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Ars Magica (Tabletop Game)

 Ars Magica (Tabletop Game)
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Ars Magica (Tabletop Game)
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ArsMagica
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Ars Magica is a Tabletop Role-Playing Game set in Mythic Europe, a quasi-historical version of Europe around AD 1200 with added fantastical elements. It typically centers on the lives of Magi, powerful wizards belonging to the Order of Hermes, and the various mundane folk in their lives. While several details about the world change, sometimes drastically, from edition to edition, the same basic premise applies: the Order is a secret society in a world that believes in magic, founded by the apprentice of a wizard who first developed a unified magic theory and a general defense against magic, the Parma Magica. There are twelve Houses (with a missing thirteenth), each focusing on a particular area of study that the House founder excelled in originally. As of 5th Edition, each of the Houses is also grouped into one of three structures: True Lineages (members must be able to trace their Master-Apprentice Chain back to the House's founder), Mystery Cults (members must be initiated into the House via special rites), and Societates (anyone who shares the House's ideology may join). The Houses are as follows:
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DBTropes
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Kill the God
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Kill the God: Killing the capital "G" God of the monotheistic religions is impossible, but it is possible (albeit bloody difficult) to kill the daimons, faeries, and spirits that have been worshiped as pagan deities.
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Supernatural Gold Eyes
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Supernatural Gold Eyes: Amber eyes are a result of being descended from Bulgars who had their sight restored by a Tremere; the amber was part of the sigil of the maga responsible, and the color deepens as a result of magical Warping.
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Ritual Magic
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Within the Hermetic system, there's a Major Virtue for Mercurian Magic. This Virtue means that your magical tradition dates back to the pre-Hermetic Cult of Mercury and still includes some of its techniques, particularly with regards to Ritual Magic. The Neo-Mercurians go a step further, seeking to reconstruct the ancient rites of the Mercurian priesthood within the Hermetic framework, either as worshippers of The Old Gods or simply to seek out their secrets. House Guernicus, meanwhile, retains the secrets of a few true Mercurian rituals that have not been converted into Hermetic form.
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The Commandments
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The Commandments: The Order of Hermes has a Code of Conduct which (among other things) forbids dealing with demons, endangering the Order, interfering with secular governments and spying on or killing other mages.
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Star Power
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Star Power: The various forms of astrology. Low-level astrology is used in nearly every Hermetic ritual to empower the effect, but those Hermetic wizards who specialize in it can draw up horoscopes for doing lab work, cause spells to take effect or end exactly when they need them to, empower their magic by casting spells at the correct time, and a number of other effects. The Zoroastrian priests of Persia can also use astrology to enhance their holy magic, and the Suhhar Suleyman have an entire discipline devoted to astrological divinations.
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"Well Done, Son" Guy
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"Well Done, Son" Guy: Arguably what makes the Tremere as dangerous as they are; they are ALL Well Done Son Guys, out to please no one but their parens (the mage who trained them), who wants to please their parens, who wants to please their parens...note This is also carried over into the Tremere clan of Vampire: The Masquerade. There's no official link between the World of Darkness and Mythic Europe, but it's fairly obvious where to connect the dots. Ceoris, the center of Clan Tremere's politics, is not a happy place. Of course, Clan Tremere's origin is canonically House Tremere of the Order of Hermes... whom the clan exterminated to the last during the Middle Ages.
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Anti-Magic
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Anti-Magic: The Parma Magica is the universal defense against magic developed by Bonisagus for the Order of Hermes. No other tradition has anything close (except for True Faith, which can't be taught, certain divine magic feats, and an application of the Ars Goetia), and any tradition that could would immediately face the full might of the "Join or Die" policy. The Lancea Magica was a breakthrough that allowed any magus to freely penetrate the Parma with a lethal spell. For obvious reasons, this was forbidden immediately and the inventor burned his Lab Text. It's lost forever. Really. Conscentia of Bonisagus was once commissioned to make an small kitchen knife that could both penetrate the Parma Magica and temporarily disable a mage's ability to cast it again. She got halfway through it before she realized that she'd been eagerly designing a weapon meant specifically for the purpose of assassinating mages. Whoops. She claims to have destroyed all her notes.
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Practical Currency
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Practical Currency: In general, magi don't trade in silver unless they have to; it's fairly trivial for a covenant to get all the mundane wealth it needs (though being too blatant with creating precious metal has economic and legal consequences). Instead, the currencies of magi are vis and time. Vis covers a variety of magical substances that can boost spellcasting and empower ritual magic and the creation of magical items, among other uses. It's the standard currency of magi, coming in a variety of flavors and measured in "pawns" for historical reasons. If you can buy it somehow, you can usually get it at one pawn for ten Mythic Pounds, but selling vis for silver is highly unusual because using vis can usually generate all the money you could ever spend. The cliche that "time is money" is well-understood by magi. The expectation of the Order of Hermes is that magi will want to spend as much time as possible in their laboratories studying new magic; hence, many covenants require that their members spend a season a year doing service to the covenant or pay scutage for the value of that season. Furthermore, many Quaesitorial fines are assessed in community service — that is, seasons of service to the Order. Inversely, one Tribunal case convicted a Redcap of depriving a magus of power by injuring him, keeping him from working in the lab for a season — the crime wasn't the injury, it was the loss of time.
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Non-Health Damage
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Non-Health Damage: There are Creo Vim spells to inflict Warping Points on their target. This can be much more debilitating than temporary Wounds because the points are permanent, threaten a magus with Wizard's Twilight on the spot, and can cause irreversible long-term effects to both magi and mundanes.
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Little Bit Beastly
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Little Bit Beastly: Muto Corpus spells can allow the subject to only partially transform into an animal, such as growing a squirrel's tail.
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Wrong Context Magic
 Ars Magica (Tabletop Game) / int_1b9df446
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Wrong Context Magic: In Ars Magica, all rules apply at all times, except the times that they don't. Even within Hermetic magic, the Limits of Magic and the verb/object rules only apply until someone comes up with a breakthrough or a Mystery that changes how the rules work. Outside of Hermetic magic, nearly anything goes.
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Immortal Procreation Clause
 Ars Magica (Tabletop Game) / int_1be36a63
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Immortal Procreation Clause: The Hermetic Longevity Ritual sterilizes the recipient, as do most other versions (the Solomonic Al-Iksir being an exception, like many things Solomonic). In addition, the Gift does not follow bloodlines, so a magus is likely to outlive any children they do have. At least one mage (Aurulentus of Jerbiton) created a Longevity Ritual which preserved the fertility of himself and his wife. This was necessary because he was a Magical Seventh Son who needed to sire seven sons himself to continue his Gifted lineage.
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The Order
 Ars Magica (Tabletop Game) / int_1c169242
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The Order: Several organizations think they are this, but in practice it doesn't quite work like that; any purpose that an order might be devoted to usually takes second place to personal agendas. The Order of Hermes is an Order dedicated to the study, teaching and development of Bonisagus's theory of magic. In practice, it's more of a Magical Society that exists to keep a bunch of egomaniacal sociopaths with too much power from killing each other over vis and library books. The Order of Solomon (Suhhar Suleyman) is both more and less of an Order than the Order of Hermes. They take anyone who can summon a spirit and teach the Suhhar's form of magic, and they don't make anyone join, but they do sometimes act as a group and require their members to contribute to the upkeep of the whole. The Order of Odin is an order of Norse rune-wizards (vitkir) at war with the Order of Hermes. It doesn't exist, and never did. There were some rune-wizards who fought alongside Damhan-Allaidh during the time of the early Order, and there are still plenty of vitkir running around now, but the idea of an organized group of Scandinavian runepriests out to topple the Order is a boogeyman with little basis in fact. The Order of Geonim are a group of Kabbalists mentioned in Realms of Power: the Divine who have a truce with the Order. It's unclear what they are; the supposed "Order of Geonim" could just mean all Kabbalists everywhere, or a specific bunch from Barcelona, but there's rumors of a secret order throughout Europe dedicated to protecting Jews from their enemies. Regardless, the Order of Hermes generally leaves Kabbalists alone.
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The Rival
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The Rival: Believing that conflict is necessary for growth, House Tytalus has an institution of "Beloved Rivals", a lifelong commitment for two magi to challenge and undermine each other at every turn. Though it can sometimes cause death, it stems from a genuine desire to bring out the best in each other, and a magus might well turn against a third-party enemy of their Rival. A relatively common choice of Beloved Rival is a magus' own former master.
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Asskicking Leads to Leadership
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Asskicking Leads to Leadership: The law in House Tremere. A Tremere mage, even after theoretically graduating, is still bound to their parens unless they can win their freedom through certamen, and Tremere magi can likewise try to challenge for higher rank within the House if they think they could do a better job.
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Rate-Limited Perpetual Resource
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Rate-Limited Perpetual Resource: Mages can find small amounts of raw vis (solidified magic) in certain natural locations. When it is found and removed, it will be created again over a period of a year. This means it can be re-harvested each year.
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Team Switzerland
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Team Switzerland: Redcaps are generally expected to not vote at Tribunal and generally stay out of Order politics, and in return, harming them is pretty much verboten. Likewise, Quaesitores generally don't vote, but this restriction is looser and their position is inherently politicized to some extent. In neither case is this a law, though — just a tradition.
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Green-Eyed Monster
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Green-Eyed Monster: One aspect of the negative effects of the Gift makes the affected person feel about the Gifted individual as though they had some sort of greater privilege the affected person would love, but obtained in some underhanded way.
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Our Titans Are Different
 Ars Magica (Tabletop Game) / int_1daff673
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Our Titans Are Different: One interpetation is that the Titans were the primordial rulers of the universe, aligned with the Magic Realm. The titanomachy, wherein the Olympians overthrew the Titans, could have been a cataclysmic war of usurpation staged by faeries, who often take the form of polytheistic deities, against the Titans, the old primordial embodiments of magic.
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Papa Wolf
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Papa Wolf: Aurulentus of Jerbiton had the Obsessed Flaw, focused around the protection of his offspring (particularly his daughters). As such he invented a number of spells and enchanted items designed to weed out or discourage unfit suitors.
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Ãœbermensch
 Ars Magica (Tabletop Game) / int_1e6dfea1
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Ãœbermensch: The philosophy of House Tytalus, in a nutshell, is that a person should subvert or ignore laws and customs whenever possible if they violate his own nature. In the more extreme form, Might Makes Right and the ideal state of being is to impose your own whims on everyone else; a rival positionnote If House Tytalus ever comes to agree on a single position about anything, someone will make another side to have something to argue about holds that natural law comes from the Divine and is an inherent part of human nature, but that custom and law developed by men are inherently divisive and tyrannical.
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Power at a Price
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Power at a Price: Mystery Cults provide special abilities that can often bend or break the rules of Hermetic magic, but to Initiate into a Mystery, you nearly always have to pay some kind of price. For the unGifted, doing this for a magic virtue always leaves you with some kind of flaw for each ability you Initiate, and for the Gifted, most initiations still require a price of some kind.
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Artificial Human
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Artificial Human: It's mentioned in one book that doing this should be possible for Hermetic magic, sidestepping the sterility caused by the longevity ritual. Nobody's ever figured out how to do it yet, though.
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Wild Child
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Wild Child: "Feral Upbringing" is a Flaw you may take at character Creation. It provides a number of wilderness related skills, but among other issues, the character has no native language. House Bjornaer used to frequently recruit those with feral upbringings, but of late they've been trying to improve their image, so it's less likely. Abandoning a child apprentice in the wild for long periods of time so they develop an affinity for animals is an integral part of the training for the Beast Master tradition within House Ex Miscellanea. "Feral Childhood" is an ability package (basically a pre-set allotment of skills) which may be taken during character creation.
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Wizard Duel
 Ars Magica (Tabletop Game) / int_1f75bca8
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Wizard Duel: It's considered lower-class and embarrassing to simply hurl curses at a mage you're angry with (unless you're House Flambeau, in which class it's considered standard practice). The socially-accepted way to deal with such issues is to challenge the offending party to certamen, a form of standardized magical combat where the two parties involved attempt to magically knock each other unconscious.
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Wizards' War
 Ars Magica (Tabletop Game) / int_1f8aa905
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Wizards' War: The Order of Hermes has formalised the rules of these conflicts, in order to prevent the disastrous consequences that usually come with this trope. Any magus in the Order may declare a Wizard War against another member. The attacker must give a month's notice to their victim, the war lasts precisely a month, and both sides are required to follow certain restrictions designed to minimise collateral damage. Disobeying these rules will get you Marched — essentially, the whole order will go after you until you're dead.
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Voluntary Shapeshifting
 Ars Magica (Tabletop Game) / int_1fb440a6
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Voluntary Shapeshifting: Most Hermetic magi can do this with spells, and there are other ways to change shape that those inside and outside of the Order of Hermes can use, but members of House Bjornaer have their own particular style that lets them more truly change into one animal. Unlike other shapeshifting, no form of magic can discern their human shape when in animal form. Also, if some other power changes their shape, they may continually try to change back into their own human or animal shape.
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Deal with the Devil
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Deal with the Devil: Diabolists are those who have sold their souls to Hell for power. They become infernally-themed Mythic Companions, unlocking general character improvements and Black Magic abilities. The Code of Hermes forbids any dealing with demons whatsoever on pain of death. This applied even when one mage and a demon agreed to leave each other alone: the Order takes no chances with creatures that are immortal, intrinsically depraved, and compulsively treacherous.
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Latin Is Magic
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Latin Is Magic: Latin is the primary language used for spellcasting by the mages of the Order of Hermes, although other organizations used different languages.
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With Great Power Comes Great Insanity
 Ars Magica (Tabletop Game) / int_208c4494
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With Great Power Comes Great Insanity: Some forms of Warping lead to madness. Elementalists gradually become dominated by the humours aspected to the elements they can use, until they become as uncontrollably insane as elementals themselves. Al-Iksir, the Solomonic youth ritual, can lead to the user going very mad very quickly if misused.
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 Ars Magica (Tabletop Game) / int_217e6723
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Heroes "R" Us
 Ars Magica (Tabletop Game) / int_217e6723
comment
Heroes "R" Us: The Cult of Heroes in a downplayed sense, at least as far as any campiness.
 Ars Magica (Tabletop Game) / int_217e6723
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 Ars Magica (Tabletop Game) / int_2280a9a1
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Ancient Persia
 Ars Magica (Tabletop Game) / int_2280a9a1
comment
The most powerful divine magic of all is found in a fairly minor religion off in the East. The Mazdeans (or Zoroastrians) are a minority group in Mesopotamia and Persia, but their mobeds are descendants (theoretically or factually) of the magoi priests of Ancient Persia, and they were mighty wizards well before Bonisagus was ever born. Since the fall of the Sassanid Empire, nearly all of their greatest magics have been lost, but what they have is still highly impressive. They are masters of Alchemy and astrology, capable of calling angels and destroying evil with flame, and their greatest priests live much longer than even Hermetic magi. A mobed in full possession of the magic of his tradition would be a match for a Hermetic magus, but mobeds of that power mostly don't exist anymore. It's also notable that there are Zoroastrian sub-traditions within the Order of Hermes and the Order of Solomon, wielding Hermetic or Solomonic magic and some of the Zoroastrian power-set.
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 Ars Magica (Tabletop Game) / int_22948239
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A Year and a Day
 Ars Magica (Tabletop Game) / int_22948239
comment
A Year and a Day: House Merinita magi have access to "a year+1" as a spell duration. This has the same difficulty as the standard "year" duration everyone can use, but lasts for exactly a year and a day as opposed to ending on the fourth equinox/solstice after its casting like a "year" spell does. Supplement Tales of the Dark Ages, adventure "The Inheritance". A Player Character receives an inheritance of land and a title as a knight. The character has a year and a day to claim their inheritance. If they don't, it will go to the Catholic Church.
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Ars Magica (Tabletop Game) / int_22948239
 Ars Magica (Tabletop Game) / int_22ed5d74
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Fantastic Fruits and Vegetables
 Ars Magica (Tabletop Game) / int_22ed5d74
comment
Magi rely on laboratories for much of their work and can customize the structure, furnishings, and even supernatural features over downtime. This can be as ordinary as organizing the lab for efficiency, or as abstruse as cultivating a greenhouse of magical herbs or sourcing preternaturally perfect gear from a faerie artisan.
 Ars Magica (Tabletop Game) / int_22ed5d74
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 Ars Magica (Tabletop Game) / int_2346a8ec
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Metamorphosis
 Ars Magica (Tabletop Game) / int_2346a8ec
comment
Metamorphosis: Permanent transformation is beyond the scope of Hermetic magic due to the Limit of Essential Nature, but some Mystery Cults can achieve it with intensive preparation and specialized rituals. Correctly initiated magi can become faeries, daimons, or living ghosts.
 Ars Magica (Tabletop Game) / int_2346a8ec
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Ars Magica (Tabletop Game) / int_2346a8ec
 Ars Magica (Tabletop Game) / int_28dc96fc
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Limited-Use Magical Device
 Ars Magica (Tabletop Game) / int_28dc96fc
comment
Limited-Use Magical Device: 5th Edition Item Crafting allows "charged items" that hold a limited number of "castings" of a spell effect and a preset trigger. In exchange, they're much cheaper to create than permanent enchantments. They were added to the game as a generic alternative to 4th Edition's Magic Potions.
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Ars Magica (Tabletop Game) / int_28dc96fc
 Ars Magica (Tabletop Game) / int_28f170e9
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Whatevermancy
 Ars Magica (Tabletop Game) / int_28f170e9
comment
Whatevermancy: With the exception of Necromancy, which has a few definitions, this is generally only used for divination schools, hewing closer to the original meaning of the word.
 Ars Magica (Tabletop Game) / int_28f170e9
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 Ars Magica (Tabletop Game) / int_2a015a74
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Beauty Equals Goodness
 Ars Magica (Tabletop Game) / int_2a015a74
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Beauty Equals Goodness: In Faerie, this is usually the case. A faerie taking on an evil role is also ugly, and a faerie taking on a good role is beautiful. However, sometimes a faerie needs to be a beautiful predator. Sometimes this is represented by said faerie acting and being completely good until he puts on his Game Face.
 Ars Magica (Tabletop Game) / int_2a015a74
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Ars Magica (Tabletop Game) / int_2a015a74
 Ars Magica (Tabletop Game) / int_2ae29c0d
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The Dreaded
 Ars Magica (Tabletop Game) / int_2ae29c0d
comment
The Dreaded: One of the reputations of Philippus Niger, Protector of Durenmarnote That means that he's in charge of defending the Great Library of the Order is "Don't Mess With This Magus." Given that he is the Order's undisputed greatest master of destroying things, this is something of an understatement.
 Ars Magica (Tabletop Game) / int_2ae29c0d
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Ars Magica (Tabletop Game) / int_2ae29c0d
 Ars Magica (Tabletop Game) / int_2af7bfda
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Power Profit Potential
 Ars Magica (Tabletop Game) / int_2af7bfda
comment
Power Profit Potential: Magical Society keeps to the edges of mundane society and prefers to trade in supernatural resources, but some magi still look for material wealth: The Item Crafters of House Verditius sell a strictly regulated quota of enchanted objects to mundane buyers for astronomical prices, fueling both their personal projects and the House's recurring hubris problem. Magic that directly creates wealth is accessible enough to require regulations on how much precious metal (or equivalent) each mage can produce per year. The Oculus Septentrionalis Covenant invests most of its supernatural resources into Utility Magic for its expansive mercantile interests. Members live quietly — and very comfortably — in the city of Lubeck, with the mundane townspeople none the wiser.
 Ars Magica (Tabletop Game) / int_2af7bfda
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 Ars Magica (Tabletop Game) / int_2b88f42
type
Chain Letter
 Ars Magica (Tabletop Game) / int_2b88f42
comment
Chain Letter: The malleus epistula is one that provides detailed instructions for witch-hunting; at the end of the (long) letter is a paragraph that commands the recipient to make six copies and distribute them anonymously to other Christians, or (depending on the letter) something horrible will happen. It's a demonic plot to turn good Christians into psychotic torturers.
 Ars Magica (Tabletop Game) / int_2b88f42
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 Ars Magica (Tabletop Game) / int_2cbaa888
type
Empty Shell
 Ars Magica (Tabletop Game) / int_2cbaa888
comment
Played straight, to a degree, with familiars. If a magus dies, there's a very good chance their familiar will die on the spot; if it somehow survives, it's left an Empty Shell, the magic torn out of it with its master's death. If a familiar dies, its magus is not harmed, but is usually left with a massive sense of loss (in addition to the usual grief from losing a pet that's become essentially a family member). If a familiar dies of natural causes, the magus should probably start getting their affairs in order, because that means they don't have much time left either.
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Ars Magica (Tabletop Game) / int_2cbaa888
 Ars Magica (Tabletop Game) / int_2cfee88
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Everybody Hates Hades
 Ars Magica (Tabletop Game) / int_2cfee88
comment
Everybody Hates Hades: Underworld gods and spirits of the night are not necessarily evil or Infernal, but they and the Chthonic Magic associated with them do have a very negative and sinister aspect to them, read as Unholy to divine sources and can be used to draw more effectively on infernal powers.
 Ars Magica (Tabletop Game) / int_2cfee88
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 Ars Magica (Tabletop Game) / int_2d407620
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Undead Tax Exemption
 Ars Magica (Tabletop Game) / int_2d407620
comment
Undead Tax Exemption: Zig-zagged as a potential hook. Some Covenants are far enough removed from mortal society that magi don't need to worry about their legal identities, but others need to be much more careful. One story hook draws the Domus Magna of House Miscellanea into a legal dispute because the local prince has finally noticed that the landowner is impossibly old.
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Ars Magica (Tabletop Game) / int_2d407620
 Ars Magica (Tabletop Game) / int_2d88e42c
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Gender Bender
 Ars Magica (Tabletop Game) / int_2d88e42c
comment
Gender Bender: "The Succubus' Trick" allows a female magus to turn male, and vice versa for the Incubus version.
 Ars Magica (Tabletop Game) / int_2d88e42c
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 Ars Magica (Tabletop Game) / int_2f2f58f2
type
Hedge Mage
 Ars Magica (Tabletop Game) / int_2f2f58f2
comment
Bonisagus' unified theory of magic became the standard for magical instruction in the Western world. However, his research overlooked many older traditions, including various hedge magics, Norse rune magic, and Canaanite Necromancy, which are less versatile but can accomplish results that Hermetic theory thinks impossible.
