faith
Point and can gain more.

WAYS OF THE (LAND)
Prerequisite: 1st level character with no other classlevels
You have a deep understanding of a type ofterrain, feeling more natural and at home there
than anywhere else. Examples include Ways of
the Forest, Ways of the Mountain, Ways of theSteppe or Ways of the Town. You get a +3 bonus
to ability checks and a +1 bonus to attack rolls andsaving throws that directly involve that area andits inhabitants; mundane, magical, or faerie. In
addition, you roll one fewer botch die than normal(which may mean you roll no botch dice) in rollsthat pertain to your area of understanding. Youare not normally molested by animals of theterrain, and though particularly vicious creatures
may still attack you, at least they’ll accord you
proper respect. For Ways of the Town, this still
applies to town animals, of which there are plentyin the medieval world, rather than people.

WEALTHY

Prerequisite: 1st level character with no other classlevels
You are a rich member of your class. Increase theLifestyle from your Background by one step. The
steps are: Wretched, Squalid, Poor, Modest,
Comfortable, Wealthy, and Aristocratic. Thus, aWealthy Peasant has a Modest Lifestyle and a
Wealthy Landed Noble has an Aristocratic
Lifestyle according to Dungeons & Dragons.
You gain proficiency in one extra skill from the listof General Skills.

You may spend three seasons per year on study oradventuring, as you can pay people to look after
your interests, and these seasons are genuinely
free. Exactly how wealthy you are depends on
your Background; a noble would have at least adozen servants, including some bodyguards, whilea wealthy townsman would have a good houseand maybe three servants. Whatever your class,
you are wealthy enough to afford goods generally
associated with a higher class, and thus risk beinglabeled a vulgar social climber. Wealthy
characters may live at a covenant, but they are notsupported by the covenant. As all Hermetic magi
are supported by their covenant, no magi may
take this feat.
Please see the equivalent Social Status in Ars
Magica Fifth Edition for more details on how theWealthy Virtue may affect your character

WEALTHY LIFESTYLES BY BACKGROUND
Background
Branded Criminal
Clerk
Covenfolk
Craftsman
CustosFailed Apprentice
Gentleman/woman
Hermetic Magus
KnightLanded Noble
Magister in Artibus
Mendicant Friar
MercenaryMerchant
OutcastOutlaw
OutsiderPeasant
PriestRedcapWanderer
Wise One

Flaws
GENERAL FLAWS

Normal Lifestyle
Poor
ModestModestModestModestModestComfortable
Comfortable
Comfortable
Wealthy
Comfortable
Poor
ModestModestPoor
Poor
ModestPoor
Comfortable
ModestModestModestPOOR

Wealthy Lifestyle
Comfortable
Comfortable
Comfortable
Wealthy
Wealthy
Aristocratic
Wealthy
Comfortable
Comfortable
ModestComfortable
Comfortable
Wealthy
Comfortable
Comfortable

Prerequisite: 1st level character with no other classlevelsSpecial: Gain one extra feat upon taking this Flaw
You are a poor member of your social class.
Decrease the Lifestyle from your Background by
one step. The steps are: Wretched, Squalid, Poor,Modest, Comfortable, Wealthy, and Aristocratic.
Thus, a Poor Peasant has a Squalid Lifestyle and a
Poor Landed Noble has a Comfortable Lifestyleaccording to Dungeons & Dragons.
You must work three seasons per year in order tomake ends meet, and can afford only thenecessities of life, as measured by your status.
This also means that you have one fewer season

available for any form of advancement other than
exposure, which is a major hindrance. You cannot
take this Flaw if you are supported by thecovenant. In particular, this Flaw is not available
to magi.
Please see the equivalent Social Status in Ars
Magica Fifth Edition for more details on how the
Poor Flaw may affect your character.

POOR LIFESTYLES BY BACKGROUND
Background
Branded Criminal
Clerk
Covenfolk
Craftsman
CustosFailed Apprentice
Gentleman/woman
Hermetic Magus
KnightLanded Noble
Magister in Artibus
Mendicant Friar
MercenaryMerchant
OutcastOutlaw
OutsiderPeasant
PriestRedcapWanderer
Wise One

Normal Lifestyle
Poor
ModestModestModestModestModestComfortable
Comfortable
Comfortable
Wealthy
Comfortable
Poor
ModestModestPoor
Poor
ModestPoor
Comfortable
ModestModestModestPoor Lifestyle
Squalid
Poor
Poor
Poor
ModestModestComfortable
ModestPoor
Poor
Squalid
Squalid
Poor
Squalid
ModestPoor
Poor

HERMETIC FLAWSDEFICIENT FORMS

Generally, these are taken only by magi Ex
Miscellanea but are available to other magi whowish to take a Hermetic feat and use their humanracial feat for something non-Hermetic.

DEFICIENT TECHNIQUE

BLATANT GIFT

People immediately realize that there issomething strange about you, even if they do notknow you are a magus. Animals are extremely
disturbed, frightened, and possibly enraged byyour presence. You suffer a -3
penalty on all Charisma-based ability checks withnormal people and animals, in addition to having
disadvantage on these rolls due to the effects of
The Gift.

Choose three Forms. The maximum spell levels
that you can learn and your Laboratory Totals
including these Forms are halved.
The maximum spell levels that you can learn andyour Laboratory Totals including a particularTechnique are halved.

DIFFICULT LONGEVITY RITUAL

Something in your magical nature makes it
difficult to create an effective Longevity Ritual foryou. Anyone (including yourself) creating aLongevity Ritual for you must halve their Lab
Total. You may create Longevity Rituals for others
without penalty.

FLAWED PARMA MAGICA

Choose three Forms. Your Parma Magica isdefective and does not provide your proficiency
bonus to saving throws, Armor Class, or magic
resistance against these Forms. However, yournormal saving throw proficiencies and Form
Bonuses are unaffected by this Flaw.

INCOMPATIBLE ARTS
For some reason you are completely unable to use
six combinations of Techniques and Forms, forexample, you may be unable to use Intellego withAnimal, Aquam, Auram, Herbam, Ignem, andTerram or perhaps you cannot use Perdo withAnimal and Herbam, Rego with Mentem andImaginem, or Terram with Creo and Muto. You
may not choose the Forms of Corpus or Vim forthis Flaw.

LIMITED MAGIC RESISTANCE

You are less able to resist magic than other magi.
Choose three Forms. You do not add those Form
Bonuses to your magic resistance, See the section
on Magic Resistance later in this document.

MAGIC ADDICTION

You crave the rush of casting and holding powerover magic. Whenever you cast a spell, you have adifficult time stopping yourself from casting again
and again until you run out of magical power.
Whenever you cast a spell in combat or otherstressful situations you must make a proficientIntelligence ability check against a DC equal to 8 +half the magnitude of the spell (or, if you botched
the spellcasting check, 8 + the magnitude of thespell). If you fail, as your next action you must
either cast a Formulaic spell of at least the samelevel as the previous spell or cast any spontaneous
spell. You must roll another ability check tocontrol your addiction, based on the magnitude of
the spell you just cast, but you get a +3 bonus to
the ability check for every spell you cast after the
first.

NECESSARY CONDITION

In order for your magic to work, you must
perform a specific action while casting any spell.
This should be something simple, such as singing
or spinning around three times. If you cannot
perform the action, you cannot cast spells at all.

PAINFUL MAGIC
Casting spells causes you to suffer the equivalentof one Fatigue level in pain for each spell you cast.

This reduces all your actions by the appropriate
Fatigue penalty, which is cumulative with any
from actual fatigue or injuries (though you do not
suffer any physical damage from pain). You
recover these “pain levels” just like Fatigue levels.

RESTRICTION

You cannot cast spells at all under certain
uncommon conditions. These might refer to yourstate, such as touching the earth directly or having
no beard, or to the target, such as birds or glass, orto your location when you use the magic, such as
on a small boat or in a storm. The Restriction also
applies to effects generated by any enchanted
items you create. Spells cast remain in effect even
if the Restriction comes into play. Thus, if your
Restriction is that you must not have a beard, youcast a spell with Year duration, and then grow abeard, the spell does not fail.

RIGID MAGICYou cannot use vis when you cast spells. Thus,
you cannot increase your Hermetic casting rolls or
cast Ritual magic. You can use vis in thelaboratory.

SHORT-RANGED MAGIC

You must double the spell point cost of spells
whenever you are not touching the target of thespell. Halve your Lab Total when designing aneffect or spell that has a range greater than Touch.
The maximum number of spell points you may use
on an effect remains unchanged (it is still one-fifth
your Lab Total).

SUSCEPTIBILITY TO HOSTILE POWERS

You are especially sensitive to Realms other than
Magic. You suffer twice normal penalties when ina Divine or Infernal Aura and a Faerie Aura
produces penalties as if it were Infernal (without
doubling). This affects the amount of additional
spell points required to cast spells, penalty to theHermetic casting roll, the lowering of your Lab
Totals, and the penalty to your magic resistance.
You must double the number of botch dice inhostile Auras as well.

TWILIGHT PRONE

You either enjoy or cannot help running excessive
amounts of magic through you when you castspells. You must roll to resist Twilight on a single
magical botch, rather than on a double botch likemost magi.

UNSTRUCTURED CASTER

You have never quite mastered the intricacies ofspellcasting, and are unable to perform formulaic
magic without extreme effort. You cast all
formulaic spells as though they were ritual spells(including the need for vis), and you may not learn
ritual spells at all. You cast spontaneous spells
normally.

and neither can you apply these bonuses to yourArmor Class or MR when you are the target of amagical power. Your Parma Magica still gives you
advantage on saving throws versus magic andopponents still suffer disadvantage on spell attackrolls. You would be well advised to keep yourweakness from being discovered by too manypotential enemies.

WASTER OF VISWEAK SPELLCASTER

When you use raw vis you waste one quarter(rounded up) of the pawns you apply. The lost
raw vis does not apply to the magical effect being
enacted but does count toward the total numberof botch dice you must roll if you roll a zero. You
must use a third again as many pawns as usual
when casting a ritual spell. This Flaw applies to all
occasions on which you use vis, including
certamen, laboratory work, and using vis in lieu ofspell points. Wasted pawns count toward the
maximum number you can use at one time.

You are simply not very good at casting spells.
Every formulaic spell of Level 5 or higher you castcosts one additional spell point. Also, you cannot
cast non-fatiguing spontaneous spells (i.e.,cantrips). Furthermore, replace the term “onefifth” with “one-tenth” in all of your Hermetic
casting rolls (see the chapter on Hermetic Magiclater). And lastly, when you raise the effective
level by one magnitude (i.e., five levels) whenenchanting an item you only get a +1 to the castingroll of the effect (instead of the normal +2).

For example, if you would normally use 12 pawns,
you use 16, and 4, one quarter of those you use,
are wasted. If you would normally need 10
pawns, you use 14, because 4 pawns are wasted.

Note; This Flaw combines the Difficult
Spontaneous Magic, Poor Formulaic Magic, andWeak Magic Minor Flaws from Ars Magica Fifth
Edition.

WEAK MAGIC RESISTANCEWEAK SPONTANEOUS MAGIC

Any form of magic resistance you generate ismuch weaker under relatively common
circumstances which are fairly easy for an
opponent to utilize, such as when you are wet or
facing away from the caster of the spell. If theconditions are met, you do not apply yourproficiency bonus from your Parma Magica or
your Form bonus to saving throws against magic

You may not exert yourself when casting
spontaneous magic, so you may only castspontaneous spells if the spell level is equal to orless than your maximum spell level divided by
five. You may still use ceremonial casting to castspontaneous spells up to a level equal to yourmaximum spell level divided by two.

WASTER OF VIS FLAW
Pawns needed:
1
2
3
4
5
6
7
8
9
10
11
12
13

Pawns used:
2
3
4
6
7
8
10
11
12
14
15
16
18

Pawns needed:
14
15
16
17
18
19
20
21
22
23
24
25
26

Pawns used:
19
20
22
23
24
26
27
28
30
31
32
34
35

Chapter Five: Abilities
Instead of Abilities, Dungeons & Dragons uses skills. The Ars Magica Abilities are converted to D&D skills forplay. Consider the Ars Magica Ability score to be equal to either the character’s proficiency bonus (if thecharacter is proficient in the skill) or the character’s expertise bonus (if they have expertise in the skill). See
the table later in this section for the proficiency and expertise bonuses by level.
When the “proficiency bonus” is referred to in this document, an applicable expertise bonus can be used if thecharacter has expertise in the skill. For any Ars Magica formula that calls for an Ability, in most cases you can
substitute the character’s proficiency bonus. Thus, the amount of raw vis that a magus may use in a single
season would be equal to twice the character’s proficiency bonus in Magic Theory (or, of course, twice theexpertise bonus, if applicable).

Specializations
Specializations are not used in the D&D system. However, the proficiency and expertise bonuses alreadyaccount for an additional +1 to the skill score as the proficiency bonus starts at +2.

Abilities with No Score
Skills with no asterisk can be attempted with a proficiency bonus of +0. If a botch could result, check for abotch on a d20 roll of 1 or 2 and apply three extra botch dice as normal. Otherwise, don’t worry about a botch
unless the rules specifically state an adverse effect that happens in the event of a botched Ability roll.

Ability List
Use the skills in the following table instead of the default Dungeons & Dragons skills.

ARS MAGICA SKILLSSkillsGeneral Skills
Animal Handling(Area) Lore*
Athletics
Awareness
BargainCarouseCharm
Chirurgy*
Craft (Type)Etiquette
Folk Ken
Guile
Hunt
Intrigue
Leadership
Legerdemain*
Music

SkillsGeneral Skills (continued)(Organization) Lore
Profession (Type)
Ride
StealthSurvival
Swim
Teaching
Academic Skills
Artes Liberales*
Civil and Canon Law*
Common Law*
Medicine*
Philosophiae*
Theology*

SkillsSupernatural Skills
Animal Ken*
Dowsing*
Enchanting Music*
Entrancement*
Magic Sensitivity*
Premonitions*
Second Sight*
Sense Holiness and Unholiness*
Shapeshifter*
Wilderness Sense*
Arcane Skills
Code of Hermes*
Dominion Lore*
Faerie Lore*
Infernal Lore*
Magic Lore*
Magic Theory*

The table below shows the Mythic Europe skill choices for characters based on their D&D skill proficiencies.
When creating a Mythic Europe character using a normal D&D class, the character’s class skill list allows theArs Magica skill choices shown in the table below. Furthermore, then the character would gain a Dungeon &Dragons skill proficiency (not including weapons, tool proficiencies, languages, and other proficiencies) the
character gains four Ars Magica skill proficiencies. For example, a Mythic companion character with theranger class normally gets to choose three skills from Animal Handling, Athletics, Insight, Investigation,
Nature, Perception, Stealth, and Survival. In Mythic Europe, the character gets twelve skill proficiencies andchooses from Animal Handling, Animal Ken, Artes Liberales, Athletics, Awareness, Dowsing, Hunt, Intrigue,
Magic Sensitivity, Premonitions, Ride, Sense Holiness and Unholiness, Stealth, Survival, Swim, and Wilderness
Sense. There are no special feats needed to gain skills associated with Minor Supernatural Virtues from Ars
Magica when using the Dungeons & Dragons system. Ars Magica Supernatural Abilities associated with Major
Supernatural Virtues require a feat to be able to gain proficiency in the appropriate skill.

DUNGEONS & DRAGONS SKILLS IN MYTHIC EUROPE
Dungeons & Dragons Skill
Acrobatics
Animal Handling
ArcanaAthletics
Deception
History
Insight
Intimidation
Investigation
Medicine
NaturePerception
Performance
Persuasion
Religion
Sleight of Hand
StealthSurvival

Ars Magica Abilities
Athletics
Animal Handling, Animal Ken*, Ride
Dominion Lore*, Faerie Lore*, Infernal Lore*, Magic Lore*, Magic
Theory*Athletics, Swim
Guile
(Area) Lore*, (Organization) Lore, Civil and Canon Law*, Common
Law*, Code of Hermes*
Intrigue
Leadership
Artes Liberales*, Awareness
Chirurgy*
Animal Ken*, Dowsing*, Wilderness Sense*
Awareness, Dowsing*, Magic Sensitivity*, Premonitions*, Second
Sight*, Sense Holiness and Unholiness*
Carouse, Enchanting Music*, Music, Teaching
Bargain, Charm, Etiquette, Folk Ken
Philosophiae*, Theology*
Legerdemain*
StealthDowsing*, Hunt, Survival, Wilderness Sense*

The Ars Magica combat Abilities, to include Bows, Brawl, Finesse, Great Weapon, Parma Magica, Penetration,
Single Weapon, Thrown Weapon are represented by the Proficiency Bonus in Dungeons & Dragons. (Dead
Language)* and (Living Language)* are covered by the languages rules of D&D. The Craft (Type) Ability is
typically covered by tool proficiencies in D&D. Profession (Type) is covered by the D&D Background andClass of each character.

Allocating one skill choice to an Ars Magica Ability allows the character to use the proficiency bonus on ability
checks that fall within the skill in question. Allocating two skill choices to a single skill grants the expertisebonus instead. To continue with the example above, our 1st level ranger companion could put two of her
twelve skill choices in Wilderness Sense and get the expertise bonus of +4 when making Wilderness Sense
ability checks.

PROFICIENCY AND EXPERTISE BONUSES BY CHARACTER LEVEL
Level
1Proficiency Bonus+2

Expertise Bonus
+4

2

+2

+4

3

+2

+5

4

+2

+5

5

+3

+6

6

+3

+6

7

+3

+7

8

+3

+7

9

+4

+8

10

+4

+8

11

+4

+9

12

+4

+9

13

+5

+10

14

+5

+10

15

+5

+11

16

+5

+11

17

+6

+12

18

+6

+12

19

+6

+13

20

+6

+13

If a character gains the Skilled feat, that character will get three tools of their choice, three Ars Magica skills of
their choice or any combination. The four-to-one ratio only affects character generation.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

62
173

Chapter Six: Covenants
There are a few changes below for Dungeons & Dragons, but most of this section in Ars Magica Fifth Edition
can be used unaltered as it is a “self-contained” system for the most part.

SPECIALISTS
Use these formulae:
TEACHER COST: Charisma modifier + Teaching proficiency bonus + Highest proficiency bonus
among relevant skills
SPECIALIST COST: Highest proficiency bonus among relevant skills
The table below is based on the Advancement Times found in the Long-Term Events section of this document.

SCORE LIMITS
Age
Under 20
21 – 26
27 – 31
32 – 43
44 – 62
63 – 79
80 – 102
103 – 122
123 – 172
173+

Maximum Character Level
2nd
4th
6th
8th
10th
12th
14th
16th
18th
20th

Maximum Expertise Bonus
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13

Hooks
These are the most important sources of adventure for your D&D campaign. This section probably is themost important out of the whole book as it will define your entire campaign.

Boons
These will also affect your campaign play.

The Covenant in PlayThis is what the D&D adventures will be all about. Consult the Covenants sourcebook for even more details.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Dungeon Master’s Guide

68
128

Chapter Seven: Hermetic Magic
The Gift
As stated elsewhere, The Gift causes disadvantage on all Charisma-based ability checks (but not Charismabased attack rolls or saving throws). The Gentle Gift feat eliminates the disadvantage while the Blatant Gift
Flaw imposes an additional -3 penalty on these checks.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

75
178

First Impressions
Whenever a group containing one or more magi attempts to interact with creatures that would be affected by
The Gift, the Dungeon Master should have the party make a “reaction check” (like in the old days). The groupshould choose a spokesman for the party. This is a Charisma ability check using the appropriate skill (such as
Etiquette or Folk Ken). Assuming the spokesman does not have The Gift, this Charisma ability check is
without disadvantage; the tables below account for the effects of The Gift. For first impressions, choose theworst variation of The Gift from among the magi in the party and consult the tables below. These tables could
be used a number of times until the party establishes a positive relationship with the NPCs.

FIRST IMPRESSIONS – GENTLE GIFT
DC
0
10
20

Reaction
The NPC offers no help, but does no harm.
The NPC grudgingly offers shelter for a few night, and does as asked as long as no risk or
sacrifice is required.
The NPC provides whatever minor aid or service is asked, but balks at any larger requests.

FIRST IMPRESSIONS – THE GIFT
DC
0
10
20

Reaction
The NPC offers no help, and bids the company leave immediately.
The NPC grudgingly offers shelter for one night, but nothing more.
The NPC grudgingly offers shelter for a few night, and does as asked as long as no risk or
sacrifice is required.

FIRST IMPRESSIONS – BLATANT GIFT
DC
0
10
20

Reaction
The NPC opposes the company’s actions and thwarts them if possible. Shelter is refused.
The NPC offers no help, and bids the company leave immediately.
The NPC grudgingly offers shelter for one night, but nothing more.

Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
AME Player’s Guide

76
195

Established Relationships
Established relationships allow for better reactions. Use the tables below.

ESTABLISHED RELATIONSHIP – GENTLE GIFT
DC
0
10
20

Reaction
The NPC greets the party warmly, and will make minor sacrifices and honor small requests.
The NPC accepts a significant risk to aid the party, if needed. The party is treated ashonored guests.
The NPC does whatever the party asks, as long as the request are not outrageous or
suspicious. The party is welcomed as the NPC’s closest kinfolk and given every comfort andhonor that can be mustered.

ESTABLISHED RELATIONSHIP – THE GIFT
DC
0
10
20

Reaction
The NPC does as asked, as long as there is no prospect of sacrifice or peril. Shelter is freely
offered.
The NPC greets the party warmly, and will make minor sacrifices and honor small requests.
The NPC accepts a significant risk to aid the party, if needed. The party is treated ashonored guests.

ESTABLISHED RELATIONSHIP – BLATANT GIFT
DC
0
10
20

Reaction
The NPC offers no help, but does no harm.
The NPC grudgingly offers shelter for a few night, and does as asked as long as no risk or
sacrifice is required.
The NPC provides whatever minor aid or service is asked, but balks at any larger requests.

Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
AME Player’s Guide

76
195

The Hermetic Arts
The Form Bonus is used as part of the overall Magic Resistance Bonus of magi. Each Form Bonus is equal to
the Form score divided by five, rounded up. This bonus is applied to Magic Resistance and also saving throws
against mundane sources of effects and damage. This bonus also applies to Armor Class against magicalattacks that fall under the Form.
FORM BONUS = one-fifth your Form score (rounded up)
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
None

77

Techniques
Creo: This Technique is similar to the magic
schools of Conjuration, Evocation, and Illusion in
D&D.
Intellego: This Technique is similar to the magic
school of Divination in Dungeons & Dragons.

Auram: The Auram Form Bonus can be applied tolightning and thunder damage types.
Corpus: The Corpus Form Bonus can be applied
to the necrotic damage type.

Muto: This Technique is similar to the magic
schools of Enchantment and Transmutation in
D&D.

Herbam: The Herbam Form Bonus can be applied
to the bludgeoning, piercing, poison, and slashingdamage type when the source is vegetable innature.

Perdo: This Technique contains elements of themagic schools of Illusion and Necromancy in D&D.

Ignem: The Ignem Form Bonus can be applied tothe cold and fire damage types.

Rego: This Technique contains elements of themagic schools of Abjuration and Enchantment in
D&D.

Imaginem: The Imaginem Form Bonus can beapplied to many spells from the school of Illusion
in D&D.

Forms

Mentem: The Mentem Form Bonus can beapplied to the psychic damage type.

Animal: The Animal Form Bonus can be applied
to the poison damage type when the source isanimal in nature.

Terram: The Terram Form Bonus can be applied
to the bludgeoning, piercing, and slashing damage
type when the source is mineral or metal innature.

Aquam: The Aquam Form Bonus can be applied
to the acid damage type and also the poison
damage type if the source is a liquid that is notanimal or vegetable in nature.

Vim: The Vim Form Bonus can be applied to theforce and radiant damage types.

Limits of Magic
Hit points represent a combination of physical and mental durability, the will to live, and luck (Player’s
Handbook, page 196). Hermetic magic cannot restore hit points as this falls under The Limit of Energy.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

80
196

Raw VisRaw vis can be used to boost casting rolls, enchant magical items, and substitute for costly spell components
in Dungeons & Dragons spells. Vis is attuned to a particular Technique or Form.

Casting Spells
In Dungeons & Dragons, Hermetic spells are cast by spending spell points and making an attack roll against
the target’s magic resistance (MR). The attack roll is made with a d20 (like all D&D attack rolls). The
formulae are shown in each section below.
If the d20 attack roll result is a natural ‘1’ or ‘2’ (i.e., the number shown on the die face) then check for aspellcasting botch. A magus may never spend more than one-fifth their Lab Total in spell points on a spell
falling under that Technique and Form combination. A natural ‘1’ always results in a failed penetration whilea natural ‘20’ means penetration regardless of the target’s magic resistance.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Dungeon Master’s Guide81
288

Spell Basics
This section remains the same.

Formulaic Magic
The spell point cost for a Formulaic spell is equal to its magnitude with the exception that spells of Level 1 toLevel 4 do not cost spell points. If a stress die is called for, check for a botch with a d10 as noted above.
FORMULAIC SPELL POINT COST = 0 (for Levels 1 to 4)
FORMULAIC SPELL POINT COST = Spell Magnitude (for Levels 5+)
FORMULAIC HERMETIC CASTING ROLL = d20 + your proficiency bonus + one-fifth (Lab Total – Spell’s Level)
CASTING ROLL DC = target’s magic resistance score (MR)Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Dungeon Master’s Guide

81
288

Ritual Magic
The spell point cost for a Ritual spell is equal to its magnitude. However, this spell point cost is reduced by
one-fifth of the sum of the character’s Artes Liberales proficiency bonus plus their Philosophiae proficiency
bonus (rounded down). Always check for a botch, as Ritual spells require a stress die. Casting a Ritual spell
results in gaining one Level of Exhaustion in D&D.
RITUAL SPELL POINT COST = Spell Magnitude – one-fifth (Artes Liberales + Philosophiae)
HERMETIC RITUAL SPELL CASTING ROLL = d20 + your proficiency bonus + one-fifth (Lab Total – Spell’s Level+ Artes Liberales + Philosophiae)
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

81291

Spontaneous Magic
Fatiguing Spontaneous magic will be referred to as “Spontaneous Magic” and Non-Fatiguing Spontaneous
magic will be referred to as “Cantrips” in this section.
A Spontaneous magic spell costs a number of spell points equal to twice the magnitude of the spell. Since
magi cannot cast a spell using more spell points than their Lab Total, this means that Spontaneous magic
spells are naturally limited to one-half the maximum spell level of that Technique and Form combination.
Check for a botch as usual.
SPONTANEOUS SPELL POINT COST = Twice the Spell Magnitude
HERMETIC SPONTANEOUS SPELL CASTING ROLL = d20 + your proficiency bonus + one-fifth (Lab Total– 2 × Spell’s Level)
A Cantrip costs no spell points to cast. A spell can be cast as a Cantrip only if one-fifth the Lab Total of themagus equals or exceeds the spell’s level. In other words, the maximum level of a Cantrip is one-fifth the
maximum spell level that magus can learn and cast given the Technique and Form combination.
CANTRIP SPELL POINT COST = 0
HERMETIC CANTRIP CASTING ROLL = d20 + your proficiency bonus + one-fifth (Lab Total – 5 × Spell’s Level)Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

81
288

Penetration Total
Instead of a Penetration Total, Dungeons & Dragons uses the Hermetic casting roll as an attack roll versus thetarget’s magic resistance to determine if a spell has penetrated. If the Hermetic casting roll result equals or
exceeds the target’s magic resistance score (MR) then the spell has its full effects (the spell penetrated magic
resistance). If the Hermetic casting roll is lower than the target’s MR, the spell has no effect (magic resistance
stopped the spell).
Magic resistance (MR) acts as a maga’s or creature’s “magical Armor Class” and provides the DC for theHermetic casting roll. The Might penetration roll is analogous to the Hermetic casting roll and is the attackroll that creatures with Might use when attempting to penetrate magic resistance. See the Bestiary section for
more details on the Might Bonus.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition

82

Concentration
For Dungeons & Dragons, the concentration roll is a proficient Constitution ability check.
CONCENTRATION ROLL = d20 + Constitution modifier + your proficiency bonus
The Dungeons & Dragons Difficulty Classes from the Concentration Table are given below.
Situation
Single Situation
Still
Walking
Running
Dodging
JostledSudden noise of flash of light
Knocked down
Damaged this round

Difficulty Class
0
5
15
20
15
15
20
25

Continuing Situation
Answering a single easy yes/no question
Conversation
Casting another spell
Maintaining another spell
InjuredArs Magica Reference:
Dungeons & Dragons Reference:

20
25
25
20 + 3 for each spell beyond second-5 times the total wound penalty

Ars Magica Fifth Edition
Player’s Handbook

82
173

Spellcasting Options
All Spells
USING RAW VISThe limit on vis use in spellcasting remains equal to the maga’s score in the Art of the vis. In Dungeons &Dragons, vis can be used for two purposes: to act as spell points to cast the spell and to increase the Hermetic
casting roll result. One pawn of vis matching either the Technique or the Form of the spell being cast can beused as one spell point (i.e., the magus sacrifices the pawn and pays one less spell point to cast the spell). One
pawn of vis is required to raise the casting roll result by one.
VIS USED AS SPELL POINTS: One pawn of vis converts to one spell point
VIS USED TO BOOST THE HERMETIC CASTING ROLL: One pawn of vis for every +1

Non-Ritual Spells
WORDS AND GESTURES
Using non-standard words and gestures to cast a Hermetic spell carries with it additional spell point costs
and casting roll penalties. The total increase to spell point cost is found by adding the additional costs forboth words and gestures. Thus, casting a spell silently without movement would cost an additional threespell points and apply a -3 to any Hermetic casting roll.
Words
Loud
Firm
Quiet
None

Spell Point
Cost
+0
+0
+1
+2

Casting
Roll
+0
+0
-1
-2

Voice Range
150 feet
50 feet25 feet0 feetGestures
Exaggerated
Bold
SubtleNone

Spell Point
Cost
+0
+0
+0
+1

Casting
Roll
+0
+0
-1
-1

Spontaneous Spells
FAST CASTING
As a reaction, a magus can attempt to cast a spell in response to some other event. In combat, the magus mustbeat or tie the initiative of the creature he wishes to interrupt. This is not a new initiative roll, but is called
fast casting speed.
FAST CASTING SPEED = d20 + your Dexterity modifier + your proficiency bonus
If the magus is successful, he may cast the spell using a firm voice and bold gestures. The magus may attempt
additional fast casting reactions but takes a cumulative -6 penalty on the fast casting roll each additional time.
Fast casting in this way requires additional spell points and increases the number of botch dice.
FAST CAST SPELL POINTS = +2 spell points
FAST CAST CASTING ROLL PENALTY = -2
FAST CAST BOTCH DICE = +2 botch dice
The formula for determining an effect’s Form becomes:
DETERMINING FORM OF MAGICAL EFFECT = d20 + your Wisdom modifier + Awareness vs. 25 – magnitude
Otherwise, follow all of the rules found in Ars Magica Fifth Edition regarding fast casting.

CEREMONIAL CASTINGIn Dungeons & Dragons ceremonial casting of a spontaneous spell allows the magus to reduce the spell point
cost of the spontaneous spell by an amount equal to one-fifth of the sum of the character’s Artes Liberales
proficiency bonus plus their Philosophiae proficiency bonus (rounded down). The spell point cost of the
spontaneous spell is equal to twice its magnitude minus the reduction gained from Artes Liberales andPhilosophiae. This may allow the magus to cast a spontaneous spell they could not normally manage (asthese two skills reduce the spell point cost, leaving some room for a heightened effect, up to the maximum
spell points the character can spend on that Technique and Form combination). Additionally, for every fifteen
minutes extra the magus performs rituals to invoke the power of natural magic over that required for thespell itself, the Hermetic casting roll gets a +1 bonus.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
None

82

Arcane Connections
The rules for Arcane Connections remain the same.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
None

84

Penetration
Instead of multiplying penetration by the bonuses, simply add the bonuses to the Hermetic casting roll, if
applicable. For example, having an Arcane Connection which lasts indefinitely (+4) along with the target’s
horoscope for today (+1) would add a total of +5 to the Hermetic casting roll.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
None

84

Magic Resistance
In Dungeons & Dragons, the magic resistance of magi is converted into a score analogous to Armor Class. The
overall magic resistance is calculated as:
MAGIC RESISTANCE (FORM) = 10 + Parma Magica Bonus + Form Bonus
The Parma Magica bonus is the maga’s proficiency bonus and the second term represents the magic
resistance due to the character’s Form score (the Form Bonus is used for this in D&D).
Each of these bonuses is used by magi when confronted with D&D magical effects. The overall saving throw
bonus of a maga facing a magical threat is:
D&D SAVING THROW BONUS = Ability modifier + Parma Magica Bonus + Form Bonus
The proficiency bonus (Parma Magica Bonus) is always added because a magus protected by the Parma
Magica is considered to be proficient in all saving throws against magic. However, this proficiency does notextend to effects in Hermetic spells that call for a saving throw (such as the Strength saving throw in Weaver’s
Trap of Webs for example) but normal D&D saving throw proficiencies do count.
Likewise, the Armor Class of a maga under attack by a magical effect requiring a spell attack roll is:
D&D ARMOR CLASS = Base Armor Class + Parma Magica Bonus + Form Bonus
A character’s base Armor Class is derived from any armor worn, shield carried, Dexterity bonus, etc. The
character’s magic resistance bonuses are added to this Armor Class if the character is the target of a magicaleffect requiring a spell attack roll.
Saving throws against effects that appear in normal Dungeons & Dragons follow the rules in D&D. The exact
saving throw ability is specified for each effect in D&D and a character or creature will either have proficiency
in that saving throw or they will not. The Dungeon Master will determine which Form Bonus applies for eachattack. Grogs, companions, magi, and all other creatures get their normal D&D saving throws against“naturally occurring” D&D effects. Characters without magic resistance, however, are always affected bymagic. The Dungeon Master should determine if any given effect allows a creature with no magic resistanceto make a saving throw.

For Ars Magica effects, like Hermetic spells, the rules are bit different. In general, only magi and creatureswith Might have magic resistance. Grogs, companions, and normal mundane people normally cannot resist
the effects of Hermetic magic (unless they have True Faith, divine protection, etc.). This means that acharacter’s saving throw proficiencies are not effective against Hermetic magic (since they don’t get a normal
saving throw versus Hermetic magic). Creatures with Might (which is, for the most part, every D&D creaturethat isn’t a normal animal or normal person) must rely on their magic resistance when confronted with
Hermetic magic (as there are no saving throws against Hermetic magic). However, if a Hermetic spell
description calls for a saving throw or ability check, these are made normally (as magic resistance has alreadyhad a chance to stop the effect). Thus, grogs, companions, magi, and creatures with Might can make thesaving throws and ability checks detailed in Hermetic magic spells, even if those spells automatically affectthem (see spells like Mighty Torrent of Water and other examples).
The magical powers of creatures with Might should always be successful; targets without magic resistanceshould have no chance to avoid the effects. In D&D terms, this means that creatures without magic resistancewould always fail the D&D saving throw to avoid the magical effect. Treat this failure as being one less than
the required DC (i.e., the result is the DC of the effect minus one). However, this automatic failure is only formagical effects. If the Dungeon Master determines that an effect is “natural” then the normal saving throwshould be allowed.
Magic Resistance for creatures with Might is detailed in the Bestiary section below. A creature with Might has
a bonus to saving throws versus magic equal to one-fifth its Might or one-half its Challenge.
To summarize:• Grogs and companions always fail saving throws against D&D magical effects (by one point). Grogs andcompanions are also always affected by Hermetic magic. Grogs and companions are allowed the saving
throws to resist effects as described in the spell details. Grogs and companions get their normal saving
throws against all non-magical effects. The magical powers of creatures with Might always affect grogs andcompanions.
• Magi with Parma Magica are proficient with all magic saving throws against D&D effects and haveadvantage on those saving throws. Magi are allowed all saving throws against both magical and nonmagical effects in D&D. Hermetic spells and magical powers of creatures with Might must penetrate theParma Magica before affecting a magus.
• Creatures with Might make all D&D saving throws normally. If the stat block says they have magic
resistance, they have advantage on saving throws versus magic. Creatures with Might have MR equal to 10
plus their Might Bonus. The Might roll (to penetrate magic resistance) is equal to d20 + Might Bonus vs.
target’s MR. Grogs and companions are not allowed saving throws against the magical powers of creatureswith Might. Magi must rely on their magic resistance and do not get these saving throws either.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
AME Player’s Guide

85
179

Parma Magica
It is assumed that every magus is proficient with Parma Magica, so it is not listed as a possible skill choice.
Full details of the Parma Magica are listed in the magus class description.
To bypass magic resistance, an aggressor would have to aim the spell (see Aiming below).
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
AME Player’s Guide

85
189

Awareness of Attack
This section remains unaltered.

The Functioning of Magic ResistanceThis works a bit differently in Dungeons & Dragons since magic resistance expresses itself as a number ofbenefits depending on the source of the magical effects. However, the spirit of magic resistance in the
campaign setting should remain the same. It should be noted that D&D magical weapons, such as alongsword +1, will not be completely blocked by the Parma Magica. It is assumed that these magical weapons
are created with enough penetration to be effective. However, a target would still get their Parma Magica
magic resistance bonus to their Armor Class (and their Terram Form Bonus in the case of a metal sword).
Magic resistance is not an “all or nothing” proposition in Dungeons & Dragons. There is always a chance toaffect a target protected by magic resistance and there is always a chance for a target to resist no matter how
much “penetration” the effect has. This is due to the fact that a natural ‘1’ on a d20 roll is always a failure for
an attack roll and a natural ‘20’ is always a success for an attack.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
None

85

AimingTo cast a spell that indirectly affects a target, have the player make an attack roll using the following bonus:
AIMING ATTACK ROLL = d20 + your Wisdom modifier + Proficiency Bonus vs. target’s Armor ClassThe Finesse bonus of the magus is represented by the Proficiency Bonus. It is assumed that all magi are
proficient in Finesse, so this is not listed as a skill choice for characters to take. The Armor Class of the target
is the mundane Armor Class, that is, the AC that has not been enhanced by any magic resistance. Typically,
this will be the “normal” Armor Class as calculated in the Dungeons & Dragons rules (and not the “magical”
AC as calculated using Might, Parma Magica, or Form Bonuses).
Ars Magica Reference:
Dungeons & Dragons Reference:

SigilsThis section remains the same.

Ars Magica Fifth Edition
AME Player’s Guide

86
189

Spell Mastery
Spell Mastery special abilities can be gained as a result of advancing in the magus class and taking theMastered Spells Hermetic Virtue or by virtue of having the Flawless Magic feat. A third way to gain Spell
Mastery is by allocating a skill selection to a single spell. The number of special abilities you have for thatspell will be equal to your proficiency bonus (or expertise bonus if you take expertise with the spell).
The number of Spell Mastery special abilities you possess for a spell acts as the Ars Magica Mastery Ability foryour spell. This means that for your mastered spells, you subtract a number of botch dice for that spell equal
to the number of Spell Mastery special abilities you have for that spell. For every five special abilities you
have with a spell, the spell point cost is reduced by one.
MASTERY SCORE = Number of Mastery Special Abilities
REDUCTION FROM NUMBER OF BOTCH DICE = Mastery Score
SPELL POINT COST REDUCTION = one-fifth the Mastery Score (rounded down)

Mastered Spell Special Abilities
FAST CASTING
The maga may Fast Cast the mastered spell
according to the rules for Fast Casting
Spontaneous spells.

MAGIC RESISTANCE
Your Magic Resistance Bonus is doubled against
the mastered spell, and against any spells or
powers that count as similar. Your MR against
this, and any spells and power that count assimilar, is:
MAGIC RESISTANCE (SPECIFIC SPELL) = 10 + 2 ×(Parma Magica Bonus + Form Bonus)

MULTIPLE CASTING

You can cast several copies of a single masteredspell at the same time so that it affects more
people, objects, or areas (as applicable) thannormal. A single target may also be affected morethan once. You may cast a number of additional
copies of the spell equal to or less than your
Mastery Score.
The full spell point cost of each copy must be
spent.

