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Promises, Promises An Introduction to Ars Magica TM

A free Jump Start Kit including abbreviated rules, a ready-to-play scenario, rule summary handouts, and six pregenerated characters

detailed in the Ars Magica rulebook and its supplements (some of which are described Welcome! Before You Begin elsewhere in this booklet). These can be found throughout the world in fine game Welcome to Ars Magica!™ This Jump First of all, if you’d like to play the sce- stores. If you have trouble finding Ars Start Kit is your invitation to Mythic nario in this Jump Start Kit, stop reading Magica (or any Atlas Games product), ™, a land of medieval adventure now. If you’re planning to be the storyguide, please ask your retailer or contact us directly where the legends are real. Here, jealous begin by reading the Background Briefing at the address below. faeries guard dark forests, powerful dragons and Rules Briefing found towards the end of Remember to have a good time! If terrorize innocent villages, kings rule by this book. If you read the scenario first, you’ll something comes up that you don’t under- divine right, and mighty wizards call on the probably be confused. stand, don’t sweat it. The Ars Magica rule- ars magica — the art of . Once you’ve digested the background book covers a lot of things that can’t be This Jump Start Kit contains everything material, go ahead and read the scenario. addressed here. You have plenty of time you need to play your first game of Ars You’ll want to be familiar with it so you can ahead of you to investigate the full spectrum Magica. It is suitable for demonstrating the guide the players through it easily. You’ll also of what Ars Magica has to offer. game at gaming conventions, in game shops, want to be able to improvise if the players do Again, welcome to Ars Magica and or wherever games are played. It can usually something unexpected. You should also look Mythic Europe! We hope you enjoy your be finished in less than three hours. over the pregenerated characters so you have stay. The scenario contained in this Jump a general idea of what they can do. Start Kit can be run by a storyguide without Finally, before you actually sit down to previous experience of Ars Magica. An play, you should photocopy the character experienced storyguide might feel more sheets and enough of the Background and Credits comfortable, but there’s no reason you can’t Rule Briefings so each player can have one. pick this booklet up and begin right away Of course, this booklet can’t possibly Scenario Design: David Chart after digesting its contents. If you have a contain the full extent of either the rules or Ars Magica Line Developer: Jeff Tidball copy of the Ars Magica fourth edition rule- background for Ars Magica. In some places, Illustrations: Eric Hotz and Eric Pommer book handy, things might go more smoothly, rules have been omitted to get you playing as For information or a catalog, write to: but again, you shouldn’t feel daunted if you quickly as possible, and in others, back- Atlas Games don’t have one. The most important thing is ground has been glossed over in order to PO Box 131233 that you sample Mythic Europe and have avoid confusion. Roseville, MN 55113 fun. The larger world of Mythic Europe is USA Customer Service: (612) 638-0098 E-Mail: [email protected] WWW: members.aol.com/atlasgames

Ars Magica, Mythic Europe, and Covenants are trademarks of Trident, Inc. Atlas Games is a trademark of Trident, Inc. and . Order of and Tremere are trademarks of White Wolf, Inc., used with permission. ©1998 Trident Inc. 1 This Jump Start Kit may be distributed freely for personal use either in print or electronically as long as this notice remains intact. Promises, Promises

observers of a council meeting may stand. member of House Mercere, who are often The walls are hung with tapestries depicting called Redcaps after their distinctive head- Libellus great poets: Homer, Virgil, Ovid, Verderis, gear), and he has been serving this area of and Chrétien de Troyes. Verderis hangs the Stonehenge Tribunal for a dozen years. Stephen Eruditus of Jerbiton founded behind the head of the table, the others on He has always been made very welcome at Libellus covenant ten years ago (a relatively the side walls. Libellus, and now he is repaying the favors. short span by magical reckoning). Since His horse is obviously very tired, and he then, the player characters have all become makes the urgency of his message clear, ask- magi there at various points, having been ing the magi to gather immediately in the recruited by Stephen. They have all been at council chamber. The burden of his informa- the covenant for at least five years, and thus Opening Scene tion is as follows: know their way around it very well. The “The Quaesitor Timor, accompanied by covenant has few mundane servants for the Early one morning a loud explosion the powerful Flambeau Hoplite Cremate magi, but has an excellent library. It lies resounds from one of the sancta, and all the Spurios, is riding to this covenant. He will within a magical aura with a rating of 3, magi rush out to see what is happening. arrive tomorrow evening. He has been sent meaning that all spellcasting rolls made They see Stephen, standing in front of his to investigate some suspected wrongdoing, inside the covenant receive a +3 bonus. sanctum, surrounded by flashing lights and it is plainly serious — otherwise they Rather than a single tower, the which occasionally dart through his body. As would not have sent the Flambeau with him. covenant is made up of several buildings sur- the characters are staring at this, a horse I do not know what the charge is, but I sug- rounded by a stone wall. There is a gate pounds up to the gate, which is opened to gest you find out and try to defend your- which is guarded by the covenant’s few admit Jocelin, a messenger of House selves.” grogs, and there are barracks for them. The Mercere. He rides towards the magi and He knows no further details. When it central building is the council chamber, a watches as Stephen’s body fades out of exis- becomes apparent that the magi have no great hall where all decisions are made. tence. idea what the problem could be he will, if Other important buildings include the Stephen has entered Final Twilight (a they don’t say so first, suggest that they library, kitchens, stables, and each magus’ state where a magus succumbs to his own investigate Stephen’s activities, since he has sanctum. These sancta are separate build- magic and leaves the earthly sphere forever), passed into Final Twilight and can’t defend ings, made of stone and thatched. Stephen’s, and Jocelin can explain this to the charac- himself. He makes it clear that, according to uniquely, has a tiled roof. The covenant ters if necessary. “One can only command his interpretation of Hermetic Law, Timor intends to tile the other roofs soon, but has powerful magics for so long,” he says sagely, will probably hold them responsible for not yet got around to it. (The library and “before they claim one’s body for all time. Stephen’s actions. He also explains that the council chamber also have tiled roofs.) This is Final Twilight — surely your masters penalty could be instant execution, which warned you of its dangers.” Cremate Spurios would be only too happy to Characters who investigate the cause of carry out. Stephen’s Twilight episode (and roll Council Chamber Intelligence + Magic Theory of 9+) can determine that he made a terrible mistake Description The council chamber is larger than the during some otherwise routine research. covenant currently needs. It is forty feet long Jocelin is dressed in travel-stained and twenty five feet wide, with a high roof clothes of good quality and the red cap of a pierced by a lantern at the center. A long Hermetic messenger. He has an average table runs down the center of the Hall, and Jocelin of Mercere appearance, with brown hair, a beard, and there are seven chairs set there, one for each green eyes. He has no magical abilities him- magus of the covenant. There is a balcony Jocelin is an unGifted Redcap (that is, self, but he wears a ring which grants him over the entrance at one end, where he has no magical powers himself, and is a level 25 magic resistance. He carries an axe 2 Promises, Promises and a small shield. The shield is enchanted often away for a few days at a time. Again, if to turn away any blow on which he concen- they ask specifically, they learn that the cru- Living Q,uarters trates. He is a competent fighter, but he cifix in his sanctum appeared just after the shouldn’t have to fight. trip with the stone. If they merely ask about This small room contains a bed, a He likes the covenant, partly because the crucifix, they learn that he acquired it a wash-stand, and a chest full of clothes. The he has always been treated well there, and couple of years ago. clothes are of high quality, and the partly because he has a soft spot for new If they check the books on Hermetic wash-stand is well used. Stephen did not foundations: he thinks that they will do Law in the library, they find several prece- wish to smell of his experiments when he wonders for the Tribunal, if only they are dents stating that trading for books with visited his mundane contacts. There are no given a chance to grow. Hence his delivery mundanes does not constitute interference. decorations, but the quality of the clothes of this warning, which, while not against the See Handout 1. suggests that Stephen had income beyond Code, is not the sort of thing that the his allowance from the covenant. Quaesitores look kindly upon. Jocelin is an experienced member of the Order, and will do his best to answer the characters’ questions throughout the sce- Stephen’s Laboratory nario. He serves as a good mouthpiece for the storyguide to give advice to new players. This is the main room in the building, Sanctum and the most interesting place. It is large, and three of the walls are lined with heavy Stephen’s sanctum contains three rooms: tables, upon which Stephen has placed his an antechamber, his living quarters, and his lab equipment. A crucifix hangs over the Investigation laboratory. The characters must pass through door (unusual since few magi are the first two in order to get to the third. Christians), and a brazier stands on a tripod If the magi do not investigate Stephen’s in the center of the room, a fire burning hap- sanctum, they find nothing of relevance and pily within it. A lectern, with some papers will be in serious trouble when Timor arrives. on it, stands beyond the brazier, and a large Hence, Jocelin suggests investigating it if Antechamber block of stone, about the size and shape of a they do not think of it. coffin, lies to one side of the door. If they talk to the covenfolk (specifical- The antechamber is comfortably fur- If no one thinks to use Intéllego Vim to ly Maud, Stephen’s servant) they discover nished with four chairs, a table, and a cabi- check for any magical traps Stephen might that Stephen sent and received a large num- net. The cabinet contains silverware: plates have left, Jocelin suggests it. There are no ber of letters that did not go through the and cups for entertaining guests. There are traps, but see the section on the brazier on Redcaps. If they ask specifically, they learn two tapestries on the walls, depicting scenes page 4. that, a couple of years ago, Stephen left the from the history of Rome (Horatius Cocles covenant for a few days, taking a block of defending the bridge and Mucius Scaevola stone with him. The magi think they immolating his hand). There is nothing of remember this absence, but Stephen was interest here. A Few Other Rules You Should Know Magic Resistance them, the magus should roll a stress die + each level taken gives a penalty to all Perception + Finesse + the spell’s Aimed actions. These penalties are cumulative Most magi and many other supernatur- modifier. For the purposes of this scenario, with fatigue penalties. Body levels are al creatures are resistant to magic. The rules assume any total greater than 6 is successful. regained much more slowly than Fatigue for this, however, are relatively complicat- levels; assume that none will be regained ed, and can’t be done justice here. Unless Taking Damage during this scenario. you’re familiar with the rules, simply sub- tract either the target’s Parma Magica In situations where a character might Ability x 5 (“parma magica” means “magical be physically wounded, the text might say Ranges, Durations, Targets shield”) or his Magic Resistance statistic “+10 damage is sustained,” or somesuch. from any spellcasting rolls which target him. Simply roll a stress die and add the damage All spells have statistics which limit number given. The target rolls a stress die their range, duration, and legal targets. and adds his Soak statistic. Subtract the tar- These are listed on the characters’ sheets for Aiming Spells get’s total from yours and divide the result by all formulaic spells. If you’re not familiar five (dropping fractions). The target sustains with the rules and a given term doesn’t Some spells (those that have the words that many Body levels. Of course, if the tar- make sense to you, use your best judgement. “Aimed: +x” in their description) need to get’s total exceeds yours, no damage is taken. If you have the rulebook handy, you can be aimed to be effective. When casting Body levels work like Fatigue levels: refer to pages 103-104.

