AD&D: SUPPLEMENTARS MAGICA

ARS MAGICA FOR ADVANCED DUNGEONS & DRAGONSNew Character Class: The Magus
MAGUS
Experience Point Chart:
2nd Level XP:
Hit Dice (1st – 10th):
Hit Points (11th+):Attack Progression:
Best Armor Type:
Weapon Proficiencies:
Save Proficiencies:
Progressions:
Suggested Features:shows the Ars Magica equivalent Ability score for any
relevant Abilities.

1
2,000
d4
+1 / level+1 / 3 levels
None12
Magus (9 spells at 1st lvl)
War Caster

Magus SpellcastingOnce learned by a magus, a spell is known and neverdeparts the memory. Magi cast spells as all otherspellcasters do; all rules in AD&D regarding spellcasting
apply to magi. To cast a spell, a magus chooses a spell thatthey know and they use one available casting to cast thespell. For example, we see that a 5th level magus gets
three castings before requiring a rest to rechargespellcasting (i.e., a ‘3’ is shown under Spells per Rest for a
5th level magus). This character could cast three spells, of
any level, before needing to rest (in order to conduct further
spellcasting). It is not mandatory that the character rest
after exhausting all castings but they must rest for therequisite amount of time to get another batch of castings(i.e., Spells per Rest). The magus can attempt to cast a spellwhen no further castings are available. Whenever a spellis cast with no further castings available, the player mustroll 1d12 and add one-fifth of the difference between the
maximum spell level the magus has for that Technique andForm combination minus the spell’s actual level. If the result
is 12 or higher, there are no adverse effects. If the result is
lower, the magus gains one level of Fatigue. The Ease
Factor is increased by one for each spell previously castwithout a casting available (i.e., 13 for the second spell cast,
14 for the third spell cast, etc.). When castings become
available again, after rest, the Ease Factor resets to 12.

The magus character class is based on the Hermetic magi of
the Ars Magica roleplaying game. These characters use theHermetic magic system of that game, converted to AD&D
rules.
The Magus Experience Table
Each column of the Magus Experience Table is explained asfollows. Spells Known shows the total number of magus
spells gained from level advancement only. The Major Arts
column shows the total number of Hermetic Arts the magus
character has that are Major. The player chooses three
Hermetic Arts at first level for the character and the magus
gains one new Major Art at each even-numbered magus
level until all fifteen Arts are Major. The remaining Arts thatare not Major are Minor Arts.
Maximum
Formulaic/Spontaneous Spell Level shows the maximum
Hermetic spell level of all spells that can be gained by themagus character. The maximum formulaic spell level is on
the left and the maximum spontaneous spell level is on theright. The ability to learn and cast ritual spells tracks withthe formulaic spell maximum. These maximums are basedon whether the Arts of the spell in question are those thatthe magus has as Major Arts or Minor Arts. “Major x 2”
indicates that the magus has both the Technique and theForm of the spell as Major Arts. “Minor x 2” shows the
maximum spell level that can be gained if both theTechnique and the Form are Minor Arts. “Maj-Min”
corresponds to a magus having one Art as a Major and one
Art as a Minor. Spells per Rest shows the number of spells
that can be cast by the magus before a rest is required inorder to be able to cast additional spells. The following
table shows the order of rests and the required time foreach rest.

In AD&D, when a magus casts a Hermetic spell at targets,the targets get to make a Save vs. Spell to avoid the effect(or take half damage in the case of damaging spells).
However, there is a penalty on the saving throw equal to
one-fifth of the difference between the maximum spell level
the magus could learn and cast for the spell’s particularTechnique and Form combination and the spell’s actuallevel. For example, for our 5th level magus, let’s assume
that he has both Creo and Ignem as Major Arts. The
maximum spell level for spells with two Major Arts at 5thlevel is Level 30. If this magus were to cast a Pilum of Fire
(CrIg 20) spell, then the target would save against this spell
at a -2 penalty. If the magus were 17th level, the penalty
would be -10 (one-fifth of Level 70 minus Level 20). If thePlayers Make All Rolls system is used, apply this saving
throw penalty as a power roll bonus instead.

