AG0288 • ISBN 1-58978-102-3 Delve Into These Pages to Uncover the Secrets of Vis, Magic Auras, and Even the Realm of Magic Itself!
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Of the four realms of power in Mythic Europe, Magic is at once the most familiar and the most alien. It’s the source of power wielded by Hermetic magi, but it cares nothing for human concerns. Elementals are the essence of the elements given form; what are emotions to them? Dragons are ancient beyond belief; why should they concern themselves with the affairs of men? Spirits are bound to the phenomena of the natural world, not to the creations of humanity. And even those humans transformed by Magic have their own strange ambitions, divorced from the petty desires of mortals. But despite this indifference, creatures and places of Magic are inexorably drawn into the lives of magi, as members of the Order of Hermes hunt for vis, familiars, covenant sites, and the mysteries of the Magic Realm. This book shows how to create creatures of Magic of all kinds, as player characters or antagonists. Extensive examples are included, from the Beasts of Virtue that exemplify animals to the spirits of emotions, from great fi re-breathing dragons to tiny fi re-breathing mice, and from elementals born of matter untouched by human hands to the walking corpses of the unquiet dead. AG0288 • ISBN 1-58978-102-3 Delve into these pages to uncover the secrets of vis, magic auras, and even the Realm of Magic itself! AG0288 • ISBN 1-58978-102-3 • $29.95 52995 9 781589 781023 WWW.ATLAS-GAMES.COM ©2008 Trident, Inc. All rights reserved. Magic Credits AUTHORS: Erik Dahl, Timothy Ferguson, Andrew Gronosky, Richard AUTHOR BIOS Love, John Post, Mark Shirley, Andrew Smith, Sheila Thomas DEVELOPMENT, EDITING, & PROJECT MANAGEMENT: David Chart Erik Dahl is grateful to live in Davis, California with his dear and LAYOUT, ART DIRECTION, & PROOFREADING: Michelle Nephew patient wife, who occasionally listens to him babble on about Ars Mag- PUBLISHER & PROOFREADING: John Nephew ica and did so several times during the writing of this book. He would COVER ILLUSTRATION: Grey Thornberry like to dedicate his work on Magic to the Playstation 2 game Katamari INTERIOR ILLUSTRATIONS: Kelley Hensing, Bradley McDevitt, Jeff Damacy, which (much like traveling through the Magic realm) is an Menges, Robert Scott, Grey Thornberry exotic and strange but ultimately rewarding experience. ARS MAGICA FIFTH EDITION TRADE DRESS: J. Scott Reeves Timothy Ferguson wandered in briefly to write about cats, lounge PUBLISHER’S SPECIAL THANKS: To Jerry Corrick and the gang at around on the sofa, and knock things over. Really he was more trouble the Source. than he was worth, but he’s cute, so what can you do? FIRST-ROUND PLAYTESTERS: Christian Jensen-Romer, Lloyd Graney, Richard Love lives in New Zealand, which has sometimes been Kevin Sides, Luke Price, Ed Woods, Pete Hiley, Ben Hayes; Donna transformed into a magical place for film. He would like to thank his Giltrap, Malcolm Harbrow, Aaron Hicks, Richard Love; Matthew partner Paula for continuing to put up with his hobbies. He’d also like L. Seidl; Christoph Safferling, Andrew Smith; Angus MacDonald, to thank Gladia, Verus, Ulrich and the other inhabitants of the Fons Al- Brian Watson, Wendell “BSP” Joyner, Steve Woyach, Quetta Wat- bae chapter house for continuing to put up with Antaeus’ unexplained son, Kathy “Kat” Stricklen, Sarah MacDonald sojourns into the forest and his occasional lack of pants. SECOND-ROUND PLAYTESTERS: Mark Barltrop, Mark Lawford, David John Post is an attorney who lives and works in a magical, fog- Staveley, Simon Turner; Christopher Allen, Rob Andrusco, Eyal shrouded city by a bay. His lovely wife often drags him out to enjoy Barnea, Bard Bloom, Vicki Bloom, Dan Rice; Kevin Sides, Peter the natural beauty that surrounds them in Northern California. The Hiley, Christian Jensen Romer; Donna Giltrap, Malcolm Harbrow, flora and fauna there provided inspiration for his small contribution Aaron Hicks, Richard Love; Nicholas Peterson, Jennifer McPher- to this book. He hopes his ideas can make the most basic of Ars son, Michael Pisarsky, Kristi Pisarsky; Neil Taylor Magica adventures — the vis hunt — slightly more magical. THIRD-ROUND PLAYTESTERS: Mark Barltrop, Mark Lawford, David Mark Shirley’s biographies in Ars Magica books have become more Staveley, Simon Turner; Bard Bloom; Matt Ryan, Alexis K. Heinz, interesting than his real life. Suffice it to say that his job and his home Tobias Wheeler, Mario Cerame, Dan Ilut, John Illingworth, Rob remain unchanged, although he is a little older and more grizzled. Llwyd; Neil Taylor Andrew P. Smith most closely resembles a Man of the Lake in BOOK OF MUNdaNE BEASTS PLAYTESTERS: Neil Taylor; CJ Romer, Pete his Summer season. He briefly emerged from the regio of Lake