 Ars Magica (Tabletop Game) / int_2f2f58f2
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Ars Magica (Tabletop Game) / int_2f2f58f2
 Ars Magica (Tabletop Game) / int_2f36d97
type
Older Than They Look
 Ars Magica (Tabletop Game) / int_2f36d97
comment
Older Than They Look: Once a Longevity Ritual is cast upon a mage, their aging drastically slows at a rate depending on how successful the ritual was. Wizards who aren't confident in their own ability to cast one tend to outsource. There's also a Flaw which makes Longevity Rituals less effective upon the character. One of the benefits of the Fairy Blood virtue makes it easier to resist the effects of aging, giving a -1 to Aging Rolls. Strong Fairy Blood gives a -3, and also allows a character to live 'til age fifty before they start aging, rather than thirty-five as usual. There's also the Unaging virtue, which keeps you looking young and stops aging from affecting your stats, but doesn't actually extend your lifespan.
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Ars Magica (Tabletop Game) / int_2f36d97
 Ars Magica (Tabletop Game) / int_2f41cac1
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Our Werebeasts Are Different
 Ars Magica (Tabletop Game) / int_2f41cac1
comment
Our Werebeasts Are Different: Includes were-bears and were-lynxes.
 Ars Magica (Tabletop Game) / int_2f41cac1
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Shapeshifter Mode Lock
 Ars Magica (Tabletop Game) / int_2fc2d6e1
comment
Shapeshifter Mode Lock: Mages who remain in animal form too long can have their human personality replaced with the animal's.
 Ars Magica (Tabletop Game) / int_2fc2d6e1
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 Ars Magica (Tabletop Game) / int_3429147e
type
When the Clock Strikes Twelve
 Ars Magica (Tabletop Game) / int_3429147e
comment
When the Clock Strikes Twelve 3rd Edition adventure "The Pact of Pasaquine". The night the PCs arrive at Pasaquine they hear wolf howls in the woods. At midnight there is a sudden silence in the village and the Faerie wolf Hrulgar and thirteen other faerie wolves pad into town to confront the villagers. 4th Edition adventure "The Fallen Angel". The demon Crom Vruach falls to Earth in meteorite form at midnight on the winter solstice. Six months later, at midnight on the summer solstice he hatches out in his new Nigh-Invulnerable iron body and summons two more demons. Mythic Perspectives fanzine #9 (Autumn 1999) "Draugadrottin, The Norse Necromancer". A necromancer begins her ritual to raise a dead body as a draug (powerful zombie) at midnight. "More on Exceptional Abilities". In an example, a woman has Second Sight (the ability to see the supernatural) because she was born at midnight on All Hallows Eve, and thus stands between the worlds of tha living and the dead.
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 Ars Magica (Tabletop Game) / int_3439a6b5
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A God Is You
 Ars Magica (Tabletop Game) / int_3439a6b5
comment
A God Is You: One of the spells presented in The Mysteries Revised Edition can transform a magus into a Daimon, which is (depending on who you ask) either a god of a very powerful spirit. Either way, rules are presented in some detail for continuing to play a Daimonic magus as a PC.
 Ars Magica (Tabletop Game) / int_3439a6b5
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 Ars Magica (Tabletop Game) / int_34fb81a1
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Randomized Transformation
 Ars Magica (Tabletop Game) / int_34fb81a1
comment
Randomized Transformation: The high-level ritual "Mists of Change" calls up a Fog of Doom that transforms every human in a large area into random animals. The change lasts a year.
 Ars Magica (Tabletop Game) / int_34fb81a1
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 Ars Magica (Tabletop Game) / int_35d7be67
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Hermetic Magic
 Ars Magica (Tabletop Game) / int_35d7be67
comment
Hermetic Magic: Played with in a couple of ways: the only Hermetic magic as per the trope is Verditius magic, which requires casting tools and is considered a flaw of House Verditius (in some editions), and Ritual spells, which require the use of crystallized magic energy called vis and a long casting time; the rest of Ars Magica's magic is closer to Vancian Magic, but it's named Hermetic Magic after the Order of Hermes.
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 Ars Magica (Tabletop Game) / int_3687d605
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Rapid Aging
 Ars Magica (Tabletop Game) / int_3687d605
comment
Rapid Aging: The Perdo Corpus spell "Bane of the Decrepit Body" instantly ages the victim 5-15 years. 3rd Edition adventure Twelfth Night. After the Burial Shroud of Christ is warped by Hermetic magic it gains the special power Circle of Decay, which affects all creatures within a half mile. Any creature less than 35 years old will age at a rate of 2.5 years per minute. Any creature 35 or more years old ages at a rate of 10 years per minute. 4th edition supplement The Wizard's Grimoire. When the spell "Eyes of Eternity" is cast, the target ages one year per 15 seconds (four years per minute) for as long as the spellcaster concentrates on the spell.
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 Ars Magica (Tabletop Game) / int_3734c311
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Onesie Armor
 Ars Magica (Tabletop Game) / int_3734c311
comment
Onesie Armor: In Fifth edition armor is classified as either partial or full-body, though this only affects its weight and overall Damage Reduction. A suit of armor's game stats are determined only by its primary material (from leather to chainmail), ignoring any mix-and-match.
 Ars Magica (Tabletop Game) / int_3734c311
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 Ars Magica (Tabletop Game) / int_380bb367
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Muggle with a Degree in Magic
 Ars Magica (Tabletop Game) / int_380bb367
comment
Muggle with a Degree in Magic: People with no magical talent can train in Magic Theory, although even the sourcebook warns that it's of minimal value to non-mages. It does, however, make them valuable lab assistants to mages, since their skill scores boost the mage's lab total. House Mercere is unique in the Order for accepting un-Gifted members. They receive the same apprenticeship as Magi, and their role as the Order's messengers and middlemen puts them in a place to learn even more about magic and the supernatural.
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 Ars Magica (Tabletop Game) / int_39488ea5
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Mutant Draft Board
 Ars Magica (Tabletop Game) / int_39488ea5
comment
Mutant Draft Board: Back and forth. Originally, the Order ran on the principle of "Join or Die," and in theory they still do. In practice, however, the Order only drafts Gifted wizards who know the Parma Magica or some equivalent form of Anti-Magic, or who are otherwise of great enough power to attract attention, and avoids harassing hedge wizards who don't make trouble. There's only one way to leave the Order, though.
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 Ars Magica (Tabletop Game) / int_39994bd9
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Bazaar of the Bizarre
 Ars Magica (Tabletop Game) / int_39994bd9
comment
Bazaar of the Bizarre: Faerie markets offer strange variants of everyday items, ordinary-looking objects with curious properties, and oddities of Wrong Context Magic. Human customers need to be well-informed, well-connected, or (un)lucky to find them, and are advised to study the fay notion of what constitutes fair exchange.
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Magical Gesture
 Ars Magica (Tabletop Game) / int_3af9f8b6
comment
Magical Gesture: Though not strictly necessary for most practitioners of hermetic magic, there is a penalty for not using gestures or using only subtle gestures. Certain virtues remove this penalty for in specific cases or outright.
 Ars Magica (Tabletop Game) / int_3af9f8b6
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 Ars Magica (Tabletop Game) / int_3b0fd855
type
Obstructive Code of Conduct
 Ars Magica (Tabletop Game) / int_3b0fd855
comment
Obstructive Code of Conduct: The Code of Hermes exists, in theory, to protect the Order of Hermes from getting into a fight with external adversaries, tearing itself apart in internal warfare, or otherwise bothering the wizards who want to spend all their time in their labs. In practice, it's impossible to either entirely abide by or fully enforce, and it really exists so that stories happen when it gets broken.
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type
So Beautiful, It's a Curse
 Ars Magica (Tabletop Game) / int_3b9b21c9
comment
So Beautiful, It's a Curse: The Curse of Venus flaw, which makes the character very attractive to people he or she does not WANT to attract, and who won't take no for an answer, and causing you to fall for those who have no interest in you. The Envied Beauty story flaw from the Jerbiton section of 'House of Hermes: Societies', which is exactly what it sounds like — your beauty causes (sometimes murderous) envy in others.
 Ars Magica (Tabletop Game) / int_3b9b21c9
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 Ars Magica (Tabletop Game) / int_3d64d015
type
The Middle Ages
 Ars Magica (Tabletop Game) / int_3d64d015
comment
However, the outside world is in The Middle Ages. Lords of Men, City and Guild, and The Church go into detail about the options available for female PCs. The short form is that Men Are More Equal: most women are expected to obey their betters, but PCs aren't "most women," and the only hard rule is that women are forbidden to join the clergy. Even women knights exist, though they're extremely unusual.
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 Ars Magica (Tabletop Game) / int_3f7a958b
type
Secret Test of Character
 Ars Magica (Tabletop Game) / int_3f7a958b
comment
Secret Test of Character: House Guernicus employs this as part of a mage's gauntlet. It is an extensive written test on Hermetic law... but the real test is that apprentices are given a clear chance to cheat. Those who do are told they failed their gauntlet by not passing another, unrelated test. Apprentices who cheat three times are allowed to stay a member of the house, but are barred permanently from becoming Quaesitors.
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 Ars Magica (Tabletop Game) / int_3fbbe6ad
type
Power Tattoo
 Ars Magica (Tabletop Game) / int_3fbbe6ad
comment
Power Tattoo: Criamon magi spontaneously manifest tattoo-like symbols as they gain magical power and wisdom. They're a mark of accomplishment to each other, but leave them prone to being mistaken for Tattooed Crooks or worse by mundanes.
 Ars Magica (Tabletop Game) / int_3fbbe6ad
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_3fbbe6ad
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_3fbbe6ad
 Ars Magica (Tabletop Game) / int_3ff156fa
type
Nay-Theist
 Ars Magica (Tabletop Game) / int_3ff156fa
comment
Nay-Theist: Nobody denies that the Divine exists, but there are a few people who want nothing to do with God; some pagans prefer their old faiths and believe the absolute power of God to be a lie, and some magi from Houses Tremere, Criamon and Tytalus (among others) hold to philosophies that denigrate all gods, including the Divine. No currently-existing House is fully pagan, however, not even the Germanic Bjornaer. House Tremere and House Criamon both reject all Faerie and Magical gods as unworthy of worship. House Tremere is descended from a Pluto-cult and collectively feels betrayed by gods in general (the Divine is sometimes an exception), while House Criamon holds to a very esoteric philosophy that holds, among other things, that pagan deities are no different from humans and worship is fruitless. Criamon's membership is very divided on the Divine, but the atheistic Criamon nonetheless believe that Jesus Was Way Cool and the Criamon who follow the Divine are working to uphold the structure of the universe.
 Ars Magica (Tabletop Game) / int_3ff156fa
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_3ff156fa
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_3ff156fa
 Ars Magica (Tabletop Game) / int_407d3e6d
type
Morton's Fork
 Ars Magica (Tabletop Game) / int_407d3e6d
comment
Morton's Fork: When it comes to marriage, serfs get hit with fines coming and going. Getting the lord's permission to marry usually requires them to pay a fine. Serfs are also fined for being of marriageable age and being unmarried.
 Ars Magica (Tabletop Game) / int_407d3e6d
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_407d3e6d
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_407d3e6d
 Ars Magica (Tabletop Game) / int_41d8a845
type
Sufficiently Analyzed Magic
 Ars Magica (Tabletop Game) / int_41d8a845
comment
Sufficiently Analyzed Magic: Hermetic magic is based on this; indeed, the discipline was created when Bonisagus got the idea of putting together a universal theory of magic that could do anything, though he ended up saddling it with some unnecessary Limits, and the Order built around his theory has since begun to ossify and become suspicious of outside knowledge. Spells are developed through scientific laboratory research, and the limits of magic are constantly tested in hopes of a Breakthrough that might amend the rules or even remove one of the Limits of Magic. Magi of House Bonisagus in particular are expected to do original research of some form, creating unique spells or chasing after Breakthroughs, and disseminate it to the other magi of the Order. Most other magical schools have some degree of this too, but few have a full discipline of Magic Theory. Folk Witches do have a certain level of theoretical understanding, as do the koldun of Russia and the vitkir of Scandinavia. Solomonic mages lack a unified theoretical system, but are crack empirical experimenters, especially when blending different magics together. Ironically, this is averted by Learned Magicians. This most academic school of magic has no theoretical structure of its own, and the Mathematici get by on practical knowledge and a little help from external powers.
 Ars Magica (Tabletop Game) / int_41d8a845
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-1.0
 Ars Magica (Tabletop Game) / int_41d8a845
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_41d8a845
 Ars Magica (Tabletop Game) / int_42846e90
type
Elemental Powers
 Ars Magica (Tabletop Game) / int_42846e90
comment
Elemental Powers: Aquam (water), Auram (air), Herbam (plant), Ignem (fire/light) and Terram (earth) spells. Elementalists, as described in Hedge Magic, are another (more limited) example. Their spells concentrate on affecting the elements.
 Ars Magica (Tabletop Game) / int_42846e90
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_42846e90
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_42846e90
 Ars Magica (Tabletop Game) / int_42995bec
type
Spell Book
 Ars Magica (Tabletop Game) / int_42995bec
comment
Spell Book: Aside from various and sundry magical texts (the creation and study of which have a sizable section of their own), every mage of any quality makes copious notes while studying in the lab. These notes can be passed to another mage, making it considerably faster and easier for them to replicate the first mage's results.
 Ars Magica (Tabletop Game) / int_42995bec
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_42995bec
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_42995bec
 Ars Magica (Tabletop Game) / int_42c9f1ec
type
Downplayed Trope
 Ars Magica (Tabletop Game) / int_42c9f1ec
comment
The Houses, though a rather downplayed variant. Each House has its own traditions, and most have some unique magic of their own, but two members of the same House may have completely different magic, attitudes, or both.
 Ars Magica (Tabletop Game) / int_42c9f1ec
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_42c9f1ec
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_42c9f1ec
 Ars Magica (Tabletop Game) / int_4353c4b7
type
Magically-Binding Contract
 Ars Magica (Tabletop Game) / int_4353c4b7
comment
Magically-Binding Contract: A common element of faerie magic, with dire consequences for those who break their word. Merinita magi learn the technique: they can cast a spell upon witnessing an agreement that only takes effect if the agreement is broken. Also a method of binding djinn to a sahir's service.
 Ars Magica (Tabletop Game) / int_4353c4b7
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4353c4b7
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4353c4b7
 Ars Magica (Tabletop Game) / int_44f9bbcf
type
Player Mooks
 Ars Magica (Tabletop Game) / int_44f9bbcf
comment
Player Mooks: Grogs are the non-magical side characters who serve the Order in generic roles like guards, manservants, and stablehands, using restricted character creation rules. Players can take one over for a Day in the Limelight when their Mage and Companion characters are busy and are encouraged to have fun at the Grog's expense.
 Ars Magica (Tabletop Game) / int_44f9bbcf
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_44f9bbcf
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_44f9bbcf
 Ars Magica (Tabletop Game) / int_4603ea49
type
Mystical Plague
 Ars Magica (Tabletop Game) / int_4603ea49
comment
Mystical Plague: The spell "Curse of the Unportended Plague" starts a plague in a city over a period of 6-12 months.
 Ars Magica (Tabletop Game) / int_4603ea49
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4603ea49
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4603ea49
 Ars Magica (Tabletop Game) / int_46b62ac8
type
Outcast Refuge
 Ars Magica (Tabletop Game) / int_46b62ac8
comment
Outcast Refuge: The Order of Hermes usually build Covenants away from towns to avoid provoking medieval society's fear and distrust of magic. Beyond the magi, a lot of the employees are people somehow at odds with society, from heretical scholars to lycanthropes.
 Ars Magica (Tabletop Game) / int_46b62ac8
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_46b62ac8
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_46b62ac8
 Ars Magica (Tabletop Game) / int_479d4e5a
type
Would Hurt a Child
 Ars Magica (Tabletop Game) / int_479d4e5a
comment
Would Hurt a Child: House Bjornaer's ancestral foes were/are? a group of baby-sacrificing, shapeshifting, gothic witches. Because of this, people with innate shapeshifting abilities horrify members of Bjornaer, and in the rare occasions shapeshifting children are taken on as apprentices, they tend to meet "unfortunate accidents" and are never seen again. Which is totally different from their old enemies, of course.
 Ars Magica (Tabletop Game) / int_479d4e5a
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_479d4e5a
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_479d4e5a
 Ars Magica (Tabletop Game) / int_48414e75
type
The Beastmaster
 Ars Magica (Tabletop Game) / int_48414e75
comment
The Beastmaster: Rego Animal spells permit a mage to control animals. There's also a Tradition within House Ex Miscellanea who have a Non-Hermetic virtue that allows them to summon and communicate with animals.
 Ars Magica (Tabletop Game) / int_48414e75
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_48414e75
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1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_48414e75
 Ars Magica (Tabletop Game) / int_48b01c26
type
Surveillance as the Plot Demands
 Ars Magica (Tabletop Game) / int_48b01c26
comment
Surveillance as the Plot Demands: Averted, in theory. Scrying on other mages is a strong violation of the Code of Hermes, with even the most basic obtainable information considered a punishable breach of conduct. That is, of course, if you get caught.
 Ars Magica (Tabletop Game) / int_48b01c26
featureApplicability
-1.0
 Ars Magica (Tabletop Game) / int_48b01c26
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1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_48b01c26
 Ars Magica (Tabletop Game) / int_4aa3c552
type
Animorphism
 Ars Magica (Tabletop Game) / int_4aa3c552
comment
Animorphism: The signature power of the Bjornaer is the Heartbeast, a personal animal form that they can assume at will and actually counts as a second true form. Because they believe the Heartbeast embodies their spirit, they're quite hostile to other innate shapeshifters, suspecting them of cheating or outright stealing spirits. The minor supernatural virtue Skinchanger lets a character enchant an animal skin so they can take that animal's form. The major version, Shapechanger, lets them learn multiple forms with no need for the skins. Several spells combine the Muto (Transform), Corpus (Human body), and Animal Arts to temporarily transform someone into a specific animal. For example, "Shape of the Woodland Prowler" turns the target into a wolf for a day by draping them in a wolf pelt.
 Ars Magica (Tabletop Game) / int_4aa3c552
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1.0
 Ars Magica (Tabletop Game) / int_4aa3c552
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1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4aa3c552
 Ars Magica (Tabletop Game) / int_4b9f810d
type
Great Big Library of Everything
 Ars Magica (Tabletop Game) / int_4b9f810d
comment
Great Big Library of Everything: Just about any book relating to magic or the Order of Hermes can be found at Durenmar, the original covenant of the Order.
 Ars Magica (Tabletop Game) / int_4b9f810d
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4b9f810d
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4b9f810d
 Ars Magica (Tabletop Game) / int_4c07ffa3
type
Spontaneous Weapon Creation
 Ars Magica (Tabletop Game) / int_4c07ffa3
comment
Spontaneous Weapon Creation: The spell "Tooth of the Staff" can create a spear with a polished flint head. Several such spells exist, and magi can invent new ones, or make them on the fly. Hugh of Flambeau is descended from a valkyrie and has inherited the power to convert anything he's wearing into a set of full scale metal armor. His equine familiar has a similar power, creating barding out of thin air.
 Ars Magica (Tabletop Game) / int_4c07ffa3
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4c07ffa3
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4c07ffa3
 Ars Magica (Tabletop Game) / int_4c0ca7ce
type
Aloof Ally
 Ars Magica (Tabletop Game) / int_4c0ca7ce
comment
Aloof Ally: Guernicus the Founder was not really on board with the creation of the Order of Hermes, and only accepted his post (and by extension, that of his filii) as Quaesitor to help ensure that the Order would be used as a tool to protect magi rather than drag them into the Order's political agendas.
 Ars Magica (Tabletop Game) / int_4c0ca7ce
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4c0ca7ce
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4c0ca7ce
 Ars Magica (Tabletop Game) / int_4c116945
type
Spell Crafting
 Ars Magica (Tabletop Game) / int_4c116945
comment
Spell Crafting: It may be the Trope Maker, or at least Trope Codifier, for freeform magic in games. Spells use pseudo-Latin "power words" to create spell effects on the fly.
 Ars Magica (Tabletop Game) / int_4c116945
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4c116945
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1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4c116945
 Ars Magica (Tabletop Game) / int_4c782fb9
type
Gods Need Prayer Badly
 Ars Magica (Tabletop Game) / int_4c782fb9
comment
Gods Need Prayer Badly: Faerie gods gain vitality from being worshipped by mortals. The Divine is somewhat tricky. The Divine Aura, a.k.a. the Dominion, grows and is spread by places of worship such as churches, mosques, and synagogues, as well as sites of major miracles. However, it can also appear spontaneously in areas such as high mountains and other areas considered "holy". This is known as the Empyrean, and is active w/out human worship. Also, the monotheistic God has an unlimited Might Score, so He can do anything, and whatever He does cannot be resisted. He is not dependent upon human worship. Creatures of magic, including gods, are defined in large part by not needing human worship or caring all that much about humans. However, magical beings (specifically Daimons) can gain power and benefits from theurgic rites dedicated to them. Some take advantage of this, others don't. While all immortal magi have to take special measures to grow and develop (since immortality, by its nature, makes you highly resistant to any form of change), Daimonic magi are the only ones who do so by casting spells and performing other "miracles" for mortal worshipers. This gets them Daimon Points, which they can either spend on bumping their stats and learning new abilities... or trade with other Daimons in what passes for a godly economy.
 Ars Magica (Tabletop Game) / int_4c782fb9
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4c782fb9
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4c782fb9
 Ars Magica (Tabletop Game) / int_4dbd3706
type
Clap Your Hands If You Believe
 Ars Magica (Tabletop Game) / int_4dbd3706
comment
Clap Your Hands If You Believe: Faeries are born from human legend and imagination, though they don't need human belief to survive. There are dark, dangerous forest faeries because people warn each other about the perils of the woods; a large mining community could give rise to a realm of underground dwarves; and so on.
 Ars Magica (Tabletop Game) / int_4dbd3706
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4dbd3706
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4dbd3706
 Ars Magica (Tabletop Game) / int_4e1edd37
type
Wizard Workshop
 Ars Magica (Tabletop Game) / int_4e1edd37
comment
Wizard Workshop: Every mage needs a laboratory for long-term projects. They can be extensively customized to the mage's specializations and personal circumstances — the classic Mage Tower gives a boost to air magic, but other magi might include operating rooms, astrological apparatus, teaching theatres, Item Crafting showrooms, Pocket Dimensions, or just really good glassware, to say nothing of the concessions a mage might make to a sub-optimal location.