Rests to Recover Spellcasting
Rest
Time
1st of the Day
One full round
2nd of the Day
One full turn3rd of the Day
One full hour
4th of the Day
Eight full hours

Cantrips
Spells of Level 1 through Level 4 of all Arts can be cast by
the magus character without using any Spells per Rest.
These “cantrips” are known by all magi and one can be cast
per round without limit. Higher level spells can become
cantrips as the magus becomes more powerful.

The next three columns are used when interacting with theArs Magica game rules. The Major Score and Minor Score
columns show the equivalent Art Scores. The Ability column
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ARS MAGICA

AD&D: SUPPLEMENT

Spontaneous Spells
Magi can cast spells they do not know but are limited to aspell level equal to one-half their maximum formulaic spelllevel, rounded down to the nearest multiple of five. The
Magus Experience Table shows these spell levels to the rightof the maximum formulaic spell levels for each of the threecolumns (depending on Major and Minor arts).

Converting Hermetic Spells
The next section gives guidelines for translating all Ars
Magica spells into AD&D terms and effects. If an effect is
not covered, the DM should use good judgment keeping in
mind that creatures should get a saving throw to avoid
detrimental magical effects.
Warping and Twilight
It is not recommended that the rules for Warping andTwilight be used or converted for use with AD&D. However,if the DM desires, there could be a 1-in-20 chance eachtime a spell is cast that a “botch” occurs. In this case, theDM would have to decide how to adjudicate the botch inaccordance with the Ars Magica rules.

Furthermore, formulaic and spontaneous spells that have aspell level equal to or lower than one-fifth of the maximum
formulaic spell level (rounded down to the nearest multipleof five) may be cast as cantrips (i.e., these spells do notcount against Spells per Rest). For example, a 17th level
magus that has Major Arts of Creo and Ignem could cast all
Creo Ignem spells of Level 15 or lower as cantrips.

Certamen
Guidelines for using the Ars Magica rules for certamen are
given below.

Vis
Vis can certainly be used in the campaign (and probably
should be). However, a magus character can sacrifice a
number of experience points equal to ~5% of the total
needed to achieve the next experience level to use as one
pawn of vis. This amounts to:

Using AD&D Spells
The DM can determine the probable Technique and Form ofeach AD&D spell, if desired. AD&D spells that do not
violate the Limits of Magic may be available to magi if theDM allows. The Hermetic spell level of a AD&D spell isequal to ten times the AD&D spell level (i.e., 1st level is Level
10, 2nd level is Level 20, and so on).

Experience Point Costs for One Pawn of Vis
Magus Level
Experience Points
1st and 2nd
100 XP
3rd
200 XP
4th
400 XP
5th
800 XP
6th
1,600 XP
7th
3,125 XP
8th
6,250 XP
9th and higher
12,500 XP

Skill Rolls
Since AD&D doesn’t have a skill system (or a very goodone), it is recommended that a skill system based on the Ars
Magica rules be adopted. A skill check is simply a 1d12
roll. To this is added one AD&D ability score modifier andpossibly a bonus equal to the Magus Ability if the character
could be reasonably expected to be proficient with the skill
in question. This system can be used for non-magi as well.
The advantage of using this system is that the rolls listed in
Ars Magica can be used as-is and the Ease Factors remain
the same.

Familiars
Magi can bond with familiars under this system using therules in the Ars Magica rulebook. The benefits of the Cords
are a bit different when using AD&D rules but still very
beneficial to the magus.

Other Aspects of Hermetic Magi
The DM may devise any other rules needed or desired in
keeping with the source material. Hermetic Houses,
additional magical Guidelines, Aurae and Regiones,
Covenants, effects of The Gift, and all other rules can beadapted and used or ignored completely.