Con- Hiley, Lloyd Graney, Ed Woods; Stephen Cobb, Dan Ilut, Jesse stance to make a minor contribution to this worthy tome. Koennecke, Matt Ryan; Angus MacDonald, Brian Watson, Wendell Sheila Thomas lives near Cambridge, England with her gor- Joyner; Alexander Bader, Tanja Bader, MaPhi Werner; Samuel Bidal, geous cat Elliott (his Powers include Aura of Rightful Authority, Fe- Anne-Gaëlle Darmont, Jérôme Darmont, Gilles Marcvincent, Miguel line Lullaby, and Incredibly Cute) without whose involvement the Peca, Didier Rabour; Donna Giltrap, Malcolm Harbrow, Aaron work would have proceeded much more smoothly. Her local aura Hicks, Richard Love; Mark Shirley; Andrea C. Cofalik, Ulrich Will- promotes overwork. Sheila dedicates this book to her niece, Laura münder; Matthew L. Seidl, Soraya Ghiasi; Paul Tevis; Erik Tyrrell Sugrue, who will understand and use the contents. Ars Magica players participate in a thriving fan community by subscribing to email discussion lists (like the Berke- ley list), compiling archives of game material (such as Project Redcap), maintaining fan-created web sites, and running demos through Atlas Games’ Special Ops program. To learn more, visit www.atlas-games.com/ArM5. You can also participate in discussions of Ars Magica at the official Atlas Games forums located at forum.atlas-games.com. Copyright 2011 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work by any means without written permission from the publisher, except short excerpts for the purpose of reviews, is expressly prohib- ited. Ars Magica, Mythic Europe, Realms of Power: Magic, and Charting New Realms of Imagination are trademarks of Trident, Inc. Order of Hermes, Termere, and Doissetep are trademarks of White Wolf, Inc. and are used with permission. DIGITAL VERSION 1.0 Magic Contents I. Introduction 5 New & Modified Flaws .....................47 Warders of Mystery ..........................95 WHAT IS MAGIC? ................................. 5 New & Modified Abilities .................51 TRANSFORMED HUMANS ...................... 96 MAGIC AND OTHER REALMS .................. 6 ADVANCEMENT .................................. 51 Drowned Men ..................................96 Transformation .................................52 Revenants, the Walking Dead ..........97 II. Magic Auras 7 Acclimation ......................................52 Daimons and Heroes ........................99 ESSENTIAL TRAITS .............................. 54 Living Ghosts ...................................99 Tethers ................................................8 Magi in Final Twilight ......................99 Natural Tethers ...................................8 Preternatural Tethers ........................10 V. Magic Animals 55 Aura Variation Rules .........................10 BEASTS OF VIRTUE.............................. 55 VII. Magic Spirits 100 Symptoms of Aura Variation ............12 Designing Beasts of Virtue ...............55 Spirits as Characters .......................100 MAGIC REGIONES ............................... 13 Example Beasts of Virtue ..................56 POWERS OF THE SPIRITS .................... 101 ALIGNED AURAS ................................. 15 Creatures from the Bestiaries............66 AIRY SPIRITS .................................... 103 Auras that Enhance Emotions ..........15 BIRDS OF NEPHELOCOCCYGIA ............... 68 Florae and Fauni .............................103 Auras Aligned with Arts ...................16 THE MAGICAL LINEAGES OF CATS ......... 70 Spirits of the Elements ...................104 Other Aligned Auras ........................16 Magical Powers ................................71 Imagines, the Spirits of Sensation....105 Cats’ Greater or Lesser Eidolons, the Spirits of Emotions ...106 Magical Powers ................................71 Spirits of Place, Genii Loci .............106 III. The Magic Realm 17 Personal Magical Powers for Cats ....73 Lugra, Spirits of Hardship ..............107 MAGIC PERSPECTIVES .......................... 17 DRAGONS AND DRAGON-KIND ............. 73 THE NAMED SPIRITS ......................... 107 Worlds Within Worlds .....................18 Dragons as Characters .....................74 Theoi ..............................................107 The Magic Archipelago ...................18 TRANSFORMED ANIMALS ...................... 78 Astra Planeta ...................................108 Pages of History ...............................19 Warping............................................78 The Leti ..........................................108 Fact and Theory ...............................20 Example Warped Animals ................79 Other Daimons ..............................109 RULES OF THE REALM ......................... 20 TRAINING CREATURES ......................... 81 PRIMAL SPIRITS ................................ 109 Into the Magic Realm .......................20