 Ars Magica (Tabletop Game) / int_4e1edd37
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4e1edd37
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4e1edd37
 Ars Magica (Tabletop Game) / int_4ef62a4d
type
Full-Circle Revolution
 Ars Magica (Tabletop Game) / int_4ef62a4d
comment
Full-Circle Revolution: Something of a Running Gag with corrupt monasteries. Existing monastic orders are seen as corrupt, so a lot of monks who are sick of the mercantile and impious ways of their old monasteries go and found a reformist order under a new Rule. The pious reformist order receives a lot of support, donations and members, grows rapidly, and eventually starts to bloat and become yet another order of fat, impious monks in the eyes of the next generation of reformers, who start another order under another Rule... The Franciscans are the current crest of the reformist wave as of 1220, but while Francis of Assisi is Europe's greatest living saint, he's in failing health and lacks the organizational chops to run the movement, and his chief understudy is already trying to reform the Franciscans into operating more in line with traditional monastic Rules...
 Ars Magica (Tabletop Game) / int_4ef62a4d
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4ef62a4d
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4ef62a4d
 Ars Magica (Tabletop Game) / int_4f2d8031
type
Anchored Teleportation
 Ars Magica (Tabletop Game) / int_4f2d8031
comment
Anchored Teleportation: Long-distance magic must be cast through an object with a Sympathetic Magic connection to the target. Teleportation customarily targets a location but can just as easily use a connection to a person, creature, or object, and a mage can always target their Familiar because their spirits are permanently linked.
 Ars Magica (Tabletop Game) / int_4f2d8031
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4f2d8031
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4f2d8031
 Ars Magica (Tabletop Game) / int_4fb78f0c
type
Scotty Time
 Ars Magica (Tabletop Game) / int_4fb78f0c
comment
Scotty Time: Invoked. Conscientia of Bonisagus, who does commissioned work for other mages, often quotes an inflated estimate of time for her work in order to cultivate her reputation as a miracle worker.
 Ars Magica (Tabletop Game) / int_4fb78f0c
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4fb78f0c
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4fb78f0c
 Ars Magica (Tabletop Game) / int_4fceaf4d
type
Primal Polymorphs
 Ars Magica (Tabletop Game) / int_4fceaf4d
comment
Primal Polymorphs: House Bjornaer magi have unique powers of Animorphism and a preference for protecting the wild places of the world. Their Home Base is an Enchanted Forest that they share with powerful Nature Spirits, and many Bjornaer become animal spirits at the end of their natural lives.
 Ars Magica (Tabletop Game) / int_4fceaf4d
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_4fceaf4d
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_4fceaf4d
 Ars Magica (Tabletop Game) / int_529a3369
type
Fights Like a Normal
 Ars Magica (Tabletop Game) / int_529a3369
comment
Fights Like a Normal: The School of Ramius among House Flambeau knows that Magic Resistance and the Parma Magica are a difficult obstacle to magical attacks; thus, they don't use them against magi. Instead, they fight against magi with mail and steel, using magic solely to enhance their defenses and physical capabilities in ways that don't pit them against their opponents' magical defenses.
 Ars Magica (Tabletop Game) / int_529a3369
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1.0
 Ars Magica (Tabletop Game) / int_529a3369
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1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_529a3369
 Ars Magica (Tabletop Game) / int_5552929
type
Albinos Are Freaks
 Ars Magica (Tabletop Game) / int_5552929
comment
Albinos Are Freaks: Albinism is one of the options for the 5th Edition "Disfigured" flaw, which substantially penalizes dice rolls related to appearance and getting respect from people. An Embarrassing Nickname is also suggested.
 Ars Magica (Tabletop Game) / int_5552929
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_5552929
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1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_5552929
 Ars Magica (Tabletop Game) / int_55c87054
type
Mystery Cult
 Ars Magica (Tabletop Game) / int_55c87054
comment
Mystery Cult: These are all over the place. While Bonisagus tried to get away from the mystery-cult mentality when he created the Order of Hermes, mystery initiation is the easiest and most common way to gain unique magical abilities, particularly those that don't quite fit into Hermetic magic. Accordingly, four of the Houses and innumerable lesser groups are mystery cults, each dedicated to a unique heritage and practice of magic.
 Ars Magica (Tabletop Game) / int_55c87054
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_55c87054
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1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_55c87054
 Ars Magica (Tabletop Game) / int_55f0e46c
type
Potion-Brewing Mechanic
 Ars Magica (Tabletop Game) / int_55f0e46c
comment
Potion-Brewing Mechanic: Potions in 4th Edition are effectively "doses" of a spell that affects only the drinker, so their creation requires only time, the ability to cast the spell in question, and a standard magical laboratory. Any physical ingredients are abstracted.
 Ars Magica (Tabletop Game) / int_55f0e46c
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_55f0e46c
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_55f0e46c
 Ars Magica (Tabletop Game) / int_56e0d4cf
type
Gem Tissue
 Ars Magica (Tabletop Game) / int_56e0d4cf
comment
Gem Tissue: When the legendary magus Quendalon transformed into a faerie (or was replaced by one), his eyes were replaced with faceted rubies. He claimed that they improved his vision.
 Ars Magica (Tabletop Game) / int_56e0d4cf
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_56e0d4cf
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_56e0d4cf
 Ars Magica (Tabletop Game) / int_575fd5e2
type
Dark Is Not Evil
 Ars Magica (Tabletop Game) / int_575fd5e2
comment
Dark Is Not Evil: Chthonic magic is inherently sinister-seeming, but having it immunizes you against The Corruption, meaning you become ideal for Demon Slaying as Hell cannot actually turn you into a wicked person against your will.
 Ars Magica (Tabletop Game) / int_575fd5e2
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_575fd5e2
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_575fd5e2
 Ars Magica (Tabletop Game) / int_5769a98e
type
Heaven's Devils
 Ars Magica (Tabletop Game) / int_5769a98e
comment
Heaven's Devils: This is one theory about why demons do what they do; even though they appear to be enemies of God, they are actually about God's work. The Avengers of Evil in particular claim to be about this, and they can make a fairly good case that they're telling the truth... but no one can ever be sure, since a demon's very nature is to deceive.
 Ars Magica (Tabletop Game) / int_5769a98e
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_5769a98e
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_5769a98e
 Ars Magica (Tabletop Game) / int_57de4e72
type
Beauty Inversion
 Ars Magica (Tabletop Game) / int_57de4e72
comment
Beauty Inversion: Aurulentus of Jerbiton, being a Boyfriend-Blocking Dad, secretly used an illusion spell designed to make his daughters look less attractive when they brought boys home with them, in order to test whether they really were interested in personality over looks. At least, until his wife found out and told him to knock it off.
 Ars Magica (Tabletop Game) / int_57de4e72
featureApplicability
1.0
 Ars Magica (Tabletop Game) / int_57de4e72
featureConfidence
1.0
 Ars Magica (Tabletop Game)
hasFeature
Ars Magica (Tabletop Game) / int_57de4e72
 Ars Magica (Tabletop Game) / int_58204b95
type
Magic Knight
 Ars Magica (Tabletop Game) / int_58204b95
comment
Magic Knight: Possible, but generally ineffective for Hermetic magi; against mundanes and non-Hermetic wizards, it's far more effective to just Kill Them With Fire, and the Parma is just as resistant to magically-sharpened steel as it is to explosives. The school of Ramius accepts these limitations and instead develops spells to defend the magus and improve his capabilities, as well as focusing on a strong Parma Magica; the Ramian magus himself attacks with steel alone, rather than magic.
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Ars Magica (Tabletop Game) / int_58204b95
 Ars Magica (Tabletop Game) / int_582564f5
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The Gadfly
 Ars Magica (Tabletop Game) / int_582564f5
comment
The Gadfly: Guernicus the Founder was named this in earlier editions and probably was considered one by some of his peers in the current edition, but Tytalus the Founder and members of his house more readily match this trope.
 Ars Magica (Tabletop Game) / int_582564f5
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 Ars Magica (Tabletop Game) / int_585db628
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Vote Early, Vote Often
 Ars Magica (Tabletop Game) / int_585db628
comment
Vote Early, Vote Often: In the Rhine Tribunal, ghost voting is legal. When a magus who has given a proxy vote to another magus dies, the magus' death is not recorded and the magus who's got the sigil gets to keep it forever (and may transfer it to another magus), resulting in the Rhine's elders having a massive amount of sway and being essentially above Hermetic law. When the Quaesitors told them to cut it out, the Rhine's elder magi responded by "voting" to declare the practice legal, and followed up by threatening Wizard's War against the Quaesitors who prosecuted them. The Quaesitors have decided to let the Rhine's elders do what they want, but keep the practice from spreading to other tribunals and wait for a chance to knock the system down in the Rhine.
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 Ars Magica (Tabletop Game) / int_5ac8f358
type
Hordes from the East
 Ars Magica (Tabletop Game) / int_5ac8f358
comment
Hordes from the East: As of the start date, Genghis Khan has just showed up on Persia's northeastern border and commenced the conquering. What the Mongols are in this setting is unclear; they could just be a mundane horde (undoubtedly backed by shamanistic sorcerers), but it's entirely possible that they're the literal Scourge of God (either composed of demons or angels). As a third option, however, Genghis Khan could be the sworn servant of the Great Tengri, a primal titan of Steppe and Sky.
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Ars Magica (Tabletop Game) / int_5ac8f358
 Ars Magica (Tabletop Game) / int_5b965319
type
Language of Magic
 Ars Magica (Tabletop Game) / int_5b965319
comment
Language of Magic: Latin, for the Order of Hermes, or other ancient languages for other magic wielders both in and out of the Order, although they usually need the Gift if they want to play with power. Other languages used based on magical tradition include Gothic for House Bjornaer and Pictish for the Gruagachan. Classic Greek, as opposed to Romaic Greek, is used by members of the Order of Hermes in the Tribunal of Thebes. In very few cases is the language itself actually magical, but when all of the Order's books and spells are written in Latin, you'd best know the language. Pictish, for the Gruagachan, is the exception to the rule that the language isn't magical. The dead language of the Picts is a sacred liturgical tongue that's as important to the Gruagachan as Magic Theory is to the Order of Hermes. The Ars Notoria is written in four dead languages, each of which is written in a different script. Translating the book would destroy its magic, so a would-be reader of the Key of Solomon must be a Cunning Linguist before even unlocking the first of seven tiers of power. The Futhark Runes of the Old Norse language are very much magical, being the core of Norse Rune Magic. Adamic, the first language, spoken by Adam and Eve in the garden of Eden, is very powerful for magi. One of the benefits is that Anyone who is able to learn it is able to "name" things, allowing the magi to immediately form an Arcane Connection with the named, which boosts any spells used on the target. Of course, learning Adamic is very difficult since it is largely a dead language. It can only be learned in three ways: 1) you can try to study and reconstruct the language by researching ancient languages (much like how modern linguists reconstruct Proto-Indo-European by studying Indo-European languages), which requires to you to find the Tower of Babylon and study the various ancient languages, 2) Somehow sneak into the Garden of Eden and learn from the animals who speak in the Garden, or 3) Find Cain (Cain the Murderer) and convince him, somehow, to teach you.
 Ars Magica (Tabletop Game) / int_5b965319
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 Ars Magica (Tabletop Game) / int_5bf69547
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Gang of Hats
 Ars Magica (Tabletop Game) / int_5bf69547
comment
Gang of Hats: The Houses, though a rather downplayed variant. Each House has its own traditions, and most have some unique magic of their own, but two members of the same House may have completely different magic, attitudes, or both. House Bonisagus has two separate hats. Followers of Bonisagus are the archetypal lab rats of the Order, while the line of Trianoma are the Order's master politicians. This is for historical reasons; Trianoma chose to remain Bonisagus's apprentice rather than found her own House so she could work as the power behind the throne. The hat for unGifted Merceres is a red cap, but Mercere with the Gift really avert this trope. There are two major subtraditions within the House, a subtradition of one of those subtraditions, and a lot of magi Mercere who don't fit into any of these. Given that there's only about thirty magi Mercere at all, it's safe to say that every Mercere's hat is different. Ex Miscellanea is, as its name implies, another aversion; their hat is being "none of the above." It consists of Gifted wizards adopted from outside the Order (who may or may not practice Hermetic magic), magi who didn't fit in with their old House and didn't find any other House to join, and their descendants.
 Ars Magica (Tabletop Game) / int_5bf69547
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 Ars Magica (Tabletop Game) / int_5d77e1d4
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Reduced Resource Cost
 Ars Magica (Tabletop Game) / int_5d77e1d4
comment
Reduced Resource Cost: Thanks to their Crippling Overspecialization in Item Crafting, when a Verditius magus enchants an object of their own creation, their Craft ability score (e.g.: Goldsmithing for a Magic Ring) is deducted from the vis cost, to a minimum of one point.
 Ars Magica (Tabletop Game) / int_5d77e1d4
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 Ars Magica (Tabletop Game) / int_5d8e871d
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Sympathetic Magic
 Ars Magica (Tabletop Game) / int_5d8e871d
comment
Sympathetic Magic: Specifically referred to as the Law of Sympathy.
 Ars Magica (Tabletop Game) / int_5d8e871d
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 Ars Magica (Tabletop Game) / int_5f0d113f
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Human-Demon Hybrid
 Ars Magica (Tabletop Game) / int_5f0d113f
comment
Human-Demon Hybrid: Demons can procreate with humans only through deliberate intent, a rare choice they only make to further an infernal plot. The child has Infernal Might and innate magic, doesn't need food or water, and can gain even more powers, but has a human soul and free will.
 Ars Magica (Tabletop Game) / int_5f0d113f
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 Ars Magica (Tabletop Game) / int_5f207a1a
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Courtroom Episode
 Ars Magica (Tabletop Game) / int_5f207a1a
comment
Courtroom Episode: The Guernicus chapter of Houses of Hermes: True Lineages has detailed procedures for how to run a hearing at Tribunal, along with what punishments a convicted magus can expect.
 Ars Magica (Tabletop Game) / int_5f207a1a
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 Ars Magica (Tabletop Game) / int_60200c6
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Former Teen Rebel
 Ars Magica (Tabletop Game) / int_60200c6
comment
Former Teen Rebel: As a youth, Ranulf of Flambeau was a hotblooded warrior obsessed with fire spells and combat. As he aged, he calmed down and started studying Vim and Ignem spells in a scholarly manner, coming up with many non-combat uses for the latter.
 Ars Magica (Tabletop Game) / int_60200c6
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 Ars Magica (Tabletop Game) / int_6068c76b
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Clock Punk
 Ars Magica (Tabletop Game) / int_6068c76b
comment
House Verditius' Automata are magitech Clock Punk robots. It's supposed to be a House secret, but somebody leaked it and integrated it into regular Hermetic practice.
 Ars Magica (Tabletop Game) / int_6068c76b
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Ars Magica (Tabletop Game) / int_6068c76b
 Ars Magica (Tabletop Game) / int_60bba69b
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Magic Potion
 Ars Magica (Tabletop Game) / int_60bba69b
comment
Magic Potion: In 4th Edition, magi with laboratory access and a season's free time can create potions that act as bottled spells, "casting" the spell on the drinker. 5th Edition replaced potions with "charged items", a different form of Limited-Use Magical Device.
 Ars Magica (Tabletop Game) / int_60bba69b
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 Ars Magica (Tabletop Game) / int_6114a875
type
Lost Technology
 Ars Magica (Tabletop Game) / int_6114a875
comment
The Mechanica of Heron are magical devices developed by Hero of Alexandria and his students. Such things as an aeolipile (a steam engine that does nothing but make people stare in wonder) and a mechanical nightingale with a love for scholarly discourse can be created through this art. It is, however, Lost Technology in Mythic Europe.
 Ars Magica (Tabletop Game) / int_6114a875
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 Ars Magica (Tabletop Game) / int_62da16ce
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Shared Life Energy
 Ars Magica (Tabletop Game) / int_62da16ce
comment
Shared Life Energy: The Familiar bond has the side effect of prolonging the familiar's lifespan to match the mage's — very useful, since most are naturally short-lived animals. If a familiar dies of old age, it means the mage is soon to follow.
 Ars Magica (Tabletop Game) / int_62da16ce
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 Ars Magica (Tabletop Game) / int_62fd5552
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Bavarian Fire Drill
 Ars Magica (Tabletop Game) / int_62fd5552
comment
Bavarian Fire Drill: The Aura of Rightful Authority spell only sort of counts, as it's magical. It makes anyone who looks at you and doesn't resist consider you his natural superior, similar to the natural Commanding Aura of kings and bishops. There are rules for "false scholars," who are "students" who slip into classes at universities without formally matriculating into the university, thus acquiring an education without paying for it or impressing a master; they just dress in student robes, sit at the back of the room and take notes on the lecture, and attend disputations if they feel particularly bold.
 Ars Magica (Tabletop Game) / int_62fd5552
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Ars Magica (Tabletop Game) / int_62fd5552
 Ars Magica (Tabletop Game) / int_64b2ff00
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Jesus Was Way Cool
 Ars Magica (Tabletop Game) / int_64b2ff00
comment
House Tremere and House Criamon both reject all Faerie and Magical gods as unworthy of worship. House Tremere is descended from a Pluto-cult and collectively feels betrayed by gods in general (the Divine is sometimes an exception), while House Criamon holds to a very esoteric philosophy that holds, among other things, that pagan deities are no different from humans and worship is fruitless. Criamon's membership is very divided on the Divine, but the atheistic Criamon nonetheless believe that Jesus Was Way Cool and the Criamon who follow the Divine are working to uphold the structure of the universe.
 Ars Magica (Tabletop Game) / int_64b2ff00
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 Ars Magica (Tabletop Game) / int_65bc92fc
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Four-Temperament Ensemble
 Ars Magica (Tabletop Game) / int_65bc92fc
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Elementalists gradually become dominated by the humours aspected to the elements they can use, until they become as uncontrollably insane as elementals themselves.
 Ars Magica (Tabletop Game) / int_65bc92fc
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 Ars Magica (Tabletop Game) / int_65efc6dc
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Appeal to Force
 Ars Magica (Tabletop Game) / int_65efc6dc
comment
Appeal to Force: The Order of Hermes tries to restrain this, but the institutions of certamen and Wizard's War allow for magi to settle matters by force of arms if a Tribunal doesn't act. Incidentally, it is perfectly legal to stop a prosecution under the Code of Hermes by declaring Wizard's War against the prosecutor and killing him before the Tribunal, even if that prosecutor is himself a Quaesitor. The latter is tantamount to suicide unless you're of godlike power, however.
 Ars Magica (Tabletop Game) / int_65efc6dc
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 Ars Magica (Tabletop Game) / int_66e48100
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The Kindnapper
 Ars Magica (Tabletop Game) / int_66e48100
comment
The Kindnapper: Since the negative effects of the Gift can also affect a child's parents, a number of apprentices come from untenable home situations. House Bonisagus has the right to "head-hunt" promising apprentices, sniping them away from their erstwhile parens. Some take this chance to get a good kid away from a cruel or neglectful master.
 Ars Magica (Tabletop Game) / int_66e48100
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 Ars Magica (Tabletop Game) / int_6a0f98ee
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Perilous Power Source
 Ars Magica (Tabletop Game) / int_6a0f98ee
comment
Perilous Power Source: Magic, if powerful or long lasting, warps its targets. This eventually mutates the targets or in the case of magi removes them from the world entirely. Other magical traditions have their own forms of Warping. Magi can spend vis on a spell to boost both the casting total and the number of botch dice, increasing the likelihood and potential severity of a Magic Misfire. The only form of power that doesn't really qualify is the Divine, and that only for those who know how to use it. The Divine Ascent still changes you, but for its users, the change is seen as a good thing even if it comes with some drawbacks. Although, spending most of your time whisked away to Heaven, while it hampers your ability to get things done, hardly qualifies as a drawback...even if it can lead to some inconvenient situations when you get back.
 Ars Magica (Tabletop Game) / int_6a0f98ee
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 Ars Magica (Tabletop Game) / int_6a4a2085
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Legally Dead
 Ars Magica (Tabletop Game) / int_6a4a2085
comment
Legally Dead: When a mage has a prolonged Twilight episode or disappearance, the Order generally waits a few years before declaring them lost. It's an imperfect system — House Tytalus had a schism when a leader reappeared from not-so-Final Twilight years after being replaced, and some magi still get nervous about the thought that at least one Founder was last seen entering a faerie forest with an unusual timestream.
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 Ars Magica (Tabletop Game) / int_6a8810a
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Magic Compass
 Ars Magica (Tabletop Game) / int_6a8810a
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Magic Compass: 4th edition supplement The Wizard's Grimoire. One of the magic items in the work is Maris' Golden Compass. It can point to the nearest dry land, the nearest fresh water, and the nearest ship.
 Ars Magica (Tabletop Game) / int_6a8810a
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 Ars Magica (Tabletop Game) / int_6ad1e55c
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Overly Generous Fool
 Ars Magica (Tabletop Game) / int_6ad1e55c
comment
Overly Generous Fool: Under the game's Point Build System, characters can have "Generous" as a minor or major Flaw, depending on just how indiscriminately they give up their possessions to others. As a Personality Flaw, it isn't framed as a necessarily negative trait, but as a story hook to get them into unexpected situations.
 Ars Magica (Tabletop Game) / int_6ad1e55c
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 Ars Magica (Tabletop Game) / int_6ad1eeb8
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Sliding Scale of Gender Inequality
 Ars Magica (Tabletop Game) / int_6ad1eeb8
comment
Sliding Scale of Gender Inequality: Complicated. The Order of Hermes believes that Gender Is No Object and has women and men with full equality; this usually trickles down to covenfolk. However, the outside world is in The Middle Ages. Lords of Men, City and Guild, and The Church go into detail about the options available for female PCs. The short form is that Men Are More Equal: most women are expected to obey their betters, but PCs aren't "most women," and the only hard rule is that women are forbidden to join the clergy. Even women knights exist, though they're extremely unusual. The Suhhar Suleyman grants full status to women, but outside of the Ashab al-Qalb (Followers of the Heart), women are less common than men. Furthermore, sahirs have to work for a living, and not all occupations in the Islamic world are as open to women as they are to men. Among hedge magicians, it's briefly mentioned that vitkir (Norse rune wizards) are a traditionally male art, but it's not impossible that they might take female apprentices in the twilight of the Norse age. Norse women's magic (seithr) is seen as really skeevy, and may be Infernally linked.