3 Ars Magica Jump Start Kit The Lab Equipment Generally, the level required will be 15+. are much more dubious. They reveal that The scroll case is enchanted to ward off Stephen was expected to provide some sort of This is normal. Most magi have versions flames, and is cool to the touch. It can be magical stone in return for a charter guaran- of these pieces. A couple of things are unusu- opened easily, once out of the fire, and con- teeing the covenant’s status. This is definitely al, but since all magi learn some odd tech- tains a charter (see Handout 2). This is against the Code, as Jocelin will confirm. niques from their masters, and develop their between the covenant and the Abbey of St. own, this is normal. Edmund, granting the covenant immunity to certain taxes, the right to gather some taxes themselves, and the land around them. The The Crucifix covenant is also to receive a sum of money Action every year, in return for unspecified particu- This is made of gold and decorated with lar services. Such an agreement is a clear The characters probably have about a four jewels. It is definitely out of place in this breach of the Code, and Jocelin points this day by this point before Timor arrives. They laboratory, both as a Christian item, and due out if no one else realizes it. must decide on some course of action. They to its opulence. It is not magical, but if it is may try to shift all the blame onto Stephen. removed from the wall (it is simply hanging Jocelin thinks this is a good move, but that it from a nail) and examined, the words The Stone Block will be more convincing if they have recov- ‘donum abbatis Sancti Edmundi’ (Gift of the ered the Stone and ended the agreement Abbot of Saint Edmund) are found on the The stone block is smooth, with no with the Abbot. They may want to cover back. The abbey of St. Edmund is two hours’ signs of a lid. It is hollow and contains everything up. Jocelin warns them they will ride from the covenant. Stephen’s lab texts, but can only be opened probably be caught. They may want to fight by the use of magic, most obviously Muto the Quaesitor and Hoplite. In this case, Terram or Perdo Terram of level 10+. Jocelin strongly advises against it, and leaves The Lectern Intéllego Terram reveals that it is hollow, the covenant if they persist, after assuring and Intéllego Animál reveals the presence of them they will be killed. The papers on the lectern are drafts for books within (because parchment is made of Given Jocelin’s advice, the most likely a theological tract, concerned with the animal matter). Neither the stone nor the course of action is an attempt to recover the allowability of natural magic and the risks of books inside are magical, and thus Intéllego Stone. If they choose to do something differ- demonic temptation. There are many refer- Vim shows nothing. ent, however, this is not a problem, since ences to Abelard, Aristotle, and Augustine, If the characters look through these when Timor arrives, she will require that as well as to more minor figures. It is clearly papers randomly, they find that Stephen they recover the Stone or face immediate unfinished, but it is a strong defense of the invented a number of spells and made sever- Renunciation (expulsion from the Order orthodoxy of the practice of natural magic. al enchanted items, that he was a Mentem and likely subsequent death). The order of Jocelin confirms that since it has clearly not specialist (as they already knew), and that he these events is not vital. The characters been sent anywhere yet, its existence could did not share all his discoveries with the should, through Jocelin, be strongly encour- not be a breach of the Code. covenant. If they are specifically looking for aged to retrieve the Stone before Timor the lab text for the magical Stone discussed arrives, as it will greatly strengthen their case in Stephen’s correspondence (below), they for being innocent bystanders. They should The Brazier find it (see Handout 3). This tells them what not be forced now, however. Timor will do the Stone does, and what it looks like. that, later. Intéllego Vim reveals that there is something highly magical in the brazier (a scroll case, although the spell will not reveal The Tables this), under the flames. It also reveals that the brazier itself is magical in that the fire is The tables are also hollow, and contain The Abbey magically maintained. The flames are nor- Stephen’s correspondence. Intéllego Herbam mal, but if they go out the magic of the bra- 10+ reveals the spaces; Intéllego Animál There are several ways in which the zier relights them. Reaching into the fire 10+ detects the parchment of the letters. characters can go about retreiving the Stone. does +10 damage each round. Anyone Muto or Perdo Herbam will allow access to The first is to approach the abbot and nego- reaching into the brazier should roll a simple the letters (level 10+ in either case). tiate for its return — the letters indicate die + Perception each round. If a 6+ is Sorting the letters takes a couple of lines of argument which might work. The rolled, he has found the scroll case. hours, but reveals an extensive correspon- second is to stir up opposition to the agree- The fire can be magically circumvented. dence with the Abbot of St. Edmund’s, as well ment within the monastery, and then do the A spontaneous Perdo Ignem or Rego Ignem as with a canon at Norwich cathedral and a monks a favor by removing the Stone. spell of level 10+ allows someone to search Master at the University of Paris (see Again, the letters suggest the prior might be the brazier without damage. Perdo Vim 20+ Handouts 4, 5, and 6). The letters from the a good target for such a strategy. The third is has the same effect, although in this case the canon and the Master concern trading for to bribe a monk to let them into the abbey fire would have to be mundanely extin- books, and are not in violation of the Code. A and give them clear time to work on remov- guished as well. Creative use of other forms search of the library yields precedents to that ing the Stone. Enquiries in the town outside should also allow the case to be recovered. effect. The letters from the Abbot, however, the abbey walls tell them the cellarer is like- 4 Promises, Promises ly to be their man. The final obvious solu- one in which both groups are in trouble. He to destroy it, unless they can give him a con- tion is to sneak in and remove the Stone by will agree to meet any who say they are from vincing story as to why they can’t. stealth. All of these possibilities will be dis- Libellus, and will remain polite unless the John is old, in his sixties, and frail. His cussed below. If the players come up with characters become threatening. He is one of hair is white and wispy, and his face is lined something else, you will have to improvise. the most powerful men in England, and and stern. His voice remains powerful for the Jocelin can give some advice on this point, expects to be treated with the appropriate most part, especially when denouncing - but it is limited to pointing out that frontal respect. Characters who treat him as an ners, but it does crack from time to time. He assaults on a major monastery are serious equal may have trouble getting to an agree- makes frequent Biblical references in his breaches of the Code, and suchlike. ment. speech; his piety is not just an act. The Dominion aura is level 4 within the Samson is a physically small man, and abbey precincts and level 6 in the church he wears the black Benedictine habit. The (Dominion auras subtract their ratings from only jewelry he wears is a signet ring, with spellcasting rolls made within them). which he sealed the charter possessed by the Richard, the Cellarer covenant. His voice is firm, and he has great authority when necessary. Richard is a middle-aged monk, given to the monastery as a child and brought up Samson, the Abbot here. Unfortunately, his personality is wildly unsuited to a life of holy contemplation. As Abbot Samson negotiated the charter John, the Prior a merchant, he would doubtless have been a with Stephen in return for the Stone. He is fine member of the community. As a monk, not a pious man, being more concerned with Prior John is an elderly monk, and has he is a disgrace. Careful bribery and charac- the management of the abbey and with been at the abbey since he was a boy. He ter assassination have gained him the post of increasing both its power and security. As a lives the Rule of St. Benedict, and some cellarer (overseer of the monastery’s worldly result, he has made a good abbot, and he was monks in the cloister whisper that he is a possessions), in which he is happy. He can not above negotiating with a magus. He is, saint. He is certainly pious beyond all that eat and drink as much as he needs, and he however, somewhat worried about this par- normal people can stand: he was made prior must frequently leave the monastery to over- ticular deal. Although he doesn’t think it because everyone trusted him, everyone see purchases, which gives him the opportu- was diabolical — and Stephen promised to thought he ought to be honored, and no one nity to rendezvous with his lady-friends. write him a treatise showing that it wasn’t — really wanted to be too close to him. (The If the characters ask around in the he knows that he would have trouble con- prior is the second in command of the town, they soon discover he can easily be vincing other monks, especially the prior, monastery, and takes over running it in the bribed to let people in to or out of the and some of the local bishops. Thus, if these abbot’s absence or after his death.) monastery. It is then simply a case of spin- fears are played upon, and especially if he is John and Samson do not get along very ning him a story. If they tell the truth he goes told that the magi will not look kindly upon well. John sees Samson as a corrupt and straight to the abbot, because there are lim- it, he could be convinced that the deal was worldly monk, while Samson has nightmare its to how far he will risk his immortal . not worth the risk. If the crucifix were visions of John completely ruining the abbey The abbot will think the covenant is trying returned, and the charter and correspon- by supporting a Crusade or something. to renege on its agreement, and stirs up the dence destroyed in his presence, he would be Nevertheless, they have worked out a modus town and local nobility against them. If they even happier, because no evidence would vivendi, and the abbey runs smoothly. John spin a plausible story as to why they need to remain. If the characters threaten him them- lets Samson control the mundane affairs, be inside the abbey, he can be convinced. selves, however, he concludes that removing with which he would not want to be tainted, The more mundane the story, the less they them is the best way to protect himself. The and Samson backs up most of John’s ideas need to give him as a bribe. In any case, the abbot of St. Edmund is an ecclesiastical dig- about the spiritual life of the community. covenant’s monetary stores are adequate to nitary on a par with a bishop, and he can If the characters approach John, they the task. If the story does not completely have them convicted of heresy and diaboli- must do it on his terms. This means faking convince him, he may spy on them, and cal crimes in short order. Although the char- piety and claiming that they were very sad- when they do something other than what acters may be able to get away, finishing up dened to learn of Samson’s dealings, or they claimed, he raises the hue and cry. in so much trouble is failure for all practical something similar. Fortunately, John is Richard is rather overweight, and his purposes. rather naïve, so a reasonable charade will habit is not of standard issue: it is far too fine If Samson were convinced, removing convince him. The characters must direct quality. He will be happy to talk to the char- the Stone would be easy. He will simply tell things carefully: they do not want him to acters, as he gets very bored in the the monks of the monastery that the charac- denounce the magi in public. Playing on the monastery, and he is casually corruptible. ters are masons, and supervise them himself. temptation that would be laid before weaker He can even supply a suitable replacement monks and magnates, were the possibility of stone from the abbey supplies. dealing with magi to be known, would be Samson is a highly intelligent man (Int one possible tack. At any rate, if they can get +2), and very experienced at running the him to go straight to Samson, he will easily abbey. It is difficult to deceive him (Folk Ken convince the abbot that the Stone must be 5, Per +1), so it is just as well that the char- removed, and the characters may then do so, acters can accurately portray the situation as under his supervision. He will expect them

