Ars Magica, the TRoS Way

 

original design by Morfedel, on the TRoS Community Board

modified and formatted by Dave Nadig

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This document is intended to represent a conversion of TRoS' magic system to the Ars Magica format, while keeping the strengths of both systems.  Knowledge of both systems is assumed.  The Riddle of Steel is available through Driftwood Games at http://www.theriddleofsteel.com.  Ars Magica is available as a download from rpgnow.com.  When in doubt, follow the base mechanics of TRoS, and the spirit, structure, and atmosphere of Ars Magica.

Arts

The fundamental premise of Ars Magica is that all magical effects or spells are the combination of one or more techniques (verbs) and one or more forms (nouns), which are collectively referred to as the Arts.  Like TRoS magic, spells can be created on the fly (spontaneous magic) or they can be formalized into structured spells. 


Techniques
Creo - Create
Intellego - Percieve
Muto - Transform
Perdo - Destroy  
Rego - Control

Forms
Animal - Animals and Beasts
Aquam - Water
Auram - Air
Corporem - Body (human body)
Herbam - Plant
Ignem - Fire
Imagonem - Images
Mentem - Mind
Terram - Earth
Vim – Power or Magic

 

Each one of these arts can be learned, improved, studied, and used, just as the 9 Vagaries could be used in the TRoS magic system. However, these now serve as pre-requisites for certain target numbers.  For instance, if you have a Creo of 3 and a Ignem of 3, the best spell you can ever hope to cast will have a target number (TN) of 6.  If you have a Creo of 0, you can not use the technique in any spell, under any circumstance.

 

Some spells have prerequisites (The Beast Remade, which gives an animal human form, is Muto Animal with a Corpus requisite).  This means that you take the lower score of Animal or Corpus in determining your ability to cast the spell, but for all other purposes (bonuses, enchantments, talismans, whatever) it’s an Animal spell.

 

Limits

 

·          Nothing can be permanent (creations, healing, etc) without the use of Raw Vis.

·          Magic cannot affect the human soul, or bring back the dead.

·          Magic cannot alter true nature – such as reversing human aging, making an animal human.

·          Magic cannot alter the passage of time, or alter the past or future.

·          Magic cannot affect the unseen without an arcane connection.

·          The Divine and Infernal may not be destroyed (although they may be affected)

Target Numbers

 

The process of determining the level of the spell is as follows:

 

·          Target(s)

·          Volume

·          Duration

·          Range

·          Level of Effect

 

You will notice that these are the same as before for TRoS. However, the numbers and meaning of each have been changed.

 

Target(s): This represents the number of targets, rather than the type. It
is used most especially when you are trying to avoid using an area of effect that could effect allies and foes equally.

 

1.       Self

2.       Other (one target outside yourself)

3.       Three (3)

4.       Handful (around 5 or 6)

5.       Dozen (around 12)

 

Range:

0.       Self

1.       Touch

2.       Reach (around the distance of the longest of melee weapons)

3.       Distance (the distance a man could run in several seconds; the range of a thrown rock/dagger, etc)

4.       Range (Bow shot distance, line of sight, etc)

5.       Any Distance (some taretting method, such as scrying or an arcane connection is required; an arcane connection could be a hair from the person, or nail clipplings, or their True Name in game worlds were True Names are used)

 

Duration: durations longer than months are possible, but special circumstances

0.       Instantaneous/Concentration

1.       Rounds

2.       Minutes

3.       Hours (sunrise/sunset)

4.       Days

5.       Weeks

Beyond this point are special circumstances, meaning I may just throw them out, hehe

6.       Months

7.       Years

8.       Decades (Effectively permanent, except for the immortal fey, at this point)

9.       Centures

10.    Millenia

 

Volume(in radius): Volume and Targets are Mutually Exclusive.