 Ars Magica (Tabletop Game) / int_6ad1eeb8
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 Ars Magica (Tabletop Game) / int_6b96cc36
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Explosive Results
 Ars Magica (Tabletop Game) / int_6b96cc36
comment
Explosive Results: The Exciting Experimentation Flaw allows the Storyguide to roll on the experimentation table twice and choose whichever result amuses them most. An exploding laboratory is just one of the many results to pick from.
 Ars Magica (Tabletop Game) / int_6b96cc36
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 Ars Magica (Tabletop Game) / int_6c3d1777
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Magic A Is Magic A
 Ars Magica (Tabletop Game) / int_6c3d1777
comment
Magic A Is Magic A: There are several known laws of Hermetic Magic that cannot be broken by any spell. Well, by any Hermetic spell. There's several mystery cults that can and do ignore the limitations of Bonisagus's theory. Even within the Order of Hermes, no two mages' magic works quite the same. Each and every magus has some area where their magic is flawed, because no magus ever fits perfectly into Hermetic theory, and there are lots of magical virtues to differentiate magi as well.
 Ars Magica (Tabletop Game) / int_6c3d1777
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 Ars Magica (Tabletop Game) / int_6df54a73
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Make Some Noise
 Ars Magica (Tabletop Game) / int_6df54a73
comment
Make Some Noise: The Imaginem magical form manipulates the five senses, including sound. Practitioners can create, control, or suppress sound in an area or around specific targets; this can be as blatant as trapping someone's voice in a sack, or as subtle as modifying the voice to sound especially noble and authoritative.
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 Ars Magica (Tabletop Game) / int_704d7e91
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No Ontological Inertia
 Ars Magica (Tabletop Game) / int_704d7e91
comment
No Ontological Inertia: Averted for almost all users of magic; Hermetic or not, magic will not suddenly disappear if it is broken. The exception is for those who take this feature as a flaw, or who take a virtue that has this as a side effect. Played straight, to a degree, with familiars. If a magus dies, there's a very good chance their familiar will die on the spot; if it somehow survives, it's left an Empty Shell, the magic torn out of it with its master's death. If a familiar dies, its magus is not harmed, but is usually left with a massive sense of loss (in addition to the usual grief from losing a pet that's become essentially a family member). If a familiar dies of natural causes, the magus should probably start getting their affairs in order, because that means they don't have much time left either.
 Ars Magica (Tabletop Game) / int_704d7e91
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 Ars Magica (Tabletop Game) / int_71a069f1
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Attack Failure Chance
 Ars Magica (Tabletop Game) / int_71a069f1
comment
Attack Failure Chance: Ordinarily, the attacker and defender make opposed rolls based on their combat abilities; the attack misses if the defender gets a better roll or the attacker botches. Direct magical attacks are always accurate, so long as the spellcasting roll succeeds, but indirect ones (like magically throwing a non-magical rock) need to be aimed like conventional attacks.
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 Ars Magica (Tabletop Game) / int_72791e55
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Weak to Magic
 Ars Magica (Tabletop Game) / int_72791e55
comment
Weak to Magic: Characters with the ability Magic Sensitivity can innately detect magical phenomena, but apply their score as a penalty on magic resistance tests.
 Ars Magica (Tabletop Game) / int_72791e55
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 Ars Magica (Tabletop Game) / int_74440b13
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Our Genies Are Different
 Ars Magica (Tabletop Game) / int_74440b13
comment
The specialty of the Order of Suleiman, the dominant magical order of the Islamic world. All of their magic involves summoning jinn (or sometimes other spirits) to power their effects.
 Ars Magica (Tabletop Game) / int_74440b13
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Ars Magica (Tabletop Game) / int_74440b13
 Ars Magica (Tabletop Game) / int_76059ba9
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Mundangerous
 Ars Magica (Tabletop Game) / int_76059ba9
comment
Mundangerous: Compared to the parma magica's all-purpose passive Anti-Magic, Protective Charms against mundane hazards have much more specific effects and need to be actively developed and cast. A mage might shrug off a magical fireball, then suffer smoke inhalation from the collateral damage to the surroundings.
 Ars Magica (Tabletop Game) / int_76059ba9
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Ars Magica (Tabletop Game) / int_76059ba9
 Ars Magica (Tabletop Game) / int_769f241d
type
Magical Sensory Effect
 Ars Magica (Tabletop Game) / int_769f241d
comment
Magical Sensory Effect: All mages have a personal "sigil" that manifests whenever they cast a spell, which can be a sensory effect like the scent of orange blossom or a sudden chill.
 Ars Magica (Tabletop Game) / int_769f241d
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1.0
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Ars Magica (Tabletop Game) / int_769f241d
 Ars Magica (Tabletop Game) / int_76dc4f31
type
"Arabian Nights" Days
 Ars Magica (Tabletop Game) / int_76dc4f31
comment
"Arabian Nights" Days: While typically set in Mythic Europe, the game frequently includes elements of this trope either due to the influence of Islamic culture upon European scholastics and the Fourth Crusade (and Reconquista). In particular, the 4th Edition supplement "Blood and Sand" covers the Levant while the 5th Edition book "The Cradle and the Crescent" details the Arabian Peninsula, Mesopotamia, Persia, and Transoxiana.
 Ars Magica (Tabletop Game) / int_76dc4f31
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Ars Magica (Tabletop Game) / int_76dc4f31
 Ars Magica (Tabletop Game) / int_7758b2c5
type
Protectorate
 Ars Magica (Tabletop Game) / int_7758b2c5
comment
Protectorate: Redcaps are a protectorate for the Order as a whole. If a mundane messes with a magus, that magus may retaliate (within reasonable limits), but if a mundane messes with a Redcap, any magus can bring down the wrath of God on them.
 Ars Magica (Tabletop Game) / int_7758b2c5
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Ars Magica (Tabletop Game) / int_7758b2c5
 Ars Magica (Tabletop Game) / int_776a06eb
type
All Myths Are True
 Ars Magica (Tabletop Game) / int_776a06eb
comment
All Myths Are True: The same Divine power that protects the Christian Church from magic also protects Jews and Muslims. This, naturally, gives the Church fits. It's been pointed out in-universe that, since divination magic gives false information when used on demons, there's no magical way to work out which, if any, of that "Divine" power is actually being granted by the forces of hell to fool people.
 Ars Magica (Tabletop Game) / int_776a06eb
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Ars Magica (Tabletop Game) / int_776a06eb
 Ars Magica (Tabletop Game) / int_779009b5
type
Beware the Quiet Ones
 Ars Magica (Tabletop Game) / int_779009b5
comment
Beware the Quiet Ones: The books note that peasants are often overlooked and mistreated, but every lord fears a peasant uprising like nothing else... and peasants have very long memories where abuse is concerned. Even mages have good reason to be worried about overdoing it on the muggle torture - magic only does so much when you're outnumbered a thousand to one.
 Ars Magica (Tabletop Game) / int_779009b5
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 Ars Magica (Tabletop Game) / int_779009b5
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Ars Magica (Tabletop Game) / int_779009b5
 Ars Magica (Tabletop Game) / int_77aae115
type
Hated by All
 Ars Magica (Tabletop Game) / int_77aae115
comment
Hated by All: People and animals instinctively dislike and distrust most people with the Gift of magic. Those with the Blatant Gift have it so bad that most strangers want nothing to do with them and might try to run them off; if they want to visit a shop or inn, they'd better keep a low profile and have someone else do the talking.
 Ars Magica (Tabletop Game) / int_77aae115
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1.0
 Ars Magica (Tabletop Game) / int_77aae115
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Ars Magica (Tabletop Game) / int_77aae115
 Ars Magica (Tabletop Game) / int_77c9a628
type
Your Soul Is Mine!
 Ars Magica (Tabletop Game) / int_77c9a628
comment
Diabolists are those who have sold their souls to Hell for power. They become infernally-themed Mythic Companions, unlocking general character improvements and Black Magic abilities.
 Ars Magica (Tabletop Game) / int_77c9a628
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1.0
 Ars Magica (Tabletop Game) / int_77c9a628
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Ars Magica (Tabletop Game) / int_77c9a628
 Ars Magica (Tabletop Game) / int_792fef74
type
Cute, but Cacophonic
 Ars Magica (Tabletop Game) / int_792fef74
comment
Cute, but Cacophonic: Finding himself babysitting ten screaming babies, Aurulentus of Jerbiton devised a spell that reduced the noise of a group of people to the level of a normal human conversation.
 Ars Magica (Tabletop Game) / int_792fef74
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1.0
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Ars Magica (Tabletop Game) / int_792fef74
 Ars Magica (Tabletop Game) / int_7958175
type
Unequal Rites
 Ars Magica (Tabletop Game) / int_7958175
comment
Unequal Rites: The Order of Hermes looks down on mages who don't practice Bonisagus-standard Hermetic magery. There's plenty of odd magic around Mythic Europe, and by and large the Order wants nothing to do with it. The current leadership of House Bonisagus (who are in charge of advancing Hermetic magic) are particularly conservative and distrustful of hedge magic, and their ally Philippus Niger is actively involved in hunting down and murdering German hedge wizards. The Bonisagus Seekers try to avert this, to a point. Their schtick is going out and finding ancient forms of magic or meeting non-Hermetic mages, discovering their abilities, and trying to find ways to integrate useful abilities from them into Hermetic magery. That said, this research is out of a desire to improve Hermetic magic, not foster good relations; it's just sometimes easier to steal someone else's secrets than to invent one's own breakthrough. Even within the Order, some Houses' magic is seen as inferior to others'. Verditius gets a bad rap because they require tools to use their magic, Merinita is distrusted because their magic is linked to The Fair Folk, and having Diedne magic in your legacy is still grounds for having a Wizard's March called against you. Part of the reason for the Schism War was that House Diedne descended from a Celtic druidess, while nearly all of the other Houses descended from Latin traditions; unsurprisingly, the Germanic Bjornaer have been keeping a low profile ever since. The Order of Suleiman in the Islamic world tries to avert this. To be a member, a sahir has to prove that they can summon a spirit and be willing to help out the Order. That's it; while most sahirs do use Solomonic summoning, the yatus of Persia, the Kurdish Mulhidun infernalists, and other weirder wizards all have places within the Order. They're at war with the Order of Hermes, but that's because Hermetic magi (though not the Order itself) have become involved in the Crusades. House Bjornaer looks down upon those who shapeshift using a different method than theirs, as their heartbeasts represent an aspect of their souls/nature. Few of them ever learn other shapeshifting spells and those who do are treated with disdain by their fellows (mages outside the house "don't know any better"). Innate shapeshifters are regarded with superstitious horror as the Bjornaer basically believe they've stolen other souls to gain their forms, and lycanthropes are pitied. As such, calling one of them a shapeshifter is a mortal insult.
 Ars Magica (Tabletop Game) / int_7958175
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Ars Magica (Tabletop Game) / int_7958175
 Ars Magica (Tabletop Game) / int_798c54a4
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Randomly Gifted
 Ars Magica (Tabletop Game) / int_798c54a4
comment
Randomly Gifted: The gift appears in people more or less at random. There are ways to reliably get the Gift or have Gifted children, but those are story hooks.
 Ars Magica (Tabletop Game) / int_798c54a4
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1.0
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Ars Magica (Tabletop Game) / int_798c54a4
 Ars Magica (Tabletop Game) / int_79ceeeb
type
Demon Slaying
 Ars Magica (Tabletop Game) / int_79ceeeb
comment
Demon Slaying: Seen as problematic by the Order. Mages are strictly forbidden from dealing with demons, but while destroying an occasional demon is considered praiseworthy, actually making a business of taking demons down is considered extremely bad form for a Hermetic mage, as it might lead to Hell turning on the Order.
 Ars Magica (Tabletop Game) / int_79ceeeb
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 Ars Magica (Tabletop Game)
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Ars Magica (Tabletop Game) / int_79ceeeb
 Ars Magica (Tabletop Game) / int_79cf6c4e
type
Join or Die
 Ars Magica (Tabletop Game) / int_79cf6c4e
comment
Join or Die: The official stance of the Order of Hermes towards rival magicians with the Gift. In practice, they usually don't bother unless the hedge-wizard is exceptionally powerful or has learned the Parma Magica.
 Ars Magica (Tabletop Game) / int_79cf6c4e
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Ars Magica (Tabletop Game) / int_79cf6c4e
 Ars Magica (Tabletop Game) / int_7aa858c1
type
Consummate Liar
 Ars Magica (Tabletop Game) / int_7aa858c1
comment
Consummate Liar: Truth is a Virtue that demons, being Made of Evil, do not possess. As such, no Hermetic magic can detect a demon's lies or force it to tell the truth, because the very concept is alien to them. However, this also makes them relatively easy to lie to.
 Ars Magica (Tabletop Game) / int_7aa858c1
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Ars Magica (Tabletop Game) / int_7aa858c1
 Ars Magica (Tabletop Game) / int_7b1e41ba
type
Success Through Insanity
 Ars Magica (Tabletop Game) / int_7b1e41ba
comment
Success Through Insanity: The signature ability of House Criamon is Enigmatic Wisdom, an esoteric mindset that's completely incomprehensible to the rest of the world but helps them understand puzzles, dreams, and arcane mysteries. Advanced members can even use it in place of certain conventional skills — like, say, surgical training.
 Ars Magica (Tabletop Game) / int_7b1e41ba
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1.0
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 Ars Magica (Tabletop Game)
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Ars Magica (Tabletop Game) / int_7b1e41ba
 Ars Magica (Tabletop Game) / int_7eb73553
type
Bullying a Dragon
 Ars Magica (Tabletop Game) / int_7eb73553
comment
Occasionally, some mundane noble or bishop gets the idea to declare a general hunt for wizards. However, this is very much a case of Bullying a Dragon, and the usual reply from the Order is the death of the noble and his entire army.
 Ars Magica (Tabletop Game) / int_7eb73553
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Ars Magica (Tabletop Game) / int_7eb73553
 Ars Magica (Tabletop Game) / int_801afa78
type
PC
 Ars Magica (Tabletop Game) / int_801afa78
comment
3rd Edition adventure "The Pact of Pasaquine". The night the PCs arrive at Pasaquine they hear wolf howls in the woods. At midnight there is a sudden silence in the village and the Faerie wolf Hrulgar and thirteen other faerie wolves pad into town to confront the villagers.
 Ars Magica (Tabletop Game) / int_801afa78
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 Ars Magica (Tabletop Game) / int_801afa78
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Ars Magica (Tabletop Game) / int_801afa78
 Ars Magica (Tabletop Game) / int_80621707
type
Arranged Marriage
 Ars Magica (Tabletop Game) / int_80621707
comment
Arranged Marriage: Lords of Men and City and Guild talk about marriages for nobles and merchants, respectively (the Order has no cultural position on marriage). Nobles normally marry at their parents' bidding, but a woman who inherits land on her own normally immediately becomes a prize for their liege to give to a younger son or supporter, as an effective means of granting land. (Forced marriages are illegal by Church law, but try telling a nobleman that.) Rich merchants also often have arranged marriages, but marital love is expected as part of the deal for the middle class in a way that's not the case for nobles. Furthermore, merchants often have significant trouble coming up with dowries and appropriate husbands for their marriageable daughters.
 Ars Magica (Tabletop Game) / int_80621707
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1.0
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Ars Magica (Tabletop Game) / int_80621707
 Ars Magica (Tabletop Game) / int_823c6e3e
type
Large Ham
 Ars Magica (Tabletop Game) / int_823c6e3e
comment
Large Ham: one of the advantages of playing a 'grog' as opposed to a major character, according to the 5th edition rulebook, is that it's acceptable to chew on the scenery a little.
 Ars Magica (Tabletop Game) / int_823c6e3e
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1.0
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Ars Magica (Tabletop Game) / int_823c6e3e
 Ars Magica (Tabletop Game) / int_82d2715f
type
Magitek
 Ars Magica (Tabletop Game) / int_82d2715f
comment
Magitek: Given the setting, magical technology is not a part of current standard Hermetic practice, but it's probably only a matter of time. Transforming Mythic Europe has an entire chapter on the subject of magic as technology, and mentions self-propelled plows and wheels and suggests how they might be useful to replace wind or water power. House Verditius' Automata are magitech Clock Punk robots. It's supposed to be a House secret, but somebody leaked it and integrated it into regular Hermetic practice. The Mechanica of Heron are magical devices developed by Hero of Alexandria and his students. Such things as an aeolipile (a steam engine that does nothing but make people stare in wonder) and a mechanical nightingale with a love for scholarly discourse can be created through this art. It is, however, Lost Technology in Mythic Europe.
 Ars Magica (Tabletop Game) / int_82d2715f
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1.0
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1.0
 Ars Magica (Tabletop Game)
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Ars Magica (Tabletop Game) / int_82d2715f
 Ars Magica (Tabletop Game) / int_83535879
type
Tall Poppy Syndrome
 Ars Magica (Tabletop Game) / int_83535879
comment
Tall Poppy Syndrome: The few magi in House Mercere are expected to put their House before themselves and are shamed if they seem to be flaunting their gifts — in some cases, even by casting a vote at Tribunal (as un-Gifted Mercere act as Team Switzerland) or by using too much magic in public.
 Ars Magica (Tabletop Game) / int_83535879
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1.0
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Ars Magica (Tabletop Game) / int_83535879
 Ars Magica (Tabletop Game) / int_83fb1e42
type
Primordial Tongue
 Ars Magica (Tabletop Game) / int_83fb1e42
comment
Primordial Tongue: The Lost Language of the biblical Adam was used to name all the creatures of Earth and could have powerful magical applications. Unless a mage can track down Cain or somehow reenter the Garden of Eden, their only option is to reconstruct it through an epic feat of historical linguistics.
 Ars Magica (Tabletop Game) / int_83fb1e42
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1.0
 Ars Magica (Tabletop Game) / int_83fb1e42
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1.0
 Ars Magica (Tabletop Game)
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Ars Magica (Tabletop Game) / int_83fb1e42
 Ars Magica (Tabletop Game) / int_859ec5d8
type
The Fair Folk
 Ars Magica (Tabletop Game) / int_859ec5d8
comment
House Merinita magi have access to "a year+1" as a spell duration. This has the same difficulty as the standard "year" duration everyone can use, but lasts for exactly a year and a day as opposed to ending on the fourth equinox/solstice after its casting like a "year" spell does.
 Ars Magica (Tabletop Game) / int_859ec5d8
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1.0
 Ars Magica (Tabletop Game) / int_859ec5d8
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1.0
 Ars Magica (Tabletop Game)
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Ars Magica (Tabletop Game) / int_859ec5d8
 Ars Magica (Tabletop Game) / int_8679c2a6
type
A Spy at the Spa
 Ars Magica (Tabletop Game) / int_8679c2a6
comment
A Spy at the Spa: In "The Sorcerer's Slave", Byzantium's famous Baths of Zeuxippus are secretly run by an amoral, ambitious mage who spies on the guests for useful information. He's aided in this by an invisible water spirit who can manipulate emotions and read minds. In addition, the Player Characters are expected to disrobe like every other guest, making it quite difficult to keep hidden weapons or equipment.
 Ars Magica (Tabletop Game) / int_8679c2a6
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1.0
 Ars Magica (Tabletop Game) / int_8679c2a6
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Ars Magica (Tabletop Game) / int_8679c2a6
 Ars Magica (Tabletop Game) / int_867f9f5c
type
Alien Non-Interference Clause
 Ars Magica (Tabletop Game) / int_867f9f5c
comment
Alien Non-Interference Clause: The Code of Hermes forbids a magus to "interfere with the affairs of mundanes and thereby bring ruin upon my sodales [fellow magi]." What this actually means gets complicatednote the key phrase is supposed to be "and thereby bring ruin upon my sodales," and the point of argument is just what point interfering with mundanes becomes a problem for the Order, varies from Tribunal to Tribunal (you can get away with a lot more in Normandy than in the Greater Alps), and is often decided based on one's reputation and political connections. This section of the Code receives more attention from the game designers than most, because any decent group of player magi are going to treat it like toilet paper (which was lampshaded heavily in Transforming Mythic Europe).
 Ars Magica (Tabletop Game) / int_867f9f5c
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1.0
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1.0
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Ars Magica (Tabletop Game) / int_867f9f5c
 Ars Magica (Tabletop Game) / int_8687f945
type
What Were You Thinking?
 Ars Magica (Tabletop Game) / int_8687f945
comment
The Lancea Magica was a breakthrough that allowed any magus to freely penetrate the Parma with a lethal spell. For obvious reasons, this was forbidden immediately and the inventor burned his Lab Text. It's lost forever. Really.
 Ars Magica (Tabletop Game) / int_8687f945
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1.0
 Ars Magica (Tabletop Game) / int_8687f945
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Ars Magica (Tabletop Game) / int_8687f945
 Ars Magica (Tabletop Game) / int_87f13be4
type
Designer Babies
 Ars Magica (Tabletop Game) / int_87f13be4
comment
Designer Babies: These are possible if a character recovers ancient secrets of fertility magic.
 Ars Magica (Tabletop Game) / int_87f13be4
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1.0
 Ars Magica (Tabletop Game) / int_87f13be4
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Ars Magica (Tabletop Game) / int_87f13be4
 Ars Magica (Tabletop Game) / int_88ce9094
type
Chubby Chef
 Ars Magica (Tabletop Game) / int_88ce9094
comment
Chubby Chef: This is the preferred human form of the demon Gourmand, complete with food stains and the smell of rotting fruit. He's surprisingly Acrofatic and strong, and — when he's not using illusions to make inedible substances look delicious — a genuinely talented pastry chef.
 Ars Magica (Tabletop Game) / int_88ce9094
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1.0
 Ars Magica (Tabletop Game) / int_88ce9094
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1.0
 Ars Magica (Tabletop Game)
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Ars Magica (Tabletop Game) / int_88ce9094
 Ars Magica (Tabletop Game) / int_890d778
type
Wizards Live Longer
 Ars Magica (Tabletop Game) / int_890d778
comment
Wizards Live Longer: Thanks to the effects of spells like the Longevity Ritual and virtues like Fairy Blood, it's possible for some mages to top two centuries, although not usually too much beyond that.
 Ars Magica (Tabletop Game) / int_890d778
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1.0
 Ars Magica (Tabletop Game) / int_890d778
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1.0
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Ars Magica (Tabletop Game) / int_890d778
 Ars Magica (Tabletop Game) / int_89d694cc
type
Place of Power
 Ars Magica (Tabletop Game) / int_89d694cc
comment
Place of Power: Places strongly aligned with one of the four Realms gain an aura that enhances powers related to that Realm; a strong enough one can form a regio with a Pocket Dimension overlaying the material world. Magical auras are prized for their natural vis deposits and boosts to spellcasting and lab work.