Laboratory WorkFor the purposes of the Ars Magica rules, Laboratory Totals
are calculated by adding ten to the character’s maximum
formulaic spell level for the Arts in question (for ease). From
there, all manner of laboratory activities found in Ars
Magica can be conducted by the AD&D magus: fixing
Arcane Connections, vis extraction, vis transfer, vis use,learning spells from a teacher, inventing spells, constructing
magical enchantments, talisman attunement, investigatingenchantments, conducting Longevity Rituals, dealing with
Laboratory Texts, binding familiars, training apprentices,and conducting arcane experiments. The AD&D systemdoes not support increasing Art or Ability scores (the Magus
Experience Table handles this).

Magic-users, in a game with magi, represent those who use
magic as opposed to the magi, who are magic. The namesof these classes can be changed if the campaign demands.
For example, magic-users may be known as witches or
warlocks while magi could be called wizards in a campaign
setting where “book magic” has a darker reputation. In
games using multi-class rules, magi could also advance asmagic-users (a “magus/wizard” or somesuch).

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AD&D: SUPPLEMENTARS MAGICA

MAGUS EXPERIENCE TABLE
Maximum Formulaic/Spontaneous
Spell Level
Level
1

XP
0

Spells
Known
9

Major
Arts
3

Major x 2
10 / 5

Maj-Min10 / 5

Minor x 2
5 / --

Spells per
Rest
1

Major
Score
2

Minor
Score
1

Magus
Ability
1

2

2,000

11

4

15 / 5

10 / 55 / --

2

4

2

1

3

4,000

13

4

20 / 1015 / 5

10 / 5

2

6

3

2

4

8,000

15

5

25 / 1020 / 1010 / 5

3

8

4

2

5

16,00017

530 / 1525 / 1015 / 5

3

10

5

3

6

32,00019

635 / 1525 / 1015 / 5

3

12

6

3

7

64,00021

640 / 2030 / 1520 / 10

4

14

7

4

8

125,000

23

7

45 / 2035 / 1520 / 10

4

16

8

4

9

250,000

25

7

50 / 25

40 / 2025 / 10

4

18

9

5

10

500,00027

8

55 / 25

40 / 2025 / 10

4

20

10

5

11

750,000

29

8

60 / 30

45 / 2030 / 15

5

22

11

6

12

1,000,000

31965 / 30

50 / 25

30 / 15

5

24

12

6

13

1,250,000

33

1070 / 35

55 / 25

35 / 15

5

26

13

7

14

1,500,00035

1175 / 35

55 / 25

35 / 15

5

28

14

7

15

1,750,000

37

1280 / 4060 / 3040 / 20

5

30

15

8

16

2,000,00039

1385 / 4065 / 3040 / 20

6

32

16

8

17

2,250,000

41

1490 / 45

70 / 35-- / --

6

34

17

9

18

2,500,000

431595 / 45-- / ---- / --

6

36

18

9

19

2,750,000

45

15

100 / 50-- / ---- / --

6

38

19

10

15

Any*/ 50-- / ---- / --

6

40

20

10

20

3,000,000

47* Magi of 20th level can learn spells over Level 100. Treat the Laboratory Total as ten higher than the spell’s level for the
purpose of inventing the spell only. All other Laboratory Totals are 110.

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ARS MAGICA

AD&D: SUPPLEMENT

Ars Magica to AD&D Conversions
Ars Magica Trait+ X Recovery Bonus± X Characteristic
Increase a Characteristic to no higher than X
A characteristic roll of X+
An ability roll of X+± X Attack± X Defense± X Soak± X to rolls
Soak vs. Spell Damage
Light Wound
Medium Wound
Heavy Wound
Incapacitating Wound
Fatal Wound / "Kill"+ X Damage for Spell+ X Damage Added to a Weapon
Arcane Connection+ X Size- X Size
Might
Ward Spell
Spell produces effect "against which armor
is no defense"
Armor provides half protection value
Concentration
Heals as a (Type) Wound
Reduce Might (as Lay to Rest the Haunting
Spirit)Penetrating Magic ResistanceGain X Warping Points
Parma Magica
Magic Resistance
Penetration
Finesse Ability
Finesse Roll
Fatigue Damage
Pawn of Vis
Aegis of the Hearth
Encumbrance
Laboratory Vis Limit
Ability
Familiar - Golden Cord
Familiar - Silver Cord
Familiar - Bronze Cord
Longevity Ritual
Penalty to Casting Score
Art Score
Certamen