5 Ars Magica Jump Start Kit use a Creo Terram of level 10+ to create a abbey and broke the Code thoroughly (by Stealth stone, it will disappear at sunrise (the time burning monks, for instance), she will happi- when non-permanent spells are cancelled). ly overlook minor breaches of the Code The characters can try to sneak into the If part of the wall does collapse, the abbey there, recognizing they were necessary to abbey and remove the Stone. If they do, they starts searching for the witches who attacked repair the damage. If they have retrieved the will almost certainly be caught. Monks are it, and soon come to the covenant (Samson Stone, returned the crucifix, and voided the up at all hours, as they have to sing divine knows which stone has gone, and where it charter, Timor might even go so far as to office at night as well as during the day. came from, remember). Again, if they have congratulate them. For results in between Assess the precautions that are taken, assign negotiated with Samson they have a mun- these two, Timor’s reaction depends on what an ease factor, and roll a die every hour to see dane stone to put in the gap. the magi did. If they have done quite badly, whether a monk comes across them. If they The last problem is getting the stone they may well be sent back to the abbey to are moving about during the day, they will be out of the abbey. That is no problem if fix the problems they’ve created, and Timor caught automatically. The community is not Samson is supervising them, otherwise, it is will try to cause trouble over Stephen’s cor- large, although the abbey is, and even if they tricky, as the block in question is two feet by respondence about the books. The magi will are wearing habits, they will be spotted as two feet by five feet. More magic will almost probably be able to at least defend these outsiders. If they are caught, the hue and cry certainly be required, and the scene should dealings using the precedents found in the is raised. They will have to try to talk them- be played by ear. Once it is out of the abbey, library. selves out of the mess without making things it can be hidden safely for the moment, but If the characters try to fight they die in worse, but that will depend entirely on the the characters are unlikely to be able to get a storm of fire as Cremate takes the covenant story they use. it back to the covenant before Timor arrives, out. They have absolutely no chance. unless they come up with a truly brilliant Neither Timor nor Cremate Spurios plan. have statistics provided. They are senior magi, and can do anything they want to the The Stone characters. However, they are both firm upholders of the Code, and will not break it. The Stone has been built into the outer Timor is a tall woman with dark hair. wall of the abbey, which is now protected The Q,uaesitor She wears dark blue robes with a stylized from breach and damage. The first problem eagle embroidered on the left breast, and the is that the characters do not know where it Quaesitor Timor and Hoplite Cremate Quaesitorial scales on the right. Her ques- is. If they negotiate with Samson, or if John Spurios have well-deserved reputations for tioning style is aggressive and intimidating. does, this is not a problem; they will be intolerance. Timor has heard of the deal She comes in convinced of the characters’ shown to the appropriate stone. If they do with the abbey, and has come to investigate. guilt. things some other way, it’s trickier. They Stephen’s passage into Final Twilight will be Cremate is a short man, dressed in red must know that they are looking for a Stone treated with some suspicion, but Jocelin’s and gold. He says very little, merely glower- to stand any chance at all. Searching the word will convince her. The rest of the ing at the characters. His function in the abbey with Intéllego Vim spells is a good way progress depends on what the characters do. scenario is to provide the firepower to back to get caught and burned as witches If they are still totally ignorant, Timor Timor up. (although if they try it they should have a reprimands them for negligence and investi- chance to talk their way out of it). Unless gates herself. She finds all the evidence in they have also read the lab texts, they will Stephen’s lab, and demands that they resolve have to cast spells on every stone in the the problem within the next two days, effec- place. This is easier than trying to search the tively forcing them to complete the scenario Conclusion whole complex, and so, if they are careful, with the benefit that they’re starting with all they might not get caught. If they have read the clues. In this case, they can forget about After the scenario is over, make sure the lab texts, they will know what it looks any congratulations and can expect to be you answer any questions the players have like, and what it does, so that they will know formally reprimanded at the next meeting of about the scenario. Tell them what they to start with the fortifications and can search the Stonehenge Tribunal. might have done better, and answer any of by sight. In this case, they have a reasonable If they figured out what has happened their questions about Ars Magica (if you chance of not getting caught. and try to bluff, Timor finds out using a for- know the answers). If you have a coy of the Removing the stone is a further prob- mulaic spell called Frosty Breath of the Spoken Ars Magica rulebook, let them look through lem. It is holding part of the wall up, and it Lie. In this case, Timor takes them into cus- it. certainly can’t just be pulled out. Magic will tody and summons an immediate tribunal to Also let your players know that this sce- have to be used, and the storyguide should try them. They don’t have a leg to stand on, nario and a complete catalog of Ars Magica adjudicate this on a case by case basis. and will be Renounced (that is, expelled books are available free of charge from Atlas Anything reasonable should work. If they from the Order of Hermes, hunted down, Games to anyone who asks for either. They are being supervised by the abbot, it might and executed). Jocelin should have strongly can be obtained either by mail (the address be advisable to pretend they are using mun- warned them that this was a possibility. is elsewhere in this book) or via the web dane tools, but these will only make things a If they have made some attempt to (http://members.aol.com/atlasgames). bit easier. Once they have removed the resolve the situation, Timor will be more for- Lastly, be sure to thank the players for stone, they will have to fill the gap. If they giving. Unless they really messed up at the giving Ars Magica a try!