0.       Self

1.       1 yard

2.       4 yard

3.       9 yards

4.       16 yards

5.       25 yards

 


Effect:

 

1.       Minor Effect: minor changes, control, other alterations. Apprentice level magic. AM level 1-5 effects.

2.       Lesser Effect: alterations and effects are of low degree, but not inconsiderable. Novice Level Magic.  Ars level 5-15 effects

3.       Moderate Effect: effects are considerable and significant. Journeyman Level Magic, Ars level 15-25 effects

4.       Greater Effects:effects are awe inspiring and have few flaws. Master Level Magic. Ars level 25-40 effects

5.       Flawless Magic: Effects are complete. Archmage Level Magic. Ars level 40+ effects



As you can see, with the numbers changed, levels of spells will be higher. A caster wanting to cast spells on himself for apprentice level effects has a starting TN of 2 before any other factors.


Levels of effects are determined by a judgment call from the Seneschal, based on the power level he wishes in the game. Note, greater successes mean greater effect, so the Target Number should be determined based on a minimum for the spell to even work.  For example, a generic healing spell (Creo Corpus) might have an effect level of 1, but 5 successes would men complete healing.


Casting times and pools

 

The Sorcery Pool is never modified by Art or Discipline in spontaneous magic or when casting formalized spells in a hurry (1 second per TN of the spell).

 

The Sorcery Pool is modified by Art when the caster takes his time with a formalized spell (10 seconds per TN)


The Sorcery Pool is modified by
Art and Discipline when casting ritual spells. (1 hour per TN)

 

The Act of Casting

To cast a spell, the character rolls his SP dice, dividing them up as he sees fit into the spell, his resistance to the deleterious effects of VIM, and those he may wish to hold in reserve.

 

As he is casting a spell, a sorcerer must still divide up his sorcery pool into two groupings. Instead of aging, however, the detrimental effect he is fighting off is fatigue.  Magical fatigue effects ALL pools, not just just CPs. Note that using spells such as Mana 1 (Creo Vim) also deliver fatigue... but one may not refresh their mana pool to a level that would alleviate fatigue.

Each spell is composed of a single technique (the verb) and a single form (the noun). A spellcaster cannot cast a spell with a CTN that is greater than his Technique + Form.

So, for instance, if a sorcerer with a Creo of 3 and an Ignem of 5 wants to hurl a blast of fire, his best CTN he can manage is an 8.  This gives the caster flexibility in how he does Creo Ignum – he can achieve a conflagration at close range that lasts for an instant (perhaps immolating himself as well) or he can light a campfire from a distance.
 
When casting magics, one must modify the CTN of the spells based on the aura of their surroundings. Magical Auras reduce the CTN of the spell by their aura; fairy auras reduce the CTN of the spell by half their aura, but sometimes have strange effects; divine and infernal auras increase the CTN of the spell by their aura strength.

If the caster gets a single success, the spell goes off, and the minimum effect is achieved.  Whether additional successes alter the effect of the spell is left to the discretion of the Seneschal.  In general, greater successes = greater efficacy, but it’s also possible that useful side effects result – reduced fatigue, bonus SP dice for the next round, silent or motionless casting, etc...

 

All of the TRoS casting modifiers apply as normal (gestures, distractions, etc)
 
additionally, a spell focus may be used, as per Ars Magica, to reduce the TN by 1.

 

Formalized Spells

This system suddenly makes formalized spells significantly more valuable (as formalized spells have a TN of -2 vs. their spontaneous equivalents). If you have a Creo Corpus combined score of 6, and there is a spell that is normally a TN of 7 or 8, you won’t be casting it without a formal spell. However, if you know a sorcerer who has it formulized, and you have something in exchange....

 

Botches & Twilight
As with TRoS, botches only happen when a casting attempt fails, and contains more than a single 1.  On any botch, the magic called more than simply fails – it goes out of control.  The effects are up the Seneschal, but may include physical damage to the caster. 

 

Regardless, when a character botches, the resulting chaos gives them a twilight point.  As with ARS, when a character gets 24 twilight points, their history – literally.  As with ARS, temporary twilight episodes are possible – any time a character encounters wild magic (from further botches, or as may arise in gameplay) roll one die for every point of twilight with a target number of 12.  A single success puts the caster into a twilight fugue, as described in ARS.