Trait in Dungeons & Dragons+ X hit points per night recovery± 2X to Ability Score (the bonus changes by ± X)
Increase Ability Score to no higher than 10 + 2X
Roll 1d12 + Ability Score Bonus vs. Ease Factor
Roll 1d12 + Ability Score Bonus + Magus Ability vs. Ease Factor± X to Attack Roll
+ X to Armor Class+ X to Armor Class or Saving Throws, as appropriate± X to Attack Roll, Saving Throw, or Ability Check as appropriate
Save vs. Spell for half damage
5 hit points of damage, damage cannot be saved against
10 hit points of damage, damage cannot be saved against
15 hit points of damage, damage cannot be saved against
20 hit points of damage, damage cannot be saved against
Save vs. Death Magic or Die, 25 hit points of damage if save is made1d10 + X hit points of damage (Save vs. Spell for half damage)+ X Damage of the appropriate type
Use Ars Magica rules as guidelines+ X to hit and damage, + 5X hit points, - X AC
- X to hit and damage, - 5X hit points, + X AC
5 X Hit Dice / 2 (Round up to next multiple of five)
Every two hit dice (or fraction) equals five Might
Save vs. Spell at -2 penalty
Save vs. Spell at -1 penalty
Roll 1d12 + Constitution Bonus + Magus Ability vs. Ease Factor
Special damage = wound severity hit points of damage
Save vs. Spell or take Spell Level in hit points of damage and no damage if
the saving throw is successful
Creature fails its saving throw
Take 5X magical damage (analogous to a magic missile spell)
Use normal AD&D magic resistance (also baked into save charts)
Use normal AD&D magic resistance (also baked into save charts)
Penalty to saving throw equal to one-fifth Max Spell Level minus Spell's Level
Equal to Magus Ability
Roll 1d12 + Ability Score Bonus (if any) + Magus Ability vs. Ease Factor
Use the Ars Magica Fatigue system with penalties applied to attack rolls,
damage rolls, Armor Class, and any Ars Magica-style 1d12 rolls.
A magical creature has one pawn of vis per two hit dice (or fraction).
Reduce spellcasting level by two for every magnitude of the Aegis.
Encumbrance is 2 per 3” speed reduction
A number of pawns equal to Magus Level per season
Magus Ability shown in the Magus Experience Table+ Gold Cord Score to Overcasting rolls.
+ Silver Cord Score to mental saving throws and "freeing" roll
+ Bronze Core Score to AC and physical saving throws
Make rolls but only apply to apparent aging and Crisis
Target gets saving throw bonus equal to +1 per -5 penalty (or fraction
thereof)As shown in Magus Experience Table
Run as a mini-game

AM4

AD&D: SUPPLEMENTARS MAGICA

CONVERSION NOTES

Arcane Connection: Use the Ars Magica rules.

Recovery Bonus: The Ars Magica magical bonus to
Recovery rolls translates to the same amount as the bonus inhit point recovery per night of rest.

Size Changes: Simply use the bonuses and penalties listed
in the table per size increase or decrease. This amounts toa bonus to hit and damage equal to the Size increase, abonus to hit points equal to five times the Size increase, anda penalty to Armor Class equal to the Size increase.
Reverse all of these bonuses for a Size decrease.

Characteristics: Ars Magica Characteristics are converted
as follows.
Characteristic
Intelligence
Perception
Strength
Stamina
Presence and Communication
Dexterity and Quickness

Might and Creature Vis: If you need to determine acreature’s Might for spell effects, use the following table.

