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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

Welcome! Before You Begin supplements (some of which are described


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),
Europe™, 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 magic. 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
comfortable, but there’s no reason you can’t
sheets and enough of the Background and
Rule Briefings so each player can have one.
Credits
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:
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Atlas Games
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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

Libellus The walls are hung with tapestries depicting


great poets: Homer, Virgil, Ovid, Verderis,
and Chrétien de Troyes. Verderis hangs
called Redcaps after their distinctive head-
gear), and he has been serving this area of
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
the covenant for at least five years, and thus
know their way around it very well. The
Opening Scene council chamber. The burden of his informa-
tion is as follows:
“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
there are seven chairs set there, one for each
Jocelin of Mercere appearance, with brown hair, a beard, and
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-
trates. He is a competent fighter, but he
they ask specifically, they learn that the cru-
cifix in his sanctum appeared just after the
Living Q,uarters
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-
nario. He serves as a good mouthpiece for
Stephen’s Laboratory
the storyguide to give advice to new players.
Sanctum This is the main room in the building,
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

Investigation an antechamber, his living quarters, and his


laboratory. The characters must pass through
the first two in order to get to the third.
lab equipment. A crucifix hangs over the
door (unusual since few magi are
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
they do not think of it.
Antechamber block of stone, about the size and shape of a
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 +
Perception + Finesse + the spell’s Aimed
each level taken gives a penalty to all
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+.


The scroll case is enchanted to ward off
are much more dubious. They reveal that
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

The Crucifix
themselves, and the land around them. The
covenant is also to receive a sum of money
every year, in return for unspecified particu-
Action
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
magically maintained. The flames are nor-
The tables are also hollow, and contain
Stephen’s correspondence. Intéllego Herbam
The Abbey
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 sin-
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
covenant. His voice is firm, and he has great
Richard, the Cellarer
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
with Stephen in return for the Stone. He is
John, the Prior a merchant, he would doubtless have been a
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 soul.
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
when non-permanent spells are cancelled).
burning monks, for instance), she will happi-
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
wall of the abbey, which is now protected
from breach and damage. The first problem
The Q,uaesitor Timor is a tall woman with dark hair.
She wears dark blue robes with a stylized
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
place. This is easier than trying to search the
whole complex, and so, if they are careful,
the problem within the next two days, effec-
tively forcing them to complete the scenario
with the benefit that they’re starting with all
Conclusion
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 +1 3 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,
0 0 3 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 Hell 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,
0 0 3 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 vines, the target must make a Quickness –
The Captive Voice
from which the shaft is formed: staff (upper size Encumbrance stress roll of 9+. To break out
Rego Imáginem 15
limit) +10, 2-foot branch +8, wand +5. If it requires a Strength stress roll of 12+ (allowed
R: Reach, D: Sun, T: Individual
pierces a body, removing the shaft causes the once a round). Someone not trapped can cut a
Casting Total: +17
target to automatically lose a Body level, unless trapped person free in two rounds, assuming
Captures a person's voice and places it in a bag.
a Stamina stress roll of 6+ is made (add the proper tools. The vines weaken and wither to
The person may not speak unless the bag is
Chirurgy score of the one who removes the dust after an hour.
open, in which case the voice comes from the
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 Casting Total: +17
Dance of the Staves
Casting Total: +19 Your image appears up to 1 pace from where
Muto Herbam 15
Changes the target's memory of a detail into a you actually are, so attacks aimed there are
R: Near, D: Momentary, T: Small
similar, though different, memory. The target is likely to miss you. Whenever the image is suc-
Casting Total: +22
no more sure of this manufactured memory cessfully struck, it disappears and reappears in
Causes a pole, staff, haft, or any other long,
than of the authentic one, so he may discover another spot.
thin, non-living wooden object to bend and
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 to grow thick, sharp thorns at whatever spots
Panic of the Trembling Heart
resembling that of a human. Such a tree can see you touch. If the spell is cast on a staff, the
Creo Mentem 15
and hear what is going on around it at a normal thorns do +4 Damage the first time a hit is
R: Eye, D: Sun, T: Individual
human level of perception. Such a tree may scored, after which the thorns break off.
Casting Total: +15
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
0 0 3 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 +2 3 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.
make a Stamina stress roll of 6+ to avoid losing Prison of Flames
Muto Ignem 15 Palm of Flame
a second. House fires become as small as camp- Creo Ignem 5
fires, bonfires become as small as torch fires, R: Reach, D: Sun, T: Individual
Casting Total: +21 R: Touch, D: Concentration, T: Small
and campfires and smaller fires go out. Casting Total: +24
Turns a bonfire into a prison shaped like a
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,
0 0 3 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,
Shape of the Woodland Prowler it does +6 damage when it hits, and again each
mon folk both to cure and to protect, you hang
Muto Corpus 25 time the target tries to break free, whether suc-
from a thong around your neck to give aid in
R: Touch, D: Sun, T: Individual cessful or not. When the caster stops concen-
the casting. The animal touched recovers a lost
Casting Total: +20 trating, the target can escape on a Strength roll
Body level by making a Stamina stress roll of
You place a wolf skin over yourself or another, of 6+.
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
The Chirurgeon's Healing Touch Casting Total: +19
Casting Total: +14
Creo Corpus 20 Holds an animal rigid as long as you maintain
Whips up violent, swirling winds around the
R: Touch, D: Sun, T: Individual eye contact with it and concentrate on it.
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- Eyes of the Cat
Muto Corpus 15
nent. Muto Corpus 5
R: Touch, D: Sun, T: Individual
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
were attempting a particularly difficult or
mal products), Aquam (water), Auram (air Fatigue
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-
sponding penalty now applies.
The rules for using magic are a little
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.
For most activities, a die roll is added to
stantial effects and a level 50 spell would cre- Fighting
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
together.
The Code of Hermes
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
Player character 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 souls 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.
House Merinita are concerned with the
lest their vengeance catch my sodales also.
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 God 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.
Sealed this fourth day of April, in the year of our Lord 1219.
Correspondence: Stephen and Samson
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 Rhine, 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


These are extracts from correspondence between Stephen and William,
What’s Next?
a canon at Norwich cathedral.
From Stephen
I have heard that the library of your cathedral contains a copy
Ars Magica, 4th Edition
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.
From William
become the essence of Truth.”
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
Your gift was gratefully received, and will be remembered in
131233, Roseville, MN, 55113, USA.
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

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