Subtract the total number of discrete targets fromany Aiming rolls that are required. Even if all
spells are directed at the same target, a –1 applies.
The Dungeon Master can further penalize or
prohibit multiple casting that is especially difficult,such as casting two spells in opposite directions.

PENETRATION
The maga’s Mastery Score is added the Hermetic
casting roll.

QUIET CASTING
The additional spell point cost and Hermetic
casting roll penalty for casting a spell quietly orwith no voice is reduced by one. A maga may takethis ability twice. If she does so, she can cast thespell silently without an additional spell point costor Hermetic casting roll penalty.

STILL CASTING
The maga can cast the spell without gestures
without spending an additional spell point or
suffering the Hermetic casting roll penalty.

Books on Spell Mastery
Books on Spell Mastery may be studied as a Downtime Activity.

Dangers
Botches
If a spell requires a stress die in Ars Magica, the potential for a botch is determined in D&D by the d20
Hermetic casting roll. On a natural result of ‘1’ or ‘2’, check for a potential botch using the number of botch
dice specified by the Ars Magica rules. If a magus gains two or more Warping Points from a single spell botch,
he may enter Wizard’s Twilight.
Additional botch suggestions for Dungeons & Dragons can be found on page 104 of the Player’s Handbook.

Warping
Magi gain one Warping Point for every zero on the botch dice when they botch a spell.

Wizard’s Twilight
Adjudicate Wizard’s Twilight using the normal Ars Magica rules with the following changes.

ENTERING TWILIGHTTWILIGHT AVOIDANCE: Constitution modifier + proficiency bonus + Vim Form Bonus + stress die-vs.Warping Score + Number of Warping Points gained + Enigmatic Wisdom proficiency bonus+ local aura + stress die (no botch)

COMPREHENDING TWILIGHTTWILIGHT COMPREHENSION: Intelligence modifier + Enigmatic Wisdom proficiency bonus + stress die-vs.Warping Score + stress die
BOTCH DICE: 1 + 1 per Warping Point gained to trigger the Twilight

DURING TWILIGHT
Use the rules in Ars Magica Fifth Edition.

EFFECTS OF TWILIGHT
For good effects, the maga can gain a Twilight Scar, a new Hermetic Virtue from the magus class features list,a new spell, or perhaps even a point to add to an Art score.
For bad effects, the maga can gain a Twilight Scar, gain a new Flaw of some sort (determined by the DM), losea known spell, or lose one point in an Art.

TWILIGHT EXAMPLE
The example in the rule book holds, but Darius would probably lose one point in the Art of Corpus and still
get the Twilight Scar.

Certamen
Run certamen as written in Ars Magica Fifth Edition with the following changes to totals.
INITIATIVE TOTAL: Dexterity modifier + Proficiency Bonus + Stress Die
ATTACK TOTAL: Charisma modifier + Technique or Form + Stress Die
DEFENSE TOTAL: Wisdom modifier + Form or Technique + Stress Die
ATTACK ADVANTAGE: Attack Total – Defense Total (if Attack Total is higher)
WEAKENING TOTAL: Intelligence modifier + Penetration + Attack Advantage
RESISTANCE TOTAL: Constitution modifier + Parma Magica
Penetration and Parma Magica will normally be the combatant’s proficiency bonus.

CERTAMEN DAMAGE TABLE
Weakening Total – Resistance Total0
1–5
6 – 10
11 – 15
16 – 20
21 – 25
26 – 30
31 – 35
36 – 40
41 – 45
46 – 50
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
None

Fatigue Levels Gained
None
1
2
3
4
5
6
7
8
9
10
89

Mysteries
Bjornaer: The Heartbeast
The heartbeast should be a naturally occurring beast that has a Challenge of 1 or less. Those from theMonster Manual are listed below. A Bjornaer magus can cast spells while in the form of their heartbeast, butthey cannot speak or make appropriate gestures, and thus all spells should cost three additional spell points
to cast. The roll for attempting to assume natural form is converted to a Constitution (Heartbeast) ability
check against a DC equal to 5 + the magnitude of the transforming magic.
Creature
Ape

Challenge
1/2

Page
317

Creature
Hyena

Challenge
0

Page
331

Baboon0318

Jackal0331

Badger

0

318

Lion

1

331

Bat
Black Bear0318

Lizard

0

332

1/2

318

Mastiff

1/8

332

Boar

1/4

319

Owl

0

333

Brown Bear1

319

Panther

1/4

333

Camel

1/8

320

Poisonous Snake

1/8

334

Cat

0

320

Pony

1/8

335

Constrictor Snake

1/4

320

Quipper

0

335

Crab

0

320

Rat

0

335

Crocodile

1/2

320

Raven

0

335

Deer

0

321

Reef Shark

1/2

336

Draft Horse

1/2

321

Riding Horse

1/4

336

Eagle

0

322

Tiger

1

339

Elk

1/4

322

Vulture

0

339

Frog

0

322

Warhorse

1/2

340

Goat

0

330

Weasel

0

340

Hawk

0

330

Wolf

1/4

341

Criamon: The Enigma
Use the rules in Ars Magica for the Enigmatic Wisdom skill keeping in mind that most checks will be Wisdom(Enigmatic Wisdom) ability checks versus a Dungeons & Dragons Difficulty Class.

Merinita: Faerie Magic
Use the rules in Ars Magica as-is for Faerie Magic.

Verditius: Verditius Magic
Consider a Verditius maga’s Craft Ability to be her proficiency bonus in the appropriate artisan’s tools. For
Verditius Runes, consider the Philosophiae Ability to be the maga’s proficiency bonus in Philosophie. Allother rules remain the same.

Chapter Eight: Laboratory
Basic Laboratory Activities
The Laboratory Total is equal to:
LAB TOTAL (TEFO): Technique + Form + Intelligence modifier + Magic Theory + Aura Modifier
The Technique and Form terms are the character’s scores in both. The Intelligence modifier is the D&D bonus
or penalty derived from the Intelligence ability score. Magic Theory refers to the maga’s proficiency orexpertise bonus in the Magic Theory skill. The Aura Modifier refers to the normal Ars Magica Aura Modifier(not the modifiers for the D&D rules found later in the Realms section).

Creating a Laboratory
These rules remain the same. You need to be a 5th level magus and have proficiency in Magic Theory or be amagus of any level with Expertise (Magic Theory) to get the minimum Magic Theory score for setting up alaboratory.

Arcane Studies
See the Experience and Advancement section later to see how this is converted in Dungeons & Dragons.

Fixing Arcane Connections
This process remains the same.

Vis
VIS EXTRACTION
These rules remain the same.

VIS USEThe seasonal vis limit is equal to the maga’s Magic Theory bonus (either proficiency or expertise) times two
pawns per season.

Spells
These rules remain as-is for Dungeons & Dragons.

Magical Enchantments
Most of these rules remain as-is with no changes for D&D. There is one change for Effect Modifications andsome notes for Using Enchanted Devices.

EFFECT MODIFICATIONS
The base Hermetic casting roll modifier is +0. This means that when the effect is initiated, the Hermetic
casting roll is a d20 roll with no bonus. For every magnitude (i.e., five levels) you add to the effect level,
increase the modifier to the Hermetic casting roll by +2.

Using Enchanted Devices• Effects produced by enchanted devices have a Hermetic casting roll bonus of +0 unless the enchanter has
increased this under Effect Modification above. The user’s proficiency bonus is not added to the Hermetic
casting total.
• All Targeting rolls follow the rules for Aiming above. Non-magi use only their Wisdom modifier and do notgain the proficiency bonus to the roll unless they somehow earn proficiency in Finesse (expertise is notavailable for this).
• Effects from enchanted items do not require spell points for activation.

Similar Spells
This section remains the same.

Longevity Rituals
The vis cost for Longevity Rituals must account for longer-lived fantasy races.
LONGEVITY RITUAL VIS COST (PAWNS) = Age of magus ÷ (5 × racial aging multiplier)
The racial aging modifiers are detailed in the Aging section later in this document. However, most nonhumans would probably not engage in Longevity Rituals.

Laboratory Texts
These are the much coveted “spell books” of Dungeons & Dragons and allow magi to quickly invent spells.

Using Laboratory Texts
The rules of this section remain the same.

Writing Laboratory Texts
Consider every magi to have Latin 5 for this section. Also for the Profession (Scribe) Ability use thecharacter’s proficiency bonus in either the Profession (Scribe) skill or in calligrapher’s supplies.

Translating Laboratory Texts
Consider every magus to have Latin 5 for this section.

The Laboratory in Play
Laboratory details should be created by the character. See the Covenants sourcebook for inspiration.

Multiple Laboratory Activities
These details and rules remain the same.

Help in the Laboratory
A laboratory assistant will add their D&D Intelligence modifier and their D&D Magic Theory proficiency
bonus to the primary researcher’s Lab Total.

Distractions from Lab Work
This still applies.

Familiars
These rules remain mostly the same with some allowances for Dungeons & Dragons.

Finding and Befriending an AnimalThis remains the same.

Enchanting the Familiar
This paragraph still applies.

The Initial Bond
To determine a potential familiar’s Ars Magica Size, use the Size charts in Ars Magica Fifth Edition, page 192;
Houses of Hermes: Mystery Cults, page 39; Realms of Power: Faerie, page 49; Realms of Power: Magic,
page 140; and possibly other sources.
FAMILIAR BONDING LAB TOTAL: Appropriate Technique + appropriate Form + Intelligence modifier+ Magic Theory proficiency bonus + Aura Modifier
The Aura Modifier is the normal Ars Magica modifier, not the D&D modifier shown in the Realms section
later. To find the familiar’s default Magic Might for the Familiar Bonding Level formula, consult the Challenge
and Might table later in this document.

THE THREE CORDS
Use the rules in this section with the following changes.

THE GOLDEN CORD
This score continues to subtract from botch dice when using magic.

THE SILVER CORD
This score continues to provide a bonus to Personality Traits (if used in the game). It also provides a bonus to
D&D saving throws against mental magic (the Dungeon Master will determine when this applies). It also adds
to ability checks when attempting to see through natural mental influence like intimidation or verbal trickery.
Continue to use the stress die roll when the maga’s mind is overcome by another force (do not convert this toa d20 roll).

THE BRONZE CORD
Apply this score to the Armor Class of the magus. Apply it to Ars Magica Recovery Total (see the Obstacles
section later). This score is also used as a bonus to withstand deprivation and to resist aging.

The Bound Familiar
The familiar gains a score of Intelligence 4 if it did not previously have human intelligence. The familiar uses
its own Magic Resistance Bonus (as detailed in the Bestiary section) of the Form Bonus of its maga but not
both. The maga can use the familiar’s Magic Resistance Bonus or his own Parma Magica bonus (which is themaga’s proficiency bonus) but not both.

Empowering the Bond
This section remains the same.

The Familiar in PlayThis remains as written.

The Participation of Other Players
This can be used as needed.

Apprentices
Finding Your Apprentice
For every season spent searching for a potential apprentice, make a Wisdom ability check against DC 20 if you
do not wish to have an adventure associated with finding an apprentice.

Training Your Apprentice
Since an apprentice requires one season of training each year for 15 years, this would indicate that theapprentice must earn 7,500 D&D experience points to become a full magus (at a rate of 500 XP per season,
which occurs once per year). You do not need to use the advanced systems in this document listed in theLong-Term Events section. Just award an apprentice 500 XP for every season of instruction. The Dungeon
Master can “prorate” an apprentice’s advancement, or you can use the table below for the apprentice “preclass.” This class gives you everything you would normally get from choosing the magus class at 1st level andtaking the Hermetic Magus Background.

THE APPRENTICE
Basic
Art
Score
0

Spell
Levels
Known
0

Spell
Points0Latin 0

0

0

0

+0

Latin 1

0

0

0

+0

+0

Latin 2

0

0

0

+0

+0

Latin 3

0

0

0

500

+0

+1

Magic Theory

0

0

1

7

1,000

+0

+1

Latin 4

0

0

1

8

1,500

+0

+1

Latin 5

0

0

1

9

2,000

+0

+1

Artes Liberales

0

5

1

10

2,500

+0

+1

Increased Hit Die

0

10

1

11

3,000

+1

+2

Calligrapher’s Supplies

1

15

2

12

3,500

+1

+2

Hermetic Magus Skill

1

20

2

13

4,000

+1

+2

Alchemist’s Supplies

1

25

2

14

4,500

+1

+2

Hermetic Magus Skill

1

30

2

15

5,000

+1

+2

Magus Skills

1

35

2

16

5,500

+2

+3

Hermetic Magus Skill

2

40

3

17

6,000

+2

+3

Magus Skills

2

45

3

18

6,500

+2

+3

Hermetic Magus Skill

2

50

3

19

7,000

+2

+3

House Feature

2

55

3

20

7,500

+2

+3

Gauntlet

2

60

3

Level
1

Experience
Point Total
0

Proficiency
Bonus
+0

Expertise
Bonus
+0

2

100

+0

+0

3

200

+0

4

300

5

400

6

Class Features
The Gift, Opening the Arts

CLASS FEATURESHIT POINTS

Hit Dice: 1d4
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: Hit points do not increase at higher apprentice levels

PROFICIENCIES

Armor: None
Weapons: None
Tools: None
Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom aswell as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength
Skills: You come to apprenticeship speaking your native Language. You also already have two skill
proficiencies. Choose two from: (Area) Lore, Athletics, Awareness, Charm, Folk Ken, Guile, (Living Language),
Stealth, Survival, and Swim

EQUIPMENT• a set of clothes• a dagger• a memento or keepsake of your previous mundane life

THE GIFT

Your character has The Gift, which gives yourapprentice the ability to work magic. The Gift has
a drawback, however. A character with The Gift
has disadvantage on all Charisma-based skill andability checks (but not Charisma-based attackrolls, saving throws, or any other rolls). To
eliminate this penalty, take the Gentle Gift feat.

OPENING THE ARTS

At 1st level, you have your Arts Opened gaining an
Art score of zero in all fifteen Arts. If you wish totake a Hermetic feat balanced with a Hermetic
Flaw, you may take it at this time (but not after).

LATIN

You learn Latin quickly at the beginning of yourapprenticeship. Each entry shows the Latin score
you have attained. At 8th level, you are fluent in
Latin. Consult Ars Magica Fifth Edition, page 66,
for the meaning of each score. Your scoreincreases at 2nd, 3rd, 4th, 6th, 7th, and 8th level
apprentice.

MAGIC THEORY

You become proficient in the Magic Theory skill at
6th level.

ARTES LIBERALES
You become proficient in the Artes Liberales skill
at 9th level.

INCREASED HIT DIEYour hit die becomes 1d6 and your new hit point
total is 4 + your Constitution modifier at 10th
level.

weapon proficiencies. Each such armor or
weapon proficiency counts as two, rather thanone, skill. These proficiencies are: Light Armor,
Medium Armor and Shields (together), Heavy
Armor, Simple Weapons, and Martial Weapons.
You must take (or already have) Light Armor
before Medium Armor and Shields. You must take(or already have) Medium Armor and Shields
before Heavy Armor. Finally, you must take (oralready have) Simple Weapons before Martial
Weapons.

ALCHEMIST’S SUPPLIES

You become proficient in alchemist’s supplies at
13th level.

MAGUS SKILLSThis class feature gives you skills from the magus
class itself. At 15th level you gain four skill
choices from among those listed in the Abilities
section. Choose four more at 17th level.

HOUSE FEATURE

You gain the special feature of your House as
detailed in the Hermetic Magus Background at
19th level.

GAUNTLET

Upon reaching 20th level in apprentice, you are
eligible to take your Gauntlet. If you succeed, youlose all experience points and take your first levelin the magus class. You get all of the class featuresof the magus class at 1st level after passing yourGauntlet.

THE HERMETIC ARTSCALLIGRAPHER’S SUPPLIESART SCORES

You become proficient in calligrapher’s supplies at
11th level.

All apprentices have a score in each Art equal totheir proficiency bonus.

HERMETIC MAGUS SKILLKNOWN SPELLSThis class feature gives you skills from theHermetic Magus Background. You gain two skills
at 12th, 14th, 16th, and 18th level apprentice.
Make two skill choices from the General,
Academic, Arcane, or Supernatural skill lists. You
can choose to save a Hermetic Magus Skill to use
later. When you choose a skill, you gain
proficiency in this skill. If you allocate two skill
choices, you have expertise in the skill. You may
also use these skill choices to take armor andAt 9th level, the apprentice is eligible to beginlearning spells. The apprentice can learn fivelevels of spells at 9th level and five additional spelllevels at each apprentice level thereafter. You
need not allocate your eligible spell levels rightaway. If you desire, you may save them until after
Gauntlet and then take all 120 levels that you getfor 1st level magus at that point.
The maximum spell level that an apprentice canlearn and cast for a given Technique and Formcombination is limited by their Laboratory Total
as shown below.
LAB TOTAL (TEFO) = Technique + Form +Intelligence modifier + Magic Theory + 3
The Technique and Form refer to the scores themagus has in those two Arts. The Magic Theory
proficiency bonus is the fourth term in theformula above. The last term represents thedefault Magic Aura of most covenants.

SPELL POINTSApprentices use spell points to cast their known
Hermetic spells. Formulaic and Ritual spells cost anumber of spell points equal to the spell’smagnitude. Formulaic spells of Level 1 to Level 4
do not cost any spell points. Spontaneous spells
cost a number of spell points to cast equal to twice
the spell’s magnitude. Spontaneous spells thathave a level equal to or lower than one-fifth ofyour Lab Total for the applicable Technique andForm combination cost zero spell points (thesespells are known as “cantrips” in this document).

Fleshing Out Your Apprentice
The apprentice class allows the apprentice to begin helping in the laboratory soon after their Arts are
Opened.

The Apprentice in PlayThe apprentice class above enables apprentices to be played and advanced through adventuring.

The End of ApprenticeshipAt the end of apprenticeship, the apprentice becomes a 1st level magus with the Hermetic Magus Background,unless you advance her through the apprentice class above (which has its own rules).

Arcane Experiments
These rules can be used as written. However, use the table below for the Discovery result.
Roll
1–4
5–6
7–8
9
10+

ResultYou gain 1,000 D&D experience points.
You gain proficiency in some skill related to the experiment.
Choose one of the Arts used in this experiment. Increase this Art score by one.
You gain D&D XP equal to the sum of the primary Technique and primary Form
used in the experiment times 66⅔.
Roll twice, and reroll this result if it generated again.

Chapter Nine: Spells
Spell Design
Spell design is an important part of any magus’ life. This section remains the same.

Spell Format
This section remains the same. Continue to use the stress die for damage (i.e., spells that cause damage are atstress die + X). Remember that magi and creatures with Might take no damage on a successful saving throw
against a Hermetic spell.

Spell Guidelines
Translation of some spell guidelines are listed below in no particular order.

SPELL GUIDELINE CONVERSION
Ars Magica Spell Guideline
Heal a (Severity) Wound.
Increase a creature’s Characteristic by one point, tono more than X higher than the average score for that
kind.
Inflict a Light Wound.
Inflict a Medium Wound.
Inflict a Heavy Wound.
Inflict an Incapacitating Wound.

Inflict a Fatal Wound.
Kill a creature.
Create a circle warding against the creaturesassociated with one Form from one realm (Divine,
Faerie, Infernal, or Magic) with Might less than orequal to the level of the spell (Range Touch, Duration
Ring, Target Circle).
Do +X damage
Increase damage by +X.
Make a body resistant to damage (+X Soak).

D&D Spell Guideline
Heal a (Severity) Wound. Hermetic healing spells
cannot restore hit points as this violates the Lesser
Limit of Energy.
Increase a creature’s ability score by two points, tono more than 2X higher than the average score forthat kind. The human average is 10.
Inflict hit points of damage equal to 1d10 plus thecreature’s Size plus 5. If the creature is at zero hit
points, inflict a Light Wound.
Inflict hit points of damage equal to 1d10 plus twice
the sum of the creature’s Size plus 5. If the creature
is at zero hit points, inflict a Medium Wound.
Inflict hit points of damage equal to 1d10 plus threetimes the sum of the creature’s Size plus 5. If thecreature is at zero hit points, inflict a Heavy Wound.
Inflict hit points of damage equal to 1d10 plus fourtimes the sum of the creature’s Size plus 5. If thecreature is at zero hit points, inflict an Incapacitating
Wound.
Reduce creature’s hit point total to zero. The
creature begins making death saving throws.
Reduce creature’s hit point total to zero. The
creature begins making death saving throws.
Create a circle warding against the creaturesassociated with one Form from one realm (Divine,
Faerie, Infernal, or Magic) with Challenge less than orequal to twice the magnitude of the spell (Range
Touch, Duration Ring, Target Circle).
Do stress die + X hit points of damage.
Increase damage by +X.
Make a body resistant to damage (+X Armor Class).

Age someone X years.
An Xth magnitude spell.
A spell of Level X.
Reduce a target’s Might score by X.
Reduce the casting total for all magic cast by thetarget by X.
Dispel any magical effect with a level of X.
Ward the target against creatures with Might lessthan or equal to the level of the spell.
Ease Factor X.
Make a Characteristic roll at Ease Factor X.
Make a Characteristic + Ability roll at Ease Factor X+X to Characteristic.
+X to Attack.
+X to Defense.
+X to Soak.
Might

The Art of Animal
Creo Animal Spells
LEVEL 20
SOOTHE PAINS OF THE BEAST

CrAn 20
R: Touch, D: Mom, T: Ind, RitualThis spell looks much like a ritualistic “laying on ofhands” seen in many churches. You kneel andpress your hands to the wound while reciting a
quiet incantation. The spell cures one Light
Wound suffered by the animal.
Asaron of Flambeau believes his mission in life isto repopulate the world so there will be more to
kill, and thus spends seasons healing animals andpeople throughout Europe. In his version of thisspell, a black patch in the shape of a tongue of fireis left where the wound was. A symbolic flame isseen in almost all of Asaron’s spells, making it his
wizard’s sigil.
(Base 15, +1 Touch)
Source: Ars Magica Fifth Edition, 117

TRUE REST OF THE INJURED BRUTE
CrAn 20
R: Touch, D: Moon, T: Ind

Age someone (X times their racial aging modifier)years.
An Xth magnitude Hermetic spell.
An Xth-level D&D spell.
A Hermetic spell of Level X.
A D&D spell of level X ÷ 5.
Inflict hit points of damage equal to:
Full HP × X ÷ Might
Increase the spell point cost for all magic cast by thetarget by X ÷ 5.
Dispel any Hermetic magical effect with a level of X.
Dispel any D&D magical effect with a level of X ÷ 5.
Ward the target against creatures with Challenge lessthan or equal to twice the magnitude of the spell.
DC (5 × X ÷ 3).
Make a DC (5 × X ÷ 3) saving throw.
Make a DC (5 × X ÷ 3) ability (skill) check.
+2X to ability score.
+X to attack rolls.
+X to Armor Class.
+X to Armor Class.
Might = Challenge ÷ 2, rounded up, multiplied by fivefor Challenge 1 or higher. See Bestiary for table.
The injured target gets a +9 bonus to all Recovery
rolls made while the spell is in effect.
(Base 4, +1 Touch, +3 Moon)
Source: Ars Magica Fifth Edition, 117

LEVEL 35WEAVER’S TRAP OF WEBSCrAn 35
R: Voice, D: Sun, T: GroupIn casting this spell, you point and from this initial
location, a huge net of spider webs grows, filling
an area 5 paces by 5 paces by 6 feet high. With
supports, the webs can hang vertically, forming awall; otherwise they act like a net. When the webs
are through growing after a few seconds, they areas thick as string and as strong as iron. Everyone
caught in the area of the webs is immobilized.
Getting free requires a Strength saving throw
against DC 20, or someone who is not trapped
may use an edged weapon to free a victim, whichtakes three rounds. Contrary to widespreadrumor, fire is ineffective against these webs. Webs
may continue to trap victims in the future, as longas the spell lasts and they aren’t completely
hacked apart.
(Base level 5, +2 Voice, +2 Sun, +2 Group (total
mass of the spiderwebs is still less than ten basic
Individuals, so no size adjustment))
Source: Ars Magica Fifth Edition, 117

THE WIZARD’S MOUNTCrAn 35
R: Touch, D: Sun, T: Ind
Creates a horse, which is normal in every way
except that it is not disturbed by The Gift.
(Base 15, +1 Touch, +2 Sun, +1 size)
Source: Ars Magica Fifth Edition, 117

LEVEL 50CURSE OF THE RAVENOUS SWARM

Cr(Re)An 50
R: Touch, D: Moon, T: Group, Ritual
Req: Rego
Calls a swarm of locusts or other destructive
insects upon an area, which destroys wild plantlife and fields. When the spell’s duration ends, all
the insects disappear, leaving nothing but thedamage. The Rego requisite ensures that theinsects only devastate the area desired by thecaster.
(Base 5, +1 Touch, +3 Moon, +2 Group, +2 size, fora swarm weighing as much as one thousand pigs,+1 extra effect from requisite, ritual because it hasa really major effect)
Source: Ars Magica Fifth Edition, 117

Intellego Animal Spells
LEVEL 5IMAGE OF THE BEAST

InAn 5
R: Arc D: Mom, T: Ind
Gives you a hazy mental image of an animal you
have an Arcane Connection to.
Wounds caused by an animal are an Arcane
Connection to that animal with a lifetime of a few
hours. This spell can thus be used to find out what
was responsible for an attack.
All spells cast by Chavin of Tytalus can berecognized because they promote or advocate war
or violence. In his version of this spell, the claws
and teeth of the beast appear more dangerous.
(Base 1, +4 Arcane Connection)
Source: Ars Magica Fifth Edition, 117

LEVEL 10
SHIVER OF THE LYCANTHROPE

InAn 10
R: Per, D: Conc, T: Touch
You feel a sudden shiver if you are touching aperson or beast that is actually a lycanthrope.
Variants of this spell detect other types ofshapechanger, but not Bjornaer with Heartbeasts.
(Base 4, +1 Concentration, +1 Touch)
Source: Ars Magica Fifth Edition, 118

LEVEL 25
OPENING THE TOME OF THE ANIMAL’S MIND

InAn 25
R: Touch, D: Conc, T: Ind
You touch the head of the animal in question andread its memories of the past day. The further the
animal is from human, the harder it is to read its
memories accurately. If you simply scan thebeast’s memories, not looking for anything special,
you get the memories the beast thinks are mostimportant. If you are trying to get a specific fact,
make a Wisdom ability check and apply yourproficiency bonus against DC 10, or DC 20 if thefact is obscure. Since normal animals are sensitive
to magic, they resist your touch and try to shy
away from you both when the spell is cast andwhile the spell continues to function. This can bequite a problem with larger animals.
(Base 15, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 118

LEVEL 30
HUNTER’S SENSE

InAn 30
R: Per, D: Sun, T: Hearing
You sense the shapes and primary motivations of
all animals above a certain size that you can hear,or could hear if they were making a noise. You
decide the size threshold when you cast the spell,such as “all animals larger than a fox.” The “noise”
of an animal’s shape is louder the larger it is, whilethe “noise” of its motivations increases depending
on how intense the motivation is. A rabbit fleeing
from a fox would sound fearful, very loudly. The
fox’s motivation might be fairly quiet, especially ifrecent hunting had been good.
(Base 4, +2 Sun, +3 Hearing, +1 for shape andprimary motivation)
Source: Ars Magica Fifth Edition, 118

Muto Animal Spells

LEVEL 20LEVEL 15

BEAST OF MINISCULE PROPORTIONSBEAST OF OUTLANDISH SIZE

MuAn 15
R: Touch, D: Sun, T: Ind
Changes the Size of an animal by +1. This change
modifies the Strength ability score by +4, therange for each wound level increases by one, andDexterity falls by two. The new beast is of hugesize, and looks much more impressive than its
previous self. Townspeople may run in fear of it,
and there is little doubt among them that it is acreature of magic.
(Base 4, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 118

DOUBLET OF IMPENETRABLE SILK
MuAn 15
R: Touch, D: Sun, T: Ind.
Change an item made of animal material — silk,wool, or leather — so it cannot be cut or
penetrated by weapons. A simple cloth doublet
becomes the equivalent of armor with noencumbrance and a +3 bonus to Armor Class.
Armor made of quilted material or any kind ofleather improves its Armor Class by an additional+3. The magic does not make the armor better atabsorbing shock, so this +3 bonus is the limit thatcan be bestowed without changing the material
into something completely different. At theDungeon Master’s option, the bonus given by thisspell may not apply against strictly blunt weapons
like clubs and staves.
(Base 4, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 118

GROWTH OF THE CREEPING THINGS

MuAn 15
R: Touch, D: Sun, T: Ind
Causes an insect, mouse, toad, or other small (Size–9) creature to grow to four times its normal size.
If it was poisonous before, it is even morepoisonous now. Semi-poisonous creatures, likemost spiders, have poison with a DC of 10
requiring a Constitution saving throw to avoid
1d10 + 5 hit points of damage.
(Base 4, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 118

MuAn 20
R: Voice, D: Sun, T: Ind
Reduces the size of an animal by 2. This modifies
the Strength ability score by –8, reduces the range
for each wound type by two points, and increases
Dexterity by +4. The beast appears to be the runtof its litter, unfit to live.
(Base: 4, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 119

LEVEL 25
THE BEAST REMADE

MuAn(Co) 25
R: Touch, D: Sun, T: Ind
Req: Corpus
Gives one land beast a human form, though its
intellect remains the same. Some feature of theanimal is retained in the human form. A former
dog might have an exceptionally hairy human
body, and a former cat might let loose anoccasional “meow.” Once transformed, the beast isdisoriented for a while before it becomes used toits new body.
(Base 10, +1 Touch, +2 Sun, no addition forrequisite)
Source: Ars Magica Fifth Edition, 119

TRANSFORMATION OF THE RAVENOUS BEAST TO
THE TORPID TOAD
MuAn 25
R: Voice, D: Sun, T: Ind
Turns any animal into a toad. A newly createdtoad will hold a certain terror for peasants andserfs, because many believe toads exude apoisonous substance from their skin.
(Base 5, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 119

LEVEL 35
STEED OF VENGEANCE
MuAn 35
R: Touch, D: Sun, T: Ind
Turns a horse into a ferocious magical mount. Its
coat becomes a deep black and its eyes a fiery red,
its teeth transform into fangs, its hooves becomerazor sharp, and it occasionally breathes steam
from its mouth — the horse seems a creature from
Hell itself. All Attack and Damage rolls get a +5
bonus. The horse tolerates a magus rider. Whenthe spell wears off, the horse must make a DC 15
Constitution saving throw or die from shock.
(Base 15, +1 Touch, +2 Sun, +1 size)
Source: Ars Magica Fifth Edition, 119

Perdo Animal Spells
LEVEL 10
DECAY FUR AND HIDEPeAn 10
R: Voice, D: Mom, T: Ind
Destroys an object made of animal fur or hide,including wool and leather.
Marius of Tremere’s version of this spell has thetarget disappear in an impressive puff of smoke.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 119

LEVEL 15
AGONY OF THE BEAST

PeAn 15
R: Voice, D: Conc, T: Ind
After you point at the beast and cast this spell, it
begins lashing wildly about, upsetting any nearby
objects, and howling in great pain. In order to do
anything else, the beast must make a DC 15
Constitution saving throw each round. The
creature gets its Size as a modifier to this saving
throw.
(Base 4, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 119

LEVEL 20BLUNT THE VIPER’S FANGS

PeAn 20
R: Voice, D: Mom, T: Ind
Blunt the claws, teeth, talons, or other natural
weapons of a beast. Only sharp weapons may beaffected: this spell does not affect a weapon suchas a horse’s hoof or a giant snake’s coils. The
blunted weapon has its total damage reduced tohalf (round up). The beast may recover from theeffect as if it were a Light Wound. The spell may
affect animals of size up to +4.
(Base 5, +2 Voice, +1 size)
Source: Ars Magica Fifth Edition, 119

LEVEL 25
THE FALCON’S HOOD

PeAn 25
R: Touch, D: Mom, T: Ind
Destroys an animal’s vision. The blindness heals
as if it is a Medium Wound. The title refers to thehood used to cover a falcon’s eyes when it is not
hunting.
When cast by Asaron of Flambeau, this spellcauses the animals it targets to bear a faintsilhouette of a flame in their eyes.
(Base 20, +1 Touch)
Source: Ars Magica Fifth Edition, 119

CRIPPLE THE HOWLING WOLF

PeAn 25
R: Voice, D: Mom, T: Ind
When casting this spell, you commonly make anabrupt snapping motion with your hands. One of
the target’s legs breaks cleanly. The animal cannot
walk on that leg, but the damage heals as a
Medium Wound. Note that the target need not be awolf, and that you cannot choose which leg.
(Base 15, +2 Voice)Source: Ars Magica Fifth Edition, 120

Rego Animal Spells
GENERAL
WARD AGAINST THE BEASTS OF LEGEND

ReAn Gen
R: Touch, D: Ring, T: Circle
No magical beast whose Magic Might is equal to orless than the level can affect anyone within the
Circle or, if it is within the Circle, affect thoseoutside. Consider the Ars Magica Might of a D&D
creature to be its Challenge halved, rounded up,
and then multiplied by five. When a magus ismaking this and most other wards, a common
gesture employed is the Fig Sign. The magus balls
his or her right hand into a fist, placing the thumbbetween the index and middle fingers. A magus
traveling to Italy should be warned that this sign isa deadly insult in that country.
(As ward guideline)
Source: Ars Magica Fifth Edition, 120

LEVEL 5
DISGUISE OF THE PUTRID AROMA

ReAn 5
R: Voice, D: Conc, T: Ind
The target takes no interest in you as long as you
continue to concentrate, and do not threaten it. A
carnivore treats you as if you were simply
something it does not eat. It retains normalinterest, however, in anyone else nearby.
(Base 2, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 120

CIRCLE OF BEAST WARDING

ReAn 5
R: Touch, D: Ring, T: Circle
The caster inscribes a circle that no normal beast
will cross.
(Base 2, +1 Touch, +2 Ring)
Source: Ars Magica Fifth Edition, 120

LEVEL 10
SOOTHE THE FEROCIOUS BEAR

ReAn 10
R: Voice, D: Mom, T: Ind
Calms an animal until it is threatened or aroused
again. You must speak soothingly or musically toit, and something as simple as approaching it may
arouse it again.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 120

LEVEL 15PANIC OF THE ELEPHANT’S MOUSE

ReAn 15
R: Eye, D: Conc, T: Ind
Makes an animal afraid of the target by preying
upon its instinctive fears, causing it to attempt
escape by the quickest, most feasible means
possible. The animal may make a Strength saving
throw of DC 15 to resist. The title refers to theelephant’s legendary fear of mice, but note that
this spell cannot actually affect elephants, as they
are too large.
(Base 5, +1 Eye, +1 Concentration)
Source: Ars Magica Fifth Edition, 120

VIPER’S GAZE

ReAn 15
R: Eye, D: Conc, T: Ind
Holds an animal rigid as long as you maintain eye
contact with it and concentrate on it.
(Base 5, +1 Eye, +1 Concentration)
Source: Ars Magica Fifth Edition, 120

LEVEL 25
THE GENTLE BEAST

ReAn 25
R: Eye, D: Conc, T: Ind
Calms an animal, making it nearly fearless. It does
not resist being ridden, shaved, or whatever else
you can think of. If the animal enters combat, isextremely frightened, or incurs any kind of
wound, the spell ends. The animal must be Size +4
or less.
(Base 10, +1 Eye, +1 Concentration, +1 size)
Source: Ars Magica Fifth Edition, 120

MASTERING THE UNRULY BEAST

ReAn 25
R: Touch, D: Conc, T: Ind
You can make an animal perform any act it iscapable of. You can only issue new commands
while touching the animal, but the animal will
carry them out without requiring constantcontact. Further, the animal will allow you totouch it throughout the duration of the spell. It isdifficult to maintain control of particularly
stubborn or fierce animals, such as mules or boars— these creatures may attempt a DC 20 Charisma
saving throw each round.
When Chavin of Tytalus casts this spell, thecreature acts surly and unfriendly while going
about its tasks, even when Chavin doesn’t
specifically tell it to act that way.
(Base 15, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 120

LEVEL 30
COMMANDING THE HARNESSED BEAST
ReAn 30
R: Touch, D: Sun, T: Ind
You implant a complicated command into an
animal, which it carries out to the best of its
abilities. The command must involve completing acertain task, such as finding a certain person.
Vague orders, like “protect me,” do not work. If theanimal does not complete the task before the endof the spell approaches, it becomes desperately
ferocious, especially at night.
(Base 15, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 120

The Art of Aquam
Creo Aquam Spells
LEVEL 5
FOOTSTEPS OF SLIPPERY OIL

CrAq 5
R: Touch, D: Diam, T: Ind
From each of the next ten footsteps the caster ofthis spell takes, nonflammable grease spreads out,
leaving a slick area 10 paces wide. Dexterity
saving throws are required to remain uprightwhenever a character on the oil does something
more challenging than walking. A DC of 10 isneeded for the average maneuver, with DCs up to
25 needed to (for example) make a right turn atfull speed on a smooth, greased surface. The
duration is the length of time that the oil lasts.
This spell was invented by a rather goodnatured
magus, and the gestures associated with the mostcommon variations of the spell are as comical as
the effects themselves. You can stand first on one
leg, and then the other, vigorously rubbing thebottom of each upturned foot, as if spreading on asalve.
(Base 3, +1 Touch, +1 Diameter)
Source: Ars Magica Fifth Edition, 121

LEVEL 15CREEPING OIL

CrAq 15
R: Voice, D: Sun, T: Ind
Saturates a porous material with flammable oil.
When casting this spell, you make a flicking
motion with your index finger and thumb, as if
propelling something at the target. A dot of oil
appears on the target after the spell is finished,and slowly spreads over the target, saturating
enough cloth to cover a person. If used on a
person’s clothes and ignited, the oil does +12
damage the first round, +6 the second, and +0 thethird.
(Base 3, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 121

LEVEL 20
MIGHTY TORRENT OF WATER
CrAq 20
R: Voice, D: Mom, T: IndA 3-foot-diameter jet of water sprays from youroutstretched arms towards your target. The targetof this gusher of water takes +10 damage andmust make a DC 15 Strength saving throw or besent flying back. The creature must apply its Sizescore to this saving throw.
Marbaid of Flambeau’s wizard’s sigil is connected
to his obsession with blood. In his version of thespell the target is hit by a gush of blood, and thestains do not go away until sunrise/ sunset. This
does not require a requisite, as it is a purely
cosmetic effect.
(Base 10, +2 Voice)Source: Ars Magica Fifth Edition, 121

LEVEL 40
DELUGE OF RUSHING AND DASHING
CrAq 40
R: Voice, D: Conc, T: Ind
Causes a stream to flood, starting at the stream’s
nearest point to you and continuing downstream.
The results of this spell are generally quite
impressive. As the stream overflows its original
bed, it becomes a raging torrent, sucking ineverything near it. Damage from the spell can lastfor many years.
As long as you concentrate, the stream remains atflood levels. Anyone caught near the stream when
it floods is struck by the rush of water (+10damage), caught up in the flood, and dragged
along. Every round, a victim makes a Strength(Swim) ability check against DC 15 to escape theflood. Otherwise, the character loses one Fatigue
level and takes +5 damage. Any who fallunconscious drown. This roll is repeated until thecharacter either escapes the flood or dies.
(Base 10, +2 Voice, +1 Concentration, +3 size, sothat the whole stream floods)
Source: Ars Magica Fifth Edition, 121

Intellego Aquam Spells
LEVEL 5
CLEAR SIGHT OF THE NAIAD

InAq 5
R: Per, D: Mom, T: Vision
You can see as clearly through water as throughair, for a single moment.
(Base 1, +4 Vision)
Source: Ars Magica Fifth Edition, 122

SUBTLE TASTE OF POISON AND PURITY

InAq 5
R: Per, D: Conc, T: Taste
You can taste all of the properties of any liquid or
mixture of liquids. Unlike Touch of the Pearls, you
can use this sense on any number of liquids during
the duration of the spell, but you must taste theliquids in question.
(Base 4, +1 Concentration)
Source: Ars Magica Fifth Edition, 122

TOUCH OF THE PEARLSInAq 5
R: Touch, D: Conc, T: Ind
Tells you whether a liquid you hold or touch ispoisonous, just as a pearl sometimes does. Safer
than Subtle Taste of Poison and Purity, as you don’t
have to taste the possibly poisonous liquid.
In Verdan of Ex Miscellanea’s version of the spell,
poisonous liquids turn a faint green. According to
his sigil, all his spells involve the color green.
(Base 3, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 122

LEVEL 15
CALL OF THE RUSHING WATERS

InAq 15
R: Arc, D: Conc, T: Ind
Allows you to find any natural body of water forwhich you have an Arcane Connection (forexample, a vial of water from it). Once you cast thespell, you can hear the water while youconcentrate. Following the sound eventuallybrings you to the water, but you must makeWisdom ability checks of DC 10 to follow thesound accurately (roll once per day for long
journeys). If you break concentration, you must
cast the spell again. A body of water that does not
move or that makes little noise has a DC of 15 to
be traced.
(Base 2, +4 Arcane Connection, +1 Concentration)
Source: Ars Magica Fifth Edition, 122

LEVEL 25
VOICE OF THE LAKE
InAq 25
R: Touch, D: Conc, T: Ind
You can hold a conversation with a body of water.
A body of water usually knows about things
directly in contact with it, such as boats and fish.
Genuine lakes are generally too large for this spell
to affect.