 Ars Magica (Tabletop Game) / int_89d694cc
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1.0
 Ars Magica (Tabletop Game) / int_89d694cc
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Ars Magica (Tabletop Game) / int_89d694cc
 Ars Magica (Tabletop Game) / int_8f37b
type
Medieval Stasis
 Ars Magica (Tabletop Game) / int_8f37b
comment
Medieval Stasis: Averted. The game is set in a period of modestly-fast change (at least if you're not a peasant), and the gamebooks mention areas where, if history proceeds on schedule, new technologies, events and trends will reshape Mythic Europe. Chainmail is currently the height of armor technology, the longbow hasn't quite made it out of Wales yet, and universities are just getting started, but all of these will likely change over the length of a magus' life.
 Ars Magica (Tabletop Game) / int_8f37b
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Ars Magica (Tabletop Game) / int_8f37b
 Ars Magica (Tabletop Game) / int_9041e51c
type
Classical Tongue
 Ars Magica (Tabletop Game) / int_9041e51c
comment
Classical Tongue: Latin requires formal education to learn and is the standard language of academic writing and instruction across Europe.
 Ars Magica (Tabletop Game) / int_9041e51c
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1.0
 Ars Magica (Tabletop Game) / int_9041e51c
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Ars Magica (Tabletop Game) / int_9041e51c
 Ars Magica (Tabletop Game) / int_918ef79f
type
Our Mages Are Different
 Ars Magica (Tabletop Game) / int_918ef79f
comment
Our Mages Are Different: Magi are lottery-winner scholars. A magus must be born with the Gift (which is completely random), but then he will spend years of his life in a Hermetic lab developing new spells or seeking out a means of rewriting the rules of magic. This paradigm applies to most non-Hermetic wizards in the setting as well.
 Ars Magica (Tabletop Game) / int_918ef79f
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1.0
 Ars Magica (Tabletop Game) / int_918ef79f
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Ars Magica (Tabletop Game) / int_918ef79f
 Ars Magica (Tabletop Game) / int_91b5521d
type
Complete Immortality
 Ars Magica (Tabletop Game) / int_91b5521d
comment
Complete Immortality: Aside from God, there is one known method of attaining a qualified Complete Immortality, and that's through the Zoroastrian secret ritual of the Saoshyant's Elixir. If it's done right, the mobed cannot age or die at all so long as he complies with the requirements of the ritual, avoids sin and adheres to the tenets of his religion. However, aside from the fact that they can lose the benefits of the Elixir if they open themselves up to evil, at some point the mobed is going to want to move on to their reward in Heaven.
 Ars Magica (Tabletop Game) / int_91b5521d
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1.0
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Ars Magica (Tabletop Game) / int_91b5521d
 Ars Magica (Tabletop Game) / int_91e9d733
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Magi Babble
 Ars Magica (Tabletop Game) / int_91e9d733
comment
Magi Babble: In spades. There are arts, mystery cult initiations, exotically named spells, different types of vis, and a dozen or more exotic traditions to speak about in character. The magic rules are so closely linked to the in-setting magic concepts that it becomes difficult not to talk in magi babble.
 Ars Magica (Tabletop Game) / int_91e9d733
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Ars Magica (Tabletop Game) / int_91e9d733
 Ars Magica (Tabletop Game) / int_938e9bc0
type
Absent-Minded Professor
 Ars Magica (Tabletop Game) / int_938e9bc0
comment
Conscentia of Bonisagus was once commissioned to make an small kitchen knife that could both penetrate the Parma Magica and temporarily disable a mage's ability to cast it again. She got halfway through it before she realized that she'd been eagerly designing a weapon meant specifically for the purpose of assassinating mages. Whoops. She claims to have destroyed all her notes.
 Ars Magica (Tabletop Game) / int_938e9bc0
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Ars Magica (Tabletop Game) / int_938e9bc0
 Ars Magica (Tabletop Game) / int_93b39134
type
Training the Gift of Magic
 Ars Magica (Tabletop Game) / int_93b39134
comment
Training the Gift of Magic: A major element of the setting. "The Gift" is an absolute prerequisite for the practice of Hermetic magic, and identifying and training prospective magi is considered a social duty in the Order. Gifted but untrained individuals cannot generally work magic, but tend to be disliked and distrusted by other people anyway.
 Ars Magica (Tabletop Game) / int_93b39134
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Ars Magica (Tabletop Game) / int_93b39134
 Ars Magica (Tabletop Game) / int_94680696
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Shaped Like Itself
 Ars Magica (Tabletop Game) / int_94680696
comment
The Futhark Runes of the Old Norse language are very much magical, being the core of Norse Rune Magic.
 Ars Magica (Tabletop Game) / int_94680696
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1.0
 Ars Magica (Tabletop Game) / int_94680696
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Ars Magica (Tabletop Game) / int_94680696
 Ars Magica (Tabletop Game) / int_94eb5311
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Geometric Magic
 Ars Magica (Tabletop Game) / int_94eb5311
comment
Geometric Magic: Magic circles can be used to set up spells, and there's a Minor Virtue that allows more expert use of geometry in magic.
 Ars Magica (Tabletop Game) / int_94eb5311
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1.0
 Ars Magica (Tabletop Game) / int_94eb5311
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Ars Magica (Tabletop Game) / int_94eb5311
 Ars Magica (Tabletop Game) / int_952e4e06
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Utility Magic
 Ars Magica (Tabletop Game) / int_952e4e06
comment
Utility Magic: It’s a fair sign of an old, powerful covenant (wizard community) that they have a lot of this around the place. Magic is difficult and time-consuming enough that low-end wizards tend to feel they have better things to do with their time; they can always recruit grogs (mortal servants), and flaunting too much magic invites suspicion and persecution from the mundane world. Their elders, though, can toss off spells with relative ease, and may have accumulated quite a few utility items over the years through trade or as exercises in enchantment — and are generally either too powerful or too out of it to worry about persecution. So their homes tend to be full of weird and trivial wonders.
 Ars Magica (Tabletop Game) / int_952e4e06
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Ars Magica (Tabletop Game) / int_952e4e06
 Ars Magica (Tabletop Game) / int_953045d9
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Stamina Burn
 Ars Magica (Tabletop Game) / int_953045d9
comment
Stamina Burn: Perdo Corpus spells can inflict Fatigue levels, which cause escalating penalties to the target's actions and can ultimately knock them out for hours. It's especially nasty against other mages, since spellcasting often has a cost in Fatigue.
 Ars Magica (Tabletop Game) / int_953045d9
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1.0
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Ars Magica (Tabletop Game) / int_953045d9
 Ars Magica (Tabletop Game) / int_953c92eb
type
Beware the Superman
 Ars Magica (Tabletop Game) / int_953c92eb
comment
Beware the Superman: Mages are well within their rights to torture Muggles to death. They do have a Crime for this, loosely referred to as Interfering with Mundanes. No wizardly court on the planet will convict you for less than bringing actual harm to other mages, however, and not even then if you have enough political power to stop it.
 Ars Magica (Tabletop Game) / int_953c92eb
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1.0
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Ars Magica (Tabletop Game) / int_953c92eb
 Ars Magica (Tabletop Game) / int_9578bb87
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Canis Latinicus
 Ars Magica (Tabletop Game) / int_9578bb87
comment
Canis Latinicus: Mostly averted. The Latin terms for the five magical techniques and ten forms all mean what the sourcebooks claim they mean, and the form names are even in the accusative case rendering technique+form names roughly grammatically correct as sentences. However, the creators still made a slight error in having "animal" be pronounced on the final syllable, not the first syllable like it actually would have been.
 Ars Magica (Tabletop Game) / int_9578bb87
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Ars Magica (Tabletop Game) / int_9578bb87
 Ars Magica (Tabletop Game) / int_97c3a6af
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The Power of Creation
 Ars Magica (Tabletop Game) / int_97c3a6af
comment
Magic that directly creates wealth is accessible enough to require regulations on how much precious metal (or equivalent) each mage can produce per year.
 Ars Magica (Tabletop Game) / int_97c3a6af
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1.0
 Ars Magica (Tabletop Game) / int_97c3a6af
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Ars Magica (Tabletop Game) / int_97c3a6af
 Ars Magica (Tabletop Game) / int_9854688f
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Shapeshifting Heals Wounds
 Ars Magica (Tabletop Game) / int_9854688f
comment
Shapeshifting Heals Wounds: Zig-zagged by lycanthropes. Unlike most shapeshifting, their wounds are healed when they revert to human form — a small mercy from a Curse that drives them out of their minds in beast form.
 Ars Magica (Tabletop Game) / int_9854688f
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1.0
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Ars Magica (Tabletop Game) / int_9854688f
 Ars Magica (Tabletop Game) / int_98ca838
type
Disciplines of Magic
 Ars Magica (Tabletop Game) / int_98ca838
comment
Disciplines of Magic: The unified magic theory used by the Order of Hermes (and the Spell Construction rules) fails to explain a lot of older magical traditions, ranging from Magic Music and Runic Magic to skinchanging and divine invocations, each with its own supernatural Virtue and related Ability. Learning more than one magical paradigm is extremely difficult, but some Mystery Cult initiation rites facilitate it.
 Ars Magica (Tabletop Game) / int_98ca838
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Ars Magica (Tabletop Game) / int_98ca838
 Ars Magica (Tabletop Game) / int_9aa3d869
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Creative Sterility
 Ars Magica (Tabletop Game) / int_9aa3d869
comment
Creative Sterility: Most methods of achieving immortality also seriously hamper the mage's ability to learn and grow. Magi-turned-faeries are unable to learn new skills or spells; living ghosts and drinkers of the Greater Elixir have to imbue new knowledge into their talismans to retain it; daimons need Ritual Magic from their Cult to grow; and so on.
 Ars Magica (Tabletop Game) / int_9aa3d869
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1.0
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Ars Magica (Tabletop Game) / int_9aa3d869
 Ars Magica (Tabletop Game) / int_9bfa1697
type
Eye of Newt
 Ars Magica (Tabletop Game) / int_9bfa1697
comment
Eye of Newt: Largely averted for spells in the game. A standard spell does not require any components. All ritual spells consume vis in order to power the magic. A spell has to be a ritual spell if lasts more than a month, effects an area that is large enough to qualify as a boundary, or a similar target, if it creates something permanently, or if it simply past a certain level. The one time non-ritual spells need a physical component is when it is meant to be cast on someone or something that is not within the caster's senses. This type of component is an arcane connection. It also helps to overcome magic resistance. Again, the item is not consumed. One supplement introduces potent spells that require certain materials to cast a spell. If the caster does not have the material, the spell cannot be cast, but if he or she does have the material, then it grants a bonus to the casting total. The item is still not consumed, however. When making devices that can work magic, the material of the item is considered in determining how much magic it can hold and sometimes provides a bonus to the magus instilling it with magic. Verditius magi create a casting tool when they learn a new formulaic spell. They must use this tool to cast the spell. If it is lost or destroyed, they must spend the time to make another tool for the spell. The tool itself is not consumed in the casting.
 Ars Magica (Tabletop Game) / int_9bfa1697
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Ars Magica (Tabletop Game) / int_9bfa1697
 Ars Magica (Tabletop Game) / int_9c1f758a
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Kill It with Fire
 Ars Magica (Tabletop Game) / int_9c1f758a
comment
Kill It with Fire: The Ignem Flambeau (fire) approach to most things that are in their way. Flambeau specializing in Perdo (destruction) just destroy.
 Ars Magica (Tabletop Game) / int_9c1f758a
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Ars Magica (Tabletop Game) / int_9c1f758a
 Ars Magica (Tabletop Game) / int_9c5e8006
type
Unknown Item Identification
 Ars Magica (Tabletop Game) / int_9c5e8006
comment
Unknown Item Identification: Magic alone can't reveal the exact properties or trigger conditions of an enchanted item; it takes at least a season of laboratory study, using the Arts of Intellego Vim (i.e., knowledge of magical power).
 Ars Magica (Tabletop Game) / int_9c5e8006
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Ars Magica (Tabletop Game) / int_9c5e8006
 Ars Magica (Tabletop Game) / int_9ce023a4
type
Sworn in by Oath
 Ars Magica (Tabletop Game) / int_9ce023a4
comment
Sworn in by Oath: All Hermetic Magi must swear the Code of Hermes when they are admitted or complete their apprenticeship, an oath that establishes the core principles and rules of the Order. Some Mystery Cults also incorporate oaths into their initiation rites, in which case they often bestow Oathbound Powers that stop functioning if the magus breaks their word.
 Ars Magica (Tabletop Game) / int_9ce023a4
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Ars Magica (Tabletop Game) / int_9ce023a4
 Ars Magica (Tabletop Game) / int_9d15f525
type
Made of Evil
 Ars Magica (Tabletop Game) / int_9d15f525
comment
The Code of Hermes forbids any dealing with demons whatsoever on pain of death. This applied even when one mage and a demon agreed to leave each other alone: the Order takes no chances with creatures that are immortal, intrinsically depraved, and compulsively treacherous.
 Ars Magica (Tabletop Game) / int_9d15f525
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Ars Magica (Tabletop Game) / int_9d15f525
 Ars Magica (Tabletop Game) / int_9eb7e397
type
Long-Lived
 Ars Magica (Tabletop Game) / int_9eb7e397
comment
Long-Lived: It's fairly common for magical traditions to have some form of life extension, including Hermetic magi. Most such rituals come with sterility as a side-effect, however. Furthermore, most forms of magic have a final Warping that leads to the wizard either disappearing from reality, dying, losing all of their supernatural powers or going irrevocably insane after too much magic use, so the practical limit on lifespan is about 150 years, barring some way around this.
 Ars Magica (Tabletop Game) / int_9eb7e397
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Ars Magica (Tabletop Game) / int_9eb7e397
 Ars Magica (Tabletop Game) / int_9f63d4f1
type
Our Vampires Are Different
 Ars Magica (Tabletop Game) / int_9f63d4f1
comment
Our Vampires Are Different: They're a form of fairy who take the form of the deceased, for one...
 Ars Magica (Tabletop Game) / int_9f63d4f1
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Ars Magica (Tabletop Game) / int_9f63d4f1
 Ars Magica (Tabletop Game) / int_9fd18130
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Animals Hate Him
 Ars Magica (Tabletop Game) / int_9fd18130
comment
Animals Hate Him: The Gift,note The potential for magical ability. All Hermetic magi have the Gift, but not all Gifted people can become Hermetic magi particularly the Hermetically-trainable type, tends to naturally disturb mundanes and animals. By default, all magi have this trope as an innate part of their magic, but it can be averted with the Gentle Gift or Inoffensive to Animals virtues or amplified with the Blatant Gift flaw.
 Ars Magica (Tabletop Game) / int_9fd18130
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Ars Magica (Tabletop Game) / int_9fd18130
 Ars Magica (Tabletop Game) / int_a05dd4ba
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Inconspicuous Immortal
 Ars Magica (Tabletop Game) / int_a05dd4ba
comment
Inconspicuous Immortal: Ephram The Hermit rests by a remote crossroads to share advice and conversation with travelers. He won't admit it, but he's been there for a millennium: the crossroads is Holy Ground that sustains his body and grants him innate knowledge of geography and language.
 Ars Magica (Tabletop Game) / int_a05dd4ba
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Ars Magica (Tabletop Game) / int_a05dd4ba
 Ars Magica (Tabletop Game) / int_a1d4e0a8
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Genocide Backfire
 Ars Magica (Tabletop Game) / int_a1d4e0a8
comment
House Bjornaer's ancestral foes were/are? a group of baby-sacrificing, shapeshifting, gothic witches.
 Ars Magica (Tabletop Game) / int_a1d4e0a8
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Ars Magica (Tabletop Game) / int_a1d4e0a8
 Ars Magica (Tabletop Game) / int_a2cb509b
type
Tested on Humans
 Ars Magica (Tabletop Game) / int_a2cb509b
comment
Tested on Humans: One image in Magi of Hermes has Marcus of Criamon switching the heads of a doe and a human female. Probably a corpse. Possibly. Hopefully.
 Ars Magica (Tabletop Game) / int_a2cb509b
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Ars Magica (Tabletop Game) / int_a2cb509b
 Ars Magica (Tabletop Game) / int_a627a930
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Gender Is No Object
 Ars Magica (Tabletop Game) / int_a627a930
comment
The Order of Hermes believes that Gender Is No Object and has women and men with full equality; this usually trickles down to covenfolk.
 Ars Magica (Tabletop Game) / int_a627a930
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 Ars Magica (Tabletop Game) / int_a627a930
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Ars Magica (Tabletop Game) / int_a627a930
 Ars Magica (Tabletop Game) / int_a679184b
type
Due to the Dead
 Ars Magica (Tabletop Game) / int_a679184b
comment
Due to the Dead: Bodies that are buried by Church ceremony are immune to Necromancy thanks to Divine protection. Jewish and Islamic funeral rites grant the same protection, as do some other faiths.
 Ars Magica (Tabletop Game) / int_a679184b
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Ars Magica (Tabletop Game) / int_a679184b
 Ars Magica (Tabletop Game) / int_a6e4215d
type
Mega Maelstrom
 Ars Magica (Tabletop Game) / int_a6e4215d
comment
Mega Maelstrom: Unlike normal whirlpools, maelstroms are supernaturally powerful and get big enough to suck ships down to the ocean floor. They're incredibly lucrative sources of Aquam vis — all the more so, the closer a mage can get to their deadly core.
 Ars Magica (Tabletop Game) / int_a6e4215d
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1.0
 Ars Magica (Tabletop Game) / int_a6e4215d
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Ars Magica (Tabletop Game) / int_a6e4215d
 Ars Magica (Tabletop Game) / int_a7a42b92
type
Oathbound Power
 Ars Magica (Tabletop Game) / int_a7a42b92
comment
Some Mystery Cults also incorporate oaths into their initiation rites, in which case they often bestow Oathbound Powers that stop functioning if the magus breaks their word.
 Ars Magica (Tabletop Game) / int_a7a42b92
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Ars Magica (Tabletop Game) / int_a7a42b92
 Ars Magica (Tabletop Game) / int_a7b8ba72
type
Point Build System
 Ars Magica (Tabletop Game) / int_a7b8ba72
comment
Point Build System: With everything, up to and including virtues; there can even be negative virtues, for those you don't have (which can be a sign of good or bad behavior; negative ratings in Charity mean you're The Scrooge, but negative ratings in Sloth mean you're highly energetic and refuse to consider something Somebody Else's Problem).
 Ars Magica (Tabletop Game) / int_a7b8ba72
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Ars Magica (Tabletop Game) / int_a7b8ba72
 Ars Magica (Tabletop Game) / int_a8cff6a
type
Familiar
 Ars Magica (Tabletop Game) / int_a8cff6a
comment
Familiar: All mages, bar House Bjornaer, can bond themselves to a magical animal as a familiar. Some can bond themselves to spirits and others can bond themselves to faeries. Bonding angels is supposed to be a legend. (Bonding demons is the definition of idiotic.) Whatever it is, a familiar is extremely useful; just by having one, you can reduce the odds of botching, resist aging, last longer under conditions of suffocation, drowning, or deprivation, and heal faster — and that's before you add on special powers in the lab.
 Ars Magica (Tabletop Game) / int_a8cff6a
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Ars Magica (Tabletop Game) / int_a8cff6a
 Ars Magica (Tabletop Game) / int_a939a527
type
Red Eyes, Take Warning
 Ars Magica (Tabletop Game) / int_a939a527
comment
Red Eyes, Take Warning Lion of the North supplement. Brude Deathless, the oldest and most powerful gruagachan in all Scotland, has a terrible temper and loves to put curses on anyone who annoys him. His eyes turn red when he gets angry. Tales of the Dark Ages supplement, adventure "Copse of Skulls". The Norke are monsters which reject compassion and morality and engage in deliberate cruelty, inflicting pain and death. They have the brilliant red eyes of fiends from Hell.
 Ars Magica (Tabletop Game) / int_a939a527
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Ars Magica (Tabletop Game) / int_a939a527
 Ars Magica (Tabletop Game) / int_ad2bf80c
type
The Hashshashin
 Ars Magica (Tabletop Game) / int_ad2bf80c
comment
The Hashshashin: Presented largely historically, but mixed with magic as well. They use Solomonic magic like the Suhhar Suleyman, but are not on good terms with that order.
 Ars Magica (Tabletop Game) / int_ad2bf80c
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Ars Magica (Tabletop Game) / int_ad2bf80c
 Ars Magica (Tabletop Game) / int_ad3a0404
type
Magical Seventh Son
 Ars Magica (Tabletop Game) / int_ad3a0404
comment
Magical Seventh Son: Aurulentus of Jerbiton comes from a lineage whose ancestor was told that the seventh generation of seventh sons in his lineage would eventually lead to a powerful magus that would reshape magic. While his forebears relied on charm or love spells/mind control to sire seven sons, Aurulentus decided to specialize in fertility and making childbirth easier on his wife, as well as extending their fertile years with a variant Longevity Ritual. He also came up with a number of spells based around child care. Aurulentus is the fifth, meaning his seventh grandson would be The Chosen One, but unfortunately for Aurulentus, his own seventh son (Arbus Tutus) doesn't seem interested in having more children than his two daughters...and doesn't seem too keen on women at all, actually.
 Ars Magica (Tabletop Game) / int_ad3a0404
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Ars Magica (Tabletop Game) / int_ad3a0404
 Ars Magica (Tabletop Game) / int_ad3c0e49
type
Master-Apprentice Chain
 Ars Magica (Tabletop Game) / int_ad3c0e49
comment
Master-Apprentice Chain: One of the core pillars of Hermetic society is the teaching link, and second only to Code and Covenant in importance. Every magus is nominally descended, parens to fidelius, from the Founder of one of the Twelve (or Thirteen) Houses, although adoption is common from outside the Order; only four Houses (Bonisagus, Guernicus, Mercere, Tremere) require direct descent. This is part of the basis for Hermetic social structure — if your master is revealed to have betrayed his oath, you have a legal problem. Further, if you go bad, your master has already sworn to hunt you down and slay you.
 Ars Magica (Tabletop Game) / int_ad3c0e49
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Ars Magica (Tabletop Game) / int_ad3c0e49
 Ars Magica (Tabletop Game) / int_ada3f7f3
type
Hunting the Rogue
 Ars Magica (Tabletop Game) / int_ada3f7f3
comment
Hunting the Rogue: The Order's most severe punishment for magi who violate its Code is to declare a Wizard's March, a standing Kill on Sight order against the transgressor. As an incentive, the magus who kills the rogue gets to keep their stuff.