AbilityIntelligence
WisdomStrength
Constitution
Charisma
Dexterity

Hit Dice
1 to 23 to 45 to 6
7 to 89 to 1011 to 1213 to 14
15 to 16
+2

Ars Magica Characteristic = ½ × (AD&D Ability – 10) [RD]Rolls Against Ease Factors: These should be used directly
but instead of rolling a simple die or stress die, just roll
1d12 and add the appropriate ability score bonus and/or
Magus Ability. The Magus Ability can be used for othercharacter types who could be reasonably expected to be
proficient in the Ars Magica Ability in question.
Ease Factor
0
3
6
9
12
15
18
21
24

Might
5
10
15
20
25
30
35
40
+5

Pawns of Vis
1
2
3
4
5
6
7
8
+1

Appropriate creatures will have one pawn of vis for every
two hit dice or fraction thereof.
Ward Spell: Every two hit dice counts as five Might for the
purposes of ward spells.

Difficulty
Trivial
SimpleEasy
Average
Hard
Very Hard
Impressive
Remarkable
Almost Impossible

Armor Penetrating Spells: These spells (most notably
Perdo Ignem cold spells) allow a Save vs. Spells for half
damage but with a -2 penalty. If the armor value in Ars
Magica only counts for half, then it is a -1 penalty.
Concentration: These rolls are 1d12 + the Constitution
ability score bonus of the magus + Magus Ability versus thenormal Ars Magica Ease Factor.

Bonuses to Attack, Defense, Soak, and Rolls: Thesebonuses should be used as-is. Attack bonuses apply to the
AD&D attack rolls. Defense bonuses are applied to Armor
Class. Soak bonuses are applied to Armor Class or saving
throws as appropriate. Any other roll bonuses apply to theArs Magica rolls versus Ease Factors.

Effects that Heal as a Type of Wound: For these, consider
the effect to have its own hit point total equal to the woundseverity (five for Light, ten for Medium, etc.). The effectheals at a rate of one hit point per day naturally or more
if magic is used and specifically targets the effect.

Soak vs. Spell Damage: This is applied as a Save vs. Spells
for half damage. This convention follows that of fireballs
and lightning bolts.

Spells that Reduce Might: These allow a Save vs. Spell. If
the saving throw is failed, the creature takes damage equal
to the Hermetic level of the effect.

Wounds: This damage translates to five hit points ofdamage per wound severity level. Spells causing death
allow a Save vs. Death Magic to avoid death. Even if thesaving throw is successful, the target takes 25 hit points ofdamage.

Gain Warping Points: The Warping system need not be
used with these rules. If it is not, then apply magicaldamage equal to five times the Warping Points gained (likea magic missile). If the Warping rules are used, apply the
points as normal.

Spell Damage: This is equal to 1d10 plus the bonus listed
in Ars Magica for the spell (such as 1d10 + 30 for Ball of
Abysmal Flame).

Parma Magica and Magic Resistance: Creature magic
resistance is already taken into account with the saving
throw tables. If a creature has further magic resistance,
apply it in the AD&D fashion. For example, if a creature isimmune to all spells of 5th level or below, this would
translate to Hermetic spells of Level 50 or below.

Damage Bonus: This is applied directly (such as +5
damage for Blade of Virulent Flame).
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AD&D: SUPPLEMENT

Penetration: If desired, the DM can apply a penalty to atarget’s saving throw against a Hermetic magic spell equal
to one-fifth of the difference between the maximum
Hermetic spell of the Technique and Form in question minus
the spell’s actual Hermetic level. Use the formulaic or
spontaneous maximum spell level for this calculation as
appropriate.

Familiars: These must be useful or no player will want one
for their magus.
The following conversions arerecommended.
••

Finesse Rolls: These are handled as other rolls. Roll 1d12
and add the appropriate ability score bonus as well as theMagus Ability and compare to the Ease Factor.