6 Promises, Promises Fabricor, Follower of Verditius Characteristics Abilities Int +3, Per +1, Pre –2, Com –1, Str 0, Stm +1, Dex Concentration 4, Finesse 3, Hermes Lore 3, Legend +2, Qik 0 Lore 5, Magic Theory 5, Parma Magica 2, Penetration Size Soak Confidence Encumbrance 1, Scribe Latin 3, Speak English 4, Speak Latin 5, 0+13 0 Stoneworking 6, Woodworking 2 Fatigue levels Arts ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Unconscious Creo 10, Intéllego 8, Muto 10, Perdo 8, Rego 7, Animál 0, Aquam 0, Auram 0, Corpus 0, Herbam 7, Body levels Ignem 0, Imáginem 0, Mentem 0, Terram 12, Vim 7 ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Incapacitated

Circle of the Faerie Stone The Crystal Dart Creo Terram 30 Muto Terram 10 R: Near, D: Sun, T: Structure R: Reach D: Momentary, T: Small Aimed: +0 Aimed +4 Casting Total: +18 Casting Total: +20 Creates a 12-foot-high stone wall in a circle up A 10-inch crystal dart rises from the ground at to 10 paces across. It has a Magic Resistance of your feet, floats into the air, and speeds off like 20. This spell only needs to be aimed if you an arrow at a target that is within Far range. It intend to encircle a specific target. does +10 damage. Statue to Animal Eyes of the Eons Muto Terram 25 Intéllego Terram 10 R: Reach, D: Sun, T: Individual, Ritual R: Sight, D: Momentary, T: Small Casting Total: +11 Casting Total: +21 Enchants a hand-sized earthen or stone statue Determines the age of any nonliving target to of an animal. Later, anytime someone gives the within 10% of its actual age. command word (identified during the ritual), The Unseen Porter the statue turns into a life-sized specimen of the The Symbol of House Verditius Rego Terram 10 animal represented. The animal follows the R: Near, D: Concentration, T: Individual orders of the person who gives the command Casting Total: +21 Casting Total: +20 word, and reverts to statue form when killed or Shatters a barrier of metal or stone up to one Creates an invisible force that can carry items when commanded to revert. If the animal is foot thick. Those within one pace of the barri- up to the size and weight of a crate. Roughly killed, the statue is no longer magical. One er, on the opposite side from you, take +10 speaking, it has the capabilities of a very strong must touch the statue when giving the com- damage. Alchemically refined and magical person (Str +5). The heavier the object is, the mand word. metals may be able to withstand this spell. slower the unseen porter moves. If delicacy is The Miner’s Keen Eye Pit of the Gaping Earth required, a Finesse + Intelligence stress roll of Intéllego Terram 20 Perdo Terram 15 12+ is needed. The spell can only carry inani- R: Near, D: Momentary, T: Small R: Near, D: Momentary, T: Special mate objects, and cannot carry you. It also can- Casting Total: +21 Casting Total: +21 not lift things more than 6 feet above the You can see any one type of mineral (gold, dia- The dirt in a circle 6 paces across recedes into ground. mond, sand), specified at the time of casting, the ground, leaving a pit 9 feet deep. Probe for Pure Silver through up to 3 paces of intervening material. Invisible Hand of the Thief Intéllego Terram 4 You have a good idea of how much is there and Rego Terram 15 R: Near, D: Momentary, T: Small how pure it is, if appropriate. R: Near, D: Momentary, T: Small Casting Total: +21 Ward Against Faeries of the Mountain Casting Total: +20 You are guided by a hunch to any silver nearby. Rego Terram 20 Takes an item weighing up to 3 pounds and R: Special, D: Ring, T: Circle teleports it instantly to a sack or pouch you are Casting Total: +20 holding. The spell does not work if the item is No faerie of earth or stone whose Faerie Might worn, held, touched, or seen by anyone but is equal to or less than the level of the spell can you, or if it is a living thing. You must know affect those targeted by the spell. Faeries can- exactly what and where the object is. not directly or indirectly break the magic cir- Seal the Earth cle, nor can they use ranged attacks or magic to Creo Terram 15 affect those within it. At some angles at night, R: Near, D: Sun, T: Room the ring may be seen as a dark brown dome. Casting Total: +23 Obliteration of the Metallic Barrier Creates enough dirt to fill in a pit of up to 6 Perdo Terram 15 paces across and 3 paces deep. R: Reach, D: Momentary, T: Special Ars Magica Jump Start Kit Gregorius, Follower of Bonisagus Characteristics Abilities Int +3, Per +2, Pre +1, Com +1, Str –1, Stm 0, Dex 0, Certámen 2, Concentration 3, Hermes Lore 3, Legend Qik –2 Lore 4, Magic Theory 6, Occult Lore 5, Parma Magica Size Soak Confidence Encumbrance 2, Scribe Latin 3, Speak English 4, Speak Latin 5, 003 0 Theology 1 Fatigue levels Arts ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Unconscious Creo 10, Intéllego 10, Muto 7, Perdo 8, Rego 8, Animál 0, Aquam 0, Auram 0, Corpus 7, Herbam 0, Body levels Ignem 0, Imáginem 0, Mentem 7, Terram 0, Vim 12 ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Incapacitated

Sense of the Lingering Magic Ritual Intéllego Vim 30 Casting Total: +20 R: Near, D: Concentration, T: Individual You make a Hermetic magic item lose all its Casting Total: +22 powers permanently if the level of this spell + This spell can detect the presence of many 5 + a quality die exceeds the highest level of magical residues, even from weak spells, as well the enchantments in the item. The enchant- as giving the presence and power of active ment is utterly destroyed, as is all of the vis that spells. It does not grant any information apart was used in the magic item. The object left is in from the power, however. all ways a mundane item, but could be invested Demon’s Eternal Oblivion with enchantments again at a later time. Perdo Vim 25 Shell of Opaque Mysteries R: Near, D: Instantaneous, T: Individual Creo Vim 10 Casting Total: +20 R: Touch, D: Permanent, T: Individual, Ritual Weakens and possibly destroys a demon. Roll a Casting Total: +22 quality die + this spell's level – 5. For every This spell causes all attempts to investigate the point by which you exceed the target's Infernal magic item that is this spell’s target to utterly Might, it loses one point of Infernal Might. If fail, unless the level of the ritual is exceeded by its score drops to 0, the demon is banished back The Symbol of House Bonisagus the magus’s Investigation roll. Once a magus to for an indeterminate amount of time. If determines the presence of a particular shell you know the demon's true name, you may hued dome. (that is, by overcoming it), it has no more double your roll. Note that repeated castings of The Phantom Gift power against him or her. this spell are particularly effective, as the earli- Creo Vim 15 Scales of the Magical Weight er castings reduce the number you have to beat. R: Near, D: Sun T: Individual Intéllego Vim 5 Wizard’s Boost (Terram) Casting Total: +22 R: Touch, D: Instantaneous, T: Small Muto Vim 20 The target of the spell becomes tainted with Casting Total: +22 R: Reach, D: Special, T: Individual magic as most magi are. Beasts and people react When casting this spell, you typically hold your Casting Total: +19 to the target as though he were a magus; they hands straight out from your body, place a You cast this spell as another spell of a level less shy away and are uncomfortable. Those who known amount of Vim vis in your left hand than this one is cast. The effect of the other normally associate with the victim do not (usually one pawn), and then place an spell increases 5 levels in power, but not past become hostile, but do give him or her a wider unknown amount of vis in your right hand. the level of the Wizar’'s Boost. The effects of berth. The spell has no effect on those who After casting the spell, you may sense how the extra 5 levels of power are for the sto- already have the Gift, including those blessed heavy the unknown vis is in relation to the ryguide to determine. A Wizard’s Boost may with the Gentle Gift. known, determining the number of pawns pre- never affect a single spell more than once. Gather the Essence of the Beast sent. If you cast the spell without anything to There are ten versions of this spell, one for Muto Vim 15 measure the unknown vis against, you only each Hermetic Form. The one you know works R: Touch, D: Instantaneous, T: Individual have a very general idea of how valuable it is. on Terram spells. Casting Total: +19 The spell cannot be used to determine the Circular Ward Against Demons Concentrates the raw vis (magical power in amount of raw vis invested in an enchanted Rego Vim 20 physical form) in a corpse into one part of that item. R: Personal, D: Ring, T: Circle corpse, which can then be removed. This spell Sense the Nature of Vis Casting Total: +20 lets you gather all the raw vis you find without Intéllego Vim 5 When you set up the ring, the storyguide lugging around entire corpses of beasts. Note R: Touch, D: Instantaneous, T: Small secretly rolls a quality die + the spell's level – 5. that the vis in many magical creatures is Casting Total: +22 All demons with Infernal Might equal to or less already concentrated in this manner in some You can tell what Art a supply of raw vis is than this total are unable to enter the circle or specific organ, though this spell will allow you connected to. To you, the vis appears to glow harm those within it. If you cast the spell again, to relocate that vis if you wish. with an aura that is appropriate to the the second ring dispels the first, regardless of Disenchant Technique or Form that the vis is associated the relative strengths. Some magi cast this spell Perdo Vim 15 with. Some of the colors are very similar, but before going to sleep at night. At night, from R: Touch, D: Instantaneous, T: Individual, are easy to distinguish if the item is held steadi- certain angles, the ring may be seen as a silver- ly and studied for a few seconds. Promises, Promises Jonaquil, Follower of Merinita Characteristics Abilities Int +3, Per 0, Pre +2, Com +1, Str –1, Stm 0, Dex –2, England Lore 2, Etiquette 4, Faerie Lore 6, Hermes Qik +1 Lore 3, Hermetic Law 1, Legend Lore 2, Magic Theory Size Soak Confidence Encumbrance 5, Parma Magica 3, Scribe Latin 3, Speak English 4, 003 0 Speak Latin 5, Storytelling 5 Fatigue levels Arts ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Unconscious Creo 8, Intéllego 0, Muto 12, Perdo 0, Rego 7, Animál 7, Aquam 0, Auram 0, Corpus 8, Herbam 10, Ignem 0, Body levels Imáginem 10, Mentem 7, Terram 0, Vim 0 ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Incapacitated