 Ars Magica (Tabletop Game) / int_ada3f7f3
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Ars Magica (Tabletop Game) / int_ada3f7f3
 Ars Magica (Tabletop Game) / int_ae2b8366
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Possessing a Dead Body
 Ars Magica (Tabletop Game) / int_ae2b8366
comment
Possessing a Dead Body: At best, the ritual "The Shadow of Life Renewed" returns a corpse to "life" as a Soulless Shell with no personality. At worst, it lets a demon, faerie, or other spirit take control of the body. One vampire variety is actually a dark faerie spirit that animates a human corpse and takes on some elements of its identity. They run the gamut from merciless predators to Non Malicious Monsters who keep showing up at their old house to do the chores.
 Ars Magica (Tabletop Game) / int_ae2b8366
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 Ars Magica (Tabletop Game)
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Ars Magica (Tabletop Game) / int_ae2b8366
 Ars Magica (Tabletop Game) / int_affd30b0
type
Stupid Evil
 Ars Magica (Tabletop Game) / int_affd30b0
comment
Stupid Evil: Extremely common among demons-they completely lack virtue, including things like Prudence or Faith, which means they literally can't learn from their experiences and are incapable of honest loyalty no matter how well their master treats them. There's a reason Infernal villains are diabolists, not their devils.
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Ars Magica (Tabletop Game) / int_affd30b0
 Ars Magica (Tabletop Game) / int_b00a7c5e
type
Robe and Wizard Hat
 Ars Magica (Tabletop Game) / int_b00a7c5e
comment
Robe and Wizard Hat: House Mercere, commonly called Redcaps because they wear silly-looking red pointy hats. The robe is optional, but common, since most major places know not to mess with the guys in the doofy red stooge cap— those guys have friends. House Jerbiton, in its self-appointed role as 'envoy to the mundanes', tries to spread the idea that this is 'proper wizard attire' so that a) Wizards can be identified as such if they want to be (and are wiling to dress up in a silly outfit) and b) wizards can disguise themselves as mundanes by not wearing said silly outfit. Jerbiton also spreads other false (and true) information which they feel it would be beneficial to the Order for the mundanes to believe.
 Ars Magica (Tabletop Game) / int_b00a7c5e
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Ars Magica (Tabletop Game) / int_b00a7c5e
 Ars Magica (Tabletop Game) / int_b0ac233d
type
Heaven Above
 Ars Magica (Tabletop Game) / int_b0ac233d
comment
Heaven Above: Justified by the game's premise that medieval beliefs about reality are true in Mythic Europe. Therefore, the universe is geocentric and the lunar sphere marks the beginning of the Divine Realm.
 Ars Magica (Tabletop Game) / int_b0ac233d
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Ars Magica (Tabletop Game) / int_b0ac233d
 Ars Magica (Tabletop Game) / int_b11ac9f5
type
Abusive Parents
 Ars Magica (Tabletop Game) / int_b11ac9f5
comment
Abusive Parents: While no wizard's apprenticeship is easy (9 months of virtual slavery for 3 months of teaching) the mages of House Tytalus deliberately strive to put their apprentices through the wringer in pursuit of their house's philosophy. Of course, they consider it justified in order to teach their apprentices to question and challenge all rules and to create the kind of resentment that an apprentice needs to initiate the conflict with his master that will mark his Gauntlet (test for full wizard status), a conflict which can continue, sporadically, until the death of one or the other if the master particularly values the former apprentice. The 4th edition supplement The Wizard's Grimoire includes a list of Hermetic legal trials, one of which regards a magus who tortured and murdered his last three apprentices. The court ruled that the apprentices were his to do with as he pleased, and so he had not committed a crime. The "Tormenting Master" flaw generally results in this. Once a year, your parens takes a two-week vacation, during which they devote one hundred percent of their free time to finding some way to ruin your life. Tytalus mages might as well have it tattooed across their backsides. Sadly, the negative effect of the Gift can cause a Gifted child's parents to abuse or neglect them, though their love might be able to allow them to overcome it.
 Ars Magica (Tabletop Game) / int_b11ac9f5
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Ars Magica (Tabletop Game) / int_b11ac9f5
 Ars Magica (Tabletop Game) / int_b11f19bf
type
Soulless Shell
 Ars Magica (Tabletop Game) / int_b11f19bf
comment
At best, the ritual "The Shadow of Life Renewed" returns a corpse to "life" as a Soulless Shell with no personality. At worst, it lets a demon, faerie, or other spirit take control of the body.
 Ars Magica (Tabletop Game) / int_b11f19bf
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Ars Magica (Tabletop Game) / int_b11f19bf
 Ars Magica (Tabletop Game) / int_b1dde8fd
type
Loophole Abuse
 Ars Magica (Tabletop Game) / int_b1dde8fd
comment
Loophole Abuse: Defied in the optional "Silver Consensus" regulation on magically creating wealth. The rule is that only two pounds of magically-created silver (this is a lot of money) may be traded to mundanes per magus per year. Creating gold and gems for trade instead is not only still punishable, but the magi responsible will be mocked for being so utterly unoriginal. Hermetic magi swear not to "interfere with the affairs of mundanes and thereby bring ruin on my sodales" (i.e.: other magi), on pain of death. However, depending on the region and the specific interference, the second half of the vow tends to undermine the first — if mundanes disappear or meet unfortunate accidents in ways that don't bring the Order into disrepute, then, well, that's just a pity. The Transylvanian Tribunal is limited to five covenants, as a result of a ruling after Tremere's attempt to seize power over the Order. So except for Coeris, they don't use covenants much at all; they use oppidia, which are outposts in the Tribunal that function differently from standard covenants. When the Order forbade magi to sell enchanted items to mundanes, Verditius magi started hiring mundane middlemen to make sales on their behalf. They also voluntarily limited their sales so as not to push their luck.
 Ars Magica (Tabletop Game) / int_b1dde8fd
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Ars Magica (Tabletop Game) / int_b1dde8fd
 Ars Magica (Tabletop Game) / int_b2280b66
type
Retcon
 Ars Magica (Tabletop Game) / int_b2280b66
comment
Retcon: In Ancient Magic, Norse Rune Magic was stated to be an extinct tradition. In Hedge Magic: Revised Edition, however, the tradition's alive and well up in Scandinavia.
 Ars Magica (Tabletop Game) / int_b2280b66
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Ars Magica (Tabletop Game) / int_b2280b66
 Ars Magica (Tabletop Game) / int_b3c730b
type
Celestial Deadline
 Ars Magica (Tabletop Game) / int_b3c730b
comment
Celestial Deadline: Most spell durations in Hermetic magic are linked to celestial events. "Sun" ends on the next sunrise or sunset; "Moon" lasts until both the next new moon and full moon have set; and "Year" ends at sunrise on the fourth equinox or solstice. Practitioners of Celestial Astrology can use much more precise spell durations derived from the movement of zodiac signs, but if their astrological calculations are off, so is the spell's timing.
 Ars Magica (Tabletop Game) / int_b3c730b
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Ars Magica (Tabletop Game) / int_b3c730b
 Ars Magica (Tabletop Game) / int_b43dfc8d
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Your Days Are Numbered
 Ars Magica (Tabletop Game) / int_b43dfc8d
comment
Your Days Are Numbered: If a magus has a Familiar, and the familiar dies of old age, this indicates that the magus's own life is almost at its end.
 Ars Magica (Tabletop Game) / int_b43dfc8d
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Ars Magica (Tabletop Game) / int_b43dfc8d
 Ars Magica (Tabletop Game) / int_b5fb096b
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People Puppets
 Ars Magica (Tabletop Game) / int_b5fb096b
comment
People Puppets: Rego Corpus spells allow one to control the movements of peoples' bodies, with the movement becoming more fine as the spell levels grow higher. Rego Mentem allows actual mind control.
 Ars Magica (Tabletop Game) / int_b5fb096b
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Ars Magica (Tabletop Game) / int_b5fb096b
 Ars Magica (Tabletop Game) / int_b6a0878c
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Transmutation
 Ars Magica (Tabletop Game) / int_b6a0878c
comment
Transmutation: A spell with the Muto magical technique grants the target properties it would not naturally have, which can mean transforming it into an entirely different substance. For example, a Muto Terram spell could turn dirt into gold, or, with an Animal prerequisite, turn dirt into badgers.
 Ars Magica (Tabletop Game) / int_b6a0878c
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Ars Magica (Tabletop Game) / int_b6a0878c
 Ars Magica (Tabletop Game) / int_b7c53a22
type
Blood Knight
 Ars Magica (Tabletop Game) / int_b7c53a22
comment
Blood Knight: House Flambeau's hat, with the books noting that Flambeau Magi are frequently found fighting with crusader armies at the edges of Christendom or competing in magical tournaments hosted at House gatherings.
 Ars Magica (Tabletop Game) / int_b7c53a22
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Ars Magica (Tabletop Game) / int_b7c53a22
 Ars Magica (Tabletop Game) / int_b9085a47
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Summon Magic
 Ars Magica (Tabletop Game) / int_b9085a47
comment
Summon Magic: The specialty of the Order of Suleiman, the dominant magical order of the Islamic world. All of their magic involves summoning jinn (or sometimes other spirits) to power their effects. The Hermetic mysteries of Theurgy also involve summoning spirits, with varying magical effects. The Ars Goetia is a distinctly forceful and often brutal method of summoning, which makes sense, as it was meant to control and force demons into behaving helpfully. Unlike most Infernal magic, Goetic summoners aren't inherently evil (though other Goetic Arts are), and in fact the example given is an honorable Intrepid Merchant who mostly uses it to make mystical artifacts (and he actually hates using it to summon the Infernal itself, mostly keeping his stuff restricted to Faerie and Magic).
 Ars Magica (Tabletop Game) / int_b9085a47
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Ars Magica (Tabletop Game) / int_b9085a47
 Ars Magica (Tabletop Game) / int_b983a56b
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Came Back Wrong
 Ars Magica (Tabletop Game) / int_b983a56b
comment
Came Back Wrong: The best result of trying to being someone back to life with hermetic magic is a person with a will, but no personality, with the other results covering the rest of the spectrum or resulting in the destruction of the body. Being brought back by the Divine results in severe Warping that gets worse the longer you were dead before being resurrected and the longer you continue to live. Some subjects also end up with virtuous impulses they can't explain.
 Ars Magica (Tabletop Game) / int_b983a56b
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Ars Magica (Tabletop Game) / int_b983a56b
 Ars Magica (Tabletop Game) / int_bbfaa837
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Knight Templar
 Ars Magica (Tabletop Game) / int_bbfaa837
comment
Knight Templar: The Flambeau tend to be the first to shoot and the last to talk when dealing with anything that might be an enemy to the Order. They've been behind most of the conflicts with non-Hermetic magi, and enthusiastically supported the Schism War. Dialed back a bit in Fifth Edition, with the house being more focused on chivalry and its Founder not being so enthusiastic about the Join or Die policy.
 Ars Magica (Tabletop Game) / int_bbfaa837
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Ars Magica (Tabletop Game) / int_bbfaa837
 Ars Magica (Tabletop Game) / int_bcb2cfe1
type
Beam Me Up, Scotty!
 Ars Magica (Tabletop Game) / int_bcb2cfe1
comment
Beam Me Up, Scotty!: In-Universe, "Join us or die!" became known as Flambeau the Founder's Catchphrase in Hermetic legend. Actually, there's only one recorded case of him using those words, and that was after he had completely lost his temper at a wizard who'd already made the Order his enemy.
 Ars Magica (Tabletop Game) / int_bcb2cfe1
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Ars Magica (Tabletop Game) / int_bcb2cfe1
 Ars Magica (Tabletop Game) / int_bd86c157
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The High Middle Ages
 Ars Magica (Tabletop Game) / int_bd86c157
comment
The High Middle Ages: The setting of the game. Worth noting, however, that the default start date of 1220 is about when many of the standard tropes of this period (chivalry, castles, chain mail, big horses and centralized monarchy) are just starting to come into being.
 Ars Magica (Tabletop Game) / int_bd86c157
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Ars Magica (Tabletop Game) / int_bd86c157
 Ars Magica (Tabletop Game) / int_be9b0535
type
Home Base
 Ars Magica (Tabletop Game) / int_be9b0535
comment
As the Home Bases of Magical Society, Covenants are generated with a Point Build System akin to characters and can be modified through gameplay. Options include construction (magical or otherwise), developing new industries, Magical Library additions, Utility Magic, and hiring specialists.
 Ars Magica (Tabletop Game) / int_be9b0535
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Ars Magica (Tabletop Game) / int_be9b0535
 Ars Magica (Tabletop Game) / int_bec0417c
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Happily Married
 Ars Magica (Tabletop Game) / int_bec0417c
comment
Happily Married: Aurulentus of Jerbiton's wife Semira his is True Love (as in the Character Creation Virtue), have been and will be together for decades, and many of the spells and devices he's invented were specifically for the purpose of making her happy.
 Ars Magica (Tabletop Game) / int_bec0417c
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Ars Magica (Tabletop Game) / int_bec0417c
 Ars Magica (Tabletop Game) / int_bec2f925
type
Murder Into Malevolence
 Ars Magica (Tabletop Game) / int_bec2f925
comment
Murder Into Malevolence: Moros are the vampire forms of unbaptized babies whose parents murdered them by exposure. They target their killers in particular, but prey on any of the living, even to the extent of draining other infants to death.
 Ars Magica (Tabletop Game) / int_bec2f925
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Ars Magica (Tabletop Game) / int_bec2f925
 Ars Magica (Tabletop Game) / int_bf8f7ed4
type
Spell Construction
 Ars Magica (Tabletop Game) / int_bf8f7ed4
comment
Several spells combine the Muto (Transform), Corpus (Human body), and Animal Arts to temporarily transform someone into a specific animal. For example, "Shape of the Woodland Prowler" turns the target into a wolf for a day by draping them in a wolf pelt.
 Ars Magica (Tabletop Game) / int_bf8f7ed4
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Ars Magica (Tabletop Game) / int_bf8f7ed4
 Ars Magica (Tabletop Game) / int_c2091e11
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Appearance Is in the Eye of the Beholder
 Ars Magica (Tabletop Game) / int_c2091e11
comment
Appearance Is in the Eye of the Beholder: House Merinita is based out of Irencillia, a community deep in a faerie forest. Irencillia and its faerie staff look exactly like you expect them to, whether it's a simple hamlet, a Big Fancy Castle, or, if you don't know the place exists, an uninhabited forest. No one knows what its true form is, or even if it has one.
 Ars Magica (Tabletop Game) / int_c2091e11
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Ars Magica (Tabletop Game) / int_c2091e11
 Ars Magica (Tabletop Game) / int_c2836664
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Mystical Cave
 Ars Magica (Tabletop Game) / int_c2836664
comment
Mystical Cave: Bonisagus the Founder retreated to a cave in the Alps for ten years to formulate the theory of Hermetic magic. The Cave of Twisting Shadows is a powerful regio with additional strange properties, like keeping its resident ghosts lucid. House Criamon uses it as a home base and believes it to be the axis of all the world's magic.
 Ars Magica (Tabletop Game) / int_c2836664
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Ars Magica (Tabletop Game) / int_c2836664
 Ars Magica (Tabletop Game) / int_c39846a3
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Pride
 Ars Magica (Tabletop Game) / int_c39846a3
comment
Pride: Part of the Verditius flaw is that every Verditius who descends deeper into the Cult develops a degree of hubris, which is intrinsically linked to their magic, as well as adding to the vendetta culture within the House.
 Ars Magica (Tabletop Game) / int_c39846a3
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Ars Magica (Tabletop Game) / int_c39846a3
 Ars Magica (Tabletop Game) / int_c3cc5fa0
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Mad Scientist Laboratory
 Ars Magica (Tabletop Game) / int_c3cc5fa0
comment
Mad Scientist Laboratory: Magi have laboratories that are modified over time to give the characters bonuses. Laboratories filled with lightning bolts, exotic creatures or enchanted devices that automatically sweep and organize are common. Laboratories that are underwater or located on clouds are not unheard of.
 Ars Magica (Tabletop Game) / int_c3cc5fa0
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Ars Magica (Tabletop Game) / int_c3cc5fa0
 Ars Magica (Tabletop Game) / int_c41e9867
type
Intangible Price
 Ars Magica (Tabletop Game) / int_c41e9867
comment
Intangible Price: Faerie markets commonly barter in oddities, services, and favours, but an incautious mortal visitor might literally pay with his good name by mistake.
 Ars Magica (Tabletop Game) / int_c41e9867
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Ars Magica (Tabletop Game) / int_c41e9867
 Ars Magica (Tabletop Game) / int_c4942576
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Cunning Linguist
 Ars Magica (Tabletop Game) / int_c4942576
comment
The Ars Notoria is written in four dead languages, each of which is written in a different script. Translating the book would destroy its magic, so a would-be reader of the Key of Solomon must be a Cunning Linguist before even unlocking the first of seven tiers of power.
 Ars Magica (Tabletop Game) / int_c4942576
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Ars Magica (Tabletop Game) / int_c4942576
 Ars Magica (Tabletop Game) / int_c5249b29
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Nice Guy
 Ars Magica (Tabletop Game) / int_c5249b29
comment
Nice Guy: Although the Gift always causes revulsion and suspicion in mortals, no matter what, over time a mage may influence a mortal to overcome the effect by giving them no reason to have their ill feelings validated and every reason to like them. Generous tipping is recommended.
 Ars Magica (Tabletop Game) / int_c5249b29
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 Ars Magica (Tabletop Game) / int_c5474384
type
Vow of Celibacy
 Ars Magica (Tabletop Game) / int_c5474384
comment
Vow of Celibacy: As of the start date of 1220, all Western priests are supposed to be celibate. The rule has been reiterated at three separate Lateran Councils, but is still laughed at in many areas.
 Ars Magica (Tabletop Game) / int_c5474384
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Ars Magica (Tabletop Game) / int_c5474384
 Ars Magica (Tabletop Game) / int_c57b21f9
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Global Currency
 Ars Magica (Tabletop Game) / int_c57b21f9
comment
Global Currency: The mundane economy runs on Mythic Pounds, which are equal to a pound of silver (and usually take the form of such). This is an explicit abstraction; medieval currency and silver debasement are bewilderingly complex subjects that rarely generate good stories, and most places don't trade in currency directly anyway.
 Ars Magica (Tabletop Game) / int_c57b21f9
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 Ars Magica (Tabletop Game) / int_c5ee8215
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Magical Society
 Ars Magica (Tabletop Game) / int_c5ee8215
comment
The Order of Hermes is an Order dedicated to the study, teaching and development of Bonisagus's theory of magic. In practice, it's more of a Magical Society that exists to keep a bunch of egomaniacal sociopaths with too much power from killing each other over vis and library books.
 Ars Magica (Tabletop Game) / int_c5ee8215
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 Ars Magica (Tabletop Game) / int_c66f2bb5
type
Witch Hunt
 Ars Magica (Tabletop Game) / int_c66f2bb5
comment
Witch Hunt: The reason the Order of Hermes keeps a low profile. While most people in Mythic Europe don't think too hard about the occasional wise woman who lives in the woods or weird magician in a tower, the idea of open conflict between the Church and the Order is a headache no one wants to deal with. The Church is cognizant of the Order and prefers to leave it alone. It's not so much a secret as it is something that isn't widely bandied about. The Church know that the mages can wipe them out if angered enough, so they ignore them. The Order know that God can wipe them out if angered, so they leave the Church alone. It's a beautiful balance of power. The Order of Hermes also enforces its own "Join or Die" policy with regards to other magical traditions; though admittedly this is rarely invoked unless the other tradition has somehow learned the secret of the Parma Magica or some similar means of Magic Resistance... Occasionally, some mundane noble or bishop gets the idea to declare a general hunt for wizards. However, this is very much a case of Bullying a Dragon, and the usual reply from the Order is the death of the noble and his entire army.
 Ars Magica (Tabletop Game) / int_c66f2bb5
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 Ars Magica (Tabletop Game) / int_c67af1b0
type
Big Bad Wannabe
 Ars Magica (Tabletop Game) / int_c67af1b0
comment
Big Bad Wannabe: Tremere the Founder tried to take over the Order of Hermes for himself by a combination of economics, political intrigue and naked force, but someone (there are several groups who claim the honor, including House Tytalus, the Theban Tribunal, and his own successor Albanus) mind-blasted his lieutenants before he could even try to launch his coup. Even the House that he founded would really rather forget about him, or at least use him as a cautionary tale rather than a hero.
 Ars Magica (Tabletop Game) / int_c67af1b0
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Ars Magica (Tabletop Game) / int_c67af1b0
 Ars Magica (Tabletop Game) / int_c6aec72c
type
Healing Magic Is the Hardest
 Ars Magica (Tabletop Game) / int_c6aec72c
comment
Healing Magic Is the Hardest: Zig-zagged. Instantly, permanently healing someone's body requires ritual magic, or else the wounds will reopen once the spell ends, but regular spells can stabilize a patient or assist the natural recovery process. Recovering from fatigue on the other hand, is well nigh impossible for Hermetic magic.
 Ars Magica (Tabletop Game) / int_c6aec72c
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Shout-Out
 Ars Magica (Tabletop Game) / int_c75df49a
comment
Shout-Out: 4th Edition supplement The Wizard's Grimoire. One entry says "Lucky is the covenant that can afford to maintain a glassblower, and happy are its magi". This is a reference to a line in H. P. Lovecraft's short story "The Festival": "Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes." A small magical stone statue of a pig can learn to sing. The end of the entry says "Not being sentient, the statue is probably not annoyed." This refers to a saying by Mark Twain: "Don't try and teach a pig to sing. It's a waste of your time, and it annoys the pig." Robert A. Heinlein included a re-worded version in the "Notebooks of Lazarus Long" segments of his novel Time Enough for Love: "Never attempt to teach a pig to sing; it wastes your time and annoys the pig."
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 Ars Magica (Tabletop Game) / int_c8bea4ec
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My Species Doth Protest Too Much
 Ars Magica (Tabletop Game) / int_c8bea4ec
comment
My Species Doth Protest Too Much: The 5e Magi of Hermes supplement offers examples of mages who subvert the expected stereotypes for their Houses.
 Ars Magica (Tabletop Game) / int_c8bea4ec
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Cloudcuckoolander
 Ars Magica (Tabletop Game) / int_caa28b82
comment
Cloudcuckoolander: Criamon. In later editions, they're the only ones who have access to the Enigmatic Wisdom Virtue, which gives bonuses to understand things that normal logic can't process. The classic joke?