 

Twilight is irreversible.

 

Vis Pumping

Casters can use raw Vis (magic in physical form) to aid them in casting spells.  It must always be Vis of the form or technique of the spell being cast.

 

Spontaneous spells can be pumped to give you extra dice.  2 dice per pawn seems about right.

 

Formulaic spells have an additional option, the caster can either take two extra dice, OR, he can raise one attribute of the spell WITHOUT CHANGING THE TN.  So, for instance, a caster wishing to throw a really nasty Pilum of Fire, who can normally only cast a CrIg of 8, could use a pawn of Ignem Vis to up the damage level of his formulaic spell to EL4, up from EL3.

 

Some amount of Raw Vis is required for ritual spells, and is required for any magic which causes permanent changes (like regrowing an arm).  The amount is left up to the seneschal, but a good guideline is 1 pawn per level of effect.
Combat Casting & Resistance
Sorcerers can resist spells better than others. When the target of a spell, a sorcerer adds his score in the form being used against him to the dice pool being used to resist magic - and even if a spell is not normally resisted, a sorcerer can still attempt to resist with the raw form pool alone. So, a sorcerer targeted by a Pilum of Fire can roll his Ignem score to resist the attack, in addition to making a standard, non-magical dodge to get out of the way. This makes forms valuable for resisting hostile effects; since techniques influence more spells (only 5 techniques vs. 10 forms) this makes them more valuable for spell combinations.


The maximum effect a damage causing spell can have is that used in its target number.  Thus, Pilum of Fire can be cast as a nuisance for a TN of 6 (with a target 1, range 4, effect 1), in which case no matter how many successes are achieved; the only result will be a little shock.  Or, it can be cast as dragon-killing death-fire (target 1, range 4, and effect 5) for a TN of 10.  Note, this would imply some SERIOUS specialization and a fat dice pool.

 

Sorcerous Damage Levels

Effect Level 1.         The number of successes is the number of shock points caused. That is it - spells of this level are rarely more than minor irritations – perhaps enough to get that barmaid to drop a glass.

Effect Level 2.         Use the generic damage table, as normal. The DR of the spell is equal to the highest Art used in its casting, plus the number of successes.  The targets toughness (and armor, if appropriate) is then subtracted to get the appropriate wound level on the generic damage chart.

Effect Level 3.         As effect 2, but the level of injury is also how much "blood loss" the target takes. In other words, using the generic damage table, acheiving 3 levels of injury on the table nets the shock and pain, and additionally 3 points of "blood loss." Note this may not be actual blood loss, but represent a person slipping into shock. Alternatively, a spell duplicating a correct effect may instead use one of the other damage tables. For instance, a spellcaster casts a Rego Herbam spell to cause a tree to reach down and strike at a knight on a horse. In this case, it would use the correct blunt damage table.

Effect Level 4.         At this level, damage becomes dangerous. Effects are as per effect-3, as above, but additionally, a roll is made with the current number of successes plus the number of "blood loss" points caused by magic against the target's health as a TN. Each success causes a drop of 1 pt in health. Alternatively, an immediate, non-fatal but serious effect can be generated. Example: a sorcerer casting The Arm of the Infant, a Muto Corpus spell that transforms a single arm or leg into that of an infant's would fit into this category.

Effect Level 5.         At this level, a spell can be instantly fatal. As Effect-4 above, but even a single success is fatal. An example. The Clench of the Crushed Heart, a Perdo Corpus spell in which, if successful, immediately crushes the target's heart.

 

Note: Spells are delivered in two varieties, projected or invasive. Projected spells use some kind of medium; for example, a Pilum of Flame would be a small "spear" of flame hurled from the caster's hand. Meanwhile, the aforementioned Clench of the Crushed Heart is invasive.

Projected spells cannot be resisted, but only dodged - or interfered with like any other projectile would be. This does not mean such spells can break through erected defenses, but it does mean that one's natural defenses are ineffective.