Visions of the Infernal Terrors Creates an overpowering fear in one person of Muto Imáginem 30 a specific object, person, or place. R: Near, D: Sun, T: Individual Aura of Ennobled Presence Casting Total: +19 Muto Imáginem 10 Causes everything the target sees to look and R: Near, D: Sun, T: Individual sound terrifying. The world looks basically the Casting Total: +22 same, save that everything is hideously trans- The target appears more forceful, authoritative, formed somehow. The target must roll a stress and believable. Numerous subtle changes in die + Stamina to see how well he resists the ter- appearance bring about this change, including rifying nature of his new perspective. a slight supernatural illumination of the face, a Roll Result more erect posture, and a louder and smoother <0 Scared to death (literally) voice. The target's Presence increases by +1, or 1–5 Incapacitated, perm. –1 to Stamina rises to 0, whichever produces the higher result. 6–9 Incapacitated with fear The character gets a +3 on rolls to influence, 10–15 Flee, fight at –6 if cornered lead, or convince others. 16+ Carry on, –3 on all rolls The Symbol of House Merinita Trap of the Entwining Vines Piercing Shaft of Wood Creo Herbam 10 Muto Herbam 25 share some mental attributes or personality R: Near, D: Special, T: Special R: Touch, D: Instantaneous, T: Individual traits with the caster. The tree can rearrange its Casting Total: +18 Aimed: +2 branches over the course of several hours, Causes strong, woody vines to grow rapidly Casting Total: +17 though too slowly for people to observe the from fertile earth. The vines cover a circle 2 Turns a piece of wood into a sleek, barbed, movement from second to second. Most trees paces across and reach 6 feet high. Anything strong shaft that flies through the air at a tar- in magical areas are already awake. caught within them is immobilized. To avoid get. Damage depends on the size of the item The Captive Voice the vines, the target must make a Quickness – from which the shaft is formed: staff (upper size Rego Imáginem 15 Encumbrance stress roll of 9+. To break out limit) +10, 2-foot branch +8, wand +5. If it R: Reach, D: Sun, T: Individual requires a Strength stress roll of 12+ (allowed pierces a body, removing the shaft causes the Casting Total: +17 once a round). Someone not trapped can cut a target to automatically lose a Body level, unless Captures a person's voice and places it in a bag. trapped person free in two rounds, assuming a Stamina stress roll of 6+ is made (add the The person may not speak unless the bag is proper tools. The vines weaken and wither to Chirurgy score of the one who removes the open, in which case the voice comes from the dust after an hour. shaft). bag, not the victim's mouth. If the victim Wizard's Sidestep Recollection of Memories Never Quite Lived screams while the bag is shut, the bag vibrates Rego Imáginem 10 Muto Mentem 25 visibly. R: Personal, D: Sun, T: Individual R: Eye, D: Instantaneous, T: Individual Dance of the Staves Casting Total: +17 Casting Total: +19 Muto Herbam 15 Your image appears up to 1 pace from where Changes the target's memory of a detail into a R: Near, D: Momentary, T: Small you actually are, so attacks aimed there are similar, though different, memory. The target is Casting Total: +22 likely to miss you. Whenever the image is suc- no more sure of this manufactured memory Causes a pole, staff, haft, or any other long, cessfully struck, it disappears and reappears in than of the authentic one, so he may discover thin, non-living wooden object to bend and another spot. strange fabrications to be false. lash about wildly for a few seconds and then Transformation of the Thorny Staff Stir the Slumbering Tree stop suddenly, keeping its new, twisted shape. Muto Herbam 5 Muto Herbam 25 A whirling staff strikes its holder and does +4 R: Touch, D: Sun, T: Small R: Touch, D: Sun, T: Individual damage, with a possible bonus if the weapon at Casting Total: +22 Casting Total: +19 the head of the pole hits the person. Causes a length of wood (up to 6 feet in length) Raises any tree into a state of consciousness Panic of the Trembling Heart to grow thick, sharp thorns at whatever spots resembling that of a human. Such a tree can see Creo Mentem 15 you touch. If the spell is cast on a staff, the and hear what is going on around it at a normal R: Eye, D: Sun, T: Individual thorns do +4 Damage the first time a hit is human level of perception. Such a tree may Casting Total: +15 scored, after which the thorns break off. Ars Magica Jump Start Kit Justin, Follower of Tremere Characteristics Abilities Int +3, Per +2, Pre +1, Com +1, Str 0, Stm 0, Dex –2, Awareness 6, Certámen 5, Concentration 3, Etiquette Qik –1 2, Folk Ken 3, Hermes Lore 3, Intrigue 3, Magic Size Soak Confidence Encumbrance Theory 5, Parma Magica 2, Scribe Latin 3, Speak 003 0 English 4, Speak Latin 5 Fatigue levels Arts ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Unconscious Creo 0, Intéllego 12, Muto 0, Perdo 0, Rego 0, Animál 8, Aquam 0, Auram 0, Corpus 10, Herbam 7, Ignem 0, Body levels Imáginem 7, Mentem 10, Terram 7, Vim 8 ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Incapacitated

Peering into the Mortal Mind Intéllego Animál 15 Intéllego Mentem 30 R: Touch, D: Momentary, T: Individual R: Eye, D: Momentary, T: Individual Casting Total: +20 Casting Total: +22 By touching wounds created by a beast, you get You can thoroughly probe and understand the a mental image of the beast from the perspec- contents of the mind of the target, including tive of the person or creature attacked—handy his or her immediate and long-term motives, for finding out what killed your horse. If the personal strengths and weaknesses, and other victim didn't see the beast, you can't see it pertinent information. The target may resist either. If the attacker wasn't a beast, the spell this spell by making an Intelligence stress roll refuses to function (though you must make a of 9+. spell roll anyway to check for a botch). Posing the Silent Question Physician's Eye Intéllego Mentem 20 Intéllego Corpus 5 R: Eye, D: Momentary, T: Individual R: Sight, D: Momentary, T: Individual Casting Total: +22 Casting Total: +22 You can ask one silent mental question of the Determines the general health of a single per- target, then detect the answer. The truth of the The Symbol of House Tremere son. Specific afflictions appear to you as areas answer is limited by the knowledge of the tar- of yellow coloration on the person's body. A get. Questions to the effect of “What would more precise information. Each casting of the Perception + Medicine stress roll is required to you do if . . . ?” often receive inaccurate replies. spell allows for the searching of one map. identify unusual diseases. The ease factor is You are likely to get what the target thinks he Hunt for the Wild Herb determined by the rarity of the disease. would do, not necessarily what he would really Intéllego Herbam 15 do. R: Touch, D: Concentration, T: Individual Eyes of the Treacherous Terrain Casting Total: +19 Intéllego Terram 20 When you cast this spell, the vegetation of the R: Sight, D: Momentary, T: Boundary forest guides you (or the target of the spell) to Casting Total: +19 the nearest specimen of the type of plant you You can tell intuitively if any natural terrain seek, as long as you (or the target) continues to you see is treacherous, such as if a rock field is concentrate. You must have a sample of the prone to sliding. type of plant you are looking for. A Perception The Inexorable Search stress roll of 6+ is needed to follow the subtle Intéllego Corpus 20 signs, which include pointing branches and R: Arcane Connection, D: Concentration, T: inclined trunks. A plant of the type you seek Individual must be within the forest you occupy or the Casting Total: +22 spell fails automatically. Determines the location of a specific person. Perception of the Conflicting Motives To cast the spell you need a map and an arcane Intéllego Mentem 15 connection to the target (like a piece of cloth- R: Eye, D: Momentary, T: Individual ing or personal object). After casting the spell, Casting Total: +22 you can move your finger over the map at the You can detect the conflicting motives behind rate of one hour per square foot of map. When one target's actions. Thus you might learn that your finger passes over the person's location as a guard feels conflict between fear and duty. represented on the map, you sense the person's This spell is often used before application of a presence. (If the person is not in the area cov- Muto spell, since it is usually easier to change a ered by the map, no sensations result.) You can target's emotions after you've sensed them than locate the person to within a thumb's width on it is to create emotions. the map. Thus, a map with a larger scale gives Vision of the Marauding Beast Promises, Promises Lucidia, Follower of Flambeau Characteristics Abilities Int +3, Per 0, Pre –2, Com –1, Str +1, Stm +2, Dex Certámen 3, England Lore 1, Finesse 5, Hermes Lore 3, +1, Qik 0 Legend Lore 2, Magic Theory 5, Parma Magica 4, Size Soak Confidence Encumbrance Penetration 6, Scribe Latin 3, Speak English 4, Speak 0+23 0 Latin 5 Fatigue levels Arts ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Unconscious Creo 10, Intéllego 0, Muto 7, Perdo 8, Rego 10, Animál 0, Aquam 0, Auram 7, Corpus 8, Herbam 0, Body levels Ignem 12, Imáginem 0, Mentem 0, Terram 7, Vim 0 ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Incapacitated