(Base 15, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 122

LEVEL 30ENCHANTMENT OF THE SCRYING POOL

InAq(Im) 30
R: Touch, D: Year, T: Ind, Ritual
Req: Imaginem
Turns a body of water into a scrying pool. Innately
magical people (including most companions withmystical powers) who look into the pool can see
any spot they know of that is within sight of somenatural body of water. The view you get is thesame view that someone would have from a low
boat on the water — either close to shore or far
from shore, as desired. Maximum range forscrying is 500 miles; the range of the spell is therange to the pool when the spell is cast. This ritualis not entirely of Hermetic magic, and does notconform to the normal InAq guidelines. It is an old
Mercurian ritual that has become known
throughout the Order, and which appears to use
one body of water as an Arcane Connection to any
other body of water. A number of theoreticians
would like to make that work more generally, but
so far this has not proved possible.
(Special spell)
Source: Ars Magica Fifth Edition, 122

Muto Aquam Spells
LEVEL 15INCANTATION OF PUTRID WINE

MuAq 15
R: Touch, D: Sun, T: Room
Makes all liquids within the target room vile, andmalodorous. The room where this spell is cast may
not lose the stench for weeks or months. Note that
this spell only affects liquids that are in the room
when it is cast, and they remain malodorous even
if removed from the room.
(Base 2, +1 Touch, +2 Sun, +2 Room)
Source: Ars Magica Fifth Edition, 122

LEVEL 20
LUNGS OF THE FISH

MuAq(Au) 20
R: Touch, D: Sun, T: Part
Req: Auram

Turns water into air as it enters your lungs,
allowing you to breathe water as you do air.
(Base 4, +1 Touch, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 122

LEVEL 45

Dries a single spring, so that it never flows again.
This spell targets the spring, not the water in it ata particular time, so the spring does not start toflow again later.
(Base 20, +1 Touch)
Source: Ars Magica Fifth Edition, 123

VILE WATER OF STERILITYCURSE OF THE DESERTMuAq 45
R: Touch, D: Year, T: Group, Ritual
Ruins a body of water up to the size of a smalllake, making it unfit for natural habitation andconsumption. The water becomes dark andmurky, and noxious fumes emanate from it.
Vegetation on the banks either dies or becomes
corrupt. Nearby trees become gnarled andblackened, and land animals flee the area.
(Base 4 (a very unnatural liquid), +1 Touch, +4
Year, +2 Group, +2 size)
Source: Ars Magica Fifth Edition, 122

Perdo Aquam Spells
LEVEL 5
COMFORT OF THE DRENCHED TRAVELER
PeAq 5
R: Touch, D: Mom, T: Ind
Dries a person and his or her clothes.
(Base 4, +1 Touch)
Source: Ars Magica Fifth Edition, 123

LEVEL 20
PARCHING WIND
PeAq 20
R: Voice, D: Mom, T: Part
Removes most of the water from any object,including plants (with a Herbam requisite),possibly making the object brittle and fragile. Witha Corpus or Animal requisite, the spell can affecthumans or animals. This causes +10 damage,against which armor is no defense, and makes thetarget extremely thirsty.
(Base 5, +2 Voice, +1 Part)
Source: Ars Magica Fifth Edition, 123

LEVEL 25
CLOSING THE EARTH’S GATEPeAq 25
R: Touch, D: Mom, T: Ind

PeAq 25
R: Voice, D: Mom, T: Part
Removes virtually all the fluid from the target’s
body, doing +15 damage, which armor does notprotect against. The target must drink within a
few minutes of being struck with this spell, or it isreduced to zero hit points and begins making
death saving throws. Casting requisites are Animal
for beasts, and Corpus for humans.
(Base 10, +2 Voice, +1 Part)
Source: Ars Magica Fifth Edition, 123

LEVEL 50CALLING THE ODIOUS DROUGHTPeAq(Au) 50
R: Touch, D: Year, T: Bound, Ritual
Req: Auram
Causes a drought over the surrounding area. Only
one-tenth the normal rain falls, streams dry up,
and rivers dwindle.
(Base 5, +1 Touch, +4 Year, +4 Boundary, no
increase for requisite)
Source: Ars Magica Fifth Edition, 123

Rego Aquam Spells
GENERAL
WARD AGAINST FAERIES OF THE WATERS

ReAq Gen
R: Touch, D: Ring, T: Circle
No water faerie whose Faerie Might is equal to orless than the level of the spell can affect thosetargeted by the spell. Consider the Ars Magica
Might of a D&D creature to be its Challenge
halved, rounded up, and then multiplied by five.
Faeries cannot directly or indirectly break the
magic circle, nor can they use ranged attacks ormagic to affect those within it.
Seen from certain angles at night, the ring appears
as a light blue dome.
(Base spell)
Source: Ars Magica Fifth Edition, 124

LEVEL 5

LEVEL 20

CLOAK OF THE DUCK’S FEATHERSSWALLOWED BY THE MIST

ReAq 5
R: Touch, D: Sun, T: Ind
Makes water run off one object or creature,protecting the target and the target’s apparel from
dampness. The spell is broken if the target issubmerged in water.
(Base 1, +1 Touch, +2 Sun, +1 for slightly
unnatural control)
Source: Ars Magica Fifth Edition, 124

LEVEL 10
BREAK THE ONCOMING WAVE

ReAq 10
R: Per, D: Conc, T: Ind
Breaks all waves and torrents of water (including
magical ones) as they come within 10 paces ofyou. The water either crashes to the ground orflows around you in a truly impressive display.
In Ferramentum of Verditius’s version of thisspell, the water breaks at precisely 10 paces,
leaving a very clean line showing where the waves
stopped. All of his spells may be recognized bytheir orderliness.
(Base 5, +1 Concentration, ward, so the target is
the warded Individual, not the water)
Source: Ars Magica Fifth Edition, 124

LEVEL 15
BREATH OF WINTER

ReAq 15
R: Touch, D: Sun, T: Part
Turns a circle of water up to five paces across intosnow.
(Base 3, +1 Touch, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 124

PUSH OF THE GENTLE WAVE

ReAq 15
R: Voice, D: Conc T: Ind
A low wave is formed to propel a small boat
slowly through the water. When casting this spell,
you commonly make a pushing gesture.
In Silva of Merinita’s version of this spell, the wave
occasionally drifts or bobs about, as if it is happy
and playful.
(Base 4, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 124

ReAq 20
R: Voice, D: Mom, T: Part
This spell turns the targeted section of water tomist, causing swimmers and ships alike toplummet to the ground while the mist rises up,
and then the sea crashes down around them.
Successfully targeting this attack requires a DC 15
Wisdom ability check with the proficiency bonus
added (DC 10 if the target is smaller than arowboat, as there is more leeway in thetransformed area). Observers of this spell willoften just see a large cloud of mist rise around thetarget, and the ship will simply be gone.
(Base 3, + 2 Voice, +1 Part, +2 Size)
Source: Magi of Hermes, 75

LEVEL 30
BRIDGE OF FROSTReAq 30
R: Voice, D: Sun, T: Part
Causes a thick layer of frost (firm enough to walkon) to form on the surface of a body of water. The
frost can take any shape up to fifteen paces in any
direction.
In Cralian of Tremere’s version of this spell, thefrost is so crystal clear that it can hardly be seen.
All of his spells are very subtle.
(Base 3, +2 Voice, +2 Sun, +1 Part, +1 size, +1 toallow various shapes)
Source: Ars Magica Fifth Edition, 124

CHAOS OF THE ANGRY WAVES

ReAq 30
R: Voice, D: Conc, T: Part
Causes water to churn wildly, overturning small
water craft and forcing Swim ability checks at –6,
in a circular area 20 paces across.
(Base 5, +2 Voice, +1 Concentration, +1 Part, +1
size)
Source: Ars Magica Fifth Edition, 124

PARTING OF THE WAVES

ReAq 30
R: Touch, D: Conc, T: Group
Parts a body of water, revealing a dry path 5 paces
wide along the bottom. Very large bodies of water
are too large for the Group target, and are thus
unaffected.
(Base 10, +1 Touch, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 124

WAVES OF DROWNING AND SMASHING

ReAq 30
R: Sight, D: Mom, T: Ind
Raises a wave 5 feet high and 30 paces wide,
which can submerge swimmers, overturnrowboats, and damage sailing ships. It starts as asmall, curved wave and grows for the first 10
paces, at which point it reaches maximum size. If it
travels 100 paces without striking an object large
enough to break it up, it dissipates.
(Base 10, +3 Sight, +1 size)
Source: Ars Magica Fifth Edition, 124

LEVEL 35
ICE OF DROWNING

ReAq 35
R: Voice, D: Conc, T: Part
Fills water in a circle 10 paces across with large,
jagged chunks of ice that pound against anything
on the water’s surface. The ice can punch holes insmall boats but does not damage ships. Any
swimmers in the area take +15 damage, and suffer–6 Swim ability checks.
(Base 5 (for the violent pounding), +2 Voice, +1
Concentration, +1 Part, +1 size, +1 additional
effect, changing the water to ice)
Source: Ars Magica Fifth Edition, 124

PULL OF THE WATERY GRAVE

ReAq 35
R: Sight, D: Conc, T: Ind
Creates a strong undertow that pulls any object
smaller than a rowboat 25 fathoms (150 feet) into
the depths. Each of those caught in theundercurrent must make DC 15 Strength (Swim)ability checks to avoid being dragged down. A rollis made each round that the spell is maintained.
(Base 10, +3 Sight, +1 Concentration, +1 size)
Source: Ars Magica Fifth Edition, 124

TOWER OF WHIRLING WATER
ReAq 35
R: Voice, D: Conc, T: Group
From a large body of water you form a waterspoutthat moves under your mental direction. It causes
1d10 + 15 damage to anyone it hits (no attack rollnecessary). In addition, those struck must make a
DC 10 Dexterity saving throw to avoid being
sucked up by the waterspout. Those who fail arehelplessly pulled into the spout and begin todrown immediately. When the waterspout fails,
they fall up to 20 feet to the water’s surface. If you
direct the waterspout to move across land, youmust make a DC 15 Intelligence ability check withyour proficiency bonus added each round tomaintain it.
(Base 10, +2 Voice, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 124

LEVEL 40NEPTUNE’S WRATH

ReAq 40
R: Sight, D: Mom, T: Ind, Ritual
A gigantic wave is created in a very large body ofwater. The wave, which is only 20 feet high but up
to a mile wide, is capable of capsizing ships at sea,smashing and drowning people near shore, andseriously damaging coastline communities. The
tidal wave needs 5 miles of water surface to build
itself up to proper proportions. The magus cannot
control the wave without casting another spell.
(Base 10, +3 Sight, +3 size, ritual for large effect)
Source: Ars Magica Fifth Edition, 125

The Art of Auram
Creo Auram Spells
LEVEL 5AIR’S GHOSTLY FORM

CrAu 5
R: Touch, D: Diam, T: Ind
A thick fog forms around the magus, extending
outwards for several paces. A breeze can push thefog around. The fog dissipates at its natural rate,
and may be too thin to restrict sight within aminute.
(Base 2, +1 Touch, +1 Diameter, +1 unnatural (thespell can be cast indoors))
Source: Ars Magica Fifth Edition, 125

CHAMBER OF SPRING BREEZESCrAu 5
R: Touch, D: Sun, T: Ind
Creates a breeze of fresh air that continually
moves throughout a room, keeping the air
continuously breathable even if the room is
airtight.
Rose of Jerbiton’s version of this spell always
causes the air to smell of roses. The breeze can becreated outdoors, but there it has little effect.
(Base 1, +1 Touch, +2 Sun, +1 unnatural)
Source: Ars Magica Fifth Edition, 125

LEVEL 10
JUPITER’S RESOUNDING BLOW

CrAu 10
R: Voice, D: Mom, T: Ind
Creates a thunderclap; anyone directly
underneath must make a DC 15 Constitution
saving throw or be deafened. If deafened, thetarget gets another DC 15 Constitution saving
throw each minute to recover. If the first roll is anatural ‘1’, the victim is rendered deaf for a month.
(Base 3, +2 Voice, +1 unnatural (the spellfunctions indoors))
Source: Ars Magica Fifth Edition, 125

STENCH OF THE TWENTY CORPSES

CrAu 10
R: Voice, D: Diam, T: Ind
Makes the surrounding air stink horribly ofrotting corpses. All those within fifty paces of thetarget point must make DC 10 Constitution saving
throws or act with a –3 penalty on all d20 rolls.
Anyone who botches the roll vomits and isincapacitated for (10 – Constitution modifier)rounds.
(Base 3, +2 Voice, +1 Diam)
Source: Ars Magica Fifth Edition, 125

WREATHS OF FOUL SMOKE

CrAu 10
R: Voice, D: Diam, T: Ind
Thick, yellow, sulfurous smoke rises up from the
spot you designate, spreading and thinning
naturally, but thick enough to block sight in aradius of about five paces around the point oforigin. For each round anyone breathes thesmoke, a DC 5 Constitution saving throw must be
made or a Fatigue level is lost. Once a character is
Unconscious, further failed rolls result in thecharacter taking 1d10 + 5 points of damage eachtime. The area where the spell is cast will bedamaged: small plants wilt and die, and tree
growth is stunted. A faint stench of sulfur clings
for days to anything exposed to the smoke.
(Base 3, +2 Voice, +1 Diam)
Source: Ars Magica Fifth Edition, 125

saving throw to remain standing. If the target isbraced or holding onto some support, he may also
make another DC 15 Strength saving throw. If
both rolls fail, the target is knocked in a random
direction. The target may be damaged, dependingon whether he strikes anything.
(Base 3, +2 Voice, +2 unnatural)
Source: Ars Magica Fifth Edition, 125

CHARGE OF THE ANGRY WINDS

CrAu 15
R: Voice, D: Conc, T: Ind
A wall of wind roars away from you, starting up to
10 paces away and continuing until it dissipates
naturally. The wind is confined by any existing
barriers, but if unconfined it can be up to ahundred paces wide. All within the area must
make a DC 15 Dexterity saving throw with Sizeapplied as a modifier or fall down and be blown
along by the winds. The rolls must be made at thestart of the gale and each subsequent round thatthe wind is maintained. You must concentrate on
the gale. Missile fire into or out of the gale is futile,and marching against the gale requires a DC 25
Strength saving throw with Size as a modifier.
Failure in this attempt mandates another DC 20
Dexterity saving throw with Size applied as amodifier to keep from falling.
(Base 3, +2 Voice, +1 Concentration, +1 unnatural)
Source: Ars Magica Fifth Edition, 125

LEVEL 20CIRCLING WINDS OF PROTECTIONLEVEL 15

Cr(Re)Au 20
R: Touch, D: Conc, T: Ind
Req: Rego
Surrounds you with winds that circle at great
speed. Since the wind picks up dust and othersmall, loose objects, you may be obscured. Anyone
standing near enough to attack you with a hand
weapon must make a DC 15 Strength saving throwat the beginning of each round or be blown back.
Melee attack rolls against you are at –3, andmissile or thrown attacks are at –9.
(Base 3, +1 Touch, +1 Concentration, +2
unnatural, +1 Rego effect)
Source: Ars Magica Fifth Edition, 125

BROOM OF THE WINDSLEVEL 25

CrAu 15
R: Voice, D: Mom, T: Ind
Whips up violent, swirling winds around thetarget. The target must make a DC 15 Strength

CLOUDS OF RAIN AND THUNDER
CrAu 25
R: Sight, D: Conc, T: GroupCreates a small but severe rainstorm, including
lightning and winds. The storm gathers andbreaks in a few seconds as the caster concentrates,and dissipates with similar speed when he stops
doing so.
Note that reducing the Range for this spell makes
the storm increasingly unnatural, so versions of
this spell with lower Range still have the samelevel.
(Base 3, +3 Sight, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 126

CLOUDS OF SUMMER SNOW
CrAu 25
R: Sight, D: Conc, T: Group
Creates clouds that drop snow over an area about
a mile across. The clouds gather over a few
seconds at the beginning of the spell, and dissipate
over the same sort of time when the caster stops
concentrating. The spell does not affecttemperature.
(Base 2, +3 Sight, +1 Concentration, +2 Group, +1
Size)
Source: Ars Magica Fifth Edition, 126

LEVEL 30
PULL OF THE SKYBOUND WINDS

CrAu 30
R: Voice, D: Conc, T: Ind
Makes winds rise upward, pulling one object,creature, or person up to 50 feet into the sky
before letting that target drop. Even a smallbuilding can be torn from its foundation, thoughsuch a building can be no larger than 20 feet to aside, and cannot be built out of a material heavier
than stout wood. Uprooted objects fall randomly,
unless you make a DC 20 Wisdom ability checkwith your proficiency bonus added to choose
where the objects will fall.
(Base 5, +2 Voice, +1 Concentration, +2 unnatural)
Source: Ars Magica Fifth Edition, 126

WINGS OF THE SOARING WIND

Cr(Re)Au 30
R: Touch, D: Conc, T: Ind
Req: Rego
Generates a massive gust of air around you that
supports and pushes you along through the air at
speeds up to 40 miles per hour. Hovering in place
is difficult, and requires a DC 15 Wisdom ability
check with proficiency per round. It is dangerous
for extended travel, because if you lose
concentration, you are likely to sustain serious

injuries (+15 damage, on average, although it may
be more if the magus was very high up).
(Base 5, +1 Touch, +1 Concentration, +2 highly
unnatural, +1 Rego requisite)
Source: Ars Magica Fifth Edition, 126

LEVEL 35
THE INCANTATION OF LIGHTNING

CrAu 35
R: Voice, D: Mom, T: Ind
A lightning bolt shoots forth from youroutstretched hand in the direction you arepointing, doing +30 damage to a single target it
hits. There must be nothing between you and thetarget. Those near the target must make DC 10
Strength saving throw to remain standing.
(Base 5, +2 Voice, +4 unnatural)
Source: Ars Magica Fifth Edition, 126

LEVEL 40
BREATH OF THE OPEN SKY

CrAu 40
R: Touch, D: Conc, T: Ind, Ritual
You can call up a wind capable of devastating thecountryside. You must stand under the open sky
to cast this spell. While you cast the spell, a breeze
picks up, blowing from you in the direction you
are facing. When the ritual is completed, the windstrengthens to a gale roaring over the visible
countryside and beyond, strong enough to topple
wooden structures and knock down trees. The
wind does not weaken while it is within yoursight, but loses its force naturally where you
cannot see it. If you turn away from your original
facing for more than a few seconds, you have to
make a DC 20 Constitution ability check withproficiency to maintain the spell. If you turn away
for a minute or more, the spell ends. The air
behind you is still.
(Base 5, +1 Touch, +1 Concentration, +4 size, +1
unnatural, ritual because of spectacular effect)
Source: Ars Magica Fifth Edition, 126

LEVEL 65
WRATH OF WHIRLING WINDS AND WATER

CrAu 65
R: Sight, D: Sun, T: Group, RitualThis spell creates an immense storm, 40 or more
miles wide, of hurricane intensity. The storm
builds up while you cast the ritual, and dissipatesin a few seconds when the spell’s duration ends.

The gale-force winds and lashing waves cause
immense damage along shorelines, and the winds,
rain, and lightning cause extensive damage inland
as well. Visibility is reduced to a few paces, missile
fire is futile, and travel is nearly suicidal. Weakstructures are blown over, and all but the most
seaworthy ships are certain to flounder unlessthey can be beached before the storm reaches fullintensity. The storm is not under the caster’s
control, and moves normally.
(Base 5, +3 Sight, +2 Sun, +2 Group, +5 size)
Source: Ars Magica Fifth Edition, 126

Intellego Auram Spells
LEVEL 15
TRUE SIGHT OF THE AIR

InAu 15
R: Per, D: Sun, T: Vision
Lets you see clearly through all manner ofobfuscation in the air nearby, including smoke,
fog, and dust, even if the obfuscation is magical.
(Base 1, +2 Sun, +4 Vision)
Source: Ars Magica Fifth Edition, 127

WHISPERING WINDS

InAu 15
R: Sight, D: Conc, T: Ind
The winds bear their tidings to your ears, allowing
you to hear words spoken by any group of people
within your line of sight, provided no solid barrier(including glass) intervenes. This spell is anadaptation of an effect known to Bjornaer theFounder, and fits poorly into the normal
framework of Hermetic magic.
(Unique spell)
Source: Ars Magica Fifth Edition, 127

LEVEL 20
SAILOR’S FORETASTE OF THE MORROW

InAu 20
R: Touch, D: Mom, T: GroupYou know precisely what tomorrow’s weather willbe, and you gain a general impression about theweather for the week ahead. This intuition only
applies to the place where you cast the spell, andis based on extrapolating current conditions, so it
is occasionally wrong (precise, but inaccurate).
Still, it would take something like an interfering
magical being, or a volcanic eruption, to throw theprediction off.

(Base 4, +1 Touch, +2 Group, +1 size)
Source: Ars Magica Fifth Edition, 127

LEVEL 25
EYES OF THE BATInAu 25
R: Per, D: Sun, T: Hearing
You can move about confidently in complete
darkness by sensing air and its boundaries (forexample, where solid objects are). You “hear” theboundaries of the air, so it does not permit finediscriminations. On the other hand, you can “hear”
boundaries behind you.
(Base 4, +2 Sun, +3 Hearing)
Source: Ars Magica Fifth Edition, 127

Muto Auram Spells
LEVEL 20RAIN OF STONES

MuAu(Te) 20
R: Voice, D: Sun, T: Ind
Req: Terram
Turns rain into stones as it falls, causing +0
damage every two rounds (they’re small stones),
and maybe less if the rain is very light. People
under cover are not affected. The stones revert towater when the spell expires. If it stops raining
before the spell ends, no more rain is transformed,
even if a different rain storm starts.
(Base 4, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 127

TALONS OF THE WINDS

Mu(Re)Au 20
R: Voice, D: Diam, T: Ind
Req: Rego
Transforms a wind into an abrasive medium thattears and claws at everything in its path. Softmaterials like leaves and cloth are shredded, andpeople take +5 damage from innumerable bloody
cuts and abrasions. This spell cannot be cast if
there is not a breeze of some sort blowing, thus
making it difficult to use effectively indoors. The
caster is not affected by the spell, even if the windis blowing directly at him.
In Ossium of Bjornaer’s version of this spell astrange keening can be heard in the air as it cuts
through targets. Ossium’s wizard’s sigil manifests
by making many of his spells eerie or frightening.

(Base 4, +2 Voice, +1 Diameter, +1 Rego requisite(additional effect: protect the caster))
Source: Ars Magica Fifth Edition, 127

LEVEL 40
INFERNAL SMOKE OF DEATH

MuAu 40
R: Voice, D: Conc, T: Ind
Turns normal smoke from a fire into a thick,corrosive cloud. Anyone immersed in the cloud of
smoke takes +25 corrosion damage (once only).
Soft materials like cloth, fur, paper, and leather are
charred and ruined by exposure to the noxious
vapor. While you concentrate, any new smoke
becomes corrosive, but even after you stop
concentrating, the corrosive smoke remains
deadly. It dissipates after several hours. The
smoke is heavier than air, so rolls along the
ground, pooling in low spots.
(Base 25, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 127

target large enough to catch all the raindrops.
Lighting the oil after it has landed is much easier.
(Base 4, +3 Sight, +2 Sun, +5 size)
Source: Ars Magica Fifth Edition, 128

Perdo Auram Spells
LEVEL 15
ROOM OF STALE AIR

LEVEL 45PeAu 15
R: Voice, D: Mom, T: Room
Makes the air in a room stuffy and uncomfortable.
Any creatures that breathe air suffer a –3 penalty
on all rolls involving physical exertion. In addition,for each round of exertion a character must makea DC 10 Constitution saving throw or lose a
Fatigue level. This may cause panic in somecreatures or people. The speed at which the air
refreshes itself depends on how well ventilated
the room is.
(Base 3, +2 Voice, +2 Room)
Source: Ars Magica Fifth Edition, 128

FOG OF CONFUSIONLEVEL 20

Mu(Re)Au(Im) 45
R: Touch, D: Year, T: Bound, Ritual
Req: Rego, Imaginem
Turns a bank of fog up to six miles across into asilvery mist too thick to see through. Random
screams, thumps, hisses, and other noises harassand confuse anyone within the fog, perhaps evenleading them into danger. People have extreme
difficulty navigating through the fog, especiallythrough unknown territory. No more than sevenpeople, who must be present at the ritual, can see
normally through the fog. The fog does notdissipate until the spell expires.
(Base 2, +1 Touch, +4 Year, +4 Size, +1 Imaginem
requisite, +1 Rego requisite)
Source: Ars Magica Fifth Edition, 128

LEVEL 50
RAIN OF OIL

MuAu(Aq) 50
R: Sight, D: Sun, T: Ind, Ritual
Req: Aquam
Turns rain into droplets of oil. The rain of oil
continues as long as the storm does, drenching thelandscape with flammable liquid. The oil will
evaporate at a natural rate after the rain ceases. A
Creo Ignem spell can ignite the storm so that theoil burns as it falls, but this requires a GroupQUIET THE RAGING WINDS

PeAu 20
R: Touch, D: Mom, T: Group
Stops all wind from blowing, leaving only calm air.
This spell is not powerful enough to affect winds
caused by Ritual magic, and only affects winds
blowing on the caster when it is cast. Under
normal circumstances, the winds will not pick up
again for at least an hour or so.
(Base 5, +1 Touch, +2 Group)
Source: Ars Magica Fifth Edition, 128

LEVEL 45
THE CLOUDLESS SKY RETURNED

PeAu 45
R: Sight, D: Mom, T: Group
This spell clears the sky within your vision of any
clouds or other meteorological activity short of ahurricane or tornado, either naturally occurring or
caused by magic. The clouds take a few seconds toclear, during which time you must concentrate on
them. This spell only affects meteorologicalactivity in progress at the moment of casting, andis not powerful enough to dispel a weather
condition caused by Ritual magic.

In Ferramentum’s version of this spell, the clouds
clear from the sky in an orderly manner, as if they
were soldiers marching on parade.
(Base 10, +3 Sight, +2 Group, +2 size)
Source: Ars Magica Fifth Edition, 128

Rego Auram Spells
GENERAL
WARD AGAINST FAERIES OF THE AIR

ReAu Gen
R: Touch, D: Ring, T: Circle
As Ward Against Faeries of the Water (ReAq Gen),but for faeries of the air. Consider the Ars Magica
Might of a D&D creature to be its Challenge
halved, rounded up, and then multiplied by five.
The faerie cannot directly or indirectly break the
magic circle, nor can they use ranged attacks ormagic to affect those within it. From some angles
at night, the ring may be seen as a violet-hueddome.
(Base spell)
Source: Ars Magica Fifth Edition, 128

Gathers pre-existing clouds and winds into a small
storm. The storm gathers at a normal speed, but isunder the caster’s control as long as he can see it.
The caster may use the control granted by thisspell to dissipate small storms as well. If the casterdoes not dissipate the storm before stopping
concentrating, the storm continues as normal.
(Base 4, +3 Sight, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 128

LEVEL 40GATHERING OF THE STORMY MIGHT

ReAu 40
R: Sight, D: Conc, T: GroupAs for Clouds of Thunderous Might, but the storm islarger, possibly covering the entire visible sky.
Again, it is under the caster’s control.
(Base 4, +3 Sight, +1 Concentration, +2 Group, +2
size)
Source: Ars Magica Fifth Edition, 129

The Art of Corpus

LEVEL 5

Creo Corpus Spells

WIND AT THE BACKLEVEL 10

ReAu 5
R: Touch, D: Special, T: Ind
An existing breeze follows you until you stop
traveling for more than ten minutes. It causes
phenomena you pass through (fog, haze) to follow
you.
(Base 2, +1 Touch, +2 Sun (closest duration to
special effect))
Source: Ars Magica Fifth Edition, 128

LEVEL 10
WARD AGAINST RAIN

ReAu 10
R: Per, D: Sun, T: Ind
No rain falls on the caster, no matter how bad theweather.
(Base 4, +2 Sun)
Source: Ars Magica Fifth Edition, 128

LEVEL 30
CLOUDS OF THUNDEROUS MIGHT
ReAu 30
R: Sight, D: Conc, T: Group

BIND WOUND

CrCo 10
R: Touch, D: Sun, T: IndThis spell binds the target’s wounds, so that hecan undertake any activity without the risk ofworsening the wounds. A creature affected by thisspell is stabilized as well (i.e., doesn’t have to
make death saving throws). He still suffers fromthe wound penalties, however, and cannot heal
naturally while under the influence of this spell.
Typically, you place your hands on the target andpass them over his wounds, which magically seal
themselves and stop bleeding.
(Base 3, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 129

CHARM AGAINST PUTREFACTION

CrCo 10
R: Touch, D: Moon, T: Ind
Prevents decay of a human corpse, or of a severed
body part. Necromancers use it to preserve theirrevived corpses.
(Base 2, +1 Touch, +3 Moon)
Source: Ars Magica Fifth Edition, 129

LEVEL 20

LEVEL 30

PURIFICATION OF THE FESTERING WOUNDSCHEATING THE REAPER

CrCo 20
R: Touch, D: Moon, T: Ind
The target gains a +9 bonus to Recovery rolls torecover from injuries or diseases, as long as he has
been under the influence of this spell for thewhole of the recovery interval. The recovery
interval is counted from the time that the spell iscast; any previous time is ignored.
(Base 4, +1 Touch, +3 Moon)
Source: Ars Magica Fifth Edition, 129

CrCo 30
R: Touch, D: Mom, T: Ind, Ritual
Resolves a major (or less severe) crisis caused byaging (see page 170). The target still requires rest
for the remainder of the season to recover fully.
Each application of this spell causes Warping.
(Base 25, +1 Touch)
Source: Ars Magica Fifth Edition, 129

THE CHIRURGEON’S HEALING TOUCHINCANTATION OF THE BODY MADE WHOLE

CrCo 20
R: Touch, D: Mom, T: Ind, RitualThis spell heals a single Light Wound suffered by
the person touched. This spell does not heal
damage from poison or disease.
(Base 15, +1 Touch)
Source: Ars Magica Fifth Edition, 129

CrCo 40
R: Touch, D: Mom, T: Ind, RitualHeals all damage to a human body at theconclusion of the ritual. The spell can only heal
wounds, not such damage as missing limbs, ordiseases and damage from poisons.
(Base 35, +1 Touch)
Source: Ars Magica Fifth Edition, 129

LEVEL 25

LEVEL 75

RESTORATION OF THE DEFILED BODY

THE SHADOW OF LIFE RENEWED

CrCo 25
R: Touch, D: Mom, T: Ind, Ritual
Removes the crippling or malignant aftereffects ofany injury, poison, or disease, or of prematureaging. The effects of natural aging cannot be
undone by this or any spell. This spell does notheal wounds, only extra effects.
(Base 20, +1 Touch)
Source: Ars Magica Fifth Edition, 129

THE SEVERED LIMB MADE WHOLE
CrCo 25
R: Touch, D: Mom, T: Ind, Ritual
A limb that has been detached from the body canbe reattached, but any decay that has occurred on
the severed limb remains after the limb isreattached. After a day of decomposition, a limb isweak. After seven days, it is nearly useless andinfects the character on whom it is replaced (DC10 Constitution saving throw or take a Medium
Wound). If it’s been severed for more than two
weeks, the limb is completely useless.
(Base 25, +1 Touch, –1 since old limb needed)
Source: Ars Magica Fifth Edition, 129

LEVEL 40

CrCo(Me) 75
R: Touch, D: Mom, T: Ind, Ritual
Req: Mentem
Brings a semblance of life to a corpse. During theritual, healing spells work on the corpse, since thebody must be physically whole or it dies again
once brought to life. For each day the person has
been dead, roll for aging. When the ritual iscomplete, roll to determine the success of theattempt:
Roll
1
2
3
4–5
6–7
8
9–10

Resultbody dissolves
body possessed by a demon, faerie,or other supernatural entity
mindless, useless living corpse
automaton with no proficiency bonus over 3
automaton, proficiency bonus as normal person’s
person with self-direction but no personality,and dangerously demented
person with will, but no personality

In any case, the revived person is not truly alive
and is unable to gain experience points. Also, theperson must make an aging roll at the beginning ofeach year of its existence, regardless of age. This is
the closest that the Order has gotten to raising aperson from the dead.
(Base 70, +1 Touch, no addition for requisite)
Source: Ars Magica Fifth Edition, 129

Intellego Corpus Spells
GENERAL
SIGHT OF THE TRUE FORM

InCo Gen
R: Per, D: Mom, T: Vision
You see the true, original form of any person
whose form has been changed or masked. This
spell can see through mundane masks anddisguises at level 10, and can see through theeffects of other spells that are equal to or lower
than the level of this spell.
(Variable base)
Source: Ars Magica Fifth Edition, 130

LEVEL 5
PHYSICIAN’S EYE

InCo 5
R: Touch, D: Mom, T: Ind
Determines the general health of a single person.
Specific afflictions appear to you as areas ofyellow coloration on the person’s body. A Wisdom(Medicine) ability check is required to identify
unusual diseases. The DC is determined by therarity of the disease.
(Base 4, +1 Touch)
Source: Ars Magica Fifth Edition, 130

LEVEL 10REVEALED FLAWS OF MORTAL FLESH

InCo 10
R: Touch, D: Mom, T: Ind
You are able to find any medical defects in aperson or being that you are touching. This
provides more, and more specific, information
than Physician’s Eye.
(Base 5, +1 Touch)
Source: Ars Magica Fifth Edition, 130

LEVEL 15
WHISPERS THROUGH THE BLACK GATE

InCo(Me) 15
R: Touch, D: Conc, T: Ind
Req: Mentem
You can speak through the barrier — thefigurative “gate” — that stands between the deadand the living, to one corpse that has not yet
decayed into a skeleton. The corpse cannot havebeen buried in Church burial, nor have belonged

to a spirit that went straight to Heaven (forexample, a saint or a crusader). The spirit that you
speak with is not compelled to tell the truth; youcan, of course, find ways to coerce or trick it into
doing so. All those around you can hear the voiceof the corpse.
(Base 5, +1 Touch, +1 Concentration, no cost forrequisite)
Source: Ars Magica Fifth Edition, 130

LEVEL 20
THE INEXORABLE SEARCH

InCo 20
R: Arc, D: Conc, T: Ind
Determines the location of a specific person. To
cast the spell you need a map and an Arcane
Connection. After casting the spell, you can moveyour finger over the map at the rate of one hour
per square foot of map. When your finger passes
over the person’s location as represented on themap, you sense the person’s presence. (If theperson is not in the area covered by the map, nosensations result.) You can locate the person towithin a thumb’s width on the map. A similar spellallows you to search for a dead body (Tracing theTrail of Death’s Stench).
(Base 3, +4 Arcane Connection, +1 Concentration)
Source: Ars Magica Fifth Edition, 131

LEVEL 30
THE EYE OF THE SAGE

InCo(Im) 30
R: Arc, D: Conc, T: Ind
Req: ImaginemLets you see a specific person and what is within
one pace of that person. The image is clear enoughto allow reading.
(Base 4, +4 Arcane Connection, +1 Concentration,+1 requisite)
Source: Ars Magica Fifth Edition, 131

Muto Corpus Spells

LEVEL 20LEVEL 5

ARM OF THE INFANTEYES OF THE CAT

MuCo(An) 5
R: Touch, D: Sun, T: Ind
Req: Animal
The target gains the eyes of a cat, which allow him
or her to see in near darkness (but not in absolutedarkness, such as a lightless subterranean cavern).
(Base 2, +1 Touch, +2 Sun, requisite free)
Source: Ars Magica Fifth Edition, 131

LEVEL 15DISGUISE OF THE NEW VISAGE

MuCo 15
R: Touch, D: Sun, T: Part
The target’s facial features are transformed to any
approximately human configuration you choose.
In Cralian of Tremere’s version of this spell, thenew visage is always as unassuming as possible.
(Base 3, +1 Touch, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 131

EYES FROM THE WIZARD TORN
Mu(In, Re)Co(Im) 15
R: Per, D: Conc, T: Part
Req: Intellego, Rego, Imaginem
This macabre variation on Image from the Wizard
Torn and Prying Eyes actually removes the caster’seyes and has them fly to the location of interest
where they transmit the information that they see.
At the end of the spell, the caster’s eyes arerestored to their proper place. This spell did not
result in a breakthrough, although Marcus has
found it useful. The Rego requisite is required toallow the eyes to fly, but does not incur additional
magnitudes.
(Base 3, +1 Concentration, +1 Part, +1 Intellego
requisite, +1 Imaginem requisite)
Source: Magi of Hermes, 84

PRETERNATURAL GROWTH AND SHRINKING

MuCo 15
R: Touch, D: Sun, T: Ind
Adds +1 to the target’s normal Size or decreases it
by up to 2 points.
(Base 3, +1 Touch, +2 Sun, +1 because the spellallows growth or two kinds of shrinking)Source: Ars Magica Fifth Edition, 131

MuCo 20
R: Voice, D: Sun, T: Part
Shrinks a person’s arm to half its original lengthand makes it pudgy, like an infant’s.
(Base 3, +2 Voice, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 131

LEVEL 25
GIFT OF THE BEAR’S FORTITUDE

MuCo 25
R: Per, D: Sun, T: IndYour flesh becomes resistant to physical damage.
You get +3 to your Armor Class. Your flesh is
tough and insensitive; any rolls that involve asensitive touch (such as for picking a lock) are at –1.
(Base 15, +2 Sun)
Source: Ars Magica Fifth Edition, 131

SHAPE OF THE WOODLAND PROWLER

MuCo(An) 25
R: Touch, D: Sun, T: Ind
Req: Animal
You place a wolf skin over yourself or another, andthe target changes into a wolf. The target may
change back at will, ending the spell. Before
casting this spell, you must first, of course, acquire
the skin of a wolf.
(Base 10, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 131

LEVEL 30
CLOAK OF BLACK FEATHERS

MuCo(An) 30
R: Per, D: Sun, T: Ind
Req: Animal
You hang a small cape of raven feathers on yourback and transform into a raven. You can resume
human form at will, but doing so ends the spell.
(Base 20, +2 Sun)
Source: Ars Magica Fifth Edition, 131