 Ars Magica (Tabletop Game) / int_caa28b82
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Signature Headgear
 Ars Magica (Tabletop Game) / int_cbaa9102
comment
Signature Headgear: As the messengers and middlemen of Magical Society, House Mercere members wear distinctive pointed red hats to identify themselves to suspicious magi. "Redcap" is a common In-Series Nickname for them.
 Ars Magica (Tabletop Game) / int_cbaa9102
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 Ars Magica (Tabletop Game) / int_cbdd9424
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Test of Pain
 Ars Magica (Tabletop Game) / int_cbdd9424
comment
Test of Pain: One Wizard Duel variant has the contestants stand in a field of Magic Fire until one of them forfeits or collapses. As a formal duel, it's legally binding in Magical Society, but is unpopular outside the more pyromaniacally inclined magi of House Flambeau.
 Ars Magica (Tabletop Game) / int_cbdd9424
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Sour Supporter
 Ars Magica (Tabletop Game) / int_cbf9d0fe
comment
Sour Supporter: Aside from his faith and sense of justice, Guernicus' most defining trait was his cynicism. He was absolutely certain that the Order would fall apart the first time that some wizard's ambition exceeded his fear. Yet because of that cynicism, he devoted himself and his House to the cause of holding the Order together. Legend has it that he's still alive, just waiting to see the day when the Order finally falls.
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The Magocracy
 Ars Magica (Tabletop Game) / int_cec7dac0
comment
The Magocracy: The spice islands of Soqotra are ruled by a caste of sorcerers who use incense magic harvested from the magical trees of the islands, and who use spirit intermediaries to overcome the instinctive hatred that humans (including other Gifted) feel for Gifted humans. The Purple Islands (also called the Canaries) are likewise occupied by a people who are governed by wizard-kings. This is probably not a coincidence; Soqotra and the Canaries are both possible locations for the Gardens of the Hesperides, and the magic of each place is governed by a serpent who protects a magical tree. Exactly what is going on is unclear. Several supplements go into detail about how setting up a working magocracy could be done. On a smaller scale, most covenants include magical servants, and many hold land and assets in their own right. The main problem is that doing this is likely to run afoul of the Code's provisions against interfering with mundanes.
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 Ars Magica (Tabletop Game) / int_cf1b706e
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Flat-Earth Atheist
 Ars Magica (Tabletop Game) / int_cf1b706e
comment
Flat-Earth Atheist: The briefly included Realm of Reason was based around skepticism about the existence of the supernatural, despite there being clear evidence that it truly existed. The implication is that magic can only exist where it can be believed in, and progress into Reason eliminates that possibility: this is explicitly a world where weasels give birth through their ears and where amber is formed by bobcats urinating on rocks.
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Religion is Magic
 Ars Magica (Tabletop Game) / int_d0309fad
comment
Religion is Magic: The Divine Realm (alternately, the Dominion) draws its power from God, and divine power can make awe-inspiring effects (though pure divine magic doesn't match up to the power of the Hermetic Arts), and an area influenced by the Divine serves as Anti-Magic for any non-divine power. The big limitation is that it cannot be intentionally used to sin, and it's very difficult to learn without True Faith. Holy Magic is a form of Hermetic magic adapted to the Divine Realm. It's difficult to use, because Hermetic magic is based in pagan charms that can't be used with it, and Hermetic magi dismiss it as a joke in poor taste, but it allows for wondrous effects that can bend or break Hermetic limits, and it can also be used safely within a Divine aura. Kabbalah is Jewish holy magic. It's unusual in that most Kabbalists do not have True Faith, but it's still highly effective and has its own (small) order of users (the Order of Geonim) who have a peace treaty with the Order. Useful for creating golems and calling angels through the Chariot Mysteries, but also somewhat dangerous, as its practitioners often become curious about the Infernal or addicted to its power. Christians and Muslims don't actually have a lot of divine magic. For Muslims, it's pretty much the exclusive province of Sufis, while among Christians, it's pretty much limited to small holy orders and lone saint-mystics. The big joker in the deck are the Cathars, whose Perfecti have already developed some pretty potent magic as a result of their Gnostic theological heritage. The most powerful divine magic of all is found in a fairly minor religion off in the East. The Mazdeans (or Zoroastrians) are a minority group in Mesopotamia and Persia, but their mobeds are descendants (theoretically or factually) of the magoi priests of Ancient Persia, and they were mighty wizards well before Bonisagus was ever born. Since the fall of the Sassanid Empire, nearly all of their greatest magics have been lost, but what they have is still highly impressive. They are masters of Alchemy and astrology, capable of calling angels and destroying evil with flame, and their greatest priests live much longer than even Hermetic magi. A mobed in full possession of the magic of his tradition would be a match for a Hermetic magus, but mobeds of that power mostly don't exist anymore. It's also notable that there are Zoroastrian sub-traditions within the Order of Hermes and the Order of Solomon, wielding Hermetic or Solomonic magic and some of the Zoroastrian power-set. A particular trick common to House Jerbiton (though anyone can do it) is to invoke the patron saint of a city and ask for "the right to defend the City." This gives a pass to any virtuous use of magic within a Dominion aura.
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Religion Is Right
 Ars Magica (Tabletop Game) / int_d07ab81c
comment
Religion Is Right: See the trope immediately above. The existence of a Divine power is a demonstrable fact in this setting, although some pagan, polytheistic, and agnostic magi believe that the Abrahamic God is just a very powerful spirit.
 Ars Magica (Tabletop Game) / int_d07ab81c
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Creating Life Is Awesome
 Ars Magica (Tabletop Game) / int_d16e293f
comment
Creating Life Is Awesome: The awakening mystery of house Merinita's nature magic and the research of the maga Ierimyra (in Broken Covenant of Calebais). Also, golems in Realms of Power: Divine.
 Ars Magica (Tabletop Game) / int_d16e293f
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No Campaign for the Wicked
 Ars Magica (Tabletop Game) / int_d291ea97
comment
No Campaign for the Wicked: Supplement Tales of the Dark Ages adventure "The Ghoul of St. Lazare". A magic item in the adventure is a potion which, if poured over an area, will give the area an Infernal aura associated with the demons of Hell. The adventure specifically withholds the information of how to create and use the potion because Player Characters should not want to carry out such a heinous, malignant crime.
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 Ars Magica (Tabletop Game) / int_d3b02ffb
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I Know Your True Name
 Ars Magica (Tabletop Game) / int_d3b02ffb
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I Know Your True Name: Mages eventually end up with three names. Their True Name (the one given to them by their parents at birth), their apprentice name (used by their master during apprenticeship) and then the Hermetic Name (which they choose for themselves after their apprenticeship is complete). This is all because the True Name is an extremely powerful weapon in the hands of one's enemies, particularly non-Hermetic ones. Demons are especially susceptible to the use of their True Names, and invoking a Demon's true name against them usually doubles the effectiveness of whatever spell or command is being used. In 5th edition, knowing the True Name of a demon (or angel) counts as an ability and forms a powerful (x5) Arcane Connection to it. It should also be noted that, according to Realms of Power: The Divine, a character's Baptismal Name cannot be used as a Sympathetic Connection.
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 Ars Magica (Tabletop Game) / int_d66cd0e6
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Training from Hell
 Ars Magica (Tabletop Game) / int_d66cd0e6
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Training from Hell: Many apprentices have a rough time, but Tytalus apprentices in particular suffer fifteen years of enslavement, continual overt and secret tests, and arbitrary punishments, ending only when they can defeat the master at a challenge of the master's design. Tytalus magi start with a higher Confidence score and, often, a lifelong rivalry with their masters.
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 Ars Magica (Tabletop Game) / int_d69dea33
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Addictive Magic
 Ars Magica (Tabletop Game) / int_d69dea33
comment
Addictive Magic: Magic Addiction is a Flaw that can force whoever has it to cast spell after spell until they exhaust themselves into unconsciousness. Aurulentus of Jerbiton came up with an spell in order to relieve his wife's numerous aches and pains, but stopped using it after it turned out that the sensation of even minor discomforts returning after it wore off became unbearable, thus making the spell addictive.
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 Ars Magica (Tabletop Game) / int_d6de6609
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In Harmony with Nature
 Ars Magica (Tabletop Game) / int_d6de6609
comment
In Harmony with Nature: Merinita the Founder preferred to roam the wilderness and practiced various forms of nature magic that go beyond Hermetic theory. Followers of her legacy can learn to bond with natural environments and their denizens, create a Genius Loci, and even transform themselves into guardian spirits of nature.
 Ars Magica (Tabletop Game) / int_d6de6609
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 Ars Magica (Tabletop Game) / int_d75a1703
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Year Outside, Hour Inside
 Ars Magica (Tabletop Game) / int_d75a1703
comment
Year Outside, Hour Inside: A regular danger when dealing with the Fae. Tytalus was last seen entering a faerie wood to challenge them; one of the plot hooks in Houses of Hermes is him emerging from the wood, claiming he's had a very enjoyable four days, only to be shocked when he's told centuries have passed, while the rest of the Order is shocked to have a living Founder among them again.
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Fantastic Science
 Ars Magica (Tabletop Game) / int_d7ebf1ce
comment
Fantastic Science: Given the Order's strong scholarly tradition, every self-respecting magus has some training in Magic Theory, and it's not uncommon to study the Divine, Infernal, and Faerie realms as well. Magi also pursue mundane sciences that support magical research.
 Ars Magica (Tabletop Game) / int_d7ebf1ce
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 Ars Magica (Tabletop Game) / int_d86071cf
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Special Snowflake Syndrome
 Ars Magica (Tabletop Game) / int_d86071cf
comment
Special Snowflake Syndrome: There are multiple books full of possible magical characters who are not Hermetic magi and have unique abilities. The Hermetic mages usually are more powerful, though, because they are more similar and thus can share research.
 Ars Magica (Tabletop Game) / int_d86071cf
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 Ars Magica (Tabletop Game) / int_d88f0679
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Interrogating the Dead
 Ars Magica (Tabletop Game) / int_d88f0679
comment
Interrogating the Dead: The spell "Whispers Through the Black Gate" is cast on a humanoid corpse to converse with its spirit, though it doesn't compel cooperation or truthfulness.
 Ars Magica (Tabletop Game) / int_d88f0679
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Soul Jar
 Ars Magica (Tabletop Game) / int_d8e1b5a3
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Soul Jar: Lion of the North. The "External Soul" gruagach virtue and the famhairan a'falach "remove heart" ability.
 Ars Magica (Tabletop Game) / int_d8e1b5a3
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Magic Is Mental
 Ars Magica (Tabletop Game) / int_da176edb
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Magic Is Mental: Zig-zagged. Intelligence boosts magical lab projects like inventing spells, representing the scholarly nature of magical practice. However, active spellcasting is boosted by Stamina instead, since it's a physical effort that can inflict Fatigue levels if it's near the limit of the mage's capabilities.
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Lamarck Was Right
 Ars Magica (Tabletop Game) / int_da38c13f
comment
Lamarck Was Right: The descendants of Bulgars whose eyes were regrown by a particular wizard still have Supernatural Gold Eyes. There's no indication that this is a usual thing though.
 Ars Magica (Tabletop Game) / int_da38c13f
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Horrible Housing
 Ars Magica (Tabletop Game) / int_db2b02bf
comment
Horrible Housing: Characters' living conditions affect their aging dice rolls. Once they hit middle age, people in bad housing are more likely to suffer illness, debilitation, and premature death. Common examples of negative living conditions are unsafe labs and squalid cities.
 Ars Magica (Tabletop Game) / int_db2b02bf
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Magic Misfire
 Ars Magica (Tabletop Game) / int_db9dd05
comment
Magi can spend vis on a spell to boost both the casting total and the number of botch dice, increasing the likelihood and potential severity of a Magic Misfire.
 Ars Magica (Tabletop Game) / int_db9dd05
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Medieval Universal Literacy
 Ars Magica (Tabletop Game) / int_dc587080
comment
Medieval Universal Literacy: Mythic Europe is an aversion. Literacy requires some training in artes liberales, an academic ability that most people aren't eligible for. Magi and many of their Companions have a significant advantage in their access to this training.
 Ars Magica (Tabletop Game) / int_dc587080
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 Ars Magica (Tabletop Game) / int_dc5e5427
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Renovating the Player Headquarters
 Ars Magica (Tabletop Game) / int_dc5e5427
comment
Renovating the Player Headquarters: As the Home Bases of Magical Society, Covenants are generated with a Point Build System akin to characters and can be modified through gameplay. Options include construction (magical or otherwise), developing new industries, Magical Library additions, Utility Magic, and hiring specialists. Magi rely on laboratories for much of their work and can customize the structure, furnishings, and even supernatural features over downtime. This can be as ordinary as organizing the lab for efficiency, or as abstruse as cultivating a greenhouse of magical herbs or sourcing preternaturally perfect gear from a faerie artisan.
 Ars Magica (Tabletop Game) / int_dc5e5427
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 Ars Magica (Tabletop Game) / int_dc6ed74
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Grouped for Your Convenience
 Ars Magica (Tabletop Game) / int_dc6ed74
comment
Grouped for Your Convenience: Tabletop RPGs had featured Fantasy Character Classes since the early days of Dungeons & Dragons, but Ars Magica was one of the first to give these character types reality in the society of the game world; each House of magicians has its own traditions and personality, as well as its own style of magic.
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 Ars Magica (Tabletop Game) / int_dc791d50
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Words Can Break My Bones
 Ars Magica (Tabletop Game) / int_dc791d50
comment
Words Can Break My Bones: Rune Magic involves writing spells in the Futhark. Each rune embodies a concept, which can either define the target or the effect, and a spell is created by using a rune for either an effect, an effect with a target, or in a particular use, a target without an effect.
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 Ars Magica (Tabletop Game) / int_dd963bd3
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Our Giants Are Bigger
 Ars Magica (Tabletop Game) / int_dd963bd3
comment
Our Giants Are Bigger: Broadly, Magic giants are big humans with magical characteristics (and there's a lot of variation there, including some giants who are more like spirits than humans, most notably the Jotnar patrons behind the Muspelli), Faerie giants are fairy-tale giants such as the one up the beanstalk, and the Nephilim are angel-blooded Divine giants who have to constantly eat or go into a slumber.
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 Ars Magica (Tabletop Game) / int_ddac33c8
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The Nudifier
 Ars Magica (Tabletop Game) / int_ddac33c8
comment
The Nudifier: The How God Created Them spell causes anything plant- or animal-based that a person is wearing to grow larger and slippery, sliding to the ground.
 Ars Magica (Tabletop Game) / int_ddac33c8
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The Dung Ages
 Ars Magica (Tabletop Game) / int_dfc3e10a
comment
The Dung Ages: Earlier editions tended to lean toward this trope.
 Ars Magica (Tabletop Game) / int_dfc3e10a
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 Ars Magica (Tabletop Game) / int_dfe120e5
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Functional Magic
 Ars Magica (Tabletop Game) / int_dfe120e5
comment
Functional Magic: Basically every type can be found in Mythic Europe somewhere, though the Order mainly has the Inherent Gift, Rule Magic, and Device Magic. The Mysteries (Revised Edition) adds Hermetic Theurgy, which is the province of the Order's most deeply-secretive Mystery Cults (since it's a forthrightly pagan practice that could turn the Church against them).
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Our Gods Are Different
 Ars Magica (Tabletop Game) / int_e1ecdac3
comment
Our Gods Are Different: Well, monotheists will tell you that there's only one God, but He only represents the Divine Realm (albeit with infinite power). Aside from the Divine Realm, each Realm produces a kind of god. Magical gods are idealized beasts or natural phenomena, or the functions of the universe given physical form, and they don't necessarily care all that much about humans. Faerie gods are created and empowered by tales and human worship. False Gods are the mightiest demons of the Infernal, who pose as deities to lead human souls to Hell.
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The Artful Dodger
 Ars Magica (Tabletop Game) / int_e30c7ae1
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The Artful Dodger: There are an array of sample childhoods involving being raised by thieves which may be chosen during character creation.
 Ars Magica (Tabletop Game) / int_e30c7ae1
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 Ars Magica (Tabletop Game) / int_e33dc974
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Uneven Hybrid
 Ars Magica (Tabletop Game) / int_e33dc974
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Uneven Hybrid: There are supernatural Virtues for various forms of non-human ancestry with associated perks, including faerie, giant, or even Nephilim.
 Ars Magica (Tabletop Game) / int_e33dc974
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1.0
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 Ars Magica (Tabletop Game) / int_e3d90a27
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Layered World
 Ars Magica (Tabletop Game) / int_e3d90a27
comment
Layered World: In addition to the mundane material world, there are four other planes of existence known as Realms of Power. Each supernatural power or creature is associated with one Realm. Each realm interacts with the others in unique ways. In alphabetical order: The Divine Realm: a.k.a. Heaven, the True Empyrean. The realm of the monotheistic, omnipotent God (in game terms, he has an unlimited Might score, meaning that He can do whatever He wants, and that a direct Miracle cannot be stopped) of Christianity, Islam, Judaism, and Zoroastrianism, as well as monotheistic cults like that of Sol Invictus. It is also the home angels and divine messengers, saints, and the righteous dead. In keeping with medieval popular cosmology, the Divine is associated with any trans-lunar celestial phenomena, such as the Sun, stars, and planets. Heaven proper lies beyond the lunar sphere, and is therefore beyond the reach of Magi. The Divine appears to encourage moral and virtuous behavior and is absolutely opposed to all things Infernal. In terms of realm interactions, the Divine is the most powerful. The Divine Aura diminishes Magical Powers, considerably diminishes Faerie Powers even more, and practically cripples Infernal powers. Divine powers are not penalized by other realms. It's Aura, known as the Dominion, is associated with holy sites such as churches and mosques, the sites of miracles, as well as naturally occurring holy grounds such as mountain tops. Since the Dominion also penalizes Hermetic magic, getting around it is a major (but not impossible) challenge for magi. The Faerie Realm: The realm of Faerie is the realm of the subjective perception and personal journeys, a constant change that reshapes reality in the most exciting way, only to tell an inspiring story. Whereas the Magic Realm is the static realm of archetypes, the Faerie Realm is a chaotic place that revolves around the creation of stories and narratives. It is the home of Faeries, which include many of the polytheistic deities and spirits of non-monotheistic traditions. Faeries are attracted to, and are in many ways defined by, the beliefs and stories of humanity. Faerie Auras manifest in old pagan temples and sacred sites, and in areas in which stories are set: The more popular and widely known the story, the stronger the aura. Faeries themselves are creatively void, and seek to "play" with humans, often trying to mimic human behavior, all in an effort to experience something new. Realm interactions: Faerie Powers are mildly enhanced by Magic Auras, and are diminished by the Infernal, and heavily diminished by the Divine. Faerie Auras enhance Magic Powers, diminish Infernal Powers, and does not affect Divine Powers. Faeries are vulnerable to iron and obsessed with oaths. Magi are wary of doing any deals with the Fae. The Infernal Realm: a.k.a. Hell. The embodiment of evil and entropy-of physical and moral corruption and the negative counterpart to the Divine. The realm of the Adversary (Satan to Christianity, Iblis in Islam, etc.) and the demons and devils and the damned. Hell is associated with chthonic areas, dark places, lawless regions, as well as sights of atrocities and desecrated holy places. The Infernal encourages immoral and unethical behavior, and Infernal creatures often tempt mortals with Faustian pacts. In terms of realm interactions: the Infernal Auras diminishes Magic powers, and Faerie powers to a lesser extent, whilst unaffecting Divine Powers. Infernal powers are diminished by Magical and Faerie auras, and are heavily crippled by Divine Aura. Whilst many magi may attempt to fight demons, the Order as a whole is careful not to declare all out war on the Infernal, lest Hell unite to destroy the magi. The Magical Realm: In contrast to the Faerie Realm, which is all about personal journeys and subjective stories, the Magical Realm is the objective realm of pure Platonic archetypes, of idealized objects already in existence. Whereas the Faeries are addicted to, and dependent on, human creativity and narratives, the inhabitants of the Magical Realm are more idealized forms of already existent mundane objects and natural phenomena and mundane creatures ("beasts of virtue"), and they tend to be indifferent to humans unless directly confronted. The realm of Magic is home to elemental spirits, as well as humans that have turned into spirits that may have become deities worshiped by humans. Magical Auras often appear at random, although they may show up after the working of powerful magic or the death of a powerful creature, places acquire a magical aura, but most of the time it is unclear why a certain place is magical. Realm interactions: Magical Auras have no effect on Divine Power, slightly enhance Faerie Power, and diminish Infernal Power. Magical Powers are diminished by the Infernal, heavily diminished by the Divine, and is slightly enhanced by Faerie. All magi have a connection to the Magical Realm thanks to their Gift. Some magi are able to ascend into becoming daimons, powerful spirits that depend upon their mortal followers in order to interact with the mortal realm.
 Ars Magica (Tabletop Game) / int_e3d90a27
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I Hate You, Vampire Dad
 Ars Magica (Tabletop Game) / int_e3fcfa4a
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I Hate You, Vampire Dad: Julia of Ex Miscellanea is descended from a faerie spider prince. Unfortunately, an encounter with him in childhood left her deathly afraid of both him and spiders in general. Even more unfortunately, said prince finds this offensive and has been sending his little servants to torment her.
 Ars Magica (Tabletop Game) / int_e3fcfa4a
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 Ars Magica (Tabletop Game) / int_e42fbc
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The Gift
 Ars Magica (Tabletop Game) / int_e42fbc
comment
The Gift: The central conceit of Ars Magica. Only those with The Gift may learn and use Hermetic Magic. Magical ability (referred to as the gift) instantly puts the primary player character class, magi, above the rest of the mundane world. One down side of the Gift is the strong emotional effect the Gift has on those around the Gifted person, making them suspicious and mistrustful of the Gifted individual, inspiring envy. Social interactions between Gifted individuals and the mundane are especially difficult. Mundane animals are also greatly unsettled by the presence of someone with The Gift. If you don't have the Gift, then you can't learn hermetic magic. There are other types of magic that can be learned. For instance, the magi of the Order of Solomon, rather than cast spells themselves, summon djinn to do their magic for them, although the non-Gifted use their magic at a significant disadvantage. In addition, there are several possible ways to get the Gift if you're not born with it, but they're all either dangerous, come with strings attached, or otherwise generate stories.