Ball of Abysmal Flame Casting Total: +24 Soothe the Raging Flames Creo Ignem 35 Causes a bonfire to make a leap of up to 10 Perdo Ignem 15 R: Near, D: Momentary, T: Individual paces in any direction, where it catches if there R: Reach, D: Momentary, T: Individual Aimed: 0 is fuel, or burns out if there is none. Make Casting Total: +22 Casting Total: +24 Targeting roll to hit a target; the flames do +10 Eradicates the heat of a bonfire, which, howev- This spell creates an apple-sized ball of fire in damage. er, continues to burn until the fuel already cov- your hand. When you throw it (up to the range Pilum of Fire ered in flame is consumed. The flames do not of the spell), it bursts into flame as soon as it Creo Ignem 20 spread, or harm anything beyond what they hits something, doing +30 damage. Anyone R: Special, D: Momentary, T: Individual were already burning. If the fire is extinguished within 5 paces who looks at the burst must Aimed: +1 and relit, it will burn hot again, as it is now a make a Stamina stress roll of 12+ or be blinded Casting Total: +24 different fire. for one round (or permanently on a botched A 2-foot, thick, spear-shaped jet of fire flies Wreaths of Foul Smoke roll). You can hold the ball in your hand for up from your palms doing +25 damage. One point Creo Auram 15 to three rounds before throwing it. After three less is done for each pace of distance between R: Far, D: Momentary, T: Room rounds, it flickers out. you and your target. Beyond 25 paces, the Casting Total: +19 Ward Against Heat and Flames flames dissipate. Thick, yellow, sulfurous smoke rises up from Rego Ignem 25 Flash of the Scarlet Flames the spot you designate, filling a circular area 9 R: Touch, D: Sun, T: Individual Creo Ignem 15 paces across. It blocks sight, and for each round Casting Total: +24 R: Near, D: Momentary, T: Small anyone breathes the smoke, a Stamina stress Keeps heat and fire at bay, unable to approach Aimed: –3 roll of 9+ must be made or a Fatigue level is within 1 pace of the target. This renders the Casting Total: +24 lost. Once a character is Unconscious, further target immune to damage from flames or heat A brilliant red flash explodes in the air where failed rolls result in the loss of Body levels. The of intensity less than that of a house fire. The you designate. If you target a person's face smoke dissipates naturally; it may persist for target gets a +15 Soak against all fire-related (which requires a targeting roll), the target less than a minute in the open, or it may hang damage. Any fire that is smaller than a house needs a Stamina stress roll of 9+ to avoid tem- in a closed room for hours. The area where the fire in intensity (that is, has equal to or less porary blindness. If the target botches the roll, spell is cast will be damaged. Small plants wilt than a +15 damage bonus) doesn't penetrate he is permanently blinded. If temporarily and die, and tree growth is stunted. A faint the ward. Such fires simply dim at the protect- blinded, he can try to make a simple Stamina stench of sulfur clings for days to anything ed person's passing and flare back up after he is roll of 9+ each minute to recover. The flash is exposed to the smoke. gone. equivalent to looking straight at the sun. Lamp Without Flame Conjuration of the Indubitable Cold Lifting the Dangling Puppet Creo Ignem 10 Perdo Ignem 20 Rego Corpus 15 R: Touch, D: Concentration, T: Room R: Reach, D: Momentary, T: Room R: Near, D: Concentration, T: Individual Casting Total: +24 Casting Total: +22 Casting Total: +20 Illuminates the room you are in with a light Cools the air in the targeted room (or within Lifts a person of Size +1 or less vertically into equal to torch or lamp light, as long as you con- 10 paces of the target outside), leaving it a lit- the air. Generally, you can make the target rise centrate. When using lantern oil, you spread it tle below freezing. All nonliving things are or descend as fast as smoke rises, but a heavier over some object, and the light emanates from chilled thoroughly, not just on the surface. All person rises more slowly and falls more quickly. that object. When cast outside, this spell illu- living things lose one Fatigue level and must minates an area about 5 paces across. Prison of Flames make a Stamina stress roll of 6+ to avoid losing Palm of Flame a second. House fires become as small as camp- Muto Ignem 15 R: Reach, D: Sun, T: Individual Creo Ignem 5 fires, bonfires become as small as torch fires, R: Touch, D: Concentration, T: Small and campfires and smaller fires go out. Casting Total: +21 Turns a bonfire into a prison shaped like a Casting Total: +24 Leap of the Fire miniature castle. A person thrown into the A flame leaps up in your palm, which must be Rego Ignem 20 middle is not burned, but takes +25 damage if upturned for the spell's duration. The flame R: Near, D: Momentary, T: Individual he or she tries to escape. does +10 damage to anyone else that touches Aimed: +2 it. Ars Magica Jump Start Kit Meles, Follower of Bjornaer Characteristics Abilities Int +3, Per +1, Pre –1, Com +2, Str –2, Stm 0, Dex Animal Handling 3, Certámen 1, Hermes Lore 3, +1, Qik 0 Legend Lore 6, Magic Theory 5, Parma Magica 2, Size Soak Confidence Encumbrance Scribe Latin 3, Sing 5, Speak English 4, Speak Latin 5, 003 0 Survival 4, Track 2 Fatigue levels Arts ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Unconscious Creo 8, Intéllego 8, Muto 10, Perdo 0, Rego 7, Animál 12, Aquam 0, Auram 7, Corpus 10, Herbam 7, Ignem Body levels 0, Imáginem 0, Mentem 0, Terram 0, Vim 0 ✓ OK, ❏ 0, ❏ –1, ❏ –3, ❏ –5, ❏ Incapacitated Meles may take the form of a blackbird at will.