CURSE OF CIRCE
MuCo(An) 30
R: Voice, D: Sun, T: Ind
Req: Animal
Turns a person into a pig.
(Base 10, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 131

LEVEL 35
STANCE OF THE PATIENT TREE

MuCo(He) 35
R: Per, D: Sun, T: Ind
Req: Herbam
You turn yourself into a tree about 12 feet high,with a trunk about a foot thick. You can sense only
the most basic things, such as night and day,strong winds, and things that can affect a tree. You
can resume human form at will, but doing so ends
the spell. While in tree form, you do not heal any
wounds or restore any Fatigue levels. The tree
branch you use to let yourself change backdetermines the kind of tree the target becomes,
and you cannot cast the spell without the branch.
(Base 25, +2 Sun)
Source: Ars Magica Fifth Edition, 131

LEVEL 40
CLOAK OF MIST
MuCo(Au) 40
R: Per, D: Sun, T: Ind
Req: Auram
You turn yourself into a thick, cohesive mist of
approximately human size. You can float throughthe air at walking speed and can see and hear
what is going on around you. You can also seepthrough cracks, but cannot move through solid
objects. You may return to human form at any
time, but doing so ends the spell. As mist, you aresubject to the forces of the wind. In order to castthis spell, you must inhale some mist, and you
keep the mist in your “mouth” until you want to
end the spell.
(Base 30, +2 Sun)
Source: Ars Magica Fifth Edition, 131

TRANSFORM TO WATER

MuCo(Aq) 40
R: Per, D: Sun, T: Ind
Req: Aquam
You turn yourself into water, one pint for every
pound of your weight. As water, you can holdyourself together unless someone makes an effort
to separate part of you from the rest. You can rollslowly across the ground, but cannot move uphill.
You can hear sounds, feel things that touch you,and can sense temperature. You can resume
human form at will, but doing so ends the spell.
You cannot resume human form if a significant
part of your body/water is separated from therest. You pour a small amount of water into yourhands when you cast the spell.
(Base 30, +2 Sun)
Source: Ars Magica Fifth Edition, 131

LEVEL 45
THE SILENT VIGIL
MuCo(Te) 45
R: Per, D: Moon, T: Ind
Req: Terram
You can move into and become part of a rockformation that’s at least twice your size. While inthe stone, you can hear what’s going on aroundyou, but you can’t use other senses. The spell lasts
until you come out, and you must come out where
you went in. You have no need for food or drink,though you do age. Rolls to recover from Fatigue
or wounds take twice as long to make while you
are in the stone. Casting requisites are requiredfor items you take with you into the stone.
(Base 25, +3 Moon, +1 for special effect)
Source: Ars Magica Fifth Edition, 132

LEVEL 60MISTS OF CHANGE

MuCo(An) 60
R: Voice, D: Sun & Year, T: Bound, Ritual
Req: Animal
As this spell is cast, a whipping wind arises andpatches of mist begin to roll across the landscape.
Sometimes, a patch of mist suddenly envelops a
person for a few seconds, during which time thevictim cannot move. When the mist blows away,
continuing its course, the person is lefttransformed into a random creature. Roll a simple
die to determine the result:
Roll
1
2
3
4
5

ResultWolf
Horse
Brown Bear
Large Toad
Ferret

Roll
6
7
8
9
10

ResultViper
Boar/Sow
Dog
Cat
Other

On a roll of 10, the Dungeon Master picks acreature; be cruel. People transformed retain their
human minds, but inherit all the passions andinstincts of their new forms. The mist covers thetarget area, which must be in sight when you castthe spell. The mists affect the area until sunrise orsunset, and transform anyone who remains in thearea during that time. For important characters,

roll a simple die when the spell is cast and every
half hour afterwards, and on a roll lower than thenumber of rolls made so far the mists envelope
and transform them at some point in the next halfhour. The transformations last a Year.
(Base 10, +2 Voice, +4 Year, +4 Bound, slightly
nonstandard effect, mist/wind cosmetic only)
Source: Ars Magica Fifth Edition, 132

Perdo Corpus Spells
LEVEL 5
TOUCH OF THE GOOSE FEATHER

PeCo 5
R: Voice, D: Mom, T: Ind
The target lets out a loud sneeze. Spellcasters who
sneeze must make DC 20 Intelligence saving
throws to maintain concentration, and others get–1 on most activities at the moment of the sneeze.
(Base 3, +2 Voice)Source: Ars Magica Fifth Edition, 132

LEVEL 15
DUST TO DUST

PeCo 15
R: Voice, D: Mom, T: Ind
Turns a dead body or mindless undead body todust in two rounds. The spell doesn’t affect thoseundead possessed by spirits. To do this to an
animal corpse requires a Perdo Animal spell.
(Base 5, +2 Voice)Source: Ars Magica Fifth Edition, 132

THE WOUND THAT WEEPS

PeCo 15
R: Voice, D: Mom, T: Ind
When casting this spell, you point at the victim
and a large wound opens on his or her body. The
wound is not a deep one, but it bleeds profusely.
This does 1d10 + 5 + target’s Size in hit points ofdamage and it looks bad.
(Base 5, +2 Voice)Source: Ars Magica Fifth Edition, 133

LEVEL 20INVOCATION OF WEARINESSPeCo 20
R: Voice, D: Mom, T: Ind

The target loses a Fatigue level. The phrases usedwith this spell are usually singsong melodies,
which lull the victim into drowsiness.
(Base 10, +2 Voice)Source: Ars Magica Fifth Edition, 133

LEVEL 25
BANE OF THE DECREPIT BODY

PeCo 25
R: Voice, D: Mom, T: Ind
The target ages 5 years times the target’s racial
aging modifier. Determine effects normally. This
spell does not work on children younger than age
16.
(Base 15, +2 Voice)Source: Ars Magica Fifth Edition, 133

CURSE OF THE LEPROUS FLESH

PeCo 25
R: Touch, D: Mom, T: IndThis spell inflicts leprosy on the target, whichcauses a person’s flesh to rot off in a matter ofweeks — a truly hideous sight. Much of thetarget’s flesh literally hangs from his or her frame,
and there is a pungent rotting smell about him at
all times. The target takes an Incapacitating
Wound from the disease, and must roll as normal
to recover. The target also loses two points ofConstitution by the time the disease ends. If thevictim somehow survives this curse, he is shunned
by mundane communities. If the victim succeeds
in a DC 10 Constitution saving throw when thespell is cast, he shakes off the disease, although hestill feels unwell for a few days, and may haveproblems if an astute doctor realizes he is leprous.
(Base 20, +1 Touch)
Source: Ars Magica Fifth Edition, 133

GRIP OF THE CHOKING HAND

PeCo 25
R: Voice, D: Conc, T: Ind
The target feels an invisible, strangling hand on
the throat. Each round, the target loses a Fatigue
level. Once the target falls unconscious, the spell
has no further effect. The spell works by seriously
constricting the target’s windpipe, hence thefeeling. This constriction is not quite enough tokill, however.
(Base 10, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 133

LEVEL 30
INCANTATION OF THE MILKY EYES

PeCo 30
R: Voice, D: Mom, T: Ind
Blinds a target, leaving the eyes milky withcataracts. This heals as a Heavy Wound.
(Base 20, +2 Voice)Source: Ars Magica Fifth Edition, 133

TWIST OF THE TONGUE

PeCo 30
R: Voice, D: Mom, T: Part
Twists the target’s tongue into a spiral, completely
destroying the ability to speak. A grave offense toa magus. The damage heals as a Medium Wound.
(Base 15, +2 Voice, +1 Part)
Source: Ars Magica Fifth Edition, 133

LEVEL 40
CLENCHING GRASP OF THE CRUSHED HEART

PeCo 40
R: Voice, D: Mom, T: Ind
When casting this spell, you make a clenchingmotion with your hand. The victim is reduced tozero hit points, doubles over, and begins making
death saving throws.
(Base 30, +2 Voice)Source: Ars Magica Fifth Edition, 133

LEVEL 45
THE KISS OF DEATH

PeCo 45
R: Touch, D: Mom, T: Ind
The person you kiss is reduced to zero hit points
and begins making death saving throws. The only
mark on the target is the black imprint of yourlips. You do not need to speak when casting thisspell, and thus gain no penalty from silence. (Thisis why the spell is higher level than the guidelines
would indicate.)(Base 30, +1 Touch, +2 for no words)
Source: Ars Magica Fifth Edition, 133

LEVEL 55CURSE OF THE UNPORTENDED PLAGUE

PeCo 55
R: Sight, D: Mom, T: Bound, RitualStarts a plague in a city or other Boundary.
Everyone within the boundary is afflicted with thedisease when the ritual is complete, and suffers as
described under Curse of the Leprous Flesh, above.
The conditions causing the disease last but amoment, so people entering the area after thespell is cast are safe. Using, or even transcribing,
this spell is rigorously discouraged by most of theOrder of Hermes. (Note: the disease caused by thisspell is not the later Bubonic Plague, which is
unknown in Europe in 1220.)(Base 20, +3 Sight, +4 Bound)
Source: Ars Magica Fifth Edition, 133

Rego Corpus Spells
LEVEL 5CURSE OF THE UNRULY TONGUE

ReCo 5
R: Voice, D: Conc, T: Ind
Causes the target to stutter and slur words.
Charisma ability checks are at –3. Spoken spells
are at –6 to the Hermetic casting roll, and there isan extra botch die.
(Base 2, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 134

SPASMS OF THE UNCONTROLLED HAND

ReCo 5
R: Voice, D: Conc, T: Ind
One of the target’s hands spasms, causing him todrop anything he is holding in it. It keeps
spasming for as long as you concentrate.
(Base 2, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 134

LEVEL 10
RISE OF THE FEATHERY BODY

ReCo 10
R: Touch, D: Conc, T: Ind
Allows the target to float vertically to any height,
carrying up to 50 pounds, and rising as fast as
smoke rises, slower if carrying a heavy load. The
target cannot move horizontally through this spell.
(Base 4, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 134

LEVEL 15

LEVEL 20DESPAIR OF THE QUIVERING MANACLES

THE GIFT OF VIGOR

ReCo 15
R: Voice, D: Conc, T: IndYour target shakes vigorously from side to side
without falling. Those affected get –3 on rolls
requiring physical movement, and –1 to mostother rolls.
(Base 4, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 134

ENDURANCE OF THE BERSERKERS

ReCo 15
R: Per, D: Conc, T: IndYour body acts as though it were unwounded andunfatigued for as long as you concentrate. Keeptrack of the actual Fatigue levels that the bodyloses while “berserk,” because as soon as the spell
wears off, you lose those levels. If you run out of
Fatigue levels, the spell terminates immediately
and you fall unconscious.
A character under the influence of this spell does
risk worsening wounds, but he may not notice.
(Base 10, +1 Concentration)
Source: Ars Magica Fifth Edition, 134

GIFT OF THE FROG’S LEGS

ReCo 15
R: Touch, D: Mom, T: Ind
Allows the target to leap up to 15 feet vertically or
25 feet horizontally (2 feet less for every
Encumbrance point). The person must make a DC
0 Dexterity saving throw to land without injury(since the DC is zero, only a roll of natural ‘1’
would indicate a failure in most cases). A failure
indicates that he takes a Light Wound, and a botch
indicates a Medium Wound. The target can only
leap once for each casting of the spell, and thatleap must be made within ten seconds. As with afrog’s leap, a running start does not improve theleap.
(Base 10, +1 Touch)
Source: Ars Magica Fifth Edition, 134

LIFTING THE DANGLING PUPPET

ReCo 15
R: Voice, D: Conc, T: Ind
Lifts a person of Size +1 or less vertically into theair. Generally, you can make the target rise ordescend as fast as smoke rises, but a heavier
person rises more slowly and falls more quickly.
(Base 4, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 134

ReCo 20
R: Touch, D: Mom, T: IndTransfers bodily energy from you to any target
who is at a lower Fatigue level than you. You arethus at the target’s current Fatigue level, and he or
she assumes your previous level. If you lose a
Fatigue level from casting this spell, the loss
comes after the transfer. Magi have long looked
for a way to restore their energy in order to castmore spells. This is the closest they’ve come.
(Base 15, +1 Touch)
Source: Ars Magica Fifth Edition, 134

LEVEL 25
AWAKEN THE SLUMBERING CORPSE
ReCo 25
R: Voice, D: Conc, T: Ind
Causes a corpse to function at your verbal
command. Commands have to be very simple, like“attack anyone who comes through here.” Thecorpse used cannot have been buried by Church
ceremony.
(Base 10, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 134

STRINGS OF THE UNWILLING MARIONETTE

ReCo 25
R: Voice, D: Conc, T: Ind
You can control the physical movements of aperson, such as walking, standing, and turning. If
the target resists the control, the movements arejerky. The target can yell, but you can prevent
intelligible speech by controlling the target’s
mouth. The target must be conscious to be moved
about.
(Base 10, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 135

LEVEL 30
SEVEN-LEAGUE STRIDE

ReCo 30
R: Per, D: Mom, T: IndTransports you to any place within seven leagues
either that you can see or that you have an Arcane
Connection with. If you fail an DC 15 Intelligenceability check with proficiency, your arrival goesslightly awry. For instance, you might fall when
you appear, or just be facing the wrong way. A

botch means you appear in the wrong place,
perhaps even in a wall.
Praefactus of Bonisagus’s version of this spellalways allows him to appear in a safe,
unembarrassing place (assuming he doesn’t failhis Finesse roll). All Praefactus’s spells make him
seem as dignified as possible — manifesting his
wizard’s sigil.
(Base 30)
Source: Ars Magica Fifth Edition, 135

LEVEL 35
THE LEAP OF HOMECOMING

ReCo 35
R: Per, D: Mom, T: IndTransports you to any place to which you have an
Arcane Connection. Most magi use this to return totheir laboratories.
(Base 35)
Source: Ars Magica Fifth Edition, 135

THE WALKING CORPSE

ReCo(Me) 35
R: Touch, D: Year, T: Ind, Ritual
Req: Mentem
Turns a corpse into a nearly mindless servant thatcan follow your simple verbal commands faithfully
but unimaginatively. Unless the corpse ispreserved with Charm Against Putrefaction or theequivalent, the body decays normally, but even askeleton can be animated.
(Base 10, +1 Touch, +4 Year)
Source: Ars Magica Fifth Edition, 135

The Art of Herbam
Creo Herbam Spells
LEVEL 5CONJURE THE STURDY VINE

CrHe 5
R: Voice, D: Sun, T: Ind
Grows 10 paces of vine from a moderate quantityof wood, or from fertile soil. The vine is extremely
strong and pliable, suitable for use as rope.
(Base 1, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 135

LEVEL 15
TRAP OF THE ENTWINING VINES

CrHe 15
R: Voice, D: Sun, T: Group
Causes strong, woody vines to grow rapidly fromfertile earth. The vines cover a circle 2 paces
across and reach 6 feet high. Anything caught
within them is immobilized. To avoid the vines,
the target must make a DC 15 Dexterity saving
throw. To break out requires a DC 20 Strengthsaving throw (allowed once a round). Someone
not trapped can cut a trapped person free in two
rounds, assuming proper tools. The vines weaken
and wither to dust at sunrise or sunset.
(Base 1, +2 Voice, +2 Sun, +2 Group)
Source: Ars Magica Fifth Edition, 135

LEVEL 20
BRIDGE OF WOOD

CrHe 20
R: Touch, D: Sun, T: Ind
Creates an ornate and exquisitely carved bridge
made from living leaves, vines, and wood. The
bridge can reach up to 20 paces, and is five paces
wide. It is sturdy enough to support creatures of
up to Size +4.
(Base 3, +1 Touch, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 135

WALL OF THORNS

CrHe 20
R: Voice, D: Sun, T: Group
Within seconds, this spell creates a straight wall ofwoody, thorny bushes up to 20 paces long, 1 pacethick, and 4 paces high. The thorns, which areunnaturally resilient, have an Armor Class of 20
are cut by edged weapons only, and cutting
through requires inflicting 15 points of damage.
Bodily forcing one’s way through the wall requires
a DC 15 Strength ability check and does +15
damage whether the attempt succeeds or fails. If
the roll botches, an additional 5 points of damage
are suffered. The wall grows out of existing bushes
or fertile soil. A DC 15 Dexterity (Athletics) ability
check allows a character to scale the wall, but thecharacter takes +10 damage in the process.
(Base 1, +2 Voice, +2 Sun, +2 Group, +1 size)
Source: Ars Magica Fifth Edition, 135

LEVEL 25

LEVEL 5

WALL OF LIVING WOOD

HUNT FOR THE WILD HERB

CrHe 25
R: Voice, D: Sun, T: Ind
A straight wall of living oak is created, growing
quickly from nearby trees, other plant growth, or
fertile earth. The wall is 20 paces long, 1 pacethick, and 5 paces high. It can be scaled with a DC
15 Dexterity (Athletics) ability check.
(Base 3, +2 Voice, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 135

LEVEL 35
THE BOUNTIFUL FEAST

CrHe 35
R: Touch, D: Year, T: Special, RitualThis ritual, which must be cast at noon on the day
after the winter solstice, attempts to ensure that
all crops that grow within its target will be healthy
and fruitful. The spell protects against nonmagical blight and other diseases. It can’t control
the weather or prevent others from harming
crops, but it does cause crops to be healthier,larger, and tastier than they otherwise would be.
The target of this spell is the fields owned by thosepresent at the ritual. The spell must be cast within
the region affected by the spell, although that
region need not be contiguous. Although foodplants are affected most by this ritual, all plants
are made healthier to some degree.
(Base 1, +1 Touch, +4 Year, +4 Special (equivalent
to Boundary), +1 Size (for a total of +4 Size,
including the +3 from the guideline, so that thearea affected is up to about 6 miles across))
Source: Ars Magica Fifth Edition, 135

Intellego Herbam Spells
LEVEL 4
PROBE NATURE’S HIDDEN LORE

InHe 4
R: Touch, D: Mom, T: Ind
Tells you what kind of plant you are touching. You
also get an image of it in its natural habitat. Works
with plant products as well as with plants
themselves.
(Base 3, +1 Touch)
Source: Ars Magica Fifth Edition, 136

InHe 5
R: Per, D: Conc, T: Smell
When you cast this spell, you can smell one sort ofplant, and follow the scent, as long as you continue
to concentrate. You must have a sample of thetype of plant you are looking for. A DC 10 Wisdom
ability check is needed to follow the scent. If there
is no plant of the relevant type fairly close by(close enough to smell), you smell nothing,although the spell still works.
(Base 2, +1 Concentration, +2 Smell)
Source: Ars Magica Fifth Edition, 136

LEVEL 10INTUITION OF THE FOREST
InHe 10
R: Touch, D: Sun, T: GroupYou engage in a type of communion with thewoods that you are in, giving you an intuitive
sense of how to get along in the forest, and how to
get the most out of the forest without causing it
harm. You get a +3 to all nature oriented rolls (notincluding spells) when in a forest or similar area.
Causing significant harm to the forest cancels thisspell.
(Base 1, +1 Touch, +2 Sun, +2 Group)
Source: Ars Magica Fifth Edition, 136

LEVEL 15SHRIEK OF THE IMPENDING SHAFTS

InHe 15
R: Per, D: Sun, T: Hearing
Lets you know where anything wooden will be in
the immediate future by a shriek that sounds inthe air in advance of the wood’s coming. A piece ofwood that is controlled may change course, so thespell is sometimes wrong. You get a +9 bonus on
Armor Class against wooden weapons (provided
that you have the freedom to dodge), and you can
automatically dodge wooden missiles fired from
more than ten paces (30’) away. The shriek is only
audible to you, and it cannot be simulated bypeople making noises.
(Base 2, +2 Sun, +3 Hearing)
Source: Ars Magica Fifth Edition, 136

LEVEL 25
CONVERSE WITH PLANT AND TREE

InHe 25
R: Touch, D: Conc, T: Ind
You can speak with a plant for one conversation.
The level of conversation depends on the type ofplants; longer-lived and more noble plants havemore to say. A single question and response takes
ten to thirty minutes, with slower-growing plants
speaking more slowly. Typically, plants can talkabout the soil and about other plants aroundthem, but have limited awareness of more
momentary events, such as the passing of animals
or people, unless that passing has a direct bearing
on the plant (for example, a person cut its trunk).
News can spread quickly through a forest when it
has to, called from tree to tree on the wind.
Bystanders cannot understand your conversation.
(Base 15, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 136

Muto Herbam Spells
LEVEL 5PASS THE UNYIELDING PORTAL

MuHe 5
R: Touch, D: Diam, T: Ind
Makes the wood of a door pliable, allowing themagus to bend it open regardless of most locks orbars.
(Base 3, +1 Touch, +1 Diameter)
Source: Ars Magica Fifth Edition, 137

LEVEL 10TRANSFORMATION OF THE THORNY STAFF

MuHe 10
R: Touch, D: Sun, T: Ind
Causes a length of wood (up to 6 feet in length) to
grow thick, sharp thorns at whatever spots you
touch. If the spell is cast on a staff, the thorns add+4 to the damage done by the staff.
(Base 3, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 137

PIERCING SHAFT OF WOOD

Mu(Re)He 10
R: Voice, D: Mom, T: Ind
Req: Rego
Turns a piece of wood into a sleek, barbed, strong
shaft that flies through the air at a target. Damage
depends on the size of the item from which theshaft is formed: staff (upper size limit) +10, 2-footbranch +8, wand +5. This spell cannot miss, but it
is resisted.
(Base 3, +2 Voice, +1 Rego effect)
Source: Ars Magica Fifth Edition, 137

LEVEL 15
ROPE OF BRONZE

MuHe(Te) 15
R: Touch, D: Sun, T: Ind
Req: Terram
Turns a piece of rope (made from plant material)
into refined, superior bronze, which does notbreak under normal circumstances.
(Base 4, +1 Touch, +2 Sun, no cost for requisite)
Source: Ars Magica Fifth Edition, 137

LEVEL 20
THAUMATURGICAL TRANSFORMATION OF PLANTS
TO IRON
MuHe(Te) 20
R: Touch, D: Sun, T: Ind
Req: Terram
Makes any plant, dead or alive, as hard as iron.
Affects any amount of continuous plant material
up to the size of a small tree. Sharpedged plants
can become deadly when they are made this hard.
(Base 4, +1 Touch, +2 Sun, +1 size, no cost forrequisite)
Source: Ars Magica Fifth Edition, 137

LEVEL 25
STIR THE SLUMBERING TREE

MuHe(Me) 25
R: Touch, D: Sun, T: Ind
Req: Mentem
Raises any tree into a state of consciousness
resembling that of a human. Such a tree can see
and hear what is going on around it, and at a
normal human level of perception. Such a tree
may share some mental attributes or personality
traits with the caster. The tree can rearrange its
branches over the course of several hours, though
too slowly for people to observe the movementfrom second to second. Most trees in magicalareas are already awake.
(Base 4, +1 Touch, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 137

LEVEL 60
CURSE OF THE HAUNTED FOREST

Mu(Pe)He 60
R: Touch, D: Year, T: Group, Ritual
Req: Perdo
Turns a previously normal forest into a haunted
and dangerous place. The trees become gnarled
and hideous, and the imaginative can see
menacing faces in them. The trees also become
conscious and cruel; capable of sight, hearing, andlimited movement. While they cannot uproot
themselves, they can move their branches about,and can reach the ground in an hour or two. Only
ill-tempered animals, such as boars and crows,
live in these woods, and nothing in them is edible.
The only knowledge of what might happen should
this ritual be attempted in a faerie forest comesfrom ancient and disputed legends of the Order ofHermes.
(Base 4, +1 Touch, +4 Year, +2 Group, +5 size)
Source: Ars Magica Fifth Edition, 137

Perdo Herbam Spells
LEVEL 5CURSE OF THE ROTTED WOOD

PeHe 5
R: Touch, D: Mom, T: Ind
Causes a non-living wooden object to rot and fallapart. Objects up to the size of a single door can beaffected, but things that size take up to two rounds
to decay. Usually, large chunks of wood startfalling off the target, and slowly crumble tosmaller and smaller pieces, until only dust is left.
Ferramentum of Verditius’s version of this spell isvery orderly as per his wizard’s sigil. The decay ofthe object starts from the top and continues to thebottom, leaving only dust as it goes.
(Base 4, +1 Touch)
Source: Ars Magica Fifth Edition, 137

LEVEL 15
WIZARD’S AUTUMN

PeHe 15
R: Touch, D: Mom, T: GroupAll the deciduous leaves (that is, those that
normally fall in autumn) on the target plants turnbrown and then fall to the ground. The full process
takes a minute. This spell can affect a small groveof trees. The trees do not bud again until the next
spring.
(Base 2, +1 Touch, +2 Group, +2 size)
Source: Ars Magica Fifth Edition, 137

LEVEL 20
PLANT’S WITHERING BANE
PeHe 20
R: Voice, D: Mom, T: IndWithers and destroys one living plant, up to andincluding a plant the size of a small tree.
(Base 5, +2 Voice, +1 size)
Source: Ars Magica Fifth Edition, 137

LEVEL 25
THE GREAT ROT

PeHe 25
R: Voice, D: Mom, T: Group
Rots and destroys a large amount of dead wood,
up to the amount found in a wooden house or
small inn. Wooden structures creak and groan
mightily for about a minute before collapsing.
(Base 4, +2 Voice, +2 Group, +1 size)
Source: Ars Magica Fifth Edition, 138

LEVEL 30
TREADING THE ASHEN PATH
PeHe 30
R: Touch, D: Mom, T: GroupAs you walk through a forest after casting thisspell, all the plant material 10 paces in front of you
and 5 paces to either side withers and dies. Trees
are reduced to bare trunks, while their leaves andall smaller plants turn to ash. You can walk for 7
miles with each casting of this spell. Use of thisspell in faerie woods is not recommended. This
spell was originally invented by a magus of House
Flambeau, and he was awarded a prize for it by his
primus.
(Base 3, +1 Touch, +2 Group, +3 size, +1 fancy
effect (the spell effectively keeps being cast while
the caster walks seven miles))
Source: Ars Magica Fifth Edition, 138

GENERAL

branch, striking once per round for as long as thespell lasts.
(Base 3, +2 Voice, +1 Concentration, +1 Part)
Source: Ars Magica Fifth Edition, 138

WARD AGAINST FAERIES OF THE WOODTANGLE OF WOOD AND THORNSLEVEL 5

ReHe 15
R: Voice, D: Conc, T: Ind
Takes a length of wood that you designate andhurls it at a target (a Targeting roll is required).
The wood wraps around and immobilizes thetarget (assuming that there is enough wood), whomust make a DC 15 Strength saving throw tobreak free (one attempt per round). If the victim
ever botches, he cannot escape without outside
help. If the length of wood has thorns, it does +6
damage when it hits, and again each time thetarget tries to break free, whether successful ornot. When the caster stops concentrating, thetarget can escape on a DC 10 Strength saving
throw.
(Base 3, +2 Voice, +1 Concentration, +1 Muto
requisite)
Source: Ars Magica Fifth Edition, 138

Rego Herbam Spells

ReHe Gen
R: Touch, D: Ring, T: Circle
Like Ward Against Faeries of the Waters (ReAq
Gen), but for faeries of the wood. At some angles,
at night, the ring appears to be a green-hueddome.
(Base effect)
Source: Ars Magica Fifth Edition, 138

DANCE OF THE STAVES

ReHe 5
R: Voice, D: Mom, T: Ind
Causes a pole, staff, haft, or any other long, thin,
non-living wooden object to bend and lash about
wildly for a few seconds and then stop suddenly. A
whirling staff strikes its holder and does +4
damage, with a possible bonus if the weapon at
the head of the pole hits the person.
(Base 3, +2 Voice)Source: Ars Magica Fifth Edition, 138

LEVEL 20
COILS OF THE ENTANGLING PLANTS

ReHe 10
R: Voice, D: Mom, T: Ind
Deflects a single blow of any weapon made ofwood, up to the size of a two-handed club. The
attack automatically misses, but the attacker stillrolls to see if he or she botches (with two extra
botch rolls for melee weapons). If you ordinarily
carry a staff, it must be tossed aside for the
casting.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 138

ReHe 20
R: Voice, D: Conc, T: Group
Animates all the grass and small plants within afield delineated from side to side by youroutstretched arms and in front by no more than
15 paces of distance. The plants grab and wrap
themselves around the people nearest to them(DC 15 Strength saving throw to break free, rolled
once per minute). If a roll to break free everbotches, the victim cannot escape on his or her
own. With a DC 10 Constitution ability check withproficiency, you can release one individual around.
(Base 3, +2 Voice, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 138

LEVEL 15LEVEL 25

STRIKE OF THE ANGERED BRANCHLORD OF THE TREESLEVEL 10REPEL THE WOODEN SHAFTS

ReHe 15
R: Voice, D: Conc, T: Part
Causes a large tree branch to swing at a target.
The branch’s attack bonus is equal to yourWisdom modifier plus your proficiency bonus.
damage is +10. You may strike repeatedly with the

ReHe 25
R: Voice, D: Conc, T: Ind
Causes a tree to move its branches and bend its
trunk in any way you mentally direct. A large tree
striking with branches has an initiative bonus of+5, an attack bonus of +7, and damage +10.

Normal weapons are practically useless against
large trees.
(Base 4, +2 Voice, +1 Concentration, +2 size)
Source: Ars Magica Fifth Edition, 139

THE TREACHEROUS SPEAR
ReHe 25
R: Voice, D: Diam, T: IndThis spell animates a wooden or woodenhafted
melee weapon in someone else’s hand, and makesthat weapon attack its holder until the wielder isdead or the weapon is destroyed. When the spellis cast, the weapon tries to break its wielder’s hold(DC 15 Dexterity saving throw to hang on). On
subsequent rounds, the wielder hangs on bymaking DC 10 Strength saving throws once perround. If a roll to hold on ever botches, the wielder
loses control of the weapon and is hit by it
automatically (see below). While still in its
wielder’s grip, the weapon does not strike him orher, but does not strike on the wielder’s behalf
either. Once the weapon breaks free or is released,
it attacks its wielder, using his attack bonus anddamage. The former wielder may fight therebellious weapon. The weapon has an Armor
Class equal to 10 + the caster’s proficiency bonus.
It has no hit points, and is “killed” after it taking
damage depending on its size. One-handed
weapons must take 10 points of damage while
two-handed weapons must take 15 points ofdamage. The damage of thrusting and missile
weapons is halved when attacking the renegade
weapon.
(Base 10, +2 Voice, +1 Diam)
Source: Ars Magica Fifth Edition, 139

TWIST THE LIVING TREE

ReHe 25
R: Touch, D: Sun, T: Ind
You make a living tree bend into unusual
positions. Depending on your needs, you can makea cage, a shelter, or a wall. Even the leaves can becommanded, maybe to form a solid roof that sheds
rain. Takes one to ten minutes to complete(depending on the complexity of the new shape),
during which time you must maintain
concentration.
(Base 4, +1 Touch, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 139

WARD AGAINST WOOD

ReHe 25
R: Per, D: Sun, T: Ind
The caster is protected from nonenchanted wood,
so that none of it can actually contact his body. If
he is walking on a wooden surface, he is actuallysuspended very slightly above it.
(Base 15, +2 Sun)
Source: Ars Magica Fifth Edition, 139

LEVEL 30
FREEING THE STRIDING TREE

ReHe 30
R: Voice, D: Conc, T: Ind
Like Lord of the Trees, above, but the tree canwalk half as fast as a human can. If you botch aConcentration roll to maintain control, the tree
attacks you, having been awakened and disturbed
by this spell.
(Base 5, +2 Voice, +1 Concentration, +2 size)
Source: Ars Magica Fifth Edition, 139

LEVEL 45CALLING THE COUNCIL OF THE TREESRe(In)He 45
R: Touch, D: Moon, T: Bound, Ritual
Req: Intellego
You call all magical and potentially mobile trees
within the forest where you cast the ritual to thesite of the ritual. The trees are compelled to come,and will likely be interested in whoever has called
them. The attitude of the trees depends on theforest and the nature of the one who called. Oncegathered, the trees hold meetings, summon
ancient powers, and discuss the problems facing
their kind. You may speak, and understand what
the trees are discussing. The results of theconference may not be entirely in your favor. The
trees remain animated for a month and may seek
to return home before the end of that period.
(Base 5, +1 Touch, +3 Moon, +4 Bound, no cost forIntellego effect)
Source: Ars Magica Fifth Edition, 139

The Art of Ignem
Creo Ignem Spells

apparent source, but illuminates an area about ten
paces across, centered on a point indicated by thecaster. This point may be a mobile item.
(Base 4, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 140

LEVEL 3

LEVEL 15

MOONBEAM

BLADE OF THE VIRULENT FLAME

CrIg 3
R: Touch, D: Conc, T: Ind
Causes a gentle light, bright enough to read by, toshine down from above and illuminate the area
described by your encircled arms. Lasts as long as
you hold your arms in a circle.
(Base 1, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 139

LEVEL 5
PALM OF FLAME

CrIg 5
R: Touch, D: Conc, T: IndA flame leaps up in your palm, which must be
upturned for the spell’s duration. The flame casts
light like a torch, and can ignite very flammableitems. It does no damage, and does not burn thecaster.
(Base 3, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 139

LEVEL 10HEAT OF THE SEARING FORGE

CrIg 10
R: Voice, D: Mom, T: Ind
Heats a piece of metal so that it is too hot to touch.
Something the size of a breastplate or helmet does
+5 damage if in direct contact with the skin for
one round. For each additional round, moredamage is done, the amount dropping by two
points each round (+3 damage on round two, then+1). Smaller objects do less damage. Most metalarmor has leather or cloth underneath that
reduces the damage from the heat by three eachround.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 140

LAMP WITHOUT FLAME

CrIg 10
R: Touch, D: Conc, T: IndThis spell creates a steady light as bright as
daylight on a cloudy day. The light has no

CrIg 15
R: Touch, D: Diam, T: Ind
Forms a fire along the length of a metal blade. This
flame doubles the weapon damage score for theblade (or adds +5, whichever is greater), and canstart fires as well. If the spell is cast repeatedly on
the same blade, the blade gets hot enough to melt
after half an hour, which ends the spell. Letting theblade cool for half an hour between castings
avoids this.
(Base 5, +1 Touch, +1 Diameter)
Source: Ars Magica Fifth Edition, 140

FLASH OF THE SCARLET FLAMESCrIg 15
R: Voice, D: Mom, T: Ind
A brilliant red flash explodes in the air where you
designate. If you target a person’s face the target
needs to make a DC 15 Constitution saving throw
to avoid temporary blindness. If the target botches
the roll, he is permanently blinded. If temporarily
blinded, he can try to make a DC 15 Constitution
saving throw each minute to recover. The flash is
equivalent to looking straight at the sun.
In Rose of Jerbiton’s version of this spell, there is a
faint odor of roses in the area where the flash
explodes.
(Base 5, +2 Voice)Source: Ars Magica Fifth Edition, 140

LEVEL 20
PILUM OF FIRE

CrIg 20
R: Voice, D: Mom, T: IndA 2-foot, thick, spear-shaped jet of fire flies fromyour palms, doing +15 damage to the individual it
hits.
(Base 10, +2 Voice)Source: Ars Magica Fifth Edition, 140

LEVEL 25

Intellego Ignem Spells

ARC OF FIERY RIBBONSLEVEL 5

CrIg 25
R: Voice, D: Mom, T: GroupA dozen multi-hued ribbons of flame leap fromyour hands and fly out as far as your voice carries,
covering a 60-degree arc. All those in the arc take+10 damage.
(Base 5, +2 Voice, +2 Group)
Source: Ars Magica Fifth Edition, 140

COAT OF FLAME

Cr(Re)Ig 25
R: Voice, D: Diam, T: Ind
Req: Rego
The target is swathed in fire, and takes +5 damage
every round while the spell is in effect. That is, thedamage occurs twenty times during the spell. The
Rego requisite ensures that the fire does not
spread.
(Base 5, +2 Voice, +1 Diameter, +1 Rego requisite)
Source: Ars Magica Fifth Edition, 140

LEVEL 35
BALL OF ABYSMAL FLAME

CrIg 35
R: Voice, D: Mom, T: Ind
A ball of flame shoots from your hand to strike asingle target, doing +30 damage.
Marius of Tremere’s version of the spell causes theball to make a loud bang when it hits the target.
His sigil is a gaudiness in his spells.
(Base 25, +2 Voice; the ball appearing to shootfrom your hand is a cosmetic effect)
Source: Ars Magica Fifth Edition, 140

CIRCLE OF ENCOMPASSING FLAME

CrIg 35
R: Voice, D: Conc, T: Ind
Creates a circle of flames 6 feet high. The circle
begins at a 1-pace radius, but you can make itshrink to a pillar or grow to a 3-pace radius as you
concentrate if you cast with a Rego requisite.
Anyone moving through the flames takes +20
damage. You cannot move the center of the circle.
(Base 20, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 140

TALES OF THE ASHESInIg 5
R: Touch, D: Conc T: Ind
Lets you see what the ashes you touch originallywere, and how and when the object was burned.
The latter two are divined from markings andsigns in the ashes.
(Base 3, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 141

LEVEL 15SHADOWS OF THE FIRES PAST
InIg 15
R: Per, D: Mom, T: Vision
Allows you to see where fires have been in thepast lunar month. A light red flickering hazeappears where the fire was, and you gain an
intuitive sense of when the fire was there. This
spell does not look into the past, but detects thetraces of fire.
(Base 3, +4 Vision)
Source: Ars Magica Fifth Edition, 141

LEVEL 20
VISION OF HEAT’S LIGHT
InIg 20
R: Per, D: Sun, T: Vision
Allows you to see the heat of objects that are ofhuman body temperature or hotter. Excellent for
use in the dark, but it doesn’t give true vision. You
can see well enough to use a weapon, even a
missile weapon, without penalty, but recognizing
people is very difficult.
(Base 2, +2 Sun, +4 Vision)
Source: Ars Magica Fifth Edition, 141

LEVEL 35
EYES OF THE FLAME
InIg 35
R: Arc, D: Conc, T: Ind
Lets you see a fire up to the size of a large
campfire to which you have an Arcane Connection.
You can also see all those things which the fire
illuminates.
(Base 10, +4 Arcane Connection, +1
Concentration)
Source: Ars Magica Fifth Edition, 141

WORDS OF THE FLICKERING FLAME

InIg 35
R: Voice, D: Conc, T: Ind
Allows you to converse with a fire, commonly very
chaotic and distractible. Promising a fire more fuelmight keep its interest. Fires are mostly aware ofwhat they’ve burned, but they have a limited
awareness of what goes on around them as well.
(Base 20, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 141

Muto Ignem Spells
LEVEL 5LEVEL 20PRISON OF FLAMES

MuIg 20
R: Voice, D: Sun, T: Ind
Turns a bonfire into a prison shaped like aminiature castle. A person thrown into the middle
is not burned, but takes +15 damage if he or shetries to escape.
(Base 3, +2 Voice, +2 Sun, +1 Size)
Source: Ars Magica Fifth Edition, 142

LEVEL 25
TRAPPING THE FIRE

MuIg 5
R: Voice, D: Mom, T: Ind
Makes a fire burn brightly in shifting colors for an
instant. Each being looking at the fire must make a
DC 10 Constitution saving throw or be blinded for
one round by the multicolored lights.
(Base 3, +2 Voice)Source: Ars Magica Fifth Edition, 141

MuIg(Te) 25
R: Voice, D: Sun, T: Ind
Req: TerramThis spell turns the heat and flames of a large
campfire into a small, very hard object, such as a
gem or a piece of metal. If the object is broken, theflame returns, but dies if there is nothing to burn.
(Base 5, +2 Voice, +2 Sun, requisite is free)
Source: Ars Magica Fifth Edition, 142

LEVEL 10LEVEL 35

SHOW OF THE FLAMES AND SMOKE

FLAMES OF SCULPTED ICE

MuIg 10
R: Voice, D: Conc, T: Ind
Causes smoke of different colors, streams of flame,and strange popping and sizzling noises to comefrom a fire. The effect is so spectacular that
onlookers are either entranced or horrified,depending on the circumstances. The pyrotechnics
might ignite nearby flammable objects and cause
minor burns to those within 2 paces of the fire.
(Base 3, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 141