•

Fatigue Damage: Use the Fatigue rules in Ars Magica. The
Ars Magica Fatigue system penalties are applied to attackrolls, damage rolls, Armor Class, and any Ars Magica-style
1d12 rolls. Recovery times are the same. Long-term
Fatigue is used as well (especially for ritual spells).
Fatigue Level
Fresh
Winded
Weary
Tired
Dazed
Unconscious

Penalty
None
0
-1
-3
-5
No Actions

Longevity Ritual: Use the rules as written and make Aging
Rolls but only apply the “2 or less: No apparent aging” and“3 or more: Apparent age increases by one year” effects.
Furthermore, if a Crisis is ever indicated, apply this to theLongevity Ritual itself (i.e., the Longevity Ritual loses its
effectiveness and must be repeated).

Recovery TimeN/A
Two full rounds
One turn
Three turns
Six turns
Twelve turns

Penalty to Casting Score: This is applied as a bonus to thetarget’s saving throw versus a spell equal to +1 per -5
penalty to the normal Ars Magica Casting Score (cf.,
Penetration above).

Aegis of the Hearth: Among other effects, the Aegis
reduces the maximum formulaic spell level of magi by onehalf the spell level of the Aegis of the Hearth spell. Use thisnew maximum to calculate the spontaneous spell maximum.
Other spellcasters have their spellcasting level reduced by
one for every two magnitudes of Aegis of the Hearth.

Art Score: If an Art Score is ever needed, use the Magus
Experience Table to find it.
Form Bonus: No Form bonuses will be used. These aresubsumed under getting better saving throws throughadvancement.

Encumbrance: For times when you need to know the Ars
Magica Encumbrance, consider it to be equal to:Normal Speed
12”
9”
6”
3”

Golden Cord – When casting spells with no Spells
per Rest available, the magus gains a bonus toOvercasting rolls equal to the Golden Cord score.
Silver Cord – The magus gains a saving throw bonus
versus mental effects equal to the Silver Cord score.
In addition, the familiar can attempt to free the mindof the magus as described in Ars Magica.
Bronze Cord – Apply the Bronze Cord score to theArmor Class of the magus as well as to any saving
throws versus physical effects.

Certamen: Run certamen exactly as presented in the Ars
Magica rulebook using the following formula substitutions.

Encumbrance
0
2
4
6

INITIATIVE TOTAL:
Dexterity Bonus + Magus Ability + Stress Die
ATTACK TOTAL:
Charisma Bonus + Technique or Form Score + Stress Die

Laboratory Vis Limit: This is equal to twice the Magus
Ability of the character.

DEFENSE TOTAL:
Wisdom Bonus + Form or Technique Score + Stress Die

Ability: Any time an Ars Magica Ability score is called for
use the Magus Ability if relevant.

ATTACK ADVANTAGE:
Attack Total – Defense Total
WEAKENING TOTAL:Intelligence Bonus + Magus Ability + Attack Advantage
RESISTANCE TOTAL:
Constitution Bonus + Magus Ability
Use the Fatigue rules as written with penalties and recovery
times.

AM6

AD&D: SUPPLEMENTARS MAGICA

New Rules for AD&D
If pawns of vis are included in treasure, creatures should notyield pawns of vis in this case (except for very powerfulsupernatural creatures). These prismals can be used tomake magical items and allows the "mage economy" to be
based on vis. The only monetary expenditures that need tobe made are for materials (but these costs are within thenormal parameters of buying stuff). No need to spend
100,000 gp to make a ring of x-ray vision, for example.
Just buy the ring and enchant it with vis.