Curse of Circe (Size –5) creature to grow to four times its nor- Muto Corpus 35 mal size. If it was poisonous before, it is even R: Near, D: Sun, T: Individual more poisonous now. Semi-poisonous crea- Casting Total: +20 tures, like most spiders, do +8 points of poison Turns a person into a pig. The target may resist damage in larger form. this affect by making a Stamina stress roll of Tangle of Wood and Thorns 9+. Rego Herbam 15 Transformation of the Ravenous Beast to the R: Near, D: Concentration, T: Individual Torpid Toad Aimed: +1 Muto Animál 30 Casting Total: +14 R: Near, D: Sun, T: Individual Takes a length of wood that you designate and Casting Total: +22 hurls it at a target (a targeting roll is required). Turns any animal into a toad, unless it makes a The wood wraps around and immobilizes the Size stress roll of 9+. Birds are so dissimilar to target (assuming that there is enough wood), toads that they get a +3 bonus to their roll. A who must make a Strength stress roll of 9+ to newly created toad will hold a certain terror for break free (one attempt per round). If the vic- peasants and serfs, because many believe toads tim ever botches, he cannot escape without exude a poisonous substance from their skin. The Symbol of House Bjornaer outside help. If the length of wood has thorns, it does +6 damage when it hits, and again each Shape of the Woodland Prowler mon folk both to cure and to protect, you hang time the target tries to break free, whether suc- Muto Corpus 25 from a thong around your neck to give aid in cessful or not. When the caster stops concen- R: Touch, D: Sun, T: Individual the casting. The animal touched recovers a lost trating, the target can escape on a Strength roll Casting Total: +20 Body level by making a Stamina stress roll of of 6+. You place a wolf skin over yourself or another, 3+. and the target changes into a wolf. The target Viper’s Gaze Broom of the Winds may change back at will, ending the spell. You Rego Animál 15 Rego Auram 15 have a wolf skin you use to cast this spell. R: Eye, D: Concentration, T: Individual R: Near, D: Momentary, T: Individual Casting Total: +19 The Chirurgeon's Healing Touch Casting Total: +14 Holds an animal rigid as long as you maintain Creo Corpus 20 Whips up violent, swirling winds around the eye contact with it and concentrate on it. R: Touch, D: Sun, T: Individual target. The target must make a Size stress roll of Casting Total: +18 9+ to remain standing. If the target is braced or Charm Against Putrefaction The person touched can recover a lost Body holding onto some support, he may also make a Creo Corpus 10 level by making a Stamina stress roll of 3+, to Strength stress roll of 9+. If both rolls fail, the R: Touch, D: Moon, T: Individual which is added the highest Chirurgy skill of target is knocked in a random direction. The Casting Total: +18 anyone who has successfully tended the target may be damaged, depending on whether Prevents decay of a human corpse, or of a sev- wounds. Also, subtract the wound penalty from he strikes anything. ered body part. Necromancers use it to preserve the roll. This does not heal damage from poi- their revived corpses. Disguise of the New Visage son or disease, and the healing is not perma- Muto Corpus 15 Eyes of the Cat nent. R: Touch, D: Sun, T: Individual Muto Corpus 5 Soothe Pains of the Beast Casting Total: +20 R: Touch, D: Sun, T: Individual Creo Animál 20 The target's facial features are transformed to Casting Total: +20 R: Touch, D: Sun, T: Individual any approximately human configuration you The target gains the eyes of a cat, which allow Casting Total: +20 choose. him or her to see in near darkness (but not in This spell looks much like a ritualistic “laying absolute darkness, such as a lightless subter- Growth of the Creeping Things on of hands” seen in many churches. You kneel ranean cavern). Muto Animál 15 and press your hands to the wound while recit- R: Touch, D: Sun, T: Individual ing a quiet incantation. The focus, a piece of Casting Total: +22 amber, which is a stone routinely used by com- Causes an insect, mouse, toad, or other small Promises, Promises Ars Magica Rules Briefing To cast a spontaneous spell, first decide Rolling Dice Magic roughly what you want to achieve and which Technique and Form you will use. Then roll All die rolls in Ars Magica are made There are fifteen magical Arts that each a stress die + Technique + Form + using a ten-sided die. There are three types magus knows: five Techniques and ten Forms. Intelligence. If you choose to spend a Fatigue of rolls that are made. The first is a simple Techniques are like verbs — things you do level, divide this total by two. If you choose roll, and the only oddity is that the zero — while Forms are like nouns — what you not to, divide it by 5. The level of the spell counts as a ten. On a quality roll, incredible do things to. All spells are described by one you have cast is the total after division. The success is possible but great failure is not. Technique and one Form (with some com- Ars Magica rulebook has a lengthy set of Read a zero as a ten, but if a one comes up, plications that are neglected here). As a gen- guidelines for determining what a given level roll the die again and double that result. If eral guide, a score of 0–4 in an Art is weak, of spell will do. Refer to it if you have a copy. another one comes up, roll the die a third 5–15 is respectable, 16–25 is good, and over If not, the storyguide should simply use his time and quadruple, and so on. On a stress 25 is excellent. best judgement to determine what happens. roll, great extremes of success and failure are The Techniques are Creo (create), You’ll have plenty of opportunity to experi- possible. Read a one as for a quality die. If a Intéllego (learn about or detect), Muto ment with spontaneous spells in other sce- zero comes up, though, it counts as zero. In (change), Perdo (destroy), and Rego (con- narios. addition, you must roll a number of addi- trol). They are normally abbreviated Cr, In, tional dice, called botch dice. You will usual- Mu, Pe, and Re, respectively. ly roll one of these, but may have to roll The Forms are Animál (animals and ani- more (at the storyguide’s direction) if you mal products), Aquam (water), Auram (air Fatigue were attempting a particularly difficult or and weather), Corpus (humans and human- dangrous task. Each zero that comes up on a like bodies), Herbam (plants and plant prod- Fatigue caused by spellcasting (and botch die makes the failure that much worse. ucts), Ignem (fire), Imáginem (images and other factors) is measured in Fatigue levels. When in doubt about which type of die illusions), Mentem (human or humanlike Most characters have six Fatigue levels roll is called for, use a simple die. The sto- minds), Terram (earth, rock, and metal), and (fresh, winded, weary, tired, dazed, and ryguide will instruct you when any other Vim (magic itself). unconscious), each with a corresponding type of roll is called for. As an example, to create a ball of fire, a penalty that is subtracted from all rolls a magus would use a Creo Ignem spell. To character makes (0, 0, –1, –3, –5, and inca- destroy a person, he would use a Perdo pacitated, respectively). Each time your Corpus spell. To find out about an animal, he character takes a level of fatigue, check off a Basic Activities would cast Intéllego Animál. next box on his fatigue track. The corre- The rules for using magic are a little sponding penalty now applies. All characters have two important types more complicated than most activities. First Fatigue levels are recovered by resting. of statistics: Characteristics and Abilities. of all, magi can use their magical Arts to cast Recovering from unconscious to dazed takes Charactersistics are inborn levels of compe- two types of spells: spells that they know, two hours, from dazed to tired 60 minutes, tence, and the numbers assigned to them called formulaic spells, and ones they make up from tired to weary 30 minutes, from weary range from +5 to –5. Abilities indicate on the spur of the moment, called sponta- to winded ten minutes, and from winded to learned proficiency at some activity. neous spells. No matter which kind of spell is fresh two minutes. Abilities only have positive numbers. There being cast, it has a level, which tells how is no theoretical maximum score for an powerful it is. A level 5 spell cannot do Ability, but a score of five or six indicates a much, while a level 20 spell will have sub- professional level of ability. stantial effects and a level 50 spell would cre- Fighting For most activities, a die roll is added to ate effects talked about for years. the sum of a Characteristic and an Ability. The formulaic spells that each character Although less complex than many role- That total is compared to an ease factor set in this scenario knows are listed on his char- playing systems, Ars Magica’s rules for com- by the storyguide. If the total is higher than acter sheet. To cast a formulaic spell you bat are too lengthy to detail here. This is less the ease factor, the attempted activity suc- know, roll a stress die + Technique + Form + a problem than it might appear, though. ceeds. Stamina. If you exceed the spell level, it goes Most magi are wholly unsuited to physical The meanings of the Characteristics off. If you are under the spell level but with- combat anyway, and this scenario shouldn’t and Abilities are fairly self-evident. in 10, it goes off, but you lose a Fatigue level. require fighting. Characteristics like Perception, Strength, If you miss the spell level by more than 10, it If a physical situation develops, the and Communication mean just what you doesn't go off and you lose a Fatigue level. If combatants should simply describe their think they do, as do Abilities like Magic you botch, the storyguide makes up some- combat actions and compare totals on either Theory or Scribe Latin. Some Abilities may thing nasty that happens to your character. a stress die + Strength or a stress die + be a little more obscure. If you have a rule- You can cast as many spells as you like, and Dexterity. book, you can look them up on pages 50-59. the same spell as many times as you like, as If not, don’t worry about them for now. long as you are not unconscious from fatigue. Ars Magica Jump Start Kit Ars Magica Background Briefing

usually either theoreticians who study magic Characters or politicians who work to keep the Order The Code of Hermes together. Ars Magica, being a game primarily House Bjornaer have a particular affinity I, [name], hereby swear my lifelong loy- about magic, focuses on characters called with animals, as each member has the abili- alty to the Order of Hermes and its members. magi, wizards of great power, in a medieval ty to take the shape of one at will, and to I will not deprive nor attempt to deprive Europe where all the legends are true. change back to human form similarly. They any member of the Order of his or her magi- There are other types of characters in tend to be concerned with preserving the cal power. I will not slay nor attempt to slay Ars Magica: companions, who are specialists wilderness from the advance of civilization. any member of the Order, except in a justly in all manner of trades, and grogs, who pro- House Criamon are mystics and philoso- executed Wizard War. I understand that a tect the other characters from mundane dan- phers, renowned for being almost totally Wizard War is an open conflict between two gers. In this scenario all of the players will incomprehensible and tattooing themselves magi, who may slay each other without play magi, leaving the companions and grogs with strange markings. breaking this Oath, and that should I be for another day. House Flambeau prefer direct solutions slain in a Wizard War, no retribution shall groups (which are to problems, usually involving fire. They do fall on the magus who slays me. composed of magi, companions, and grogs) not, however, fight for its own sake, merely I will abide by the decisions made by fair live in covenants. The word covenant con- seeing it as a good solution to most problems. vote at Tribunal. I will have one vote at notes both the idea of a group and of a loca- House Jerbiton are closely associated Tribunal, and I will use it prudently. I will tion: a covenant is one part university, one with the mundane world, maintaining con- respect as equal the votes of all others at part adventuring party, one part political tacts with the nobility and patronizing art Tribunal. alliance, and one part magical laboratory. and mundane learning. I will not endanger the Order through The magi in this scenario belong to the House Mercere are an oddity. Most my actions. I will not interfere with the covenant of Libellus. members have no magical ability, and devote affairs of mundanes and thereby bring ruin themselves to delivering messages to upon my sodales. I will not deal with devils, covenants. They are regarded as magi by the lest I imperil my soul and the of my Code, however, and are accorded a strong sodales as well. I will not molest the faeries, The Order of Hermes degree of protection. lest their vengeance catch my sodales also. House Merinita are concerned with the I will not use magic to spy on members All magi are members of the mystical faeries, and are generally regarded as little of the Order of Hermes. Order of Hermes, an organization of wizards less strange than the Criamon. I will train apprentices who will swear which spans Europe, but which is not with- House Quaesitor are the judges of the to this Code, and should any of them turn out internal divisions. The members of the Order. They investigate alleged breaches of against the Order and my sodales, I will be Order are governed by the Code of Hermes, the Code and take the evidence to the first to strike them. No apprentice of an oath which they all must take. Tribunals. If they find overwhelming evi- mine shall be called magus until he or she There are two other ways that magi of dence, however, they may impose summary first swears to uphold this Oath. the order are divided up. First, the Order is justice, and rely on the Tribunal backing I shall further the knowledge of the divided into tribunals. These are regional them up. It usually does. Order and share with my sodales all that I divisions, each of which covers parts of House Tremere are a very well-organized find in my search for wisdom and power. Europe. For example, the Stonehenge house, and they seek political power. I request that should I break this Oath, Tribunal, of which Libellus is a part, covers Members excel in the use of certámen, a non- I be cast out of the Order. If I am cast out, I England and Wales. lethal magical duel, and base their hierarchy ask my sodales to find me and slay me that Second, each individual magus (the sin- on it. They are in disgrace at the moment, as my life may not continue in degradation and gular spelling of magi) belongs to a particu- a substantial portion of the house were found infamy. lar house. All but one of the twelve houses is to be vampires. All the vampiric magi were The enemies of the Order are my ene- a group of magi who can trace teacher-pupil killed, but the stigma remains. mies. The friends of the Order are my relations back to one of the founders of the House Tytalus believe the best way to friends. The allies of the Order are my allies. Order. Members of each house are found all learn is through conflict. Accordingly, they Let us work as one and grow strong. over Europe. Members of each house tend to seek conflict in all things. This I hereby swear on [date]. Woe to inherit their masters’ idiosyncracies, and so House Verditius spend their time creat- them who try to tempt me to break this the members of each house tend to think ing magical items, a task at which they are Oath, and woe to me if I fall to the tempta- and act in a similar manner. supremely skilled. tion. House Bonisagus contains those House Ex Miscellanea contains everyone descended from Bonisagus, the inventor of else: wizards adopted into the Order from Hermetic magic, and Trianoma, the politi- outside, and the followers of traditions cian who founded the Order. As a result, it which joined after the founding. has a great deal of prestige. Its members are Promises, Promises