MuIg(Aq) 35
R: Voice, D: Sun, T: Ind
Req: Aquam
Turns a fire up to the size of a small house into ice.
The ice forms beautiful sculptures of leaping
flame, until it begins to melt. When the ice has
melted halfway, the flames start again, but
probably won’t spread, because of wet
surroundings.
(Base 5, +2 Voice, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 142

HORNET FIRE

Perdo Ignem Spells

THE MANY-HUED CONFLAGRATION

Mu(Re)Ig 10
R: Voice, D: Conc, T: Ind
Req: Rego
Turns a fire into a swarm of fireballs, each the sizeof a large insect, that fly and harass at yourcommand. Their burning touch gives all those you
indicate within 7 paces (20’) of the fire both a –3
penalty on all rolls and two extra botch dice, butthey do not cause actual damage.
(Base 2, +2 Voice, +1 Concentration, +1 Regorequisite)
Source: Ars Magica Fifth Edition, 141

LEVEL 10
GLOOM OF EVENING

PeIg 10
R: Touch, D: Diam, T: RoomThe level of light in the target room drops
substantially, making the room gloomy, with deep
shadows everywhere.
(Base 2, +1 Touch, +1 Diameter, +2 Room)
Source: Ars Magica Fifth Edition, 142

WINTER’S ICY TOUCH

PeIg 10
R: Voice, D: Mom, T: Ind
Causes the target to feel a chill and lose body heat.
The target loses a Fatigue level.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 142

LEVEL 20
SOOTHE THE RAGING FLAMESPeIg 20
R: Voice, D: Mom, T: Ind
Eradicates the heat of a bonfire, which, however,continues to burn until the fuel already covered inflame is consumed. The flames do not spread, or
harm anything beyond what they were alreadyburning. If the fire is extinguished and relit, it willburn hot again, as it is now a different fire.
(Base 10, +2 Voice)Source: Ars Magica Fifth Edition, 142

LEVEL 25
CONJURATION OF THE INDUBITABLE COLD
PeIg 25
R: Voice, D: Mom, T: Part
Cools the air within ten paces of the target, leaving
it slightly below freezing. All nonliving things arechilled thoroughly, not just on the surface. Allliving things (except you, if you cast with a Regorequisite) lose one Fatigue level. House fires
become as small as campfires, bonfires become as
small as torch fires, and campfires and smaller
fires go out.
(Base 4, +2 Voice, +1 Part, +2 size)
Source: Ars Magica Fifth Edition, 142

WELL WITHOUT LIGHT

PeIg 25
R: Touch, D: Sun, T: Str
Removes light from the target structure. Only
spells greater than level 25 can create light within
this area. When casting this spell, magi typicallyclench a hand into a fist, and the light flows into
the fist like a living entity, until the entire area isdark.
(Base 3, +1 Touch, +2 Sun, +3 Str)
Source: Ars Magica Fifth Edition, 142

LEVEL 30
WIZARD’S ICY GRIP
PeIg 30
R: Voice, D: Mom, T: Ind
Chills a single target so that it takes +20 damage.
The target also loses one Fatigue level. If this isenough to kill, the target is frozen solid.
(Base 20, +2 Voice)Source: Ars Magica Fifth Edition, 142

LEVEL 35
WIZARD’S ECLIPSE

PeIg 35
R: Touch, D: Diam, T: Bound, Ritual
The sun is eclipsed within the target area, making
it as dark as night. The darkness begins very
suddenly — the superstitious are likely to panic,
especially if they see that there is normal daylightjust beyond the boundary of the spell.
(Base 2, +1 Touch, +1 Diameter, +4 Bound, +3
size)
Source: Ars Magica Fifth Edition, 142

Rego Ignem Spells
LEVEL 5TREMULOUS VAULT OF THE TORCH’S FLAME

ReIg 5
R: Voice, D: Mom T: Ind
Causes a fire to quiver a few seconds and thenmake a leap of up to 10 feet in any direction. A
Targeting roll is required to hit a specific target(i.e., d20 + Wisdom modifier + proficiency bonus
vs. target’s Armor Class). The flame stays at the
spot it hits if it can burn there (see rules for firedamage on page 181). Otherwise, it simply
scorches the spot and goes out (doing +5 damage).
(Base 3, +2 Voice)Source: Ars Magica Fifth Edition, 142

LEVEL 10
LEAP OF THE FIRE

ReIg 10
R: Voice, D: Mom, T: Ind
Causes a bonfire to leap of up to 10 paces in any
direction, where it catches if there is fuel, or burns
out if there is none. Make a Targeting roll to hit atarget; the flames do +10 damage.
(Base 3, +2 Voice, +1 size)
Source: Ars Magica Fifth Edition, 143

LEVEL 20
LIGHT SHAFT OF THE NIGHT

ReIg 20
R: Voice, D: Conc, T: Group
Collects moonbeams and starlight into a single
vertical shaft of soft, silvery light that moves
under your control. It illuminates an area 15 paces
across with light nearly equal to sunlight (if themoon is out) or moonlight (if the moon is not out).
If the sky is overcast, the spell does not work. Can
only be cast under the night sky.
(Base 3, +2 Voice, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 143

LEVEL 25
BURST OF THE SWEEPING FLAMESReIg 25
R: Sight, D: Mom, T: IndThis spell causes a fire to explode outwards fromits source along the ground, as if a giant wind
were blowing on it from above. The fire travels forno more than 10 paces, but it ferociously ignites
anything in its path. The original fire is left dead,but in all probability a number of new fires will bestarted. The flames cause +5 to +15 damage,depending on the intensity of the original fire.
(Base 10 (4 + 2 magnitudes for the intensity of thefire), +3 Sight)
Source: Ars Magica Fifth Edition, 143

WARD AGAINST HEAT AND FLAMESReIg 25
R: Touch, D: Sun, T: Ind
Keeps heat and fire at bay, unable to approachwithin 1 pace of the target. This renders the target
immune to damage from flames or heat ofintensity less than that of molten iron. The target
reduces all fire-related damage by 1d10 + 15 hit
points of damage per instance. Any fire doing lessthan +15 damage per round doesn’t penetrate theward. Such fires simply dim at the protected
person’s passing and flare back up after he or she
is gone.
(Base 4, +2 for up to +15 damage, +1 Touch, +2
Sun)
Source: Ars Magica Fifth Edition, 143

The Art of Imaginem
Creo Imaginem Spells
LEVEL 10
PHANTASM OF THE TALKING HEAD
CrIm 10
R: Voice, D: Diam, T: Ind
Creates an illusory face on a wall or other flat
object. The visage can speak during the spell’s
duration. Individual wizards’ sigils can produce
very interesting differences in how the voicesounds, how the face looks, and so on.
(Base 2, +2 Voice, +1 Diameter, +1 intelligible
speech)Source: Ars Magica Fifth Edition, 144

LEVEL 20
PHANTASMAL ANIMAL
CrIm 20
R: Voice, D: Diam, T: Ind
Creates an image of any animal or beast up to thesize of a pony (Size +1). Under your direct mental
command, it moves about (within range) andmakes appropriate noises. You need to be able toconcentrate, and be within range, whenever you
wish to direct the illusion to move in somemanner. If you move out of range or stop
concentrating, the illusion just freezes in place.
The image does smell like an animal, but it has
absolutely no effect on the sense of touch. Of
course, a magus may not use this spell to create
the image of an animal he or she does not know
exists.
(Base 3, +2 Voice, +1 Diameter, +2 move under
your command)
Source: Ars Magica Fifth Edition, 144

PHANTASMAL FIRE

CrIm(Ig) 20
R: Voice, D: Sun, T: Ind
Req: Ignem
Makes an image of a fire (up to the size of a large
campfire) that dances, illuminates, crackles, and(apparently) warms. It does not spread, burn, or
protect against cold. Makes a great joke atgatherings of House Flambeau, although creating areal fire is even more popular.
(Base 3, +2 Voice, +2 Sun, +1 for light from Ignem
requisite)
Source: Ars Magica Fifth Edition, 144

LEVEL 25

Intellego Imaginem Spells

PHANTASM OF THE HUMAN FORM

GENERAL

CrIm 25
R: Voice, D: Sun, T: Ind
Makes an image of a clothed and equipped personthat can make noise. Under your direct, unspoken
command, the person can move about, speak, andbehave as a human does.
(Base 2, +2 Voice, +2 Sun, +2 move at yourcommand, +1 intricacy)
Source: Ars Magica Fifth Edition, 144

LEVEL 35HAUNT OF THE LIVING GHOST

Cr(In)Im 35
R: Arc, D: Conc, T: Ind
Req: Intellego
With this spell, you can instantly project your own
image and voice to any designated spot that you
have an Arcane Connection to (though Dungeon
Masters may wish to limit this range to someabsolute distance like 300 miles). You can see andhear through the image. The image must appear insome medium, such as a fire, mirror, or pool. Somemagi use this spell to attend intercovenant
councils without traveling the intervening
distance. Because other magi can see you, thisspell is not held to constitute scrying by magic.
Using it through another covenant’s Aegis counts
as showing off, however.
(Base 2, +4 Arcane Connection, +1 Concentration,+2 move at your command, +1 intricacy, +1Intellego requisite)
Source: Ars Magica Fifth Edition, 144

LEVEL 40
THE SHADOW OF HUMAN LIFE
CrIm(Me) 40
R: Touch, D: Sun, T: Ind
Req: Mentem
The human image created (as in Phantasm of the
Human Form) has limited freedom and simulated
intellect. It functions as an independent human,albeit a stupid one, capable of interpreting generalorders in new situations.
(Base 2, +1 Touch, +2 Sun, +1 intricacy, +6
Mentem requisite, for a very elaborate effect)
Source: Ars Magica Fifth Edition, 144

DISCERN IMAGES OF TRUTH AND FALSEHOOD

InIm Gen
R: Per, D: Conc, T: Vision
You can tell whether an image has been created oraltered through a spell, seeing both the original
and false images in the case of alterations.
Illusions caused by a spell with a level higher than
five lower than the level of this spell are notdiscerned. If you botch the roll, you mistake
illusions for the real thing and reality for illusion.
Your discernment is not limited to visual illusions,although you can only tell that a sound is illusory
if you are looking at the apparent source.
(Base effect, +1 Concentration)
Source: Ars Magica Fifth Edition, 144

LEVEL 5PRYING EYES

InIm 5
R: Touch, D: Conc, T: RoomYou can see inside a room, as long as you cantouch one of its walls. If the room is unlit or poorly
lit, you can only see as much as you could if you
were inside, but magical enhancements of yoursenses do apply. You may change your viewpoint
within the room throughout the duration of thespell.
(Base 1, +1 Touch, +1 Concentration, +2 Room)
Source: Ars Magica Fifth Edition, 144

LEVEL 15DISCERN OWN ILLUSIONSInIm 15
R: Per, D: Sun, T: VisionThis spell makes your own illusions largely
transparent, but still discernible.
(Base 1, +2 Sun, +4 Vision)
Source: Ars Magica Fifth Edition, 145

LEVEL 20
THE EAR FOR DISTANT VOICESInIm 20
R: Arc, D: Conc, T: RoomYou can hear what is happening in the place you
designate. You must have an Arcane Connection
with the place or with a person there.

(Base 1, +4 Arcane Connection, +1 Concentration,+2 Room)
Source: Ars Magica Fifth Edition, 145

LEVEL 25

erect posture, and a louder and smoother voice.
The character gets a +3 on rolls to influence, lead,or convince others.
(Base 3, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 145

EYES OF THE EAGLENOTES OF A DELIGHTFUL SOUND

InIm 25
R: Per, D: Sun, T: Vision
You see distant things clearly. No matter how far
away something is, you can make out details as if
it were only a foot or so from you. Things do not
all appear to be a foot away; you can simply makeout details as well as if they were. You can still
judge distance accurately; in fact, more accurately
than normal, to within an inch or so at a distanceof several miles, since you can see as clearly as if
you were judging distance a foot away.
(Base 3, +2 Sun, +4 Vision)
Source: Ars Magica Fifth Edition, 145

SUMMONING THE DISTANT IMAGE

InIm 25
R: Arc, D: Conc, T: RoomYou can see and hear what is happening in a
distant place if you have some sort of Arcane
Connection to either the location or a person
there.
(Base 2, +4 Arcane Connection, +1 Concentration,+2 Room)
Source: Ars Magica Fifth Edition, 145

Muto Imaginem Spells
LEVEL 5TASTE OF THE SPICES AND HERBS

MuIm 5
R: Touch, D: Sun, T: Ind
A setting’s worth of food or drink tastes andsmells exactly as you designate.
(Base 2, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 145

LEVEL 10
AURA OF THE ENNOBLED PRESENCE

MuIm 10
R: Touch, D: Sun, T: Ind
The target appears more forceful, authoritative,
and believable. Numerous subtle changes inappearance bring about this change, including aslight supernatural illumination of the face, a more

MuIm 10
R: Touch, D: Sun, T: Room
Causes all sounds in a room, particularly music, tobe especially clear and sonorous. The notes areclearer, sharper, and more distinct.
(Base 1, +1 Touch, +2 Sun, +2 Room)
Source: Ars Magica Fifth Edition, 145

LEVEL 15DISGUISE OF THE TRANSFORMED IMAGE

MuIm 15
R: Touch, D: Sun, T: Ind
Makes someone look, sound, feel, and smell
different, though at least passably human.
(Base 4, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 146

LEVEL 20IMAGE PHANTOM
MuIm 20
R: Touch, D: Sun, T: Ind
Any one thing, including a living thing, can bemade to appear as if it were something else of
approximately the same shape and size. The
illusion cannot be cast on things that have a shapeor size improper to the final appearance. If thetarget moves or is moved in such a way that theillusion is inappropriate, it looks very strange
indeed.
(Base 5, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 146

Perdo Imaginem Spells
GENERALDISPEL THE PHANTOM IMAGE

PeIm Gen
R: Voice, D: Mom, T: Ind
Destroys the image from any one CrIm spellwhose level you match or exceed on a stress die +the level of your spell.
(Base effect)
Source: Ars Magica Fifth Edition, 146

LEVEL 5
TASTE OF THE DULLED TONGUE

PeIm 5
R: Touch, D: Sun, T: Ind
Hides the taste of any substance, liquid or solid.
(Base 2, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 146

LEVEL 10
ILLUSION OF COOL FLAMESPeIm 10
R: Voice, D: Sun, T: Ind
A source of heat, such as a fire, seems to lose its
heat and drop to the surrounding temperature. It
still, however, has its normal beneficial andharmful effects (that is, glowing coals still cookmeat or burn a person’s hand, though they do not
feel hot).
(Base 2, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 146

LEVEL 15INVISIBILITY OF THE STANDING WIZARD

PeIm 15
R: Touch, D: Sun, T: Ind
The target becomes invisible, but the spell isbroken if he moves (aside from breathing andshifting slightly in place). He still casts a shadow.
(Base 4, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 146

LEVEL 20
VEIL OF INVISIBILITY

PeIm 20
R: Touch, D: Sun, T: Ind
The target becomes completely undetectable tonormal sight, regardless of what he does, but still
casts a shadow.
(Base 4, +1 Touch, +2 Sun, +1 changing image)Source: Ars Magica Fifth Edition, 146

REMOVAL OF THE CONSPICUOUS SIGIL

PeIm 20
R: Touch, D: Sun, T: Part
Grooves, runes, writings, and similar markings are
obscured so that they are not visible, but theoverall shape of the medium remains constant.
For example, runes carved into a sword blade canbe made invisible, making the sword appear
normal.
(Base 4, +1 Touch, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 146

SILENCE OF THE SMOTHERED SOUND
PeIm 20
R: Voice, D: Sun, T: Ind
Makes one being or object incapable of producing
sound. Magi who cannot utter their magic words
suffer the normal penalties to their spellcasting(i.e., add two spell points to the cost of each spell).
(Base 3, +2 Voice, +2 Sun, +1 changing image)Source: Ars Magica Fifth Edition, 146

LEVEL 25
CHAMBER OF INVISIBILITY

PeIm 25
R: Touch, D: Sun, T: Group
Causes a Group of creatures to become invisible.
Any affected character who moves or is touchedmakes everyone visible. All members of the Group
still cast shadows.
(Base 4, +1 Touch, +2 Sun, +2 Group)
Source: Ars Magica Fifth Edition, 146

Rego Imaginem Spells
GENERALRESTORE THE MOVED IMAGE

ReIm Gen
R: Voice, D: Mom, T: Ind
Cancels a ReIm spell that moves an image, putting
the image back where it belongs, as long as you
can match the spell’s level on a stress die + thelevel of your spell. This spell targets the image.
(Base effect)
Source: Ars Magica Fifth Edition, 146

LEVEL 10
ILLUSION OF THE SHIFTED IMAGE

ReIm 10
R: Voice, D: Sun, T: Ind
Makes any person or object appear to be a paceaway from its actual position. The image cannot be
placed in a solid object. As soon as the original orimage moves, the spell ends.
(Base 2, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 146

WIZARD’S SIDESTEPReIm 10
R: Per, D: Sun, T: IndYour image appears up to 1 pace from where you
actually are, so attacks aimed there are likely tomiss you. Whenever the image is successfully
struck, it disappears and reappears in anotherspot. In combat, early attacks are aimed at theimage, and so automatically miss you. Once theimage has been hit once, you have a +9 bonus toArmor Class, as attackers must try to find you in a
fairly large area.
(Base 2, +2 Sun, +1 changing image, +1 moved
image matches changes)
Source: Ars Magica Fifth Edition, 147

LEVEL 25
THE CAPTIVE VOICE

ReIm 25
R: Voice, D: Sun, T: Part
Captures a person’s voice and places it in a bag.
The person may not speak unless the bag is open,
in which case the voice comes from the bag, notthe victim’s mouth. If the victim screams while thebag is shut, the bag vibrates visibly.
(Base 4, +2 Voice, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 147

LEVEL 30
CONFUSION OF THE INSANE VIBRATIONS

ReIm 30
R: Touch, D: Conc, T: Vision
The target of the spell sees everything vibrateback and forth at varying high speeds. In addition,
sounds and scents are displaced and seem to comefrom the wrong areas. Anyone trying to fight inthese circumstances suffers –3 on attack rolls andto Armor Class, and must roll two extra botch dice.
The target is likely to become desperate andterribly confused. Navigation is exceedingly
difficult. The visual effects of this spell are negated
if the target is in complete darkness or if theyclose their eyes.
(Base 3, +1 Touch, +1 Concentration, +4 Vision, +1
additional senses)
Source: Ars Magica Fifth Edition, 147

IMAGE FROM THE WIZARD TORNRe(In)Im 30
R: Per, D: Conc, T: Ind
Req: IntellegoYour image separates from your body and moves
as you do. It can speak whatever you say and do so
in your voice, and you can see through its eyes.
You must make a DC 10 Intelligence ability checkwith proficiency for each solid object the image
passes through and for each mile it travels or thespell ends. If you wish the image to be able toleave your sight, you must use an Arcane
Connection to yourself (for example, a fingernail
or a lock of hair) when you cast the spell. That
connection becomes an integral part of the image,
and when the spell ends, it falls to the groundwherever the image was located. As your image isaway from your body, you are invisible and silent
at your actual location. The image is your image,so while you may move it in space you may nothave it sit down if you are standing. Further, itappears as if illuminated by whatever light isfalling on you, no matter what the level ofillumination is at the image.
(Base 15, +1 Concentration, +1 additional sense,+1 Intellego requisite)
Source: Ars Magica Fifth Edition, 147

LEVEL 50
ILLUSION OF THE MISPLACED CASTLE

ReIm 50
R: Voice, D: Sun, T: Bound, RitualMoves the image of any bounded structure or setof structures the size of a castle or less up to one
mile from its actual position.
(Base 10, +2 Voice, +2 Sun, +4 Bound)
Source: Ars Magica Fifth Edition, 147

The Art of Mentem
Creo Mentem Spells
LEVEL 10WORDS OF THE UNBROKEN SILENCE

CrMe 10
R: Sight, D: Mom, T: Ind
Lets you say two words directly to the mind of atarget. The target can recognize your voice andknows that the message is of supernatural origin.
(Base 3, +3 Sight)
Source: Ars Magica Fifth Edition, 148

LEVEL 15
CrMe 15
R: Eye, D: Sun, T: Ind
Creates an overpowering fear in one person of a
specific object, person, or place.
(Base 4, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 148

all motivation and earthly cares. All he can feel is
his own pain — endless, inexorable, and searing.
Appropriate Charisma ability checks suffer aharmful adjustment of –5, and the target suffers –2 on any rolls that require thought orconcentration. The target has a strong tendency to
do nothing but brood.
(Base 4, +1 Eye, +3 Moon, +1 complex effect)
Source: Ars Magica Fifth Edition, 148

RISING IRE

LEVEL 35

PANIC OF THE TREMBLING HEART

CrMe 15
R: Eye; D: Sun, T: Ind
Makes the target furious at someone or somethingof your choice. A DC 15 Charisma saving throw canhold the anger in check, but it is felt strongly
regardless of the roll.
(Base 4, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 148

GIFT OF REASON

CrMe 35
R: Touch, D: Mom, T: Ind, Ritual
Permanently increases the target’s Intelligenceability score by two points, to no higher than 10.
(Base 30, +1 Touch)
Source: Ars Magica Fifth Edition, 148

LEVEL 20

Intellego Mentem Spells

MEMORY OF THE DISTANT DREAMLEVEL 10

CrMe 20
R: Eye; D: Sun, T: Ind
Inserts a full and complete memory into a person’s
mind. If the target gives the memory some thought
and concentration, and makes a DC 15 Intelligencesaving throw, the memory is revealed as false.
When the duration expires, the memory vanishes,
although the subject may remember rememberingit.
(Base 5, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 148

PAINS OF THE PERPETUAL WORRY

CrMe 20
R: Eye; D: Moon, T: Ind
Gives someone a nagging, taunting, painfulemotion — a recurrent sense of anxiety, a fear ofsomething he or she does not know, a fear of
everything, and a fear of nothing. To have thisspell cast on you is truly a curse.
(Base 4, +1 Eye, +3 Moon)
Source: Ars Magica Fifth Edition, 148

LEVEL 25
WEIGHT OF A THOUSAND HELLSCrMe 25
R: Eye; D: Moon, T: Ind
Causes the victim to feel the despair, anguish,
pain, and sorrow of a thousand sinners in Hell.
This is a horrible spell, for the victim loses almost

SIGHT OF THE TRANSPARENT MOTIVE

InMe 10
R: Eye; D: Mom, T: Ind
Detects the general motive most powerfully
influencing the target at the moment. Generalmotives are such things as fear, anger, and greed,
not specific things like the desire to look good
before one’s superiors.
(Base 5, +1 Eye)
Source: Ars Magica Fifth Edition, 148

LEVEL 15PERCEPTION OF THE CONFLICTING MOTIVES

InMe 15
R: Eye, D: Mom, T: Ind
You can detect the conflicting motives behind one
target’s actions. Thus you might learn that a guardfeels conflict between fear and duty. This spell isoften used before application of a Muto or Regospell, since it is usually easier to change a target’s
emotions after you’ve sensed them than it is tocreate emotions.
(Base 10, +1 Eye)
Source: Ars Magica Fifth Edition, 149

LEVEL 20

LEVEL 30

FROSTY BREATH OF THE SPOKEN LIE

PEERING INTO THE MORTAL MIND

InMe 20
R: Eye, D: Conc, T: Ind
For as long as you maintain this spell, the target
exhales a misty breath with each spoken lie. Small
bits of ice form on the person’s lips if the lie isparticularly severe. In winter, when breath isvisible anyway, lies produce a greater than normal
amount of mist (the mist actually billows out). A
target who makes a DC 25 Intelligence (Guile)
ability check can determine whether any given
statement will be taken by the spell as a lie. The
spell can be defeated through extensive andjudicious application of Creo Auram and Perdo
Auram spells, and a demon is able to manipulate itin any way it wishes, as demons are theembodiment of deception and are never caught ina lie if they do not wish to be. House Guernicus
brought the Order this spell, and it is a very poor
Quaesitor who is without it.
(Base 10, +1 Eye, +1 Concentration, mist is apurely cosmetic effect and thus is free)
Source: Ars Magica Fifth Edition, 149

POSING THE SILENT QUESTION
InMe 20
R: Eye, D: Mom, T: Ind
You can ask one silent mental question of thetarget, then detect the answer. The truth of theanswer is limited by the knowledge of the target.
Questions to the effect of “What would you do if . . .
?” often receive inaccurate replies. You are likely
to get what the target thinks he would do, notnecessarily what he would really do. The target of
this spell does not notice the questioning unlesshe or she makes a DC 20 Wisdom saving throw.
(Base 15, +1 Eye)
Source: Ars Magica Fifth Edition, 149

LEVEL 25
THOUGHTS WITHIN BABBLE

InMe 25
R: Per, D: Conc, T: Hearing
You can understand the speech of those within thetarget area. Intelligence or Wisdom ability checks
are needed for difficult exchanges. You also
understand people who misuse a language thatyou do speak; you know what they meant to say,as well as hearing what they actually said.
(Base 5, +1 Concentration, +3 Hearing)
Source: Ars Magica Fifth Edition, 149

InMe 30
R: Eye, D: Mom, T: Ind
You can thoroughly probe and understand thecontents of the mind of the target, including his or
her immediate and long-term motives, personal
strengths and weaknesses, and other pertinent
information.
(Base 25, +1 Eye)
Source: Ars Magica Fifth Edition, 149

Muto Mentem Spells
LEVEL 4
RECOLLECTION OF MEMORIES NEVER QUITE
LIVED

MuMe 4
R: Eye, D: Sun, T: Ind
Changes the target’s memory of a detail into asimilar, though different, memory. The target is no
more sure of this manufactured memory than of
the authentic one, so he may discover strange
fabrications to be false.
(Base 1, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 149

LEVEL 30
MIND OF THE BEAST

MuMe(An) 30
R: Eye, D: Sun, T: Ind
Req: Animal
You turn the mind of the target into that of ananimal of your choice. The victim acts and thinks
like that animal as much as possible; a person who
thinks he is a bird will try to fly, but will not beable to. This can be dangerous for the target.
(Base 15, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 149

LEVEL 35
PAST OF ANOTHER

MuMe 35
R: Eye, D: Year, T: Ind, Ritual
The target’s memories are completely rewritten,
and he is unable to remember his actual life until
the effect is dispelled or expires.
(Base 10, +1 Eye, +4 Year)
Source: Ars Magica Fifth Edition, 149

LEVEL 40

LEVEL 5INMOST COMPANIONTIP OF THE TONGUE

MuMe(An) 40
R: Eye, D: Sun, T: Ind
Req: Animal
The target’s mind is made physical as a bird. This
bird normally stays close to the target’s body, butneed not. If the target has Magic Resistance, it
protects both his body and mind, as normal. No
matter how far it travels, the target’s mind
controls his body, as well as the bird’s, as normal.
In particular, it can see through both target alsodies, as his mind has been killed.
(Base 25, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 149

VISION OF THE HAUNTING SPIRITS

MuMe(Im) 40
R: Touch, D: Sun, T: Room
Req: Imaginem
All spirits within the target area become visible,
although they might remain unseen if hiding
behind something. This includes the spirits ofliving people, which appear as the person
normally does. If the person is invisible orotherwise changed from his normal shape, his
normal appearance is superimposed on his
current appearance.
(Base 15, +1 Touch, +2 Sun, +2 Room)
Source: Ars Magica Fifth Edition, 150

Perdo Mentem Spells
GENERALLAY TO REST THE HAUNTING SPIRITPeMe Gen
R: Voice, D: Mom, T: Ind
If your spell penetrates the resistance of a ghost or
similar spirit, it loses a number of hit points equal
to its full hit point total times the level of this spell
divided by its Might. If this reduces the spirit’s hit
points to zero, it vanishes, apparently destroyed.
Philosophers concur that the spirit goes to theafterlife, or is perhaps weakened to helplessness,but is not actually destroyed. Souls, after all, areimmortal.
(Base effect)
Source: Ars Magica Fifth Edition, 150

PeMe 5
R: Eye, D: Diam, T: Ind
Causes the target to forget one word of yourchoosing. The target cannot remember that word
for the spell’s duration, but afterwards he cancome up with the word without assistance bymaking an Intelligence saving throw at a DC of 15.
If the target fails he may try again, but each
additional roll adds +1 to the DC.
(Base 3, +1 Eye, +1 Diam)
Source: Ars Magica Fifth Edition, 150

LEVEL 10
TRUST OF CHILDLIKE FAITH

PeMe 10
R: Eye, D: Diam, T: Ind
The target loses judgment and believes almost any
passable lie for the duration of the spell. A DC 10
Intelligence saving throw is allowed to resist.
Truly incredible lies allow easier saving throws.
(Base 4, +1 Eye, +1 Diam)
Source: Ars Magica Fifth Edition, 150

LEVEL 15
CALM THE MOTION OF THE HEART
PeMe 15
R: Voice, D: Mom, T: Ind
Removes one emotion from the target until it
appears again naturally. An angry person stops
being angry, and a curious one stops being
inquisitive. Many a magus finds this spell usefulfor keeping his apprentice’s nose out of his
immediate business.
(Base 5, +2 Voice)Source: Ars Magica Fifth Edition, 150

ENCHANTMENT OF DETACHMENT

PeMe 15
R: Eye, D: Sun, T: Ind
Calms and greatly lowers the intensity of thetarget’s current emotions.
(Base 4, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 150

LOSS OF BUT A MOMENT’S MEMORY

PeMe 15
R: Eye, D: Mom, T: Ind
Removes up to five continuous minutes from atarget’s memory, leaving a blank. You target theloss of memory to a specific event or time. With a
DC 15 Intelligence saving throw, the target
realizes that memories of a certain period are
missing. This Ease Factor can change, depending
on how important the missing memory is andwhat sort of circumstances surrounded the event.
Careful introspection over a period of time canallow reconstruction of much of memory, butsome details are lost forever.
(Base 10, +1 Eye)
Source: Ars Magica Fifth Edition, 151

LEVEL 25BLESSING OF CHILDLIKE BLISS

PeMe 25
R: Eye, D: Sun, T: Ind
Reduces an adult mind to a child’s level. The target
solves problems, reasons, and expresses emotions
as would a three-year-old. Magi affected cannot
cast spells. At first, anyway, the target is likely tobe happy at having lost a world of cares andtroubles that are no longer imaginable.
(Base 10, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 151

PASSION’S LOST FEELING
PeMe 25
R: Eye, D: Conc, T: Ind
The target is unable to feel any sort of emotion
and acts listlessly, without motivation or cares.
(Base 15, +1 Eye, +1 Concentration)
Source: Ars Magica Fifth Edition, 151

LEVEL 40BLACK WHISPER

PeMe 40
R: Touch, D: Moon, T: Ind
You whisper a magic sentence in the target’s ear.
It takes several seconds to speak the sentence, so
an unwilling, able-bodied target can stop you. If
you speak the whole sentence, the target must
make a DC 25 Constitution saving throw or gocompletely insane. You need not use your hands
for this spell, but you must be able to speak.
(Base 15, +1 Touch, +3 Moon, +1 for not needing
to gesture)
Source: Ars Magica Fifth Edition, 151

LEVEL 65
POISONING THE WILL

PeMe 65
R: Touch, D: Moon, T: Bound, Ritual
You curse a place, be it a valley, town, city, or
covenant. The curse gradually saps the will andvitality from the people there. They become lessenergetic, and slowly stop caring about the place,what happens there, other people, and finallythemselves. Colors seem more drab and the days
longer, and there is an all-pervading sense ofboredom and lassitude. Strong-willed individuals
and those with strong personalities are lessaffected, but still suffer to an extent. All Charisma
ability rolls while in the area suffer a –3 modifier.
This spell affects only those who are within thecursed area, including visitors to it. Those who
leave the area are overwhelmed by the return of
their vigor and sense of purpose.
(Base 4, +1 Touch, +3 Moon, +4 Bound, +5 size)
Source: Ars Magica Fifth Edition, 151

Rego Mentem Spells
GENERAL
RING OF WARDING AGAINST SPIRITS

ReMe Gen
R: Touch, D: Ring, T: Circle
Only ghosts with current Magic Might higher than
the spell’s level can enter the ring you create.
Consider the Ars Magica Might of a D&D creature
to be its Challenge halved, rounded up, and thenmultiplied by five. At certain angles, the ring may
be seen as an orange-hued dome. This spell does
not affect ghosts or spirits associated with theother realms.
(Base effect)
Source: Ars Magica Fifth Edition, 151

LEVEL 10
THE CALL TO SLUMBER

ReMe 10
R: Voice D: Mom, T: Ind
The target becomes sleepy and falls asleep withina few seconds.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 151

SNAP OF AWAKENING

ReMe 10
R: Voice, D: Mom, T: Ind
When you snap your fingers you instantly awaken
the target from sleep to alert consciousness. Does
not work on someone unconscious from Fatiguelevel loss, wounds, or magic.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 151

LEVEL 15
CONFUSION OF THE NUMB WILL

ReMe 15
R: Eye, D: Sun, T: Ind
Confuses a person, who must make an Intelligencesaving throw to take any direct action. Succeedingat DC 20 ends the spell, while succeeding at DC 15
lets the character take the intended action, but thespell remains in effect. Any lower roll means thecharacter is confused and takes some other type ofaction. When it is imperative for the victim to takean action, the Dungeon Master should allow anappropriate modifier to the roll. While under thisspell, a character always strikes last in combat andgets at least a –1 on all attack rolls and theirArmor Class.
(Base 4, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 151

LEVEL 20
AURA OF RIGHTFUL AUTHORITY

ReMe 20
R: Eye, D: Sun, T: Ind
The target of the spell is strongly inclined to obey
you, as if you were his natural superior.
(Base 5, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 151

COERCE THE SPIRITS OF THE NIGHT

ReMe 20
R: Voice, D: Conc, T: Ind
Makes a ghost obey you as long as you can coerce
it with threats, such as a threat to defile its graveor to banish it to Hell. The more lurid anddramatic the threat, the more cooperative theghost is. If the spell penetrates the ghost’s Magic
Resistance, roll a Charisma (Leadership) ability
check to see how effective your threats are. The
Dungeon Master should always give a bonus or
penalty that depends on the potency of the threat,
and any roll other than a botch will compel at least
minimal obedience.

(Base 5, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 152

SCENT OF PEACEFUL SLUMBER

ReMe 20
R: Voice, D: Mom, T: Room
Everyone in the room falls asleep over a few
seconds, with the smell of lilacs in their nostrils.
(Base 4, +2 Voice, +2 Room)
Source: Ars Magica Fifth Edition, 152

LEVEL 30
VISIONS OF THE INFERNAL TERRORS
ReMe 30
R: Voice, D: Sun, T: Ind
Causes everything the target sees to look andsound terrifying. The world looks basically thesame, save that everything is hideouslytransformed somehow. The target makes aConstitution saving throw. Consult the tablebelow for results.
Roll
0 or less
1–5
6–9
10–15
16+

ResultScared to death (literally)
Incapacitated with fear,
permanent –2 to Constitution
Incapacitated with fear
Flee, fight at –6 if cornered or
obstructed
Carry on, –3 on all rolls(Base 10, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 152

LEVEL 40ENSLAVE THE MORTAL MIND
ReMe 40
R: Eye; D: Sun, T: Ind
Enables you to completely control the loyalty,
emotions, desires, interests, and activities of any
person. People revert to normal when the spellends, and may be extremely angry with the magus.
(Base 25, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 152

INCANTATION OF SUMMONING THE DEAD

ReMe 40
R: Arc, D: Conc, T: Ind, RitualCalls up a person’s ghost. You must be on the spot
where the person died, or must have the corpse(either of these constitutes an Arcane Connection).
Alternatively, you can summon any ghost that

haunts the area you are in, if you know the ghost’s
full name, according to the Law of Names. Thoseburied by Church ceremony and those have whogone straight to heaven (that is, saints andcrusaders, as opposed to the normal folk whomust wait for a time before going on) are notavailable for summoning. If the ghost has Magic
Resistance, you must penetrate that resistance inorder to summon it.
(Base 15, +4 Arcane Connection, +1
Concentration)
Source: Ars Magica Fifth Edition, 152

THE SHROUDED GLEN

ReMe 40
R: Touch, D: Year, T: Bound, Ritual
Enchants the Boundary in which the ritual is castso that anyone moving through it is subtly
diverted, effectively keeping some place within it
from being discovered accidentally. Anyone notactively searching for the hidden place never finds
it. Those actively searching can find the place bymaking a DC 20 Wisdom ability check (allowed
once per day). If the surrounding terrain is moredifficult to search than the average forest, the DC
increases. Likewise, the DC drops if the terrain ismore open than a forest, and completely open
terrain is unsuitable for this spell. Once a searcher
spots the hidden place, the spell does not prevent
approach. Those who are present for the ritual areunaffected by the spell. This spell mimics theproperties of many faerie forests.
(Base 3, +1 Touch, +4 Year, +4 Bound)
Source: Ars Magica Fifth Edition, 152

LEVEL 55EXCHANGE OF THE TWO MINDS

ReMe 55
R: Touch, D: Year, T: Group, RitualThis spell switches the minds (but not the souls)of two creatures. A new body greatly confuses
those who are unprepared for the shock, and eventhose who are ready take a day to adjust
completely. Magi who transport their own minds
into younger, healthier bodies usually find thathaving a strong body entails having powerfulpassions that interfere with the clear thinking
needed to pursue the magical Arts. Both people
involved must make a DC 5 Constitution saving
throw, rolled before the switch is made, to survive
the transfer. If only one person fails the roll, that
person dies and the spell fails. The other target isunaffected.