Invasive spells are the reverse; they cannot be dodged in any traditional manner, but are instead resisted by one's natural defenses.

Note also: Intellego spells can often be used to scry information on the target. In some cases, resistance to stop the effects are reasonable, but other times, such resistances may not make sense; in these cases, a resistance, particularly sorcerers with appropriate scores in the form being used, may use their resistance to realize they are being scried upon.

Character Creation

For every point of proficiencies put towards the arts, the caster has X points to spend on forms and techniques.  Each new level a caster learns costs that many points: so level one costs 1 point, level 2 costs 2 more, for a total of 3.  This works the same way for experience: for each point assigned to proficiencies, 2 points may be distributed towards new Arts.

 

X is determined by the Seneschal, based on the campaign environment:

 

X=2: Magic is very rare.  Only specialists can cast truly awesome magics.

X=3: Magic is uncommon.  Specialists can wield might magic right off the bat, generalists start being useful.

x=4: Roughly Ars magica standard.  It’s possible to know a little bit of everything, and have one or two areas of concentration.

x=5: Run!  It’s a Wizard!  Hide the women and children!!!

 

 

Advancement
In order to advance an
Art, you spend experience just as you would to improve any other proficiency (using the point system from character creation, above).

However, you don't actually advance at that time. The advancement does not occur until you have studied sufficiently to gain the improvement.

Study is done in one of several methods.

Book Study: the book must be about the art in question, and it must be of a score at least equal to, if not exceeding, the value you are trying to raise up to. If so, then each seaon of study, roll MA versus a target number = to the new score you are trying to achieve. Each success lowers the target number for a next check; once it reaches 0, your score goes up.

Vis: Pure magical power. Studying enough pawns of vis as if it were a book has the same results. Vis, however, is burned per success gained.

Regions of Power: Should you find a region with a sufficiently high magical aura, particulary if it has an aspect similar to the art you are studying, its aura rating can count as a book.

Research: Sometimes, there just isnt anything else available, and you have to forge your path on your own. This details trying to discover the next level of power via labwork in conjunction with all of the above methods, postulating new theories, etc.

For research to work, the Sorcerer begins by gathering other materials. he takes the highest score of either his best book, vis source, or region of power. For each other source that is within MA of the highest source, he may add 1 to the score of the highest source. If this source reaches the level needed, he may begin the research, with one additional season added as the first season where no rolls can be made; he spends the first season gathering, combining, and cross referencing his sources.

When this is all done, he will be done with his research, reached his score, and have a new book representing his notes. Although a sorcerer's personal books may be coveted by others, many sorcerers are loath to either loan them out (because they may need them, and who knows what the other sorcerer will do with the knowledge), and because he can use this new book to help him with his next bit of research.

Note: A sorcerer may only use one book of his own; to reach new pinnacles of knowledge, cross-referencing other sources to trigger new tracks of thought is necessary.

 

Spell Mastery

A caster may choose to spend experience, in the normal way, to master a specific spell (spontaneous or formulaic).  This has the effect of reducing the normal casting time by 50%, and two dice to his Sorcery Pool when casting this spell.

 

 


Enchantment & Lab Work

 

In general, Seneschal’s should follow the processes and spirit of Ars Magica.  In particular Vim is a corporeal manifestation of magic, and required in the laboratory and in the field to make certain types of magic effective.

 

Per AM rules, the caster must invest 1 pawn of Vis per level of effect being instilled into an object.  Objects must be opened with a season of study, and an investment of Vis from the Ars Magica charts.

 

In general, the “Lab Total” system from Ars can be modified to create a “lab pool”: Technique + Form + Discipline + other stuff.  This can then be used to roll for successes against the Casters TN in Arcane Theory, ritual magic, Herbalist or other skill as appropriate, with the TN modified by the level of the work being done.  Instilling the effect takes TN/highest art seasons (this matches the timing requirements in AM pretty closely)

 

For example, Bob has Creo Ignum 4/4, and a Discipline of 4.  His lab pool is 12.  His lab is located in a favorable aura, so he gets a 13th die.  He wants to invest Pilum of Fire into a silver broach (he hears it might help against werewolves).   He spends 6 pawns of Vis (6 for it being silver, 0 for its size) and an one season opening the broach to make it receptive to magic. No roll is required.  So far this is straight AM.