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 Ars Magica (Tabletop Game) / int_e542b0f5
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Geas
 Ars Magica (Tabletop Game) / int_e542b0f5
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Geas: A major element of gruagachan magic is the ability to cast a geas upon someone, either with painful consequences if disobeyed, or with benefits as long as it's upheld.
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Elemental Crafting
 Ars Magica (Tabletop Game) / int_e5eabfc4
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Elemental Crafting: More precious materials have a progressively higher capacity for spells in Item Crafting, so a golden ring could hold twice as much spellwork as an iron one, and a single flawless diamond twice as much again. However, many spells get a power boost from a symbolically associated material, which is often more important.
 Ars Magica (Tabletop Game) / int_e5eabfc4
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Old Magic
 Ars Magica (Tabletop Game) / int_e670e8ab
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Old Magic: Bonisagus' unified theory of magic became the standard for magical instruction in the Western world. However, his research overlooked many older traditions, including various hedge magics, Norse rune magic, and Canaanite Necromancy, which are less versatile but can accomplish results that Hermetic theory thinks impossible. Within the Hermetic system, there's a Major Virtue for Mercurian Magic. This Virtue means that your magical tradition dates back to the pre-Hermetic Cult of Mercury and still includes some of its techniques, particularly with regards to Ritual Magic. The Neo-Mercurians go a step further, seeking to reconstruct the ancient rites of the Mercurian priesthood within the Hermetic framework, either as worshippers of The Old Gods or simply to seek out their secrets. House Guernicus, meanwhile, retains the secrets of a few true Mercurian rituals that have not been converted into Hermetic form.
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 Ars Magica (Tabletop Game) / int_e699f8ed
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Very Punchable Man
 Ars Magica (Tabletop Game) / int_e699f8ed
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Very Punchable Man: The Gift automatically causes others to regard mages (or those with the Magical Air Flaw), the same way they'd regard a person reputed for a lifetime of dishonesty and unreliability, with privilege obtained in the most illegitimate manner they can imagine. This jealousy and mistrust makes the mage a VPM in their eyes. The Blatant Gift Flaw magnifies this effect into thinking the mage is an actively dangerous person and can lead to being physically attacked. The ways around this include being unnoticed (doesn't work for the Blatant Gift), being a Nice Guy every time they see you over the course of several encounters so they recognize their gut reaction is inappropriate and unwarranted and fight it down (lie down and be an Extreme Doormat, Blatant Gifters), being born with the Gentle Gift (incompatible with Blatant Gift), or the other person being protected by the Parma Magica. Since this includes other mages, the invention of the Parma Magica is what finally allowed mages to actually start and maintain a society among themselves.
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 Ars Magica (Tabletop Game) / int_e6c88e42
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Old Shame
 Ars Magica (Tabletop Game) / int_e6c88e42
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Old Shame; In-universe. Ranulf of Flambeau was a militant, angry young warrior, and chose a scary-looking dagger as his voting sigil. As he grew older and mellowed out, he found himself embarrassed with it.
 Ars Magica (Tabletop Game) / int_e6c88e42
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 Ars Magica (Tabletop Game) / int_e9a47d03
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Never Learned to Talk
 Ars Magica (Tabletop Game) / int_e9a47d03
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Never Learned to Talk: Characters with the flaw "Feral Upbringing" start without Language skills or any other knowledge of human society.
 Ars Magica (Tabletop Game) / int_e9a47d03
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 Ars Magica (Tabletop Game) / int_e9e35e8f
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Exact Words
 Ars Magica (Tabletop Game) / int_e9e35e8f
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Exact Words: House Tytalus mages are taught that conflict breeds growth. Often, this takes the form of physical conflict or social intrigue. Maris of Tytalus, however, has elected to battle the ocean itself.
 Ars Magica (Tabletop Game) / int_e9e35e8f
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 Ars Magica (Tabletop Game) / int_eb4086e3
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Big Creepy-Crawlies
 Ars Magica (Tabletop Game) / int_eb4086e3
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Big Creepy-Crawlies: The Pests of a Colossal Size spell turns turns fleas, ticks, mites, etc. present upon a target into very large versions of themselves.
 Ars Magica (Tabletop Game) / int_eb4086e3
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Resignations Not Accepted
 Ars Magica (Tabletop Game) / int_ebb900a7
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Resignations Not Accepted: By the Code of Hermes, all magi are called upon to hunt down and slay any magus expelled from the Order; the parens of the magus so Marched has a specific duty to do so (though this particular requirement is no longer enforced). House Bjornaer, likewise, does not allow its members to join another House. Any magus who leaves or who is cast out of the House will immediately face the wrath of the House through multiple Wizard's Wars.
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 Ars Magica (Tabletop Game) / int_ec02c97e
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Defied Trope
 Ars Magica (Tabletop Game) / int_ec02c97e
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Defied in the optional "Silver Consensus" regulation on magically creating wealth. The rule is that only two pounds of magically-created silver (this is a lot of money) may be traded to mundanes per magus per year. Creating gold and gems for trade instead is not only still punishable, but the magi responsible will be mocked for being so utterly unoriginal.
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Fantastic Caste System
 Ars Magica (Tabletop Game) / int_edcc813f
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Fantastic Caste System: The Three Estates of clergy (those who pray), nobility (those who war) and everyone else (those who toil). Magi are outside this system, though one option in Transforming Mythic Europe has a movement toward magi becoming the Fourth Estate, with a specific duty to defend Christendom from supernatural forces. The Transylvanian Tribunal is organized based on the "five privileges," which are a way to classify magi in a Tribunal that doesn't employ the covenant system of the rest of the Order, as well as a way of getting around an old ruling against House Tremere. Civites ("Citizens") are Tremere magi and "honorary Tremere" who work with the Tribunal, paying taxes, serving as part of the House's organization and living by Tremere customs, and in turn receiving the full benefits available to Tremere magi. Socii ("Members") are Hermetic officers; Quaesitores, Redcaps and recognized Hoplites. They receive the support of the Tribunal and are permitted to adhere to their own customs so long as they perform their Hermetic duty. Foederati ("Allies") are foreign magi and their Hermetic descendants, admitted to the Tribunal in exchange for specific duties. They're largely allowed to hold their own resources, but have tight restrictions on their trading rights. Hospites ("Guests") are magi hired by House Tremere to do specialized work. They're well-paid and not expected to provide general support or taxes, but have no political rights. Coloniae ("Colonists") are young foreign magi allowed to settle in underutilized parts of the Tribunal. They receive limited resources, their privileges at Tribunal are restricted, and they may not take apprentices without permission.
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 Ars Magica (Tabletop Game) / int_eec07277
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Artificial Insolence
 Ars Magica (Tabletop Game) / int_eec07277
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Artificial Insolence: Characters can be given scores in various Personality Traits, which can sometimes require a roll to determine how they act. Most commonly, Grogs might flee battle on a failed "Brave" test or turn against them on a failed "Loyal" test, but even innocuous Traits can sometimes come into play to override the player's wishes.
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Court Mage
 Ars Magica (Tabletop Game) / int_ef878d58
comment
Court Mage: It's absolutely forbidden for magi of the Order to take this position, but Hedge and Rival traditions are quite happy to take the position of "court wizard." The Augustan Brotherhood, with magical powers based on reading the Aeneid, specialize in taking this position, and the Suhhar Suleyman have a mechanism for doing it without getting the Order as a whole involved. Other hedge-wizards sometimes take the job. Notably, however, most court wizards are charlatans or very weak, as any wizard with the Gift will find it almost impossible to maintain a position at court due to the social difficulties caused by the Gift.
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 Ars Magica (Tabletop Game) / int_f020c621
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Cast From Stamina
 Ars Magica (Tabletop Game) / int_f020c621
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Cast from Stamina: It can fatigue a mage to try casting a spell that's beyond their skill to use safely, or to improvise all but the weakest magical effects. This can be shaken off within minutes or hours, but Ritual Magic invariably takes bed rest to recover from, and can roll over into Cast from Hit Points if the mage isn't strong enough.
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No Eye in Magic
 Ars Magica (Tabletop Game) / int_f0b0f1d
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No Eye in Magic: Some spells have the range "Eye", which means the mage must make eye contact with the target for the spell to take effect.
 Ars Magica (Tabletop Game) / int_f0b0f1d
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Axis Mundi
 Ars Magica (Tabletop Game) / int_f2c01f65
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Axis Mundi: Magi of House Criamon believe that their home base, the Cave of Twisting Shadows, is the fabled Axis Magica — the hub of all magical energy in the world and a bridge to the realms beyond. This is speculative, as are most quirks of Criamon philosophy, but the Cave is an exceptional Place of Power.
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Deck of Wild Cards
 Ars Magica (Tabletop Game) / int_f43028b4
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Deck of Wild Cards: Being Made of Evil, demons literally cannot be loyal or faithful, or even imagine the concept of a common goal. At most, they can pretend to cooperate out of self-interest — right up until they backstab the other guy out of compulsive spite. This is a large part of why Hell likes to recruit human pawns rather than try to make demons work together.
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Mix-and-Match Critters
 Ars Magica (Tabletop Game) / int_f5eda11
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Mix-and-Match Critters: Marcus of Criamon, always embarrassed by his great size, had a vision of himself in a past life creating the minotaur, and believes that by repeating this feat he can connect with his past self across the Wheel of Time and change his own body. The upshot of all this is that he's dedicated to successfully joining together parts from existing creatures in order to figure out how.
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Phlebotinum Overdose
 Ars Magica (Tabletop Game) / int_f66f043f
comment
Phlebotinum Overdose: Characters accumulate "warping points" from exposure to strong magic auras, powerful or long-lasting spells (like Longevity Treatments), and other sources. Warping progressively increases the danger and effect of Magic Misfires, and eventually causes the mage to glitch out of reality forever. Muggles overexposed to Warping start to pick up permanent character Flaws instead.
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Clean, Pretty Childbirth
 Ars Magica (Tabletop Game) / int_f7fd81dd
comment
Clean, Pretty Childbirth: Magi can invoke this, but childbirth without wizardly assistance averts this to often fatal extremes. One spell instantly teleports the baby out of the womb. One feels compelled to note that the rules allow an entrepreneurial mage to imbue the spell into a top hat... Aurulentus of Jerbiton devised a spell that widened a woman's pelvis, making childbirth considerably easier and safer for his wife. It seems to have worked out pretty well, as she agreed to keep crankin' out kids until he had the seventh son he was looking for. Solomonic Medicine allows for a guaranteed trouble-free birth if a Solomonic physician is in attendance.
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Medieval European Fantasy
 Ars Magica (Tabletop Game) / int_f8173bd9
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Medieval European Fantasy: The game is literally a fantastic medieval Europe, with the typical campaign starting spring A.D. 1200, but oddly it more subverts this trope than supports it, due to the level of detail and 'reality' of the various campaign source books looking at medieval politics and society. The supplement books that don't focus on the Order and its magic are about as accurate and informative as any regular general-history book, 4th edition's Ordo Nobilis in particular.
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Purposely Overpowered
 Ars Magica (Tabletop Game) / int_f89f164a
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Purposely Overpowered: Mythic Companions are people born for greatness — champions of pagan deities, devil children, and so on. To bring their power level in line with magi, they can start with two points of Virtues per point of Flaws (instead of 1:1) and have a unique Major Virtue related to their nature, which usually comes with extra powers.
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The Red Mage
 Ars Magica (Tabletop Game) / int_f9339f97
comment
Most other magical schools have some degree of this too, but few have a full discipline of Magic Theory. Folk Witches do have a certain level of theoretical understanding, as do the koldun of Russia and the vitkir of Scandinavia. Solomonic mages lack a unified theoretical system, but are crack empirical experimenters, especially when blending different magics together.
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 Ars Magica (Tabletop Game) / int_f9a5eaa5
type
Inhuman Eye Concealers
 Ars Magica (Tabletop Game) / int_f9a5eaa5
comment
Inhuman Eye Concealers: Quendalon took to wearing deeply hooded robes after he transformed into a faerie, as his eyes had turned to rubies. Magi in his lineage commonly imitate the habit, though only for cosmetic reasons, as far as anyone knows.
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 Ars Magica (Tabletop Game) / int_fb0fa76d
type
Runic Magic
 Ars Magica (Tabletop Game) / int_fb0fa76d
comment
Runic Magic: Norse rune magic is Old Magic that predates the Order of Hermes. While less flexible than Hermetic magic, it can create enchantments that last as long as the rune does without some of the usual Item Crafting requirements, making it a tempting prize for any magical research to try to integrate into Hermetic theory.
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 Ars Magica (Tabletop Game) / int_fb3ac5b7
type
Astrologer
 Ars Magica (Tabletop Game) / int_fb3ac5b7
comment
Practitioners of Celestial Astrology can use much more precise spell durations derived from the movement of zodiac signs, but if their astrological calculations are off, so is the spell's timing.
 Ars Magica (Tabletop Game) / int_fb3ac5b7
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 Ars Magica (Tabletop Game) / int_fbc074c3
type
Player Character
 Ars Magica (Tabletop Game) / int_fbc074c3
comment
Supplement Tales of the Dark Ages, adventure "The Inheritance". A Player Character receives an inheritance of land and a title as a knight. The character has a year and a day to claim their inheritance. If they don't, it will go to the Catholic Church.
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But Not Too Challenging
 Ars Magica (Tabletop Game) / int_fcd68103
comment
But Not Too Challenging: Apprentice mages in House Tremere need to defeat their master in a formal, non-lethal Wizard Duel to complete their apprenticeship. The master always puts up a serious fight, but it's bad form to go all-out to avoid losing, as they might if the stakes were higher.
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 Ars Magica (Tabletop Game) / int_fd1b902c
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Non-Malicious Monster
 Ars Magica (Tabletop Game) / int_fd1b902c
comment
One vampire variety is actually a dark faerie spirit that animates a human corpse and takes on some elements of its identity. They run the gamut from merciless predators to Non Malicious Monsters who keep showing up at their old house to do the chores.
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 Ars Magica (Tabletop Game) / int_fd76df83
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Artistic License – Economics
 Ars Magica (Tabletop Game) / int_fd76df83
comment
Artistic License – Economics: Defied by Stonehenge and several other Tribunals. Magi are very much aware of the consequences of inflation (most covenants, by being richer than the surrounding area, cause a bit of inflation on their own), so they strictly limit the amount of silver that can be created per magus to avoid melting the mundane economy.
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 Ars Magica (Tabletop Game) / int_fe7d9114
type
Sleeps with Both Eyes Open
 Ars Magica (Tabletop Game) / int_fe7d9114
comment
Sleeps with Both Eyes Open: The supplement Lion of the North: The Loch Leglean Tribunal. The Scottish hare is so alert that it sleeps with its eyes open.
 Ars Magica (Tabletop Game) / int_fe7d9114
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 Ars Magica (Tabletop Game) / int_ff34c05a
type
Item Crafting
 Ars Magica (Tabletop Game) / int_ff34c05a
comment
The Item Crafters of House Verditius sell a strictly regulated quota of enchanted objects to mundane buyers for astronomical prices, fueling both their personal projects and the House's recurring hubris problem.
 Ars Magica (Tabletop Game) / int_ff34c05a
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Ars Magica (Tabletop Game) / int_ff34c05a
 Ars Magica (Tabletop Game) / int_ff7c3bb0
type
Stronger with Age
 Ars Magica (Tabletop Game) / int_ff7c3bb0
comment
Stronger with Age: Characters advance mechanically only once every season, four times per year. Magi tend to have ways to delay or even stop ageing entirely. Wizards with grey beards are by their nature the scariest things in the whole setting.
 Ars Magica (Tabletop Game) / int_ff7c3bb0
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Ars Magica (Tabletop Game)

The following is a list of statements referring to the current page from other pages.

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Creating Life Is Awesome / int_eed321b1
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Critical Failure / int_eed321b1
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Designer Babies / int_2a8c5591
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Druid / int_eed321b1
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Duels Decide Everything / int_eed321b1
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Elemental Baggage / int_eed321b1
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Elemental Powers / int_eed321b1
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Familiar / int_eed321b1
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Gem Heart / int_eed321b1
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Gem Tissue / int_eed321b1
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Geometric Magic / int_eed321b1
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Glamour / int_eed321b1
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Grand Theft Me / int_eed321b1
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Grouped for Your Convenience / int_eed321b1
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Guns in Church / int_eed321b1
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Hated by All / int_eed321b1
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Heaven Above / int_eed321b1
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Hedge Mage / int_eed321b1
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Hell Seeker / int_eed321b1
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Hellgate / int_eed321b1
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Hermetic Magic / int_eed321b1
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Hidden Purpose Test / int_eed321b1
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Historical Fantasy / int_eed321b1
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Holy Ground / int_eed321b1
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Horrible Housing / int_eed321b1
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Human-Demon Hybrid / int_eed321b1
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Hunting the Rogue / int_eed321b1
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I Know Your True Name / int_eed321b1
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Immortal Procreation Clause / int_eed321b1
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In the Hood / int_eed321b1
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Inconspicuous Immortal / int_eed321b1
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Inhuman Eye Concealers / int_eed321b1
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Intangible Price / int_eed321b1
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Internal Affairs / int_eed321b1
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Interrogating the Dead / int_eed321b1
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Join or Die / int_eed321b1
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Kill It with Fire / int_eed321b1
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Kiss of Death / int_eed321b1
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Land of Faerie / int_eed321b1
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Language of Magic / int_eed321b1
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Latin Is Magic / int_eed321b1
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Layered World / int_eed321b1
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Legally Dead / int_eed321b1
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Level-Up at Intimacy 5 / int_eed321b1
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Life Will Kill You / int_eed321b1
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Liminal Being / int_eed321b1
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Linear Warriors, Quadratic Wizards / int_eed321b1
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Locked into Strangeness / int_eed321b1
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Long-Lived / int_eed321b1
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Loophole Abuse / int_eed321b1
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Lost Language / int_eed321b1
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Machine Blood / int_eed321b1
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Mage Tower / int_eed321b1
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Magi Babble / int_eed321b1
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Magic A Is Magic A / int_eed321b1
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Magic Compass / int_eed321b1
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Magic Is Evil / int_eed321b1
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Magic Is Mental / int_eed321b1
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Magic Potion / int_eed321b1
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Magic Versus Science / int_eed321b1
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Magic Wand / int_eed321b1
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Make Some Noise / int_eed321b1
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Mundane Solution / int_eed321b1
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Mundangerous / int_eed321b1
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Nature Hero / int_eed321b1
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Non-Health Damage / int_eed321b1
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Off with His Head! / int_eed321b1
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Old Magic / int_eed321b1
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Older Than They Look / int_eed321b1
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Omniglot / int_eed321b1
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Onesie Armor / int_eed321b1
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Original Position Fallacy / int_eed321b1
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Our Centaurs Are Different / int_eed321b1
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Our Fairies Are Different / int_eed321b1
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Our Liches Are Different / int_eed321b1
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Our Mages Are Different / int_eed321b1
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Our Souls Are Different / int_eed321b1
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Our Titans Are Different / int_eed321b1
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Outcast Refuge / int_eed321b1
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Patron Saint / int_eed321b1
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Philosopher's Stone / int_eed321b1
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Phlebotinum Overdose / int_eed321b1
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Place of Power / int_eed321b1
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Player Mooks / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Possessing a Dead Body / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Potion-Brewing Mechanic / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Power Profit Potential / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Power-Strain Blackout / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Power Tattoo / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Practical Currency / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Pride / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Primal Polymorphs / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Primordial Tongue / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Protective Charm / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Psychosomatic Superpower Outage / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Puff of Logic / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Purposely Overpowered / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Randomized Transformation / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Randomly Gifted / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Rapid Aging / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Rasputinian Death / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Rate-Limited Perpetual Resource / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Reading Lips / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Redshirt Army / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Reduced Resource Cost / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Reed Richards Is Useless / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Religion Is Right / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Renovating the Player Headquarters / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Resignations Not Accepted / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Ring of Power / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Ritual Magic / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Robe and Wizard Hat / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Runic Magic / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Sapient Steed / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Satan / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Savage Wolves / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Science Destroys Magic / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Science Wizard / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Screw This, I'm Outta Here / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Secret Test / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Secret Test of Character / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Self-Proclaimed Knight / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Shapeshifter Mode Lock / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Shapeshifting Excludes Clothing / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Shapeshifting Heals Wounds / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Shared Life Energy / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Signature Headgear / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Simple, yet Opulent / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Simplified Spellcasting / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Sleeps with Both Eyes Open / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
So Beautiful, It's a Curse / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Soul Jar / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Soulless Shell / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Special Snowflake Syndrome / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Spell Book / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Spell Crafting / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Spell Levels / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Spontaneous Weapon Creation / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Stamina Burn / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Stat Death / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Stupid Evil / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Success Through Insanity / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Suffer the Slings / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Sufficiently Analyzed Magic / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Super-Toughness / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Supernatural Sensitivity / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Sworn Brothers / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Sympathetic Magic / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Take That, Critics! / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Tall Poppy Syndrome / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Tap on the Head / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Tattooed Crook / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Test of Pain / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Apprentice / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Archmage / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Black Death / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Bluebeard / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Commandments / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Cycle of Empires / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Fair Folk / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Gift / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The High Middle Ages / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Kindnapper / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Power of Love / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Red Mage / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Sleepless / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
The Trickster / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
This Is a Work of Fiction / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Thou Shalt Not Kill Muggles / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Thought-Controlled Power / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Training from Hell / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Training the Gift of Magic / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Trans Tribulations / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Transflormation / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Translator Microbes / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Transmutation / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Trial by Combat / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Unequal Rites / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Uncertified Expert / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Undead Tax Exemption / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Uneven Hybrid / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Unholy Ground / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Unknown Item Identification / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Unstable Equilibrium / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Untrusting Community / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Utility Magic / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Vain Sorceress / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Very Punchable Man / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Victory by Endurance / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Vote Early, Vote Often / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Weak to Magic / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
When the Clock Strikes Twelve / int_eed321b1
 WhiteWolf
seeAlso
Ars Magica (Tabletop Game)
 Ars Magica (Tabletop Game)
hasFeature
Wild Child / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Wizard Duel / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Wizard Needs Food Badly / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Wizard Workshop / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Wizards Live Longer / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Wizards' War / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Worthless Yellow Rocks / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Year Inside, Hour Outside / int_eed321b1
 Ars Magica (Tabletop Game)
hasFeature
Your Days Are Numbered / int_eed321b1
 ArsMagica
sameAs
Ars Magica (Tabletop Game)
 Ars Magica (Tabletop Game)
hasFeature
Longevity Treatment / int_eed321b1