(Base 20, +1 Touch, +4 Year, +2 Group)
Source: Ars Magica Fifth Edition, 152

The Art of Terram
Creo Terram Spells
LEVEL 15
SEAL THE EARTH

CrTe 15
R: Voice, D: Sun, T: Group
Creates enough dirt to fill in a pit of up to 6 paces
across and 3 paces deep.
(Base 1, +2 Voice, +2 Sun, +2 Group)
Source: Ars Magica Fifth Edition, 152

LEVEL 20
TOUCH OF MIDAS

CrTe 20
R: Touch, D: Mom, T: Ind, RitualThis spell creates a roughly spherical lump of gold
about six inches across. This weighs about 80
pounds, and is enough money to keep a peasantfamily in comfort for about 300 years.
(Base 15, +1 Touch)
Source: Ars Magica Fifth Edition, 153

LEVEL 25
WALL OF PROTECTING STONE

CrTe 25
R: Voice, D: Sun, T: Ind
Makes a wall of granite up to 25 paces wide, 4paces high, and 1 pace thick. One needs miner’s
tools to break through it, though it can be toppled
if it is not connected to a support on its side or top.
(Base 3, +2 Voice, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 153

LEVEL 35CONJURING THE MYSTIC TOWER

CrTe 35
R: Touch, D: Mom, T: Ind, RitualAn elaborately carved tower, formed from a single
block of stone, rises out of the ground. The tower
stands 80 feet high and is 30 feet wide, with afoundation set 20 feet into the ground. You
determine the design of the chambers within.
(Base 3, +1 Touch, +4 size, +3 elaborate design)
Source: Ars Magica Fifth Edition, 153

LEVEL 10them stand out when you are within 30 paces ofthem. The glow provides a bonus to Tracking rolls,
which depends on the relationship between thetarget being tracked and the terrain. If the target ismagically related to the terrain, +2; native to theterrain, +4; neutral to the terrain, +6; inimical to
the terrain, +8. Tracking at night without a lightsource doubles the bonus. The more faint the
tracks are, the more dimly they glow, so theDungeon Master may also modify the bonus basedon the length of time since the target passed.
(Base 4, +1 Concentration, +4 Vision)
Source: Ars Magica Fifth Edition, 153

EYES OF THE EONSLEVEL 30

Intellego Terram Spells
LEVEL 4
PROBE FOR PURE SILVER

InTe 4
R: Per, D: Mom, T: Smell
You can smell silver, and follow the scent.
(Base 2, +2 Smell)
Source: Ars Magica Fifth Edition, 153

InTe 10
R: Voice, D: Mom, T: Ind
Determines the age of any nonliving target towithin 10% of its actual age.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 153

LEVEL 15
EYES OF THE TREACHEROUS TERRAIN

InTe 15
R: Per, D: Conc, T: Vision
You can tell intuitively if any natural terrain you
see is treacherous, such as if a rock field is prone
to sliding.
(Base 2, +1 Concentration, +4 Vision)
Source: Ars Magica Fifth Edition, 153

LEVEL 20
THE MINER’S KEEN EYE

InTe 20
R: Per, D: Conc, T: Vision
You can see any one type of mineral (gold,
diamond, sand), specified at the time of casting,through up to 3 paces of intervening material. You
have a good idea of how much is there and how
pure it is, if appropriate.
(Base 2, +1 Concentration, +4 Vision, +1 seethrough intervening material)
Source: Ars Magica Fifth Edition, 153

LEVEL 25
TRACKS OF THE FAERIE GLOW

InTe 25
R: Per, D: Conc, T: Vision
Causes even faintly perceptible tracks of a specificbeing to glow with a faint magic light, making

STONE TELL OF THE MIND THAT SITS

InTe 30
R: Touch, D: Conc, T: Ind
Allows you to talk with natural stone. A stone’s
answers feel slow and ponderous, but do not
actually take any longer than a normal
conversation. Though a stone is usually willing totalk, its direction sense and awareness of quickly
moving things (such as people) are limited.
(Base 20, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 153

SENSE THE FEET THAT TREAD THE EARTH

InTe 30
R: Touch, D: Conc, T: Part
You touch the earth and feel what is moving along
the ground within a mile of where you stand. You
can tell the direction, distance, weight, number,and manner of movement of moving things. For
instance, you might sense “a single 50-stone
creature slithering toward us, a hundred rods inthat direction.”(Base 4, +1 Touch, +1 Concentration, +1 Part, +3
size)
Source: Ars Magica Fifth Edition, 154

Muto Terram Spells
LEVEL 10
THE CRYSTAL DART

Mu(Re)Te 10
R: Voice, D: Mom, T: Ind
Req: Rego
A 10-inch crystal dart rises from the ground atyour feet, floats into the air, and speeds off like anarrow at a target that is within Voice range. It does

+10 damage, and always hits its target, although it
must penetrate Magic Resistance to have any realeffect.
(Base 3, +2 Voice, +1 Rego requisite)
Source: Ars Magica Fifth Edition, 154

OBJECT OF INCREASED SIZELEVEL 15

MuTe 20
R: Touch, D: Sun, T: IndThis spell enlarges an inanimate object originallyno bigger than a large chest. The object doubles ineach dimension and increases its weight eighttimes. The size increase is based on the object’s
original, natural size, so casting the spell morethan once on an object has no effect. Noble
elements like gold, silver, and gems, are notaffected by this spell. If any part of the item resists
growth, the item as a whole does not grow.
Casting requisites are required for the appropriate
Form for the target.
(Base 4, +1 Touch, +2 Sun, +1 stone)
Source: Ars Magica Fifth Edition, 154

ROCK OF VISCID CLAYLEVEL 35

SUPPLE IRON AND RIGID ROPE

MuTe 10
R: Touch, D: Sun, T: Ind
Makes a flexible object stiff or a stiff object
flexible. Casting requisites of Forms appropriate to
the materials affected are required.
(Base 3, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 154

MuTe 15
R: Touch, D: Sun, T: Part
Softens rock enough that it may be dug out,
molded, and otherwise manipulated in the same
way that hard river clay can be. The rock isslightly sticky. The spell affects rock in a roughly
spherical shape with a three-foot diameter.
(Base 3, +1 Touch, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 154

LEVEL 20
EDGE OF THE RAZOR

MuTe 20
R: Touch, D: Sun, T: Ind
Sharpens any metal edge to a degree unequaled bymanual methods. An edged or pointed weapon
gains a +2 bonus to damage. Good-natured magi
reward grogs by enchanting their weapons in thisway, although since the resulting sword is resistedby Magic Resistance they rarely do this for all
their grogs.
(Base 3, +1 Touch, +2 Sun, +2 metal)
Source: Ars Magica Fifth Edition, 154

EARTH THAT BREAKS NO MORE
MuTe 20
R: Touch, D: Sun, T: Part
Turns a volume of packed dirt of up to ten cubic
paces into stone.
(Base 3, +1 Touch, +2 Sun, +1 Part, +1 size)
Note: The original source said, “Turns a volume of
packed dirt up to one hundred cubic paces intostone.”
Source: Ars Magica Fifth Edition, 154

TEETH OF THE EARTH MOTHER

MuTe 35
R: Voice, D: Sun, T: GroupYou cause twenty pointed pillars of white marble
to spring up from the ground to a height of 12 feet,
forming a circle 3 paces in diameter. At their tops,
the pillars are thin and as sharp as spears. At thebase, where they touch, they are 18 inches thick.
When the pillars spring up, they can be used tocage people, to form a wall, or simply to skewer
enemies. Climbing to the top of the pillars requires
three Strength (Athletics) ability checks against a
DC of 20, and the tops break away when the target
reaches them, causing the victim to fall. Skeweringa target does +25 damage, possibly more on
following rounds if the victim struggles or is
exceptionally heavy. When the spell ends, thepillars crumble to dust.
(Base 3, +2 Voice, +2 Sun, +2 Group, +2 fancy
effect)Source: Ars Magica Fifth Edition, 154

Perdo Terram Spells
LEVEL 10
FIST OF SHATTERING

PeTe 10
R: Voice, D: Mom, T: IndAn object of stone or weaker material up to a paceacross breaks apart. The appropriate Form for thetarget is a casting requisite.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 155

RUSTED DECAY OF TEN-SCORE YEARSPeTe 10
R: Voice, D: Mom, T: Ind
After the spell is cast, the metal of the target
becomes so thoroughly rusted that it breaks if
used in any demanding way (for example, used to
strike a blow with in combat or to pry open adoor). It also loses any sharpness it might once
have had.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 155

LEVEL 15
PIT OF THE GAPING EARTHLEVEL 25
END OF THE MIGHTY CASTLE

PeTe 25
R: Voice, D: Mom, T: Str
A single stone structure, such as a castle keep ormanor house, crumbles to dust and small pebbles.
Anyone inside at the time takes +10 damage fromfalling and having stones land on them, possibly
more if the structure is particularly large.
(Base 4, +2 Voice, +3 Str)
Source: Ars Magica Fifth Edition, 155

LEVEL 40

PeTe 15
R: Voice, D: Mom, T: Part
The dirt in a circle 6 paces across recedes into theground, leaving a pit 9 feet deep. If the target area
contains material other than dirt, that material is
not affected.
(Base 3, +2 Voice, +1 Part, +1 size)
Source: Ars Magica Fifth Edition, 155

CASCADE OF ROCKSLEVEL 20

Rego Terram Spells

OBLITERATION OF THE METALLIC BARRIER

Pe(Re)Te 20
R: Touch, D: Mom, T: Ind
Req: Rego
Shatters a barrier of metal or stone up to one footthick. Those within one pace of the barrier, on the
opposite side from you, take +10 damage.
Alchemically refined and magical metals may beable to withstand this spell.
(Base 5, +1 Touch, +1 size, +1 Rego to fling thefragments away)
Source: Ars Magica Fifth Edition, 155

STONE TO FALLING DUST

PeTe 20
R: Sight, D: Mom, T: Ind
One solid non-living object turns to a pile of dust.
The object must be a base Individual or smaller, so
a stone item can be a pace across while a metal
item can only be one tenth that size in total. A
casting requisite may be required, of the Formappropriate to the target.
(Base 5, +3 Sight)
Source: Ars Magica Fifth Edition, 155

PeTe 40
R: Sight, D: Mom, T: Part
Makes a cliff collapse, causing an avalanche. The
effects depend on the size of the cliff and what lies
below it.
(Base 4, +3 Sight, +1 Part, +4 size)
Source: Ars Magica Fifth Edition, 155

GENERAL
WARD AGAINST FAERIES OF THE MOUNTAIN

ReTe Gen
R: Touch, D: Ring, T: Circle
As Ward Against Faeries of the Waters (ReAq Gen),but for faeries of earth and stone. At some angles
at night, the ring may be seen as a dark browndome.
(Base effect)
Source: Ars Magica Fifth Edition, 155

LEVEL 5UNSEEN ARM

ReTe 5
R: Voice, D: Conc, T: Ind
Slowly moves a nonliving thing, like a mug,
instrument, or small pouch of coins; it cannot
oppose intentional resistance. Magi use this spell
to manipulate things at a distance, but the spellcannot be used to pull something from a person’s
hand or to move something that is held. Casting
requisites of an appropriate Form for the target
are required.
(Base 2, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 155

LEVEL 10
TRACKLESS STEP

ReTe 10
R: Touch, D: Special, T: Part
You leave no tracks in the earth until you come toa stop, such as to rest or fight. This spell draws on
pre-Hermetic traditions, and does not perfectly fit
the categories of Hermetic magic.
(Base 2, +1 Touch, +2 Special (equivalent to Sun),+1 Part)Source: Ars Magica Fifth Edition, 155

WIELDING THE INVISIBLE SLING
ReTe 10
R: Voice, D: Mom, T: Ind
Hurls any nearby object that could normally bethrown by a person at any target with- in range.
The object must not be held down or otherwise
restrained. Damage depends on the object thrown,
up to +5 for a fist-sized stone. Casting requisites ofan appropriate Form for the target are required.
(Base 4, +2 Voice)Source: Ars Magica Fifth Edition, 155

THE UNSEEN PORTER

ReTe 10
R: Voice, D: Conc, T: Ind
Like Unseen Arm (ReTe 5), but it can carry large
objects such as crates. Roughly speaking, it has thecapabilities of a very strong person (Strength 20).
The heavier the object is, the slower the unseen
porter moves. If delicacy is required, DC 20
Wisdom ability checks with proficiency areneeded. The spell can only carry inanimate
objects, and cannot carry you. It also cannot lift
things more than 6 feet above the ground. Casting
requisites of an appropriate Form for the target
are required.
(Base 3, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 156

LEVEL 15
HANDS OF THE GRASPING EARTH

Re(Mu)Te 15
R: Voice, D: Diam, T: Part
Req: Muto
Earthen hands from beneath the target rise out of
the ground, and grasp the target’s ankles. To breakfree requires a DC 25 Strength saving throw. (Oneattempt is allowed per round, and each requires a
DC 10 Constitution saving throw to avoid taking
on a level of Fatigue.) Each hand can be destroyed

by inflicting five hit points of damage against AC
20 (hacking weapons do double normal damage).
(Base 3, +2 Voice, +1 Diameter, +1 Part, requisite
free)
Source: Ars Magica Fifth Edition, 156

THE EARTH’S CARBUNCLE

Re(Mu)Te 15
R: Voice, D: Mom, T: Part
Req: Muto
Causes a 1-pace circle of ground to become jaggedstone, just under the surface, and those fragments
burst into the air. Anyone standing on the circle isthrown into the air and hit with flying debris.
Damage is +10.
(Base 3, +2 Voice, +1 Part, +1 Muto requisite)
Source: Ars Magica Fifth Edition, 156

CREST OF THE EARTH WAVE

ReTe 20
R: Voice, D: Mom, T: Part
Creates a wave in the earth that starts at your feetand travels out to the range of your Voice in adesignated direction. It starts as a narrow ripple
and within 5 paces reaches its full size of 5 feethigh and 30 paces wide. It moves about 50 paces
per round. Those caught in its path must make DC
20 Dexterity saving throws to leap over the wave,
or they are tossed aside and take +10 damage. The
wave overturns trees and damages buildings in its
path.
(Base 3, +2 Voice, +1 Part, +2 size)
Source: Ars Magica Fifth Edition, 156

THE FORGIVING EARTH

ReTe 20
R: Voice, D: Sun, T: Part
Weakens earth in a 15-pace-by-15-pace area,
making packed dirt as loose as plowed ground.
(Base 2, +2 Voice, +2 Sun, +1 Part, +1 size)
Source: Ars Magica Fifth Edition, 156

UNYIELDING EARTH

ReTe 20
R: Voice, D: Sun, T: Part
Makes the surface of the ground in a 15- pace-by15-pace area become more solid. Mud becomes assoft earth, and soft earth becomes as packed dirt.
(Base 2, +2 Voice, +2 Sun, +1 Part, +1 size)
Source: Ars Magica Fifth Edition, 156

LEVEL 30

LEVEL 75

EARTH SHOCKHERMES’ PORTAL

ReTe 30
R: Voice, D: Mom, T: Part
Shakes the ground in a 100 pace radius. All
affected by this spell must make a DC 17 Dexterity
saving throw or fall. Apply these modifiers:
standing still, +2; on solid stone, +2; moving
slowly, +0; on earth, +0; running, –2; standing on a
narrow bridge, –6.
(Base 3, +2 Voice, +1 Part, +4 size)
Source: Ars Magica Fifth Edition, 156

THE EARTH SPLIT ASUNDER

ReTe 30
R: Voice, D: Spec, T: Part
Creates a 5-foot-wide, 60-foot-long, 10- foot-deep
crack in the ground. It opens on one round, stays
open for another round, and closes at the start of athird round, crushing all within it for +25 damage.
You must maintain concentration for all threerounds, or the pit slowly closes, over an hour’stime, rather than shutting quickly and violently.
To avoid the pit, those in its vicinity other than thecaster must make a DC 15 Dexterity saving throw.
Falling in incurs +10 damage. To escape, anothersuch roll is made. Unless outside help is provided,
people in the pit only get one chance to escape.
(Base 3, +2 Voice, +1 Mom, +1 Part, +2 size, +1
fancy effect)
Source: Ars Magica Fifth Edition, 156

LEVEL 35
CREEPING CHASM

ReTe 35
R: Voice, D: Mom, T: Part
Creates a chasm that runs from the ground in
front of your feet towards some target within
range that you designate. The chasm travels about
4 paces per round, growing slowly wider as it
travels, reaching a maximum width of 20 feet at a
distance of 30 paces. The chasm is 20 to 30 feetdeep, and the sides are likely to collapse, so any
caught in it are in a bit of a bind. To avoid thegrowing chasm, a target must make a DC 15
Dexterity saving throw. The chasm closes
naturally in a week.
(Base 3, +2 Voice, +1 Part, +4 size, +1 fancy effect)
Source: Ars Magica Fifth Edition, 156

ReTe 75
R: Arc, D: Year, T: Ind, RitualCreates a magical portal through which people,
animals, and objects can travel almost
instantaneously. The ritual must be cast twice,simultaneously at two different locations, andafter the rituals are performed, there is a magicalconnection between them. The magi conducting
each ritual must have an Arcane Connection (suchas a clod of dirt) to the other location when they
are conducting the ritual. The portal is activatedby some command word or ritual determinedwhen the portal is enchanted. Inanimate things
and unwilling creatures may be transmitted if
someone else says the command word, andpushes the subject through.
(Mercurian Ritual)
Source: Ars Magica Fifth Edition, 156

The Art of Vim
Creo Vim Spells
GENERALSHELL OF FALSE DETERMINATIONSCrVi Gen
R: Touch, D: Mom, T: Ind, RitualCreates a “shell” of magic on an item, helping toshield it from investigation by other magi. All
attempts to investigate the magic item give false
information about its powers unless half of thelevel of the shell is exceededby the magus’s Investigation roll.
(Base effect, +1 Touch)
Source: Ars Magica Fifth Edition, 157

SHELL OF OPAQUE MYSTERIESCrVi Gen
R: Touch, D: Mom, T: Ind, RitualThis spell is similar to Shell of False
Determinations (above), but it causes all attempts
to investigate the magic item to utterly fail, unlessthe level of the ritual is exceeded by the magus’s
Investigation roll. Once a magus determines thepresence of a particular shell (that is, byovercoming it), it has no more power against him
or her.
(Base effect, +1 Touch)
Source: Ars Magica Fifth Edition, 157

LEVEL 15

LEVEL 2

THE PHANTOM GIFTSENSE OF MAGICAL POWER

CrVi 15
R: Voice, D: Sun, T: Ind
The target of the spell becomes tainted with magicas most magi are. Beasts and people react to thetarget as though he were a magus. Those who
normally associate with the victim do not become
hostile, but do give him or her a wider berth. The
spell has no effect on those who already have The
Gift, including those blessed with the Gentle Gift.
(Base 3, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 157

LEVEL 30

InVi 2
R: Touch, D: Mom, T: IndThis spell tells the caster whether he is currently
in a magic aura. It does not give any further
information. Other spells do the same for otherkinds of aura.
(Base 1, +1 Touch)
Source: Ars Magica Fifth Edition, 157

LEVEL 5SCALES OF THE MAGICAL WEIGHTIntellego Vim Spells

InVi 5
R: Touch, D: Mom, T: Ind
When casting this spell, you typically hold yourhands straight out from your body, place a known
amount of Vim vis in your left hand (usually onepawn), and then place an unknown amount of vis
in your right hand. After casting the spell, you may
sense how heavy the unknown vis is in relation to
the known, determining the number of pawns
present. If you cast the spell without anything tomeasure the unknown vis against, you only have avery general idea of how valuable it is. The spellcannot be used to determine the amount of raw
vis invested in an enchanted item.
(Base 4, +1 Touch)
Source: Ars Magica Fifth Edition, 158

GENERALSENSE THE NATURE OF VISTHE ENIGMA’S GIFT

CrVi 30
R: Voice, D: Mom, T: Ind
The target of the spell gains four Warping Points
and, if a Hermetic magus, must check to see
whether he enters Twilight in the normal way.
Although the burst of magic that causes the
Warping lasts but a moment, the resulting
Warping is permanent.
(Base 20, +2 Voice)Source: Ars Magica Fifth Edition, 157

THE INVISIBLE EYE REVEALEDInVi Gen
R: Per, D: Conc, T: Touch
The caster can feel any magical means currently
being used to spy on him. The representation
varies in a way that depends on the spell, but it
often feels like something touching the magus’s
back. For example, a magus being spied upon with
Enchantment of the Scrying Pool might feel wet
fingers, while a magus who is being tracked by The
Inexorable Search might feel a finger running over
his skin. This spell detects the use of Intellego
spells of up to double the level of this spell. A
special spell is required because most Intellego
spells are designed to be subtle, and they are more
subtle at higher levels.
(Base effect)
Source: Ars Magica Fifth Edition, 157

InVi 5
R: Touch, D: Mom, T: Ind
You can tell what Art a supply of raw vis isconnected to. To you, the vis appears to glow with
an aura that is appropriate to the Technique or
Form that the vis is associated with. Creo is white,
Intellego gold, Muto constantly fluctuating, Perdo
black, Rego purple, Animal brown, Aquam blue,
Auram violet, Corpus dark red, Herbam green,
Imaginem pearly blue, Ignem bright red, Mentem
orange, Terram dark brown, and Vim silver. Someof the colors are very similar, but are easy to
distinguish if the item is held steadily and studied
for a few seconds.
(Base 4, +1 Touch)
Source: Ars Magica Fifth Edition, 158

LEVEL 20

Muto Vim Spells

PIERCING THE FAERIE VEIL

GENERAL

InVi 20
R: Per, D: Conc, T: Vision.
This spell allows the caster to see through theboundaries of regiones, and therefore divine thepath to the next level (more details about regiones
are given on page 189 of Ars Magica Fifth
Edition). There are separate but related spells for
Divine, Magical and Infernal regiones.
(Base 3, +1 Concentration, +4 Vision)
Source: Ars Magica Fifth Edition, 158

LEVEL 30
SENSE OF THE LINGERING MAGIC

InVi 30
R: Per, D: Conc, T: Hearing
This spell can detect the presence of many magicalresidues, even from weak spells, as well as giving
the presence and power of active spells. It does
not grant any information apart from the power,
however.
(Base 10, +1 Concentration, +3 Hearing)
Source: Ars Magica Fifth Edition, 158

LEVEL 40
SIGHT OF THE ACTIVE MAGICS
InVi 40
R: Per, D: Conc, T: Vision
You can see spells as “auras” around things andpeople. The color of the aura indicates the Form of
the spell working on a subject, the color matching
the appropriate one described in Sense the Natureof Vis. The Technique of a spell working on thesubject is recognized by the aura’s shape, notcolor. Creo and Rego are both very orderly auras.
Muto is constantly shifting, and Intellego usually is
as well, but more slowly. A Perdo aura is usually infragments. Thus, a magus with both Endurance of
the Berserkers and The Invisible Eye Revealed upon
him has a very controlled, orderly aura of deep
red around his or her entire body, and the magus’seyes are surrounded with slowly shifting auras ofa silvery hue. You should be warned: Imaginem or
Vim spells may be used to disguise auras. Also
note that this spell will detect the residues of somespells.
(Base 5, +1 Concentration, +4 Vision, +2
Techniques and Forms)
Source: Ars Magica Fifth Edition, 159

MIRROR OF OPPOSITION (FORM)

MuVi Gen
R: Voice, D: Mom, T: IndCast on another spell while the other spell is being
cast, this causes the targeted spell to have theexact opposite of its normal effects. This effectworks on spells up to half the (level–5) of the
Mirror of Opposition spell. The effects of theinversion are up to the Dungeon Master todetermine, but the target of the inverted spell
usually remains the same as that of the original
spell. The inverted spell cannot overcome any
limitations of Hermetic magic. For example, if a
Momentary Perdo Corpus spell is cast, theinversion is probably a Creo Corpus spell of Sun
duration. There are ten versions of this spell, eachaffecting spells of one of the Hermetic forms.
(Base effect, +2 Voice)Source: Ars Magica Fifth Edition, 159

SHROUD MAGIC

MuVi Gen
R: Touch, D: Mom, T: IndThis spell allows a magus to suppress or alter thesigil in a spell that is currently being cast. The
spell to be shrouded can be up to double the
Shroud’s level.
(Base effect, +1 Touch)
Source: Ars Magica Fifth Edition, 159

THE SORCERER’S FORK
MuVi Gen
R: Touch, D: Mom, T: IndThis spell splits another spell (whose level must
not exceed the level of this spell) into two or more
identical spells of reduced power, which may becast against two or more separate targets. Each
resulting spell has the same Range and Target(target category, that is, the actual target may bedifferent) as the original spell, but the power ofthe effect is divided by the number of resulting
split spells. If Sorcerer's Fork expires before themain spell does, the full effect of the spell moves to
one of the targets, chosen at random. The precise
effect is at Dungeon Master discretion. One castingdie is rolled, and the Penetration total is split
between the spells. The Sorcerer’s Fork must be
equal to or greater than the level of the spell thatis to be split. The split spell has a targeting penalty

as for multiple casting (see page 87). If the casting
strike the original target.
(Base effect, +1 Touch)Note: The line in italics above was removed in theerrata.
Source: Ars Magica Fifth Edition, 159

WIZARD’S BOOST (FORM)

MuVi Gen
R: Touch, D: Mom, T: Ind
You cast this spell as another spell of a level lessthan this one is cast. The effect of the other spellincreases 5 levels in power, but not past the levelof the Wizard’s Boost. The effects of the extra 5
levels of power are for the Dungeon Master todetermine. A Wizard’s Boost may never affect asingle spell more than once. There are ten versionsof this spell, one for each Hermetic Form. There areother versions of this spell, each of which affects oneof range, duration, and target, for any Form. This
does not allow spontaneous or formulaic spells toreach Year duration or Boundary Target, unlessthe Wizard’s Boost is a ritual.
(Base effect, +1 Touch)Note: The line in italics above was removed in theerrata.
Source: Ars Magica Fifth Edition, 160

WIZARD’S COMMUNION

MuVi Gen
R: Voice, D: Mom, T: Group
This spell lets magi combine their power to castspells. The group of magi work together to cast a
specified spell through the unified power of theCommunion. Only one extra magus may join theCommunion for each 5 levels of the specified spellbeing cast. One of the magi in the group must also
know the specified spell, or cast it from a Casting
Tablet. Only one magus in the group needs to castthe spell. The magus who casts the Wizard’s
Communion need not be the one who casts themain spell, and normally it is better for them to bedifferent. More than one magus in the group may
cast the spell. In this case, add the total levels of
successfully cast Wizard’s Communion to get theeffective level of the Wizard’s Communion for thiscasting. This combined total must be at least twice
the level of the specified spell being cast. One
magus must roll for success as if casting thespecified spell himself. However, the target
number for the spellcasting roll is the spell’s level
divided by the number of magi participating in theCommunion. So if five magi participate to cast a
50th level spell, the caster would have to
successfully cast a 10th level spell — with all the

relevant requisites, of course. This method ofcasting adds one botch die per magus
participating. If the spell botches, all participants
gain Warping Points and thus must check for
Twilight. Communion is a remnant of Mercurian
rituals, so spontaneous spells may not be cast by
this means, and it does not perfectly fit into theguidelines of Hermetic theory.
(Base effect)
Source: Ars Magica Fifth Edition, 160

WIZARD’S REACH (FORM)

MuVi Gen
R: Voice, D: Mom, T: Ind
The range of the targeted spell increases by one
category. You may not affect a single spell morethan once with this spell, and the targeted spellmust be at least one magnitude lower in level than
this spell. There are ten versions of Wizard’s
Reach, one for each Form.
(Base effect, +2 Voice)Source: Ars Magica Fifth Edition, 160

WIZARD’S VIGIL

MuVi Gen
R: Voice, D: Sun, T: Group
This spell functions as Wizard’s Communion,
except that the longer duration allows it to be
used with Ritual spells. For the purposes of its
effect, treat it as a Wizard’s Communion of two
magnitudes lower.
(Base Effect, +2 Sun)
Source: atlas-games.com/arsmagica/arm5errata

Perdo Vim Spells
GENERAL
DEMON’S ETERNAL OBLIVION

PeVi Gen
R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a demon. If thespell penetrates the demon’s Magic Resistance, thedemon loses hit points equal to its full hit point
total times the spell’s level divided by its Might.
(Base effect, +2 Voice)Source: Ars Magica Fifth Edition, 160

DISENCHANT

PeVi Gen
R: Touch, D: Mom, T: Ind, Ritual
You make a Hermetic magic item lose all its
powers permanently if the level of this spell + a
stress die (no botch) equals or exceeds the highest

level of the enchantments in the item. The
enchantment is utterly destroyed, as is all of thevis that was used in the magic item. The object left
is in all ways a mundane item, but could be
invested with enchantments again at a later time.
(Base effect, +1 Touch)
Source: Ars Magica Fifth Edition, 160

MASKING THE ODOR OF MAGIC

PeVi Gen
R: Touch, D: Sun, T: Ind
Prevents the detection of a magic spell, or of amagic power in an item or being, by InVi magic,
unless the level of the InVi spell exceeds twice thelevel of this spell – 5 (for example, exceeds 20 for
a level 15 version).
(Base effect, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 160

UNRAVELLING THE FABRIC OF (FORM)

PeVi Gen
R: Voice, D: Mom, T: IndThis spell will cancel the effects of any one spell ofa specified Form whose level is less than or equalto (spell level + 10 + stress die (no botch)). There
are 10 variants that cover each Hermetic Form,and a number of much rarer variants for different
kinds of non- Hermetic magic.
(Base effect, +2 Voice)Source: Ars Magica Fifth Edition, 161

WIND OF MUNDANE SILENCE

PeVi Gen
R: Voice, D: Mom, T: RoomYou raise a metaphorical “breeze” that blows themagic away from an area, canceling the effects ofany spell there. You can cancel the effects of any
spell if, with this spell, you can double the level ofthe spell on a stress die + the level of your spell.
The spell must penetrate to affect effects on acreature with Magic Resistance, including Parma
Magica. If the spell penetrates, and its level + thestress die is double Parma Magica x 5, then thisspell dispels the Parma Magica. Wind of Mundane
Silence does not affect spells of Momentary
duration. Magical things near the area of the Wind
wave slightly from the “breeze.”(Base effect, +2 Voice, +2 Room)
Source: Ars Magica Fifth Edition, 161

Rego Vim Spells
GENERAL
AEGIS OF THE HEARTH

ReVi Gen
R: Touch, D: Year, T: Bound, RitualThis ritual protects a covenant in the way a Parma
Magica protects a magus.
If any spell is cast toward the Aegis (originatingfrom outside it) by any magus who was not
involved in the Aegis ritual, the Aegis resists thespell. Furthermore, spells that bring objects into
the Aegis, including teleportation spells such as
The Seven-League Stride, are also resisted unlessthe caster was involved in the ritual. If the foreign
spell cannot penetrate a resistance equal to thelevel of the Aegis, it fizzles out. The Aegis is alsoable to block foreign Intellego spells, even if theycannot normally be blocked by a Parma Magica,and spells that were cast before they entered the
Aegis, such as an invisibility spell cast on a magus
outside the Aegis.
Magi who were not involved in the ritual and who
cast spells within the Aegis must subtract onetenth of the level of the Aegis from all their
Hermetic casting rolls and spend an extra amountof spell points equal to the absolute value of thismodifier. Spells successfully cast have otherwise
normal effects (e.g. Ignem spells still do fulldamage). Might Bonuses for magical creatures are
reduced by the same amount.
Effects from enchanted devices are resisted by the
Aegis unless the item was within the Aegis at thetime of casting, or was created within the Aegis bysomeone who was part of the ritual or inpossession of a token.
Creatures with a Might score cannot enter thearea protected by the Aegis unless they have ahigher Might than the Aegis’s level. Whenapproaching the border of an Aegis, a magicalperson (including a Hermetic magus) feels a slighttingle in the extremities. Magical, Infernal, Faerie,and Divine creatures and persons may be brought
within the Aegis, if they are formally invited by
one who participated in its casting and given a
token to represent the invitation. (The tokens areused during the casting of the ritual, and thus
conform to the Law of Sympathy.) Such a person is
also not affected by the penalty to casting within
the Aegis. The invitation may be withdrawn at any
time. This does not require retrieving the token oreven notifying the individual who is no longer
welcome. Withdrawing an invitation will not expel

the person beyond the Aegis, but will prevent
them from re-entering after they leave (unlesstheir Might is high enough), and subject them tothe spellcasting penalties while they are within
the Aegis. The invitation and expulsion must bothbe issued by magi who participated in the ritual,
but not necessarily by the same magus. A magus
may only invite or expel specific, known,
individuals. He may not expel someone he does
not know has been invited in.
The Aegis is typically cast on the winter solstice,since magical auras can be slightly higher at thattime, and the Aegis then lasts for the entire next
year. The entire covenant usually participates in
the Aegis ritual, which often ends with theparticipants walking around the perimeter of theprotected area in order to define it. Quite often,
the covenant holds a major council meeting, or
perhaps a large feast, after the ritual of the Aegis.
Magi do not need to be able to cast the spell toparticipate in the ritual, and, indeed, nonHermetic wizards can participate as well. Only one
magus needs to actually cast the spell.
Aegis of the Hearth was invented by Notatus, thefirst Primus of House Bonisagus. It was a major
breakthrough, incorporating Mercurian rituals aswell as Hermetic theory, and was the reason
Notatus was chosen to succeed Bonisagus. As aresult, the spell is more powerful than it ought tobe, and has no Perdo requisite. By 1220 Notatus’s
discoveries have spread, and any magus trained in
the Order is capable of inventing versions of the
Aegis with the above parameters, but at different
levels. Inventing a version with different
parameters, however, would require a similar
breakthrough, and years of research.
(Base effect)
Source: Ars Magica Fifth Edition, 161

CIRCULAR WARD AGAINST DEMONSReVi Gen
R: Touch, D: Ring, T: Circle
All creatures with Infernal Might equal to or lessthan the level of the spell are unable to enter thecircle or harm those within it. Consider the Ars
Magica Might of a D&D creature to be its Challenge
halved, rounded up, and then multiplied by five. If
you cast the spell again, the stronger ring dispels
the weaker, regardless of the order of casting.
Some magi cast this spell before going to sleep atnight. At night, from certain angles, the ring may
be seen as a silver-hued dome.
(Base spell)
Source: Ars Magica Fifth Edition, 162

MAINTAINING THE DEMANDING SPELL

ReVi Gen
R: Touch, D: Diam, T: Ind
You cast this spell on a spell that you have alreadycast and are maintaining through concentration.
The spell that requires concentration is thenautomatically maintained for the duration of thisspell, whether you concentrate or not. You cannotchange the effects of the first spell without
concentrating on it again. For instance, you can
use The Unseen Arm (ReTe 5) to hold an object in
the air without concentrating, but to move theobject still requires concentration. A DC 10
Constitution ability check with proficiency must
be made in order to cast this spell while keeping
the first one going (a lower roll than normal
because this is what the spell is designed for). This
spell only works on spells of equal or lower level.
(Base effect, +1 Touch, +1 Diam)
Source: Ars Magica Fifth Edition, 162

OPENING THE INTANGIBLE TUNNEL
ReVi Gen
R: Arc, D: Conc, T: Ind
You can open a magical channel from yourself tosome target, allowing you to cast any spell with arange greater than Personal on that target. The
tunnel does not, of itself, grant any sense
impressions of the target — you must castappropriate spells through it if you wish to see.
Spells cast through the tunnel cannot be of higher
level than that of this spell. You must makestandard Concentration rolls to maintain
concentration on the Opening spell as you castother spells.
A magus who magically recognizes the tunnel(through The Invisible Eye Revealed or a similarspell) may cast spells through the tunnel back atyou, and he need not concentrate on keeping thetunnel open. If this magus is the target of the spell,
he is considered to be touching you. Otherwise, his
effective range to you is his range to the target of
the tunneling spell.
If the target of the spell has Magic Resistance, youmust penetrate that resistance to open the tunnel.
Spells cast through the tunnel must also penetrate
Magic Resistance normally.
(Base effect, +4 Arcane Connection, +1
Concentration)
Source: Ars Magica Fifth Edition, 162

SUPPRESSING THE WIZARD’S HANDIWORK

ReVi Gen
R: Touch, D: Conc, T: Ind
Cancels one spell that you have cast, but only as
long as you concentrate. When concentration isbroken the effects of the spell return. The level ofthe spell to be suppressed must not exceed thelevel of this spell. The effects of the spell being
suppressed take about one round to fade out, andthen another round to return after concentrationis broken. The spell to be affected must be active
to be suppressed — in particular, it may not be ofMomentary duration.
Common uses of this spell include providing
access to some place normally blocked by magic(for example, having a MuTe blocking the door toyour lab, and then suppressing it to enter), andavoiding traps (such as suppressing a Watching
Ward [ReVi Gen] on your rear door). This spell isdesigned to be held while you do something else,so the magus gets a +3 bonus to all Concentrationrolls.
(Base, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 162

Intellego spells are included in a Watching Ward,they may be used to trigger the other spells. Thus,
if you put Frosty Breath of the Spoken Lie (InMe
20) into the Watching Ward, you can also put in aspell that is cast when someone lies. An Intellego
spell in the Watching Ward has no effect otherthan to cast other spells when the propercondition is detected. Thus, in the example, one’s
breath is not frosty when he or she is caught in alie.
If someone tries to dispel the Watching Ward andfails, the suspended spell is cast. Flambeau and
Tytalus magi commonly put highly destructive
spells upon their persons, to be cast if they die sothey may have vengeance upon their killers. The
Ritual nature of this spell supports the potentiallyindefinite duration.
The Watching Ward is dispelled when it releases
its spell. A version of this spell with target Room,known as Waiting Spell, is also well known in theOrder. It can contain spells up to the level of the
Waiting Spell – 10, and is also a Ritual.
(Base effect, +1 Touch, Duration is nonstandard)
Source: Ars Magica Fifth Edition, 162

WATCHING WARDLEVEL 15

ReVi Gen
R: Touch, D: Spec, T: Ind, Ritual
Watching Ward puts another spell on a given
target on hold until that spell is triggered by asimple condition, which is determined when thisritual is cast. The target of the Watching Ward
must be present for the entire casting ritual. Whenthe conditions you specify come to pass, thesuspended spell takes effect.
Only one Watching Ward can be placed on any one
person or object. The level of the Watching Ward
must at least equal the level of the spell held insuspension. You can put multiple spells in theWard, provided that its level at least equals thesum of the levels of the contained spells. If

GATHER THE ESSENCE OF THE BEAST
ReVi 15
R: Touch, D: Mom, T: Ind
Concentrates the raw vis in a corpse into one partof that corpse, which can then be removed. This
spell lets you gather all the raw vis you findwithout lugging around entire corpses of beasts.
Note that the vis in many magical creatures isalready concentrated in this manner in somespecific organ, though this spell will allow you to
relocate that vis if you wish.
(Base 10, +1 Touch)
Source: Ars Magica Fifth Edition, 162

Chapter Ten: Long-Term Events
Experience and Advancement
In Dungeons & Dragons, experience points are accumulated to advance in character level. This is a very
different system compared to Ars Magica. However, there is a system in D&D for Downtime Activities andthis system superficially resembles the advancement system of Ars Magica. Use the rules below to implement
Downtime Activities in the style of Ars Magica.

Using Experience Points
The table shows how long it takes to reach each level given the number of free seasons the character has.

ADVANCEMENT TIMES
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

D&D XP Total
0
300
900
2,700
6,500
14,00023,00034,00048,00064,00085,000100,000
120,000
140,000
165,000
195,000
225,000
265,000
305,000
355,000

One Free—Four months
1 year
3 years
7 years
16 years
26 years
38 years
53 years
71 years
94 years
111 years
133 years
156 years
183 years
217 years
250 years
294 years
339 years
394 years

Two Free—Three months
Nine months
2 years
5 years
11 years
18 years
27 years
38 years
51 years
67 years
79 years
95 years
111 years
130 years
154 years
178 years
209 years
241 years
280 years

Three Free—
Two months
Seven months
2 years
4 years
9 years
14 years
21 years
29 years
39 years
52 years
61 years
73 years
86 years
101 years
119 years
138 years
162 years
187 years
217 years

Four Free—
Two months
Six months
1 year
3 years
7 years
12 years
17 years
24 years
32 years
43 years
50 years
60 years
70 years
83 years
98 years
113 years
133 years
153 years
178 years

The idea is that when the character is engaged in Downtime Activities typical of the Ars Magica milieu, they
will earn D&D XP and continue their advancement, although at a slower pace than if adventuring. If Epic
Boons are being used, every 30,000 XP earned after reaching 20th level will grant one boon.

Advancement
All of the rules found in Ars Magica Fifth Edition can be used to determine more precisely how many D&D
XP are earned each season. Use the following formula.
D&D XP EARNED IN ONE SEASON (PRECISE METHOD) = Ars Magica experience points multiplied by 66⅔
The Dungeon Master can round as desired or retain the fraction.

If the Dungeon Master wishes, the exact activity and amount of Ars Magica experience need not be
determined according to the rules but can be rolled randomly as well. Use the random roll below and this will
give you the D&D XP for a season’s worth of advancement.
D&D XP EARNED IN ONE SEASON (RANDOM METHOD) = 100 × (1d6+2) – 50
This gives you a low result of 250 XP, a high result of 750 XP, and a mean result of 500 XP. Characters, on
average, will earn 2,000 D&D XP per year with this method.