 

The big day in the lab arrives.  Pilum of Fire is a TN8 spell – normally a pretty easy task for Bob.  He wants to be able to use it 3 times a day though, and that adds 2 to the TN (per the Ars table on number of uses per day) so now he’s up to a 10 – still a reasonable shot on 13 dice.  Using the “charges” table from Ars, he sees he gets 24 charges for “free”, and he doesn’t want to risk any more dice on that.  He rolls the bones, and gets one 10, so the broach is made.   Since the TN is 10, and his highest art is 4, it will take bob 2 more seasons to finish the process (TN/highest art, rounded down).  It will also take him another 4 pawns of Ignem Vis (or Creo Vis, if you ever found some) to make the item.  (Note: as per AM, a device can have as many levels of effects as it took to ‘open’ the item, so in this case, Bob could put 2 more levels of effect into the brooch at some later time.)

 

This is roughly the same time and expense it would require in Ars Magica.

 

Pretty expensive in terms of game time – 9 months to make a broach that will shoot 24 pilums of fire.  Then again, it could come in AWFULLY handy.

 

Talismans

Creation is exactly per Ars, except that an attuned talisman grants the cast 2 extra dice when casting spells of the Art the Talisman is keyed to.

 


Spell Examples

 

Pilum of Fire (Creo Ignum) (projected)

Target: 1

Range: 4

Minimum Effect Level: 3

TN: 8

 

At EL3, the Pilum will roll on the generic damage table, plus blood loss

Upping the effect to 4 raises the TN to 9, and would cause an additional instant loss of 1HT

Upping the effect to 5 makes the TN 10, and is potentially lethal

 

Bind Wound (Creo Corpus)

Target: 2

Range: 1

Minimum Effect Level:3

TN: 6

 

With 1 success, 10 points of bloodloss are immediately restored.  Each additional success restores an additional 10 points.

 

Bleed (Perdo Corpus) (invasive)

Target: 2

Range: 1

Minimum Effect Level:3

TN: 6

 

5 points of bloodloss are directly inflicted per success.

 

Smack (Perdo Corpus) (projected)

Target: 2

Range: 2 (Melee Reach)

Minimum Effect Level: 2

TN:6

 

With 1 or more successes, roll on the generic damage table.

 

Mana 1 (Creo Vim)

Target: 1

Minimum effect level: 1

TN: 2

 

Refreshes pool equal to targets DRAW + 1 per success.

 

Mana 2 (Creo Vim)

Target: 1

Minimum effect level: 2

TN: 3

 

Refreshes pool equal to targets DRAW*2 + 1 per success.

 


Parma Magica: Magical Shield (Creo Vim)

Prerequisites: Perdo, Intellego

Target: 1 (self)

Duration: 3 (hours; this is why I was thinking of Sun instead)

Effect Level: 1-5 (varies based on level learned)

TN: 5-9

 

Creates a magic shell around the caster that attempts to detect and neutralize incoming hostile magics.  The Parma Magica can only effect magics of an Effect Level equal to or less than it; it lasts for a number of hours equal to its successes rolled, the number of successes rolled is added to the number of dice rolled in any attempt to avoid or resist any incoming hostile magical attacks.

 

ex: Johnathan has ignem 4 and has cast a Parma Magica with an effect level of 5 and 4 successes, which means it lasts 4 hours. During a battle, a Flambeau mage targets him with a Pillum of Fire; Johnathan can choose to dodge, and gains four bonus dice for his successes against the attack for his dodge attempt; however, even if struck, he gets to roll 4 dice to resist the attack (due to his ignem score) and 4 dice for his successes for parma magica, for a total of 8 dice to resist the attack.