Ars Magica: Difference between revisions

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The Order of Hermes itself is richly political, with laws governing how Magi must conduct themselves toward each other while at court (Tribunal) and just in general, with secrecy and the right to power being primary tenets of the vow taken by mages at the completion of their apprenticeship.
 
It was one of the first examples of a Troupe system: early editions recommended that the players collaborate to create the campaign world and story. Each player would have an opportunity to be the [[Game Master|Story Guide]], and each player would have more than one character, so that if they felt their main character would not go on an adventure (for example, if they were busy with their research) a secondary character may be used. The game was developed by Jonathan Tweet and Mark Rein·Hagen of ''[[Old World of Darkness|World of Darkness]]'' fame and if you look, you will find traces of '''Ars Magica''' in the Classic WOD - particularly the Order of Hermes mages and the Tremere vampires. The magic system of '''Ars Magica''' is generic, based on a combination of Forms and Techniques (to create fire, you'd use the form Ignem for fire and the Technique Creo for create together) and very intuitive. It's also one of few magic systems that allowed for spontaneous spellcasting, allowing the player to use magic off the top of their head to perform specific tasks, rather than limiting magical ability to a shopping list of immutable conditions and effects.
 
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* [[Beware the Superman]]: Mages are well within their rights to torture [[Muggle]]s to death.
** They have one Crime for this, loosely referred to as Interfering with Mundanes. No wizardly court on the planet will convict you for less than bringing actual harm to other mages, however, and not even then if you have enough political power to stop it.