ASSIGNING SEASONS
Ars Magica Fifth Edition says that the assignment of seasons to activities is, in some cases, an abstraction. For
Dungeons & Dragons, it will certainly be an abstraction, both with the amount of time allocated to Downtime
Activities and for the exact nature of the activities. All that is important to remember is that charactersshould earn about 500 D&D experience points per season of relevant activity. This relevant activity need only
be described narratively, if desired. However, the rules below will give a more precise accounting of what acharacter is doing during their time spent between adventures.
It is important to note that in most cases, regardless of what the character is actually doing, the experience
points simply get added in to the character’s D&D XP total. Experience points are not applied to specific skills,
except as noted below (for languages, spell mastery, etc.).
The number of seasons available for advancement should also be considered in these calculations. The table
above assumes the character is genuinely free for all four seasons of the year. If a character can only advancethemselves for two seasons per year, for instance, then two of those seasons will be limited to Exposure. A
character in this case would gain about 1,266⅔ XP per year (rather than 2,000 XP per year). You would needto multiply the advancement times on the table by a little more than 1.5. A standard character with the Poor
Flaw would only get 900 XP per year (double the times), while a Wealthy character would get 1,633⅓ XP peryear (multiply the times by 1.25).

LIMITSThe Gain Limit should be applied rigorously. In Dungeons & Dragons, a teacher or an Art summa must have ahigher level than the student’s character level or Art score. An Ability summa must have a level greater thanor equal to than the character’s proficiency bonus.

EXPOSURE
Using the precise formula above, the Exposure Source Quality of two produces 133⅓ D&D XP per season.

ADVENTURE
Adventure Source Quality five to ten per season. This translates to 333⅓ to 666⅔ D&D XP per season.

PRACTICE
The Practice Source Quality is three to eight in Ars Magica. This translates to 200 to 533⅓ D&D XP perseason but is usually 266⅔ XP.
• Practicing a language in a community where it is the native tongue merits a Source Quality of eight in therules, until the character’s score in the language reaches 5. Since reaching an Ability of 5 costs 75 Ars
Magica experience points, this would indicate that a character becomes completely fluent in a language
after two years and four months of practicing in a community (i.e., 75 ÷ 8 = 9.375 seasons ≈ 2.33 years). If
desired, the Dungeon Master could keep track of exactly how fluent the character is at different points if itpresents roleplaying opportunities. Otherwise, just keep track of the time and give the character the
language proficiency after about two years or so.
• Practicing Area Lore by traveling around or living in the area merits a Source Quality of five to seven,depending on how thoroughly the character can explore the area. A character living in a city while working
in a trade could claim one of his nominal free seasons as a Source Quality five practice in Area Lore for thecity, while a character with a genuinely free season in the city, or working as a messenger, could claim aSource Quality of seven. This would indicate that a character would gain Area Lore Ability 1 after one
season (earning five experience points) and Area Lore Ability 2 after three seasons (earning a total of 15
experience points). If desired, the Dungeon Master could award the character with proficiency in Area Lore
after three seasons if the character is of character levels 1 through 4 (since the proficiency bonus at thoselevels is +2).
• Being forced to practice a trade or craft in an environment with immediate feedback as to how well you aredoing has a Source Quality of five. An example would be someone forced to help on a ship. As above, itwould take three seasons to reach the lowest proficiency bonus in Dungeons & Dragons.
• Practicing a spell for mastery by casting it repeatedly is worth a Source Quality of five. Gaining another
Spell Mastery special ability under the rules in this document should take a number of seasons equal toyour current number of special abilities, plus one. Thus, if you have no mastery in a spell it would take one
season to gain the first Spell Mastery special ability, another two season to gain the second, and so on. If
you already have Spell Mastery special abilities, due to the magus Hermetic Virtue Mastered Spells or the
Flawless Magic feat, these have to be accounted for as well.
Otherwise, the Source Quality of four would give a character 266⅔ XP per season.

TRAINING
A character must be of higher character level than the student before she can serve as a master. The Training
Source Quality for D&D is:
TRAINING SOURCE QUALITY: Master’s proficiency bonus + 3
The proficiency bonus above refers to the proficiency bonus in the relevant skill or skills (and may be anaverage across a number of skills or a number set by the Dungeon Master). It is assumed that the master istraining the character in a number of different areas that are all germane to the character’s own profession.
This type of training will yield 333⅓ to 1,266⅔ D&D XP per season.

TEACHING
A character must be of higher character level than the student before she can serve as a teacher.
TEACHING SOURCE QUALITY: Teacher’s Charisma modifier + Teaching proficiency bonus + 3 + bonus
The maximum number of students a teacher can teach is equal to five times her proficiency or expertisebonus in the Teaching skill (ten to 65 students). A non-proficient teacher can only teach one student. If
teaching is one-on-one, the bonus is +6 (the last term in the formula above). If the teacher is teaching two
students, the bonus is +3. For three or more students, the bonus is +0.
Assuming a non-negative Charisma modifier, a student can earn between 333⅓ to 1,800 D&D XP per season.

BOOKS
The level of a book, for D&D purposes, must be compared to the character’s proficiency bonus, in the case of
Ability summae, or Art score, in the cast of Art summae. The level of an Ability summa must be equal to or
greater than the character’s proficiency bonus in the skill that summa covers for it to be useful to thecharacter. (Technically speaking, the D&D proficiency bonus actually represents the Ars Magica Ability +1,
this is why an Ability summa level that is equal to the character’s proficiency bonus is still useful). Similarly,
an Art summa’s level must be greater than the character’s score in the subject Art.

READING SUMMAE
If a summa is useful to a character and relevant to her pursuits, that character can continue to study thesumma, gaining D&D XP per season, for a number of seasons equal to:
MAXIMUM NUMBER OF SEASONS STUDIED (ART SUMMA) =(Summa Level)(Summa Level + 1) – (Art Score)(Art Score + 1) ÷ (2 × Summa Quality)
MAXIMUM NUMBER OF SEASONS STUDIED (ABILITY SUMMA) =5 × [(Summa Level)(Summa Level + 1) – (Ability Score)(Ability Score + 1)] ÷ (2 × Summa Quality)
Essentially, we’re taking the number of Ars Magica experience points required to reach the summa level
minus the number of Ars Magica experience points the character would already have in the applicable Ability
or Art and dividing this number by the Summa Quality to get a number of seasons of usefulness. The
character receives a number of D&D XP per season equal to:
D&D XP EARNED IN ONE SEASON (SUMMA) = Summa Quality × 66⅔
Summa Qualities range from 11 to 22, so characters can earn 733⅓ to 1,466⅔ D&D XP per season studying asumma.

STUDYING TRACTATUS
If a tractatus relevant to the character’s class, background, or concept is studied for one season, that character
gains D&D XP equal to:
D&D XP EARNED IN ONE SEASON (TRACTATUS) = 66⅔ × (author’s Intelligence modifier + 6)

VIS
The Vis Source Quality remains the same, a stress die plus the Aura Bonus. In most cases, assuming an
average stress die result of 6 and an Aura Bonus of +3, D&D magi would earn 600 XP per season fromstudying raw vis but this could range from 133⅓ (rolling a ‘2’ in no aura) to 1,266⅔ D&D XP (rolling a ‘9’ in a
Magic Aura of 10). This, of course, does not account for stress die doubling.

DISTRACTIONSThis section remains as-is.

Writing Books
For this, consider the character’s Communication to be their Intelligence modifier. Use either the character’s
Art score or their proficiency bonus to determine the level (with a maximum of half the Art score or
proficiency bonus). Knowing a language in D&D is an all or nothing knowledge. Use an Ability of 5 for all
languages.
SUMMA SOURCE QUALITY: Author’s Intelligence modifier + 6 + bonus
TRACTATUS SOURCE QUALITY: Author’s Intelligence modifier + 6

SUMMAEUse the rules as presented. The final quality cannot be more than twice the author’s Intelligence modifierplus six.

TRACTATUS
A character may only write a total number of tractatus equal to half the proficiency bonus in the skill or onefifth the Art score, rounded up in both cases.

COPYING BOOKS
Use either the character’s Profession (Scribe) or calligrapher’s supplies proficiency bonus for the Ars Magica
Profession Ability.

CORRUPTED COPIESA character must be proficient in the relevant Realm Lore of the appropriate skill to copy a text about aSupernatural skill without corrupting it. A character must be proficient in Magic Theory to copy a book aboutthe Hermetic Arts without corrupting it.

Learning Supernatural Abilities
Use these rules as written. The rules for magus multiclassing take into account the difficulty of learning new
magic at higher levels. See the magus class description for more details.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica
Player’s Handbook

Changing Reputations
The Dungeon Master can use these rules as written.

163
187

Warping
These rules are used mostly as-is.

Gaining Warping Points
LIVING IN STRONG AURASThis remains the same.

POWERFUL MYSTICAL EFFECTS
Treat Dungeons & Dragons spells of 6th-level or greater to be “Powerful Effects.”

CONSTANT MYSTICAL EFFECTS
Also consider Dungeons & Dragons spells and other magical effects for this.

MYSTICAL BOTCHES
Use as directed.

Effects of Warping Points
If you do not wish to bother with figuring out how Warping will affect characters for each and every case, use
the following progression, which is suitable for Warping due to the Magic Realm.
• Upon reaching Warping Score 1, the character gains the Magical Allergy Minor Flaw below.
• Upon reaching Warping Score 3, the character gains the Warped Appearance Minor Flaw below.
• Upon reaching Warping Score 5, the character gains the Magical Sensitivity Minor Virtue.

LESSER MALEDICTION (MAGICAL ALLERGY)

When you are affected by a spell or other supernatural effect, you must make a DC 10 Constitution saving
throw versus magic or gain a -1 on all d20 rolls. Taking a short rest alleviates this condition.

LESSER MALEDICTION (WARPED APPEARANCE)

Warping has changed your appearance in a noticeable, obviously magical, way. Work with the Dungeon
Master to determine the change. You get a -3 penalty on Charisma-based ability checks when initiallyinteracting with others (first impressions). Once you’ve established a relationship, the penalty disappears.

MAGICAL SENSITIVITY

You are often able to identify a place or object as magical. You gain proficiency in the Magical Sensitivity skill.
However, your sensitivity makes you more susceptible to magical effects: subtract your Magic Sensitivity
score divided by five (rounded up) from all saving throws versus magic that you make.
When attempting to sense the magic nature of a place or object, the Dungeon Master will assign a DC and you
will make a Wisdom (Magical Sensitivity) ability check. Detecting a Magic aura would normally have DC equal
to 20 – twice the aura level, so 14 for a level 3 aura and 8 for a level 6 aura. For spells and enchanted items, a
DC equal to 35 – twice the magnitude of effect is a good guide. For enchanted items, use the magnitude of themost powerful effect in the item. For magical creatures, 25 – the creature’s Challenge, so for a creature with a
Challenge of 10, the DC would be 15. If you roll a natural ‘20’ on the Wisdom (Magic Sensitivity) check you
may roll again and add the second result to your first roll to determine your final total before comparing it to
the DC.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica
None

167

Aging
This section is meant for humans only. However, if the Dungeon Master wishes to include the long-lived
demi-human races of the Player’s Handbook as magic kin in their campaign, they should base the frequency of
the aging check as well as the age term of the Aging Total on the race’s typical lifespan (see Realms of Power:
Magic, page 89 for more information on magic kin). For example, dwarves have a lifespan roughly four times
that of humans. This means you would start making the aging check for dwarves at 140 years of age (fourtimes 35) and you would divide the dwarf’s age by 40 instead of ten in the Aging Total formula.

RACIAL AGING TOTALS
D&D Race
Dwarf
Elf
Gnome
Half-Elf
Half-Orc
Halfling
Human

Multiplier
4
7
5
2½
⅘
2
1

Ars Magica Reference:
Dungeons & Dragons Reference:

Begin Aging
140
245
175
88
28
70
35

Aging Total
Stress Die + age/40 – Living Condition – Longevity RitualStress Die + age/70 – Living Condition – Longevity RitualStress Die + age/50 – Living Condition – Longevity RitualStress Die + age/25 – Living Condition – Longevity RitualStress Die + age/8 – Living Condition – Longevity RitualStress Die + age/20 – Living Condition – Longevity RitualStress Die + age/10 – Living Condition – Longevity RitualArs Magica
Player’s Handbook

168
17

Apparent Age Increases
This remains as stated.

Aging Points
Use the following change for Dungeons & Dragons:
Aging points are accumulated in each Dungeons & Dragons ability (i.e., Strength, Intelligence, etc.). Once acharacter has a number of Aging Points greater than the absolute value of the ability modifier, the ability
score drops by two points and all Aging Points are lost. Thus, a character with a Charisma of 15 (+2) drops toCharisma 13 (+1) in the year when he gains his third Aging Point in that ability. A character with aConstitution of 4 (–3) drops to 2 (–4) in the year when he gains his fourth Aging Point in that ability. If an
Aging Point “in any ability” is gained, the player may choose the ability.

AGING ROLLS
Aging Roll
2 or less3 or more
10 – 12
13
14
15
16
17
18
19
20
21
22+

ResultNo apparent aging
Apparent age increases by one year
One Aging Point in any ability
Gain sufficient Aging Points (in any abilities) to reach the next level in Decrepitude, and Crisis
One Aging Point in Dexterity
One Aging Point in Constitution
One Aging Point in Wisdom
One Aging Point in Charisma
One Aging Point in Strength and Constitution
Two Aging Points in Dexterity
Two Aging Points in Charisma or one aging point in Intelligence and Charisma
One Aging Point in Intelligence and Wisdom
Gain sufficient Aging Points (in any abilities) to reach the next level in Decrepitude, and Crisis

Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica
Player’s Handbook

169
13

Decrepitude
This remains the same.

CrisisUse the changes below for Dungeons & Dragons:
CRISIS TOTAL: Simple die + (age ÷ racial multiplier)/10 (round up) + Decrepitude Score
An ability check of Intelligence (Medicine) against a DC of 10 allows the character to add the attendant’s
Medicine score to the roll to survive the Crisis. If the d20 roll is a natural ‘1’ or ‘2’ check for botch.

CRISIS
Crisis Roll
8 or less9 – 14
15
16
17
18
19+

ResultBedridden for a week.
Bedridden for a month.
Minor illness. Constitution ability check vs. DC 5 or CrCo 20 to survive.
Serious illness. Constitution ability check vs. DC 10 or CrCo 25 to survive.
Major illness. Constitution ability check vs. DC 15 or CrCo 30 to survive.
Critical illness. Constitution ability check vs. DC 20 or CrCo 35 to survive.
Terminal illness. CrCo 40 required to survive.

Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica
Player’s Handbook

170
13

Chapter Eleven: Obstacles
Combat
The Dungeons & Dragons combat system is used. Any changes are noted below.

GroupsShield grogs who are Warrior Sidekicks in Dungeons & Dragons should take the Defender Martial Role at 1stlevel. Martial companions can also fill this role by taking the Protection Fighting Style at 1st level.

Combat Options
Armor
Armor
Coverage
Cost
AC
Strength
Light Armor1
Quilted/Fur
PartialInexp.
11−
Heavy Leather
PartialInexp.
12−
Metal Reinforced Leather
Partial
Std.
12−
Leather Scale
PartialStd.
13−
Medium Armor2
Metal Scale
PartialStd.
14−
Metal Reinforced Leather
Full
Std.
14
−
ChainmailPartialExp.
15−
Heavy Armor3
Leather Scale
Full
Std.
15
−
Metal Scale
Full
Std.
16
Str 13Chainmail
Full
Exp.
17
Str 15
ShieldBuckler Shield
Std.
+1
−
−
Round ShieldInexp.
+2−−
Heater Shield
Std.
+3
−
−
1 Light Armor allows the full Dexterity modifier to Armor Class.
2 Medium Armor allows a maximum Dexterity modifier to Armor Class of +2.
3 Heavy Armor allows no Dexterity modifier to Armor Class.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

176
145

StealthWeight

−
−
−
−

8 lb.
12 lb.
20 lb.
20 lb.

Disadvantage
Disadvantage−

35 lb.
40 lb.
30 lb.

Disadvantage
Disadvantage
Disadvantage

40 lb.
55 lb.
60 lb.

−
−
−

3 lb.
6 lb.
9 lb.

Weapon Descriptions
Ars Magica Weapon
Cost
Brawl Ability
Dodge
-Fist
-Kick
-Gauntlet
Inexp.
Bludgeon
Inexp.
DaggerInexp.
Knife
Inexp.
Single Weapon Ability
Axe
Std.
Club
Inexp.
HatchetInexp.
Lance
Std.
Mace
Std.
Mace and Chain
Std.
Spear, Short
Inexp.
Sword, Short
Std.
Sword, Long
Exp.
Great Weapon Ability
CudgelInexp.
Farm Implement
Inexp.
Flail
Inexp.
Pole Arm
Std.
Pole Axe
Std.
Spear, Long
Inexp.
Sword, Great
Exp.
Staff
Inexp.
Warhammer
Std.
Bows and Thrown Weapon Abilities
Axe, Throwing
Std.
Javelin
Std.
Knife
Inexp.
Sling
Inexp.
Stone
Inexp.
Bow, LongExp.
Bow, ShortStd.
Ars Magica Reference:
Dungeons & Dragons Reference:

Dungeons & Dragons Weapon
UnarmedUnarmedUnarmedUnarmed
Improvised Weapon
DaggerDaggerBattleaxe
Club
Handaxe
Lance
Light Hammer, Mace, Morning Star, Warhammer
Flail
Spear
Shortsword
Longsword
Greatclub
Improvised Weapon
As Warhammer but 1d10 Damage, 4 lb., Heavy, and Two-Handed
HalberdGreataxe
Pike
Greatsword
Quarterstaff
Maul
Handaxe
Javelin
DaggerSling
Improvised Weapon
Longbow
Shortbow

Ars Magica Fifth Edition
Player’s Handbook

176
149

Encumbrance
The Dungeons & Dragons rules for Lifting and Carrying will be used. The Encumbrance variant can be used as
well.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

178
176

Fatigue
Short-Term Fatigue
The system for Short-Term Fatigue (henceforth known as “Fatigue”) is used with some changes to account for
the D&D rest rules.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

178
186

Recovery from Short-Term Fatigue
Fatigue Level
Fresh
Winded
Weary
Tired
Dazed
Unconscious

d20 Roll Penalty
None
None
-1
-3
-5
No Actions

Type of Rest for Recovery−
Short Rest
Short Rest
Short Rest
Short Rest
Short Rest

Fatigue Level After Recovery
−
Fresh
Fresh
Fresh
Tired until Long Rest
Dazed until Long Rest

For the Dazed Fatigue Level, a short rest takes the character to Tired. At this point, only a long rest will
restore the character to Fresh. If the characters goes Unconscious, a short rest will change the Fatigue Level
to Dazed. The character will be restored to Fresh with a long rest in this case as well. In other words,
characters cannot take two or three short rests in a row to fully eliminate the Fatigue.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

178
186

Long-Term Fatigue
Long-Term Fatigue is represented in Dungeons & Dragons by Exhaustion. There are six Levels of Exhaustion
in D&D, each with a game effect distinct from that of Ars Magica. Like Long-Term Fatigue, Levels of
Exhaustion are only eliminated by one night’s rest (a long rest in D&D). Any effect in Ars Magica that would
produce a level of Long-Term Fatigue will instead induce a D&D Level of Exhaustion (such as casting a Ritualspell).
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

178
291

WoundsWounds can be gained in two ways. If the character is the target of a critical hit in combat, the normal
damage is applied to the character’s hit points while the extra dice of damage from the critical hit is applied asa wound. Also, if a character is reduced to zero hit points, any excess damage is applied as a wound.
To apply a wound, take the hit points of damage and divide this number by the character’s Wound Threshold,which is equal to 5 + the character’s Ars Magica Size, rounding up to the next integer. This number gives theseverity of the wound. See the table below.

WOUND LEVELS
Wound Level
Light
MediumHeavy
Incapacitating
Dead

Severity Result
1
2
3
4
5+

Ars Magica Reference:
Dungeons & Dragons Reference:

Lower Limit1
6 + 1 × Size
11 + 2 × Size
16 + 3 × Size
21 + 4 × Size

Ars Magica Fifth Edition
Player’s Handbook

Upper Limit
5 + 1 × Size
10 + 2 × Size
15 + 3 × Size
20 + 4 × Sizeor more171
197

Activities While Injured
All wound penalties apply to d20 attack rolls, ability checks, saving throws, Hermetic casting rolls, and otherrolls that are resolved with a d20. Any holdover simple or stress die rolls would also be affected by thesepenalties. The table below gives the penalties. Add up all penalties and apply the total to the relevant d20
rolls. For example, a character having a light wound, a medium wound, and a heavy wound would have awound penalty of -9. These penalties stack with any additional penalties for fatigue.
Characters can continue to act while injured, as this is normal for D&D. However, with excessive d20 roll
penalties, characters may not be very effective.
Wound Level
Light
MediumHeavy
Incapacitating

d20 Roll Penalty-1-3-5
No Actions

Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

179
173

Recovering From Wounds
The recovery total is converted to a D&D ability check so that the roll can take advantage of D&D game rulesthat affect d20 ability check rolls (such as advantage, the halfling Lucky trait, the Lucky feat, the Guidancecantrip, etc.). Of course, Ars Magica Creo Animal and Creo Corpus can add to the magical bonus as well.
RECOVERY TOTAL = d20 + your Constitution modifier + healer’s Chirurgy or Medicine bonus+ magical bonus

WOUND RECOVERY
Wound Level
Light
MediumHeavy
Incapacitating

Interval
One week
One month
One season
See below

Stable DC
5
10
15
-

Improvement DC
15
20
25
-

For one or more Incapacitating Wounds, the character makes a death saving throw two times a day (atsunrise and sunset). If three death saving throws are failed, the character dies. If the character gets threesuccessful saving throws first, all Incapacitating Wounds become Heavy Wounds and then recovery proceeds
normally. For these death saving throws, use the Recovery Total above. The DC for death saving throws is
10.
Dungeons & Dragons magic can also be used to heal wounds. Spells such as cure wounds, healing word, prayerof healing, aura of vitality, mass cure wounds, mass healing word, and regenerate are just a few examples. Any
D&D healing spell that restores hit points can be used to heal a single wound or reduce its wound level. First,
the D&D spell must target a single wound. From there, reduce the wound level by a number of levels equal to
the number of dice rolled for healing. For example, a cure wounds spell cast using a 1st-level spell slot could
eliminate a light wound or reduce a medium, heavy, or incapacitating wound to the next, better level. A curewounds spell cast using a 4th-level spell slot would completely heal any single wound. No hit points areregained when a spell is used to heal a wound. If a D&D healing spell heals a number of hit points withoutrolling dice, then the spell will heal a number of wounds all at once. For every ten hit points of damage
healed, a wound will improve by one wound level. The spell starts with the most severe wound and works its
way up to wounds of lesser severity. For example, if a Mythic Companion cleric cast a heal spell on anothercharacter using a 6th-level slot, the spell would eliminate a total of seven wound levels, starting with the most
severe. If the character had only five wound levels, the spell would also restore 20 hit points.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

179
197

Other Perils
Use the Dungeons & Dragons rules for debilitation (i.e., conditions), deprivation, injuries, and travel.

Debilitation
Many of these are covered by the conditions in D&D. Convert any Ars Magica Ease Factors to Dungeons &Dragons Difficulty Classes and use an ability check to adjudicate.

Deprivation
This system could be used with relevant D&D ability checks if desired.

Injuries
The non-combat damage total is equal to 1d10 + Damage Bonus in Dungeons & Dragons. The other damage
bonuses convert directly and cause the damage shown for the time interval stated.

TravelThe travel rules in D&D are more extensive and should be used.
Ars Magica Reference:
Dungeons & Dragons Reference:Ars Magica Fifth Edition
Player’s Handbook

180
181

Chapter Twelve: Realms
The Nature of the Realms
Most of this chapter is descriptive but a few conversions and new rules appear below.

Realm Auras
The realm interaction modifiers must be altered a bit to use with some of the Dungeons & Dragons systems.

Realm Interaction
The bonuses and penalties below are applied as follows.
• Spell Point Costs are lowered by the amount shown if it is a bonus or increased by the magnitude of thepenalty. For example, casting a Hermetic spell in a Magic Aura of 3 costs one less spell point but costs one
more spell point in an Infernal Aura of 3. For arcane companions, increase the required spell slot level by
five for each point of penalty and reduce the required spell slot level by five for each bonus point.
• The aura modifier found in Ars Magica Fifth Edition is applied to Lab Totals (not the bonuses andpenalties here).
• For Supernatural skills such as Second Sight or Wilderness Sense, all d20 rolls are modified by the aura
rating (1 to 10) found in Ars Magica Fifth Edition (not the bonuses and penalties here).
• The bonuses and penalties in the tables below are applied to a creature’s magic resistance score. For
example, a Hermetic magus in a Magic Aura of 3 enjoys a +1 bonus to MR. He would also get a +1 bonus tosaving throws or Armor Class when he is the target of a spell attack.
• The bonuses and penalties in the tables below are also applied to Hermetic casting and Might rolls. For
example, a Hermetic magus in a Magic Aura of 3 making a casting a Hermetic spell gets a +1 bonus to theHermetic casting roll. An Infernal creature would get a -1 to Might rolls in the same aura. The bonus andpenalty to casting rolls for characters with spell slots is already taken into account with the decrease or
increase in required spell slot level, so do not apply the bonus to casting rolls.
• The additional number of botch dice for attempted supernatural acts in a foreign realm is equal to theactual aura itself (not these, or any other, bonuses or penalties).

MAGIC AURA VS. REALM POWERSFAERIE AURA VS. REALM POWERS

Magic
Aura
1

Magic
Power
+0

DivinePower+0FaeriePower+0InfernalPower+0Faerie
Aura
1

Magic
Power
+0

DivinePower+0FaeriePower+0Infernal
Power
+0

2

+0

+0

+0

+0

2

+0

+0

+0

+0

3

+1

+0

+0

-1

3

+0

+0

+1

-1

4

+1

+0

+0

-1

4

+0

+0

+1

-1

5

+1

+0

+1

-1

5

+1

+0

+1

-1

6

+1

+0

+1

-1

6

+1

+0

+1

-1

7

+1

+0

+1

-1

7

+1

+0

+1

-1

8

+2

+0

+1

-2

8

+1

+0

+2

-2

9

+2

+0

+1

-2

9

+1

+0

+2

-2

10

+2

+0

+1

-2

10

+1

+0

+2

-2

DIVINE AURA VS. REALM POWERSINFERNAL AURA VS. REALM POWERSDivine
Aura
1

Magic
Power
-1

DivinePower+0FaeriePower-1Infernal
Power-1

Infernal
Aura
1

Magic
Power
+0

DivinePower+0FaeriePower+0Infernal
Power
+0

2

-1

+0

-2

-2

2

+0

+0

-1

+0

3

-2

+1

-2

-3

3

-1

+0

-1

+1

4

-2

+1

-3

-4

4

-1

+0

-2

+1

5

-3

+1

-4

-5

5

-1

+0

-2

+1

6

-4

+1

-5

-6

6

-1

+0

-2

+1

7

-4

+1

-6

-7

7

-1

+0

-3

+1

8

-5

+2

-6

-8

8

-2

+0

-3

+2

9

-5

+2

-7

-9

9

-2

+0

-4

+2

10

-6

+2

-8

-10

10

-2

+0

-4

+2

Creatures of a Realm
Magic Resistance and Penetration
The relevant values from this section are here. There is a table for creature power penetration in the Bestiary
section.
CREATURE MAGIC RESISTANCE = 10 + Might Bonus
CREATURE POWER PENETRATION = Might Bonus × [1 – 1 ÷ (2 × # of Times per Day)]
CHARACTER PENETRATION: Use D&D saving throw system

The Magic Realm
If the D&D classes are used, it should be noted that the casting roll for D&D spells is:
D&D SPELL CASTING ROLL: d20 + proficiency bonus + spell slot level used – spell slot level required
CASTING ROLL DC = target’s Magic Resistance
The target still gets any saving throws they are entitled to. This casting roll allows D&D magic to interact withthe other forms of magic in Mythic Europe.
D&D spellcasters are able to use vis to boost their casting rolls. They do not need vis for their rituals but can
substitute vis for costly material components. D&D spellcasters can also craft D&D magic items using vis(instead of incurring a gold piece cost).

Using Vis in Spells
Pawns of vis can be substituted for costly material components in D&D spells (unless this does not makesense for the spell). Use the table below to find the number of pawns needed for material components ofvarious costs. The Art which the pawns should be attuned to is determined by the Dungeon Master.
Maximum Cost ofMaterial Component
50 gp
80 gp
120 gp200 gp300 gp500 gp
800 gp1,200 gp
2,000 gp
3,000 gp

Pawns of Vis
1
2
3
4
5
6
7
8
9
10

Maximum Cost ofMaterial Component
5,000 gp
8,000 gp
12,000 gp
20,000 gp
30,000 gp
50,000 gp
80,000 gp
120,000 gp
200,000 gp
300,000 gp

Pawns of Vis
11
12
13
14
15
16
17
18
19
20

Crafting Magic Items
D&D spellcasters can craft D&D magical items. It takes one season to craft a magical item. The number ofpawns of vis required depends on the power level and rarity of the magical item. The Dungeon Master should
determine which Art(s) the pawns of vis must be attuned to for a given magical item.
Level
2nd
5th
8th
11th
14th
11th
14th
17th
20th

Power and Rarity
Minor, Common
Minor, Uncommon
Minor, Rare
Minor, Very Rare
Minor, Legendary
Major, Uncommon
Major, Rare
Major, Very Rare
Major, Legendary

Pawns of Vis
2
5
8
11
14
11
14
17
20

The Infernal Realm
The following character class can be used for NPCs by the Dungeon Master as antagonists or, very rarely, as
allies. This character’s powers are derived from the Infernal Realm and is adversely affected by Divine, Magic,
and Faerie auras.

THE INFERNALIST
Level
1Proficiency
Bonus
+2

Expertise
Bonus
+4

2

+2

+4

3

+2

+5

4

+2

+5

5

+3

+6

6

+3

+6

7

+3

+7

8

+3

+7

9

+4

+8

10

+4

+8

11

+4

+9

12

+4

+9

13

+5

+10

14

+5

+10

15

+5

+11

16

+5

+11

17

+6

+12

18

+6

+12

19

+6

20

+6

Class Features
Maleficia

15
2

Infernal Archetype

2

20

25

30

35

3
Ability Score Improvement

3
4

2

4

2

4

3

4

3

4

3

2

4

3

2

4

3

3

4

3

3

4

3

3

1

4

3

3

1

4

3

3

2

4

3

3

2

4

3

3

3

1

Infernal Archetype feature

4

3

3

3

1

+13

Ability Score Improvement

4

3

3

3

2

+13

Infernal Intervention

4

3

3

3

2

Infernal Archetype feature
Ability Score Improvement
Infernal Archetype feature
Ability Score Improvement
Infernal Archetype feature
Ability Score Improvement

INFERNALIST CLASS FEATURESHIT POINTS

Hit Dice: 1d8 per companion level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per companion level after 1st

PROFICIENCIES

Armor: For two skill choices, proficiency in light armor; for two more skill choices, medium armor & shields
Weapons: You can use two General skill choices to gain proficiency in simple weapons
Tools: None
Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom aswell as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength
Skills: Make eight skill choices from the General and Arcane skill lists, and eight more from the General,
Arcane, and Academic skill lists

EQUIPMENT• (a) if proficient in armor, one full suit of standard cost armor and (b) if proficient, a shield• (a) if proficient, one simple weapon and (b) an infernal fetish• (a) a scholar’s pack or (b) an explorer’s pack

MALEFICIA

Infernalists have the ability to produce unholy effects in a reliable fashion using the two Unholy Methods ofDebauchery and Incantation along with the six Unholy Powers of Consumption, Diablerie, Effusion,
Malediction, Phantasm, and Psychomachia. Consult Realms of Power: The Infernal for more details.

EFFECT SLOTSThe table above shows the number of effect slots the infernalist has to cast spells of Level 15 and higher. If
the infernalist has Hierarchy Score, these effect slot levels are increased by five for each point in the
Hierarchy Score. For example, a 1st level infernalist with a Hierarchy Score of 1 would have two Level 20
effect slots. A 20th level infernalist with a Hierarchy Score of 5 would have effect slots for Level 40 to Level 60.
To produce an effect, the infernalist must expend a slot of the effect’s level or higher. The infernalist regains
all expended effect slots after a long rest.
Any effect that has a level equal to or less than an available effect slot can be produced. The infernalist does
not have a list of “known spells” or a book containing effects that can be called upon.

PRODUCING EFFECTS

The casting roll for all of the infernalist’s effects is:
INFERNALIST CASTING ROLL: d20 + proficiency bonus + one-fifth (Slot Level – Effect Level)
CASTING ROLL DC = target’s Magic ResistanceAn infernalist must always use firm words, bold gestures, and an infernal fetish (i.e., focus) to produce effects.
They can use vis to boost their casting rolls. They can also botch on casting rolls, as a Hermetic magus can.

VITUPERATION

Infernalists do not experience Magical Backlash but can experience Vituperation. If an infernalist botches acasting roll, gains two or more Warping Points, one of the following effects will occur.
Roll (d6)
1
2
3
4
5
6

Vituperation Result
Overcome by Evil. Casting the spell takes a physical toll on the character. The infernalist
immediately gains a number of Fatigue levels equal to the Warping Points gained.
Ill-Fated. Casting the spell imposes a spiritual penalty on the character. The infernalist has
disadvantage and a penalty on a future d20 roll. The Dungeon Master decides when the
disadvantage to the roll will be applied. The penalty is equal to the Warping Points gained.
Of Two Worlds. The divine companion slips further into the Infernal Realm. The character
loses one available hit die per Warping Point gained. If the character has no hit dice to lose, theinfernalist loses 1d6 hit points per Warping Point gained
Loss of Power. The infernalist loses the ability to call upon effects from one Power per Warping
Point gained (chosen by the DM). The ability to produce effects from these Powers returns after
a short rest.
Diminished Maleficia. The infernalist loses a number of effect slots equal to the number of
Warping Points gained, starting from the highest level slots and working downward. These slots
are regained after a long rest.
Infernal Insight. The Vituperation invigorates the character. The character gains Inspiration
and regains a number of spent effect slots equal to the number of Warping Points gained.

CREATING EFFECTS

Realms of Power: The Infernal contains information on infernal effects. This sourcebook should be
consulted for possible effects and infernal power guidelines. The Dungeon Master can convert the gameeffects of these powers using previous examples in this document. Infernalists can call upon any of the effects
listed as long as an effect slot can be spent to produce it.

MAGIC RESISTANCE

Infernalists do not gain any magic resistance from this class but certain infernal spells may grant it.

INFERNAL INTERVENTION

At 20th level, you can call upon the Adversary to intervene on your behalf when your need is great. Imploring
this infernal aid requires you to use your action. Describe the assistance you seek and the Dungeon Masterchooses the nature of the intervention; the effect of any D&D spell would be appropriate. When you call upon
the Prince of Darkness you immediately gain one Level of Exhaustion, experience Vituperation automatically,and you cannot use this feature again for 6 days.

DEMONOLOGIST ARCHETYPE

At 2nd, 6th, 10th, 14th, and 18th level, choose oneof the Demonologist Archetype features below.
You may not choose a feature more than once.

GREATER DIABLERIE

When you produce effects from the Unholy Powerof Diablerie, you may treat the effect as five levels
lower for the purposes of the required effect slot
and the casting roll.

SUMMONING

You may summon fiends. To summon a fiend,choose a creature with the fiend type that has a
Challenge equal to or less than your infernalist
level. You must conduct a summoning ritual tocall forth a fiend. You draw a summoning circle
for the fiend to appear within. This summoning
ritual takes fifteen minutes per Might magnitudeof the fiend (see the Bestiary section for the
Challenge to Might conversion). To successfully
summon the fiend to appear within thesummoning circle, you expend an effect slot andyou must equal or exceed its magic resistance(MR) with the following roll:
SUMMONING ROLL: d20 + your proficiency bonus+ one-fifth effect slot level + your Hierarchy
Score
If the infernalist’s summoning roll is successful,the fiend is summoned and appears within thecircle where the caster can see it. It can hear him,
and he can hear it when it speaks. It must remain
there until he dismisses it, sending it back to
whence it came and ending the summoning, or
until the next midday or midnight, whichevercomes first.

While the fiend remains in the circle, it cannot
affect the infernalist or anything else outside theperimeter with its powers. Often an angry fiend
waits invisibly within a hastily drawn ring until iterodes or collects enough dust to break the line,
and then exacts its revenge upon the infernalist or
anyone else nearby upon being freed. The
infernalist can also lower his ward briefly by
concentrating, in order to allow an effect through,much in the same way that a magus can allow aneffect to pass his Parma Magica.
If the roll is unsuccessful, the fiend may appear
anyway, inside the circle, but the infernalist must
maintain concentration to keep the circle effective.
If the infernalist botches the summoning roll, thefiend will certainly appear outside of the circle
and attack the infernalist.
Once summoned, the infernalist may attempt toconvince the fiend to perform some service but
the fiend is under no obligation to agree to any
request. A demonologist may have a number ofsummoned fiends performing services equal to his
proficiency bonus. Since most infernalists will be
NPC antagonists, it should be assumed by theDungeon Master that infernalists and fiends
typically come to some sort of agreement onservice. For a PC infernalist, roleplay theencounter.

COMMANDING

This feature allows the demonologist to issue acommand to a fiend, which it must obey. A fiend
commanded in this way may have beensummoned by the Summoning feature or may be afiend that the infernalist encounters during anadventure. To command a fiend, the demonologist
must expend an effect slot and equal or exceed thefiend’s magic resistance with the following roll:
COMMANDING ROLL: d20 + your proficiency
bonus + one-fifth effect slot level + your
Hierarchy Score
The infernalist may choose from the following
commands.
• “Advise me:” Any spirit summoned can becompelled to answer questions truthfully,
though it may omit facts or mislead the sorcererin other ways. Once he has his answer, the fiend
is released.
• “Aid me:” The fiend joins with the infernalist forthe duration and increases one of his ability
scores, his proficiency bonus, or saving throw
bonus up to the fiend’s score.
• “Begone:” The fiend returns to the place fromwhich it was summoned, but in its incorporeal
state, and cannot take a physical form for theremaining duration of the command. If the
fiend had possessed a person or was bound toan object, this essentially frees it. Some fiends
may be grateful for this, others enraged.
• “Commune with me:” The fiend joins with thedemonologist and shares its memories for theduration of the command, allowing him toperceive past events from its point of view. In
this way he may also see visions of the future,
though this is based upon what the fiend
imagines will happen, based on current events,
and not any sort of supernatural truth.
• “Glorify me:” The infernalist gains the fiend’s
Hierarchy Score, for the duration of thecommand. A fiend’s Hierarchy Score is typicallyequal to its Might Bonus (see the Bestiary).
• “Heal me:” The fiend temporarily patches asingle wound, though it reopens after thecommand ends.
• “Journey:” The fiend travels to any place theinfernalist specifies, assuming it has the power
to do so and knows how to reach it. Many
Infernal spirits can travel to a place instantly if
given an Arcane Connection to it, and coverground much more quickly than a person.

• “Perform for me:” The fiend attempts to use anyof its powers or abilities as directed, usually toachieve some particular goal.
• “Protect me:” The infernalist joins with the fiendand gains its magic resistance (MR). This must
be renewed twice each day.
• “Return peacefully:” The fiend returns to theplace from which it was summoned, and fromthen on cannot harm the demonologist directly
unless he summons it again.
• “Teach me:” The fiend instructs the infernalist ina skill. If the command is renewed twice each
day for a season, this experience is Teachingexperience, otherwise this instruction may betreated as an Adventure source, though theinfernalist cannot exceed the fiend’s score in theskill he studies.
The infernalist can have a number of fiends undercommand equal to his proficiency bonus.