The Charter Lab Text: The Stone of Guarding The Stone of Guarding is made to be built into a wall sur- Charter between the abbey of St. Edmund and Stephen rounding an area, and it will protect that area so long as it remains Eruditus of Libellus. All the provisions below are agreed in the within the wall. The stone is of white marble, veined with red, and sight of and Holy Church: let no one break or disregard these two feet square on the ends, five feet long. It has been invested provisions. with effects to perform the following functions. Item, that Stephen and those at Libellus be allowed to live First, any wall into which it is built is protected from damage. unmolested on land belonging to the abbey, saving the honor of St. No mundane assault will so much as chip it, while magical assaults Edmund. will be resisted by the magic of the stone. The sole exception is the Item, that Libellus, its inhabitants, and the land one mile in stone itself, which may be removed from the wall. Otherwise, how all directions be exempt from all taxes, tolls, and duties levied by would an unwanted wall be demolished? (The protection effect is the abbey. MuTe, and tenth magnitude. The magical defense is ReVi, and Item, that Stephen may levy the said taxes, tolls, and duties. fifth magnitude.) Item, that Stephen shall supply to the abbey of St. Edmund a Second, anyone passing violently across the boundary of the stone, to be built into the walls of the said abbey. This stone shall wall will be afflicted with fear, forcing them to turn about and flee. draw upon the virtues of the earth and herbs to make the walls of (The fear effect is CrMe, and seventh magnitude.) the abbey unbreachable. Item, that Stephen shall supply tribute as may be agreed Promises, Promises Handout #3 between him or his representative and the abbot of St. Edmund. The said tribute shall not be levied more than once per year. Correspondence: Stephen and Samson Sealed this fourth day of April, in the year of our Lord 1219. These are only extracts. Stephen has retained all the letters he received Promises, Promises Handout #2 from Samson, abbot of St. Edmund's, and the rough drafts of the let- ters that he (Stephen) wrote in reply. From Stephen Hermetic Law Texts in the Library …I am sure that I can be of assistance to your reverence. For we must remember that the lion, when trapped by a net, was not Tribunal of the , 1005 too proud to accept the assistance of the mouse.… Restas of Jerbiton was accused of interfering with the mun- From Samson danes in a way likely to bring ruin upon his companions. He was …I have no doubt that your assistance would be valuable to proved to be using magic to improve his trading position when the temporal status of the abbey, but I have doubts about its true bargaining for books, and as a result was amassing a large library at benefit. What does it profit a man if he gain the whole world, but a low price. It was ruled that this practice would tend to make it lose his soul? The Devil may have deceived you, and be seeking, impossible for other magi to acquire books, and might bring suspi- through you, to deceive me.… cion on those who tried. Restas was punished by the loss of his From Stephen library. …The Devil is an enemy of my Order as much as of yours. We Tribunal of Thebes, 1040 fight with the natural weapons that God provides in the world, Helios of Flambeau was accused of breaching the Code con- and you fight with His own power. By as much as God is greater cerning dealings with mundanes, as he was engaged in purchasing than the creatures are you greater than us, but as God entrusts his many books from their libraries. It was found that he was using no plans to weak man for their effection, so may you trust us. The magical means to assist this trade, and it was decided that this was Devil has no hand in our work: our power is as natural as the sun not a breach of the Code. The precedent of Restas was cited, but or wind.… it was ruled that it was his use of magic, and not his purchase of From Samson books, that breached the Code. …While I can see that your assistance would not be against Tribunal of Provence, 1103 the laws of God and man, I am less sure about Prior John. He is Pierre de Galve of Jerbiton was accused of breaking the Code. prone to intolerance, and may seize on any sign that I have desert- He was copying texts from the covenant library, and trading them ed my calling to stir up enmity among the monks. As the shepherd to mundanes for other texts. It was alleged that the dissemination of my flock, I cannot risk such an event. I fear that your magic of the texts of the Order among mundanes would cause bad feeling smacks too much of diabolism to be an acceptable trade for among them, and bring ruin upon us. It was revealed that Pierre rights.… was not copying texts concerned with the Arts or Magic Theory, From Stephen and it was ruled that this was not in breach of the Code. The …As for Prior John, he is not the abbot. You alone have precedent of Helios was cited, and it was stated that trading books authority in the abbey, and you should not be swayed by fear of an for books was no different from purchasing them. underling. I can create an item which will protect your abbey, but (Promises, Promises Handout #1) in such a way that those looking on will never suspect a thing. Thus you will be able to keep it secret from the Prior, and avoid such turbulent and unhealthy confrontation.… From Samson Very well. Bring the item, and you shall have your charter.

(Promises, Promises Handout #4) Ars Magica Jump Start Kit Correspondence: Stephen and William What’s Next? These are extracts from correspondence between Stephen and William, a canon at Norwich cathedral. From Stephen Ars Magica, 4th Edition I have heard that the library of your cathedral contains a copy of Boethius De Hexaemeron. I would be most interested in obtain- “Learn Magic, for it is the only truth of ing a copy of this text: I am sure that we can come to a mutually this reality. Become Magic, and you will beneficial arrangement. become the essence of Truth.” From William Your information is correct. We do have such a book, and I —Criamon the Founder would be happy to discuss terms on which we would allow you to make a copy. Perhaps you have a book which you could offer to us, The Ars Magica rulebook expands on in return? the possibilities introduced in this From Stephen Jump Start Kit. Learn more about the …The books I have in which you might be interested are few. Order of Hermes, discover new magi- I have a copy of Plato's Phaedo, translated into Latin, and a col- cal techniques, learn how your characters advance and lection of the letters of St. Augustine. I also have a volume con- taining various works of Alcuin.… improve over time, find out about the myriad possibilities of From William enchantment, combat, character creation, and much more! The Phaedo is a work that we do not have, nor am I aware of any other copies. As such, we would happily give you the oppor- Fourth Edition Rulebook (softcover) tunity to copy Boethius, were you to give us the chance to copy AG0204 ...... ISBN 1-887801-55-3 . . . . . $29.95 (US) Plato. Fourth Edition Rulebook (hardcover) From Stephen AG0204 HC . . . . . ISBN 1-887801-56-1 . . . . . $44.95 (US) I shall travel to your city this winter [this is the winter now coming] and bring the text of Plato with me. I look forward to meeting you in person. Return of the Stormrider Promises, Promises Handout #5 “A century ago the fury of the storm took human form and became the Correspondence: Stephen and Charles Stormrider. Now the tempest rises again. Extracts from correspondence between Stephen and Charles, a Master Everyone prayed that the Stormrider was at the university of Paris. gone forever...but nothing lasts forever.” From Stephen The University of Paris excels all others in learning and Return of the Stormrider is a full- repute. I have heard that there are many new books in your city, length scenario with novice players bringing the wisdom of the ancient philosophers to today's schol- ars. Would it be possible to to obtain copies of some of these texts? in mind. It includes pregenerated From Charles characters, advice for beginning storyguides, and rules briefing Books flow through our university like an eternal river of wis- handouts. It’s an excellent next step into Mythic Europe for dom. Since such a river is only truly valuable if put to use, I would players who have just finished playing this Jump Start Kit. be happy to come to some arrangement concerning the transmis- sion of these books to you. As you know, scholars at this universi- Return of the Stormrider ty are always short of money, and happy to take work as copyists… From Stephen AG0256 ...... ISBN 1-887801-66-9 . . . . . $14.95 (US) I was delighted to receive your response, and I have sent you three livres Tournois by this messenger as an earnest of my good- To obtain either of these fine products or one of the dozens of will. If you would send me a list of those books to which you have other Ars Magica books in print, ask your local retailer. Or, to access, and how much it would cost to have copies made and sent order by mail, include $4.00 shipping and handling (or $10.00 here, I would be happy to continue our correspondence. for overseas customers) and mail to Atlas Games, PO Box From Charles 131233, Roseville, MN, 55113, USA. Your gift was gratefully received, and will be remembered in heaven at the last judgment. I have investigated the books in the city, and compiled the following list of those which I think may be To obtain a free catalog or a free additional copy of this Jump of interest… [There follows a list of two dozen books.] Start Kit, write to the above address. From Stephen This list is of great interest. I enclose forty livres Tournois, To sample more of Mythic Europe for free, check the Atlas and have asked this messenger, whom I trust, to return to Paris in Games web pages (members.aol.com/atlasgames) for order to collect the books when they are ready. I hope that our future dealings can remain so mutually profitable. Nigrasaxa, an Ars Magica mini-saga you can use with the rules presented here. Promises, Promises Handout #6