FINDING RAW VIS IN TREASURE HOARDS
A new category can be added to treasure hoards for
AD&D, regardless of the actual Treasure Type. If thecreature's Treasure Type can include magic items (i.e., there
is a non-zero chance of having magic items in the hoard),
use the same percentage chance and roll separately for the
existence of raw vis.
If the existence of raw vis is indicated, there will be a basenumber of pawns equal to the monster's hit dice divided bytwo, rounded up. The base number is adjusted by a 1d6
roll as follows: 1-2, Subtract one pawn; 3-4, No change; 56, Add one pawn. The exact Arts of the pawns found canbe determined by the DM based on the creature or can berandomly determined.
Random Determination of Raw Vis Art
d4 #1
d4 #2
d30
Art
1
1
1-2
Creo
1
2
3-4
Intellego
1
3
5-6
Muto
1
4
7-8
Perdo
2
1
9-10
Rego
2
2
11-12 Animal
2
3
13-14 Aquam
2
4
15-16 Auram
3
1
17-18 Corpus
32
19-20 Herbam
3321-22 Ignem
3423-24 Imaginem
4125-26 Mentem
4227-28 Terram
4329-30 Vim
4
4
-DM Choice

MAKING MAGIC ITEMS WITH RAW VIS
The rules for making a magic item can be quite simple.
Looking at the DMG, you can say it takes one pawn of vis
for every 2,500 G.P. Sale Value of the magic item or
fraction thereof. A spellcaster can make a protection scroll,rod, staff, wand, or miscellaneous magic item if theirspellcaster level is at least 5 + the magic item Experience
Point Value divided by 1,000 (rounded up). To make amagic ring, the spellcaster level must be at least 5 + themagic ring Experience Point Value divided by 500(rounded up). For potions, the spellcaster level must be
equal to or greater than the Experience Point Value of thepotion divided by 100 (rounded up). Spell scrolls requirea spellcaster level equal to that required to cast the spell(usually the spell level times two, minus 1). To make magicarmor, magic shields, and magic weapons, you must have aspellcaster level equal to three times the base "plus" for thearmor, shield, or weapon. For items without a defined "plus"
read the description and use the highest "plus" found andadd one. For items with differing "plusses" add one-halfthe difference between the higher plusses and the baseplus, rounding up. For example, a sword +1, +4 vs. reptiles
would be 1 + 1.5 = 2.5, rounded up to +3.

Color
White
Gold
Fluctuating
Black
PurpleBrown
Blue
VioletDark Red
Green
Bright Red
Pearly Blue
OrangeDark Brown
SilverHermetic magi should be able to create AD&D magic items
without having to know the relevant spells. However, theDM should impose restrictions on the types of vis that canbe used to create certain magic items (e.g., only Creo
and/or Ignem vis for a wand of fireballs). A magus may
use up to their magus level in pawns of vis per season (thissimulates Magic Theory X 2). This determines how long it
takes to make a magic item (i.e., how many seasons or how
many magic items in one season). For example, a robe of
the archmagi has an Experience Point Value of 6,000 and
a G.P. Sale Value of 65,000. This means a spellcasterneeds 26 pawns of vis (65,000 ÷ 2,500) and must be atleast an 11th level spellcaster (5 + 6,000 ÷ 1,000). An
11th level spellcaster could make one in three seasons (26divided by 11 = 2.36, rounded up to 3) while a 13th level
spellcaster could make one in two seasons. As anotherexample, potions of healing require one pawn of vis (Creoor Corpus), the spellcaster must be 3rd level or higher (300
XP Value divided by 100), and the spellcaster can make anumber of potions of healing equal to their spellcaster level
per season.

The table below shows the chance of getting either magic
items or raw vis, both, or nothing.
Overall Chance of Finding Magic Items or Raw Vis
Percent
Nothing
One
Both
10%
81.00%
18.00%
1.00%
15%
72.25%
25.50%
2.25%
25%
56.25%
37.50%
6.25%
30%
49.00%
42.00%
9.00%
35%
42.25%
45.50%
12.25%
40%
36.00%
48.00%
16.00%
50%
25.00%
50.00%
25.00%
55%
20.25%
49.50%
30.25%
60%
16.00%
48.00%
36.00%
70%
9.00%
42.00%
49.00%
85%
2.25%
25.50%
72.25%
Raw vis can appear in a variety of forms as detailed by
the Ars Magica rulebooks. The default could be small,prismatic crystals ("prismals") with colors corresponding to
the Art. See Sense the Nature of Vis (InVi 5) for colors.

AM7