ABLATING

Ablating is the process of tearing at the fiend,grasping at it, and stealing away some of its
essence, making the infernalist stronger andleaving the fiend weaker. To perform an ablation,
the demonologist must expend an effect slot andequal or exceed the fiend’s magic resistance withthis roll:
ABLATING ROLL: d20 + your proficiency bonus +one-fifth effect slot level + your Hierarchy
Score
If the infernalist is successful, he may gain one of
the following:• Confidence: Gain one Confidence Point. Your
Confidence Point total may not exceed yourConfidence Score times five.
• Ability: Add one point to any ability score ofyour choice. You cannot raise an ability score tohigher than the fiend’s.
• Health: Instantly heal one wound or
immediately eliminate one Level of Exhaustion.
• Immortality: Add +5 to your aging rolls until
you suffer an aging crisis. This bonus is notcumulative (i.e., you can only gain up to +5 to
your aging rolls through Ablation).
• Insight: The infernalist receives some of the
fiend’s thoughts and memories, giving insight
into its plans, background, and intentions.
• Knowledge: The demonologist gains proficiency
in one skill. This Ars Magica skill must fallunder one of the Dungeons & Dragons skills as
listed in the Ability section previously in thisdocument. The fiend must be proficient in theskill.
• Might: The infernalist gains one point of Might.
The initial point grants magic resistance equal
to 10. Each additional Might point increases thecharacter’s Might Bonus accordingly (see theBestiary).
• Power: The infernalist gains a power listed in
the fiend’s stat block (found between Challenge
and Actions).
• Vis: The infernalist extracts a pawn of vis fromthe fiend. This vis is Infernal in nature.
If the roll is botched, the infernalist will
experience Vituperation.
A fiend may be ablated a number of times equal toits Might Bonus before being destroyed. After theablation, if the fiend has not been destroyed, it isimmediately returned to the place from which it
was originally summoned. If it knows who theinfernalist is or where to find him, he can expectthat its revenge will soon follow.

BINDING
Binding is the art of infusing items with Infernal
power, creating a magical item. Upon taking thisfeature, the demonologist may spend one season
and a number of pawns of vis to create a magic
item found in the Dungeon Master’s Guide. The
infernalist may make any magical item theDungeon Master desires. Consult the table below
for minimum infernalist level and vis
requirements. The vis used will determine thenature of the item. If Magic vis is used, the item
will function normally. If Faerie vis is used, there
will be some whimsical aspect to the item. If
Infernal vis is used, the item will be evil andcorrupted somehow. Divine vis cannot be used.

Level
2nd
5th
8th
11th
14th
11th
14th
17th
20th

Power and Rarity
Minor, Common
Minor, Uncommon
Minor, Rare
Minor, Very Rare
Minor, Legendary
Major, Uncommon
Major, Rare
Major, Very Rare
Major, Legendary

Pawns of Vis
2
5
8
11
14
11
14
17
20

BLACKGUARD ARCHETYPE

Requirements: Proficiency with simple weapons,
light armor, medium armor, and shields.
Upon taking this archetype at 2nd level, thecharacter gains proficiency in martial weapons
and heavy armor. Also, at 2nd, 6th, 10th, 14th,and 18th level, choose one of the Blackguard
Archetype features below. You may not choose afeature more than once.

INFERNAL SENSE

You gain expertise in the Sense Holiness andUnholiness Supernatural skill.

CONQUERING PRESENCE

As an action, you force each creature of yourchoice that you can see within 30 feet of you tomake a Wisdom saving throw. On a failed save, acreature becomes frightened of you for 1 minute.
The frightened creature can repeat this saving
throw at the end of each of its turns, ending theeffect on itself on a success. You must finish a
short or long rest to use Conquering Presence
again.

GUIDED STRIKE

When you make an attack roll, you gain a +10
bonus to the roll. You make this choice after you
see the roll, but before the DM says whether theattack hits or misses. You must finish a short orlong rest to use Guided Strike again.

FIGHTING STYLE

Choose one fighting style: Defense, Dueling, Great
Weapon Fighting, or Protection. You gain thisfighting style. See the Player’s Handbook, page
84 for details.

INFERNAL SMITE

When you hit a creature with a melee weapon
attack, you can expend one of your effect slots todeal necrotic damage to the target, in addition to
the weapon’s damage. The extra damage is 1d8

for a Level 15 effect slot, plus 1d8 for eachmagnitude higher, to a maximum of 5d8.

EXTRA ATTACK

Requirement: 6th level blackguard or higher.
You can attack twice, instead of once, whenever
you take the Attack action on your turn.

AURA OF HATE
Requirement: 6th level blackguard or higher.
The blackguard, as well any fiends and undead
within 10 feet of him, gains a bonus to melee
weapon damage rolls equal to the knight’s
Charisma modifier (minimum of +1). A creature
can benefit from this feature from only one
blackguard at a time. At 18th level, the range ofthis aura increases to 30 feet.

AURA OF PROTECTION

Requirement: 6th level blackguard or higher.
Whenever you or a friendly creature within 10
feet of you must make a saving throw, the creature
gains a bonus to the saving throw equal to yourCharisma modifier (with a minimum bonus of +1).
You must be conscious to grant this bonus. At
18th level, the range of this aura increases to 30
feet.

AURA OF CONQUEST

Requirement: 10th level blackguard or higher.
You constantly emanate a menacing aura while
you're not incapacitated. The aura extends 10 feetfrom you in every direction, but not through total
cover. If a creature is frightened of you, its speed
is reduced to 0 while in the aura, and that creaturetakes psychic damage equal to half your infernalist
level if it starts its
turn there. At 18th level, the range of this aura
increases to 30 feet.

AURA OF COURAGE

Requirement: 10th level blackguard or higher.
You and friendly creatures within 10 feet of you
can't be frightened while you are conscious. At
18th level, the range of this aura increases to 30
feet.

SCORNFUL REBUKE

Requirement: 14th level blackguard or higher.
Those who dare to strike you are psychicallypunished for their audacity. Whenever a creature
hits you with an attack, that creature takes psychic
damage equal to your Charisma modifier(minimum of 1) if you're not incapacitated.

CONVICTION OF SPIRIT

Requirement: 14th level blackguard or higher.
You are always under the effects of a protection
from evil and good spell. See the Player’s
Handbook, page 270.

SUPERNATURAL RESISTANCE

Requirement: 14th level blackguard or higher.
The blackguard gains resistance to bludgeoning,piercing, and slashing damage from nonmagicalweapons.

INFERNAL CONQUEROR

Requirement: 18th level blackguard.
You may activate the 20th level paladin Sacred
Oath feature Invincible Conqueror (Xanathar’s
Guide to Everything, page 38). You cannot use
this feature again until you finish a long rest.

NECROMANCER ARCHETYPE

At 2nd, 6th, 10th, 14th, and 18th level, choose oneof the Necromancer Archetype features below.
You may not choose a feature more than once.

GREATER CONSUMPTION

When you produce effects from the Unholy Powerof Consumption, you may treat the effect as fivelevels lower for the purposes of the required effectslot and the casting roll.

GREATER MALEDICTION

When you produce effects from the Unholy Powerof Malediction, you may treat the effect as fivelevels lower for the purposes of the required effectslot and the casting roll.

CREATE UNDEAD
You may create undead creatures. Choose acreature that has a Challenge equal to or less thanyour necromancer level. It takes one night tocreate the undead creature and a number ofpawns of vis equal to half the Challenge of thecreature (rounded up). The vis may be Magic,
Faerie, or Infernal, but Divine vis cannot be used.
You must have a corpse to create a corporeal
undead creature. For an incorporeal undead
creature, you must be at the site where thecreature died. A creature that was given a proper
Divine ceremony after death cannot be made into
an undead creature.
The undead creature you make is subject to yourcommands. Treat the creature as if it were under
the influence of a charm person spell. You canrelease an undead creature that is under yourpower at any time. The undead creature may still
regard you as an ally, or may not, depending on
the circumstances of its creation and its period ofservitude to you. You may only have a number of
undead creatures under your command at any one
time equal to your proficiency bonus.
A necromancer can use this power to turn himself
into an undead creature if desired. To become alich, a necromancer must be 20th level and have an
epic boon that specifically allows transformation
into a lich.

CONTROL UNDEAD

By expending an effect slot, the necromancer
targets one undead creature he or she can see
within 30 feet of him or her. The target must
make a Wisdom saving throw against a DC equal
to 8 + the necromancer’s proficiency bonus + onefifth the effect slot level used. On a failed save, thetarget must obey the necromancer's commands
for the next 24 hours, or until the necromancer
uses this feature again. An undead creature
whose Challenge is equal to or greater than theinfernalist’s necromancer level is immune to thiseffect.

TOUCH OF DEATH

By expending an effect slot, the necromancer canmake a melee attack that drains the target’s life
force. When the necromancer hits a creature witha melee attack, the necromancer deals extra
necrotic damage equal to the 5 + two-fifths theeffect slot level (Level 15, +11 points; Level 20,+13 points; Level 25, +15 points; Level 30, +17
points; Level 35, +19 points; etc.).

NECROMANCY SPELLSThe necromancer can cast Dungeons & Dragons
spells from the School of Necromancy. The
necromancer must use an effect slot of a level
equal to five times the sum of the D&D spell levelplus two. The table below details.
D&D Spell Level
Cantrip
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

Effect Slot Level
Level 10
Level 15
Level 20
Level 25
Level 30
Level 35
Level 40
Level 45
Level 50
Level 55

The Faerie Realm
The following character class can be used for NPCs by the Dungeon Master, either as antagonists or as allies.
This character’s powers are derived from the Faerie Realm and are affected by Realm auras as normal.

THE FAERIE WIZARD
Level
1Proficiency
Bonus
+2

Expertise
Bonus
+4

2

+2

+4

3

+2

+5

4

+2

+5

5

+3

+6

6

+3

+6

7

+3

+7

8

+3

+7

9

+4

+8

10

+4

+8

11

+4

+9

12

+4

+9

13

+5

+10

14

+5

+10

15

+5

+11

16

+5

+11

17

+6

+12

18

+6

+12

19

+6

20

+6

Class Features
Faerie Wizardry

15
2

Faerie Wizard feature

2

20

25

30

35

3
Ability Score Improvement

3
4

2

4

2

4

3

4

3

4

3

2

4

3

2

4

3

3

4

3

3

4

3

3

1

4

3

3

1

4

3

3

2

4

3

3

2

4

3

3

3

1

Faerie Wizard feature

4

3

3

3

1

+13

Ability Score Improvement

4

3

3

3

2

+13

Faerie Archmage

4

3

3

3

2

Faerie Wizard feature
Ability Score Improvement
Faerie Wizard feature
Wizard Score Improvement
Faerie Wizard feature
Wizard Score Improvement

FAERIE WIZARD CLASS FEATURESHIT POINTS

Hit Dice: 1d8 per companion level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per companion level after 1st

PROFICIENCIES

Armor: For two skill choices, proficiency in light armor; for two more skill choices, medium armor & shields
Weapons: You can use two General skill choices to gain proficiency in simple weapons
Tools: None
Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom aswell as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength
Skills: Make twelve skill choices from the General and Arcane skill lists, and four more from the General,
Arcane, and Academic skill lists

EQUIPMENT• (a) if proficient in armor, one full suit of standard cost armor and (b) if proficient, a shield• (a) if proficient, one simple weapon and (b) a spellcasting focus• (a) a scholar’s pack or (b) an explorer’s pack

FAERIE WIZARDRY

Faerie wizards have the ability to cast spells using the eight Faerie Powers of Beguile, Conjure, Dream, Grant,
Portage, Ware, Weal, and Woe. The spells are cast like Hermetic spells, typically taking one action, or longer if
the spell is a ritual. Faerie wizardry uses Hermetic Ranges, Durations, and Targets as well as the additional
ones used for Faerie magic. Consult Realms of Power: Faerie for more details on faerie wizardry.

SPELL SLOTSThe table above shows the number of spell slots the faerie wizard has to cast spells of Level 15 and higher. If
the faerie wizard has a positive Faerie Rank score, these effect slot levels are increased by five for each pointof Faerie Rank. For example, a 1st level faerie wizard with Faerie Rank 1 would have two Level 20 effect slots.
A 20th level faerie wizard with Faerie Rank 2 would have effect slots for Level 25 to Level 45. To produce aneffect, the faerie wizard must expend a slot of the spell’s level or higher. The faerie wizard regains all
expended effect slots after a long rest.
Any effect that has a level equal to or less than an available effect slot can be produced. The faerie wizard
does not have a list of “known spells” or a book containing effects that can be called upon.

CASTING SPELLS

The casting roll for all of the faerie wizard’s is:
FAERIE WIZARD CASTING ROLL: d20 + your proficiency bonus + one-fifth (Slot Level – Spell Level)
CASTING ROLL DC = target’s Magic ResistanceA faerie wizard must always use firm words, bold gestures, and a spellcasting focus to produce effects. Faerie
wizards can use vis to boost casting rolls and to cast ritual spells. They can botch on casting rolls, as well.

FAERIE CALLING

Faerie wizards do not experience Magical Backlash but can experience Faerie Calling. If a faerie wizard
botches a casting roll and gains two or more Warping Points, one of the following effects will occur.
Roll (d6)
1
2
3
4
5
6

Faerie Calling Result
Overcome by Faerie. Casting the spell takes a physical toll on the character. The faerie wizard
immediately gains a number of Fatigue levels equal to the Warping Points gained.
Ill-Fated. Casting the spell imposes bad luck on the character. The player of the faerie wizard
has disadvantage and a penalty on a future d20 roll. The Dungeon Master decides when the
disadvantage to the roll will be applied. The penalty is equal to the Warping Points gained.
Of Two Worlds. The faerie wizard slips further into the Faerie Realm. The character loses one
available hit die per Warping Point gained. If the character has no hit dice to lose, the faerie
wizard loses 1d6 hit points per Warping Point gained
Loss of Knowledge. The faerie wizard loses the ability to cast spells from one Faerie Power per
Warping Point gained (chosen by the DM). The ability to produce effects from these Forms
returns after a short rest.
Diminished Power. The faerie wizard loses a number of effect slots equal to the number of
Warping Points gained, starting from the highest level slots and working downward. These slots
are regained after a long rest.
Faerie Boon. The Faerie Calling infuses the character with fey energy. The character gains
Inspiration and adds one to their highest Sympathy Trait thus increasing their Faerie Rank.

FAERIE WIZARD FEATURES

At 2nd, 6th, 10th, 14th, and 18th level, a faerie
wizard chooses one of the features below.

FAERIE BEGUILER

When you cast a spell using the Faerie Power of
Beguile, you may treat the spell as five levels
lower for the purposes of the required effect slot
and the casting roll.

FAERIE CONJURER

When you cast a spell using the Faerie Power ofConjure, you may treat the spell as five levels
lower for the purposes of the required effect slot
and the casting roll.

FAERIE DREAMER

When you cast a spell using the Faerie Power ofDream, you may treat the spell as five levels lower
for the purposes of the required effect slot and thecasting roll.

FAERIE GIFTER

When you cast a spell using the Faerie Power ofGrant, you may treat the spell as five levels lower
for the purposes of the required effect slot and thecasting roll.

FAERIE TRAVELER

When you cast a spell using the Faerie Power ofPortage, you may treat the spell as five levels
lower for the purposes of the required effect slot
and the casting roll.

FAERIE PROTECTOR

When you cast a spell using the Faerie Power ofWare, you may treat the spell as five levels lower
for the purposes of the required effect slot and thecasting roll.

FAERIE HEALER

When you cast a spell using the Faerie Power ofWeal, you may treat the spell as five levels lower
for the purposes of the required effect slot and thecasting roll.

FAERIE SORCERER

When you cast a spell using the Faerie Power ofWoe, you may treat the spell as five levels lower
for the purposes of the required effect slot and thecasting roll.

FAERIE KNIGHT

Requirements: Proficiency with simple weapons,
light armor, medium armor, and shields.
The character gains proficiency in martial
weapons and heavy armor.

FAERIE ENCHANTERThe faerie wizard can create magical items foundin the Dungeon Master’s Guide. The table below
shows the minimum levels and vis requirements.
It takes one season to create the item. The
Dungeon Master determines whether the item canbe made with faerie magic.
Level
2nd
5th
8th
11th
14th
11th
14th
17th
20th

Power and Rarity
Minor, Common
Minor, Uncommon
Minor, Rare
Minor, Very Rare
Minor, Legendary
Major, Uncommon
Major, Rare
Major, Very Rare
Major, Legendary

FAERIE ARCHMAGE

Pawns of Vis
2
5
8
11
14
11
14
17
20

At 20th level, the faerie wizard can draw on an
inner reserve of mystical power to regain
expended spell slots. The faerie wizard spends
one minute drawing upon the power of his Realmto regain all expended spell slots from the Faerie
Wizardry feature. Once spell slots have beenregained with this feature, the faerie wizard must
finish a long rest before being able to do so again.

The Divine Realm
The following character class can be used for NPCs by the Dungeon Master, either as antagonists or as allies.
This character’s powers are derived from the Divine Realm and are not affected by Magic, Faerie, or Infernalauras, as normal.

THE DIVINE COMPANION
Level
1Proficiency
Bonus
+2

Expertise
Bonus+4Class Features
Miracles

15
2

2

+2

+4

Divine Archetype

2

3

+2

+5

4

+2

+5

5

+3

+6

6

+3

+6

7

+3

+7

8

+3

+7

9

+4

+8

10

+4

+8

11

+4

+9

12

+4

+9

13

+5

+10

14

+5

+10

15

+5

+11

16

+5

+11

17

+6

+12

18

+6

+12

19

+6

20

+6

20

25

30

35

3
Ability Score Improvement

3
4

2

4

2

4

3

4

3

4

3

2

4

3

2

4

3

3

4

3

3

4

3

3

1

4

3

3

1

4

3

3

2

4

3

3

2

4

3

3

3

1

Divine Archetype feature

4

3

3

3

1

+13

Ability Score Improvement

4

3

3

3

2

+13

Divine Intervention

4

3

3

3

2

Divine Archetype feature
Ability Score Improvement
Divine Archetype feature
Ability Score Improvement
Divine Archetype feature
Ability Score Improvement

DIVINE COMPANION CLASS FEATURESHIT POINTS

Hit Dice: 1d8 per companion level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per companion level after 1st

PROFICIENCIES

Armor: For two skill choices, proficiency in light armor; for two more skill choices, medium armor & shields
Weapons: You can use two General skill choices to gain proficiency in simple weapons
Tools: None
Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom aswell as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength
Skills: Make eight skill choices from the General and Academic skill lists, and eight more from the General,
Arcane, and Academic skill lists

EQUIPMENT• (a) if proficient in armor, one full suit of standard cost armor and (b) if proficient, a shield• (a) if proficient, one simple weapon and (b) a holy symbol• (a) a scholar’s pack or (b) an explorer’s pack

MIRACLESDivine companions have the ability to produce miraculous effects in a reliable fashion using the three Holy
Methods of Invocation, Meditation, and Purity along with the seven Holy Powers of Adjuration, Blessing,
Cursing, Intervention, Transcendence, Understanding, and Wonders. Consult Realms of Power: The Divine
for more details.

EFFECT SLOTSThe table above shows the number of effect slots the divine companion has to produce miracles of Level 15
and higher. If the divine companion has True Faith or carries a Relic, these effect slot levels are increased by
five for each point of True Faith and each Faith Point of the Relic. For example, a 1st level divine companion
with True Faith 1 would have two Level 20 effect slots. A 20th level divine companion with True Faith 2
would have effect slots for Level 25 to Level 45. To produce an effect, the divine companion must expend aslot of the effect’s level or higher. The divine companion regains all expended effect slots after a long rest.
Any effect that has a level equal to or less than an available effect slot can be produced. The divine companion
does not have a list of “known spells” or a book containing effects that can be called upon.

PRODUCING EFFECTS

The casting roll for all of the divine companion’s effects is:
DIVINE COMPANION CASTING ROLL: d20 + your proficiency bonus + one-fifth (Slot Level – Effect Level)
CASTING ROLL DC = target’s Magic Resistance
A divine companion must always use firm words, bold gestures, and a divine focus or Relic to produce effects.
They do not use vis. They can also botch on casting rolls, as a Hermetic magus can.

TRAGEDY OF HUBRISDivine companions do not experience Magical Backlash but can experience a Tragedy of Hubris. If a divine
companion botches a casting roll, gains two or more Warping Points, one of the following effects will occur.
Roll (d6)
1
2

3
4
5
6

Tragedy of Hubris Result
Overcome by Divine Power. Casting the spell takes a physical toll on the character. The divine
companion immediately gains a number of Fatigue levels equal to the Warping Points gained.
Ill-Fated. Casting the spell imposes a spiritual penalty on the character. The player of the divine
companion has disadvantage and a penalty on a future d20 roll. The Dungeon Master decides
when the disadvantage to the roll will be applied. The penalty is equal to the Warping Points
gained.
Of Two Worlds. The divine companion slips further into the Divine Realm. The character loses
one available hit die per Warping Point gained. If the character has no hit dice to lose, the divine
companion loses 1d6 hit points per Warping Point gained
Loss of Power. The divine companion loses the ability to call upon effects from one Power per
Warping Point gained (chosen by the DM). The ability to produce effects from these Powers
returns after a short rest.
Diminished Miracles. The divine companion loses a number of effect slots equal to the numberof Warping Points gained, starting from the highest level slots and working downward. Theseslots are regained after a long rest.
Divine Insight. The Tragedy enlightens the character. The character gains Inspiration andregains a number of spent effect slots equal to the number of Warping Points gained.

CREATING EFFECTS

Realms of Power: The Divine contains information on miraculous effects. This sourcebook should be
consulted for possible effects and divine power guidelines. The Dungeon Master can convert the game effectsof these powers using previous examples in this document. Divine companions can call upon any of theeffects listed as long as an effect slot can be spent to produce it.

MAGIC RESISTANCE

Divine companions may have magic resistance but only if they have True Faith or bear a Relic. They do nothave Form Bonuses.

DIVINE INTERVENTION

At 20th level, you can call on your deity to intervene on your behalf when your need is great. Imploring yourdeity's aid requires you to use your action. Describe the assistance you seek and the Dungeon Master chooses
the nature of the intervention; the effect of any D&D cleric spell or cleric domain spell would be appropriate.
When your deity intervenes, you can't use this feature again for 7 days.

CANTOR ARCHETYPE

At 2nd, 6th, 10th, 14th, and 18th level, choose oneof the Cantor Archetype features below. You may
not choose a feature more than once.

MUSIC OF THE SPHERES

You may use a musical instrument as a divine
focus to produce effects. If you are using a musicalinstrument as a divine focus, you may produce
miraculous effects without using your voice andwithout using gestures. This is usually the first
cantor feature gained.

INSPIRING MUSICThe cantor gains expertise in the Enchanting
Music skill.

GREATER BLESSING

When you produce effects from the Holy Power of
Blessing, you may treat the effect as five levels
lower for the purposes of the required effect slot
and the casting roll.

GREATER INTERVENTION

When you produce effects from the Holy Power ofIntervention, you may treat the effect as five levels
lower for the purposes of the required effect slot
and the casting roll.

HOLY MUSIC

When you produce effects from the Holy Methodof Meditation, you may treat the effect as tenlevels lower for the purposes of the required effectslot and the casting roll. You must use a musicalinstrument as a focus to produce the effect.

KABBALIST ARCHETYPE

At 2nd, 6th, 10th, 14th, and 18th level, choose oneof the Kabbalist Archetype features below. You
may not choose a feature more than once. Note, acharacter of any faith can take the Kabbalist
Archetype but the name of the archetype and thenames of some of the features may change.

CEREMONY
You may produce effects with others who have theCeremony feature. First, a leader of the groupmust be chosen. A number of total celebrants
equal to the proficiency bonus of the leader can bepart of a group. This number includes the leader(so at 2nd level, the leader and one other divine
companion with Ceremony may be part of agroup). The leader chooses what effect toproduce. The leader uses an effect slot and theeffect level of this slot is raised by ten for every
other celebrant in the ceremony. Consider thistotal to be the effect slot level for the purposes of
the casting roll. For instance, a 10th levelkabbalist conducts a ceremony with three otherkabbalists who have the Ceremony feature. He
uses a Level 25 effect slot to produce a Level 50
effect. The effect slot level is raised to Level 55(because there are three other celebrants). The
casting roll will be a d20 + 5. An effect producedin this manner takes 15 minutes per magnitude
and each celebrant suffers one Level of
Exhaustion. This is usually the first kabbalist
feature gained.

GEMATRIA (GREATER MEDITATION)

When you produce effects from the Holy Methodof Meditation, you may treat the effect as fivelevels lower for the purposes of the required effectslot and the casting roll.

KABBALAH (GREATER INVOCATION)

When you produce effects from the Holy Methodof Invocation, you may treat the effect as fivelevels lower for the purposes of the required effectslot and the casting roll.

MERKAVAH (GREATER PURITY)

When you produce effects from the Holy Methodof Purity, you may treat the effect as five levels
Level
5th
5th
5th
5th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
11th
14th
14th
14th
14th
14th
14th
14th
14th
14th
14th
14th
14th
14th
17th
17th
17th
17th
17th
17th

Amulet functions as:
cap of water breathing
periapt of healthring of swimming
saddle of the cavalieramulet of proof against detection and location
boots of elvenkind
boots of striding and springing
boots of the winterlands
brooch of shielding
cloak of elvenkind
cloak of protection
gauntlets of ogre power
gloves of missile snaring
gloves of swimming and climbing
goggles of the night
headband of intellecthelm of comprehending languages
necklace of adaptation
periapt of wound closurering of jumping
ring of warmthring of water walking
sentinel shieldstone of good luck
amulet of healthbelt of giant strength (hill)boots of speed
bracers of defense
ioun stone (awareness)ioun stone (protection)ioun stone (sustenance)
mantle of spell resistanceperiapt of proof against poison
ring of feather fallingring of free action
ring of protection
ring of resistancebelt of giant strength (fire)
belt of giant strength (stone/frost)ioun stone (agility)
ioun stone (insight)
ioun stone (intellect)ioun stone (leadership)

lower for the purposes of the required effect slot
and the casting roll.

CRAFT AMULET

The kabbalist can create magic items as describedin the Dungeon Master’s Guide. All of these
items take the form of an amulet regardless of its
original D&D form. Only one amulet can be wornat a time. It takes one season to construct anamulet.
Power and Rarity
Minor, Uncommon
Minor, Uncommon
Minor, Uncommon
Minor, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Minor, Uncommon
Major, Uncommon
Minor, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Uncommon
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Rare
Major, Very Rare
Major, Very Rare
Major, Very Rare
Major, Very Rare
Major, Very Rare
Major, Very Rare

17th
17th
20th
20th
20th
20th

ioun stone (strength)
spellguard shieldarmor of invulnerability
belt of giant strength (cloud)belt of giant strength (storm)
cloak of invisibility

ASCETIC ARCHETYPE

At 2nd, 6th, 10th, 14th, and 18th level, choose oneof the Ascetic Archetype features below. You may
not choose a feature more than once.

Major, Very Rare
Major, Very Rare
Major, Legendary
Major, Legendary
Major, Legendary
Major, Legendary

PALADIN ARCHETYPE

GREATER ADJURATION

Requirements: Proficiency with simple weapons,
light armor, medium armor, and shields.
Upon taking this archetype at 2nd level, thecharacter gains proficiency in martial weapons
and heavy armor. Also, at 2nd, 6th, 10th, 14th,and 18th level, choose one of the Paladin
Archetype features below. You may not choose afeature more than once.

GREATER CURSINGDIVINE SENSE

When you produce effects from the Holy Power of
Adjuration, you may treat the effect as five levels
lower for the purposes of the required effect slot
and the casting roll.
When you produce effects from the Holy Power ofCursing, you may treat the effect as five levels
lower for the purposes of the required effect slot
and the casting roll.

GREATER PURITY

When you produce effects from the Holy Methodof Purity, you may treat the effect as five levels
lower for the purposes of the required effect slot
and the casting roll.

SECOND SIGHT

You gain expertise in the Second Sight
Supernatural skill.

STILLNESS OF MIND AND PURITY OF BODY

You can use your action to end one effect on
yourself that is causing you to be charmed orfrightened. You are also immune to disease andpoison.

DIAMOND SOUL

Requirement: 10th level ascetic or higher.
You have proficiency in all saving throws.

TIMELESS BODY

Requirement: 14th level ascetic or higher.
You suffer none of the frailty of old age, and you
can’t be aged magically. You can still die of oldage, however. In addition, you no longer needfood and water. Keep track of the character’s
aging but do not apply any additional effects ofaging after this feature is gained. The character
still dies when they would normally.

You gain expertise in the Sense Holiness andUnholiness Supernatural skill.

LAY ON HANDS

You gain the Greater Purifying Touch feat. In
addition, you have a pool of healing power that
replenishes when you take a long rest. With thatpool, you can restore a total number of hit points
equal to your divine companion level times five.

FIGHTING STYLE

Choose one fighting style: Defense, Dueling, Great
Weapon Fighting, or Protection. You gain thisfighting style. See the Player’s Handbook, page
84 for details.

DIVINE SMITE

When you hit a creature with a melee weapon
attack, you can expend one of your effect slots todeal radiant damage to the target, in addition to
the weapon’s damage. The extra damage is 1d8
for a Level 15 effect slot, plus 1d8 for eachmagnitude higher, to a maximum of 5d8. The
damage increases by 1d8 if the target is undead oris a fiend or another creature of the Infernal
Realm.

EXTRA ATTACK

Requirement: 6th level paladin or higher.
You can attack twice, instead of once, whenever
you take the Attack action on your turn.

AURA OF PROTECTION

Requirement: 6th level paladin or higher.
Whenever you or a friendly creature within 10
feet of you must make a saving throw, the creaturegains a bonus to the saving throw equal to yourCharisma modifier (with a minimum bonus of +1).
You must be conscious to grant this bonus. At
18th level, the range of this aura increases to 30
feet.

AURA OF COURAGE

Requirement: 10th level paladin or higher.
You and friendly creatures within 10 feet of you
can't be frightened while you are conscious. At
18th level, the range of this aura increases to 30
feet.

CLEANSING TOUCH

Requirement: 14th level paladin or higher.
You can use your action to end one spell on
yourself or on one willing creature that you touch.

You can use this feature a number of times equal
to your Charisma modifier (a minimum of once).
You regain expended uses when you finish a longrest.

PURITY OF SPIRIT
Requirement: 14th level paladin or higher.
You are always under the effects of a protection
from evil and good spell. See the Player’s
Handbook, page 270.

DIVINE CHAMPION
Requirement: 18th level paladin.
You may activate a 20th level paladin Sacred Oathfeature of your choice. You cannot use the DivineChampion feature again until you finish a longrest.

True Faith
There is one change for True Faith.
TRUE FAITH MAGIC RESISTANCE SCORE = 10 + Faith Points × 2
TRUE FAITH MAGIC RESISTANCE BONUS = Faith Points × 2
The True Faith Magic Resistance Bonus applies to all saving throws versus magic and adds to your Armor
Class when you are the target of a magical attack.

The Mundane
This small section is still applicable.

Regiones
Use this section as-is with the following changes.
REGIO SIGHT ROLL: d20 + Wisdom modifier + Appropriate Skill
DIFFICULTY CLASS: 8 + (2 × difference between current level’s aura and sought level’s aura)

Vis Sources
This section is good. Also see Covenants for 45 more ideas.

Chapter Thirteen: Bestiary
Creature Might
Any creature encountered in Mythic Europe that is not a natural part of our (real) world will most likely be apart of one of the four Realms of Power and have a Might score. Consider the Ars Magica Might of a creature
to be its Challenge halved, rounded up, and then multiplied by five.

CHALLENGE AND MIGHT
Challenge
0
1/8
1/4
1/2
1
2
3
4
5
6
7
8
9
10
11
12
13

Might
1
2
3
4
5
5
10
10
15
15
20
20
25
25
30
30
35

Proficiency
Bonus
+2
+2
+2
+2
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5

Might
Bonus
+0
+1
+1
+1
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Challenge
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

Might
35
40
40
45
45
50
50
55
55
60
60
65
65
70
70
75
75

Proficiency
Bonus
+5
+5
+5
+6
+6
+6
+6
+7
+7
+7
+7
+8
+8
+8
+8
+9
+9

Might
Bonus
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+12
+13
+13
+14
+14
+15
+15

A creature with Might has a bonus to saving throws versus magic equal to one-fifth its Might or one-half its
Challenge:
CREATURE’S MIGHT = 5 × (one-half Challenge, rounded up)
MIGHT BONUS = one-half creature’s Challenge (rounded up)
MIGHT ROLL = d20 + Creature Power Penetration
MAGIC RESISTANCE = 10 + Might Bonus
MAGICAL SAVING THROW BONUS = Might Bonus or normal D&D save bonus, whichever is higher.
If a creature with Might is the target of a spell that causes half damage on a successful save, the creaturesuffers no damage with a successful save. Creatures only get advantage on saving throws against magic if
their stat block says so.

Creature Powers
Creatures get a bonus to their Might rolls equal to their Might Bonus multiplied by one minus a fraction which
is based on how often they may use the power. The formula and table are below.
CREATURE POWER PENETRATION = Might Bonus × [1 – 1 ÷ (2 × # of Times per Day)]

CREATURE POWER PENETRATION
Might
1

Challenge
0

At Will+0

Recharge
+0

4/day
+0

3/day
+0

2/day
+0

1/day
+0

2

1/8

+1

+0

+0

+0

+0

+0

3

1/4

+1

+0

+0

+0

+0

+0

4

1/2

+1

+0

+0

+0

+0

+0

5

1-2

+1

+0

+0

+0

+0

+0

10

3-4

+2

+1

+1

+1

+1

+1

15

5-6

+3

+2

+2

+2

+2

+1

20

7-8

+4

+3

+3

+3

+3

+2

25

9 - 10

+5

+4

+4

+4

+3

+2

30

11 - 12

+6

+5

+5

+5

+4

+3

35

13 - 14

+7

+6

+6

+5

+5

+3

40

15 - 16

+8

+7

+7

+6

+6

+4

45

17 - 18

+9

+8

+7

+7

+6

+4

50

19 - 20

+10

+9

+8

+8

+7

+5

55

21 - 22

+11

+9

+9

+9

+8

+5

60

23 - 24

+12

+10

+10

+10

+9

+6

65

25 - 26

+13

+11

+11

+10

+9

+6

70

27 - 28

+14

+12

+12

+11

+10

+7

75

29 - 30

+15

+13

+13

+12

+11

+7

CREATURE POWER LEVEL FOR HERMETIC DISPELLING = Creature’s Might Score
CREATURE POWER LEVEL FOR D&D DISPELLING = Creature Might Bonus (maximum of 9)

Creature Format
Some spells require the Size statistic. Use the creature’s height or length and the table below. Some examples
are given as well (pulled from earlier editions of Dungeons & Dragons).

CREATURE SIZESHeight or Length
an inchWeightless than 1 oz.

Size
-11

Dungeons & Dragons Creatures

4 – 5 in.

1 oz.

-10

6 – 7 in.

1.5 oz.

-9

8 – 9 in.

0.25 – 0.5 lbs-8

10 – 11 in.

0.5 – 1 lb

-7

12 – 13 in.

1 – 2 lbs

-6

14 – 15 in.

2 – 5 lbs

-5

16 – 20 in.

5 – 10 lbs-4

Brownie, Pseudodragon

21 – 32 in.

10 – 22 lbs-3

Leprechaun, Pixie, Sprite

2’9” – 3’9”

22 – 46 lbs-2

Gnome, Halfling, Kobold

3’9” – 4’9”

46 – 100 lbs-1

Dwarf, Goblin

4’9” – 6’2”

100 – 215 lbs+0

Elf, Human, Orc

6’2” – 8’

215 – 465 lbs+1

Bugbear, Hobgoblin, Gnoll, Lizard Man

8’ – 10’465 – 1000 lbs+2

Troll, Ogre, Umber Hulk

10’ – 13’1000 – 2150 lbs+3Hill Giant, Ogre Mage13’ – 17’2150 – 4600 lbs+4

Ettin, Fire Giant, Stone Giant17’ – 22’2 ½ - 5 tons

+5

Cloud Giant, Frost Giant22’ – 28’

5 – 10 ½ tons

+6

Storm Giant, White Dragon

28’ – 37’

10 ½ – 23 tons

+7Black, Brass, Copper, and Green Dragons

37’ – 47’

23 – 50 tons

+8

Blue Dragon, Bronze Dragon

47’ – 61’

50 – 107 tons

+9Gold Dragon, Red Dragon, Silver Dragon

61’ – 79’

107 – 230 tons

+10

The Tarrasque79’ – 101’

230 – 500 tons

+11101’ – 137’

500 – 1,000 tons

+12137’ – 157’

1,000 – 2,250 tons

+13157’ – 191’

2,250 – 5,000 tons

+14

191’ – 230’

5,000 – 10,750 tons

+15

Ars Magica Reference:
Dungeons & Dragons Reference:

Realms of Power: Faerie
Monster Manual49Creating Creatures

Creatures of Faerie

Dungeons & Dragons has more than enoughcreatures and the rules in the Dungeon Master’s
Guide tell you how to make more of them.

In Dungeons & Dragons, these creatures will mostoften be of the Faerie Realm:• Dryads• Fey, in general• Humanoids, in general• Hags• Lycanthropes• Pixies• Satyrs• Sprites• and any other creature that is filling the role of acreature from another Realm

Creatures of Magic
In Dungeons & Dragons, these creatures will mostoften be of the Magic Realm:• Aberrations, in general• Animated Objects• Constructs, in general• Dragons, in general• Faerie Dragons• Elementals, in general• Gargoyles• Genies• Giants• Golems• Griffons• Helmed Horrors• Hippogriffs• Mephits• Monstrosities, in general• Ogres• Oozes, in general• Pegasi• Plants, in general• Pseudodragon• Rocs• Salamanders• Slaadi• Treants• Trolls• Wyverns• Xorns

Infernal Creatures
In Dungeons & Dragons, these creatures will mostoften be Infernal:• Demons• Devils• some Empyreans• Fiends, in general• Nightmares• Rakshasas• Undead, in general• Yugoloths, in general

Divine Creatures
In Dungeons & Dragons, these creatures will mostoften be Divine:• Angels• Celestials, in general• some Empyreans• Unicorns

Chapter Fourteen: Mythic Europe
This entire chapter contains campaign setting background material and can be used as-is.

Chapter Fifteen: Stories
This entire chapter contains adventure ideas and can be used as-is.

Chapter Sixteen: Sagas
This entire chapter contains game style information and can be used as-is.

NOTESABOUT THE GAME
Ars Magica is the award-winning roleplaying game by Jonathan Tweet and Mark Rein•Hagen about
wizards and their allies in Mythic Europe. This flexible, deeply built world can support games that are
historically accurate or fantasy-based, epic or small scale, political or personal.
Players work together to tell the story of their covenant — all of the magi, their companions, and grogs.
This history can span decades. It might be heroic, tragic, or both in turn. The covenant could influence theentirety of Mythic Europe or the fates of a small corner of the world.
Spells will be cast. Duels won and lost. Houses may rise and fall. But magic is forever.

GAME PLAY
Ars Magica is a troupe-style, storytelling game. This means that players will not only play a magus, butalso the companions and grogs who serve them. Each of these characters contributes to the covenant they
belong to, and therefore to the story itself.
The game is famous for its magic rules, which set a new standard for RPG magic systems. The system isdivided into arts, each of which comes with a set of verbs and nouns (called Techniques and Forms).
Players simply put them together into phrases like "Control Fire" to represent what they want to do.
The Fifth Edition core book contains all of the rules you need to play, and there’s an enormous library of
Ars Magica supplements in the Atlas Games catalog to help develop your campaign. As a rule, older
sourcebooks are usable with the newest edition, and Atlas Games continues to sell them.
5th Edition Designer: David Chart
Creators: Jonathan Tweet & Mark Rein•Hagen
Softcover Stock Number: AG0205SC | ISBN: 978-1-58978-245-7 | MSRP: $34.95 (US)Softcover Format: 240 pages, 8.5" x 11", adhesive case bound, greyscale interior printing
Softcover Release Date: September 2022
Hardcover Stock Number: AG0205 | ISBN: 1-58978-070-1 | MSRP: $35.00 (US)Hardcover Format: 240 pages, 8.5" x 11", case bound, two-color interior printing
Hardcover Release Date: November 2004