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History TabletopGame / ArsMagica

19th Mar '16 7:11:20 PM IMHO
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** When making devices that can work magic, however, then the material of the item is considered in determining how much magic it can hold and sometimes provides a bonus to the magus instilling it with magic.

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** When making devices that can work magic, however, then the material of the item is considered in determining how much magic it can hold and sometimes provides a bonus to the magus instilling it with magic. magic.
** Verditius magi create a casting tool when they learn a new formulaic spell. They must use this tool to cast the spell. If it is lost or destroyed, they must spend the time to make another tool for the spell. The tool itself is not consumed in the casting.
19th Mar '16 7:00:58 PM IMHO
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* EyeOfNewt: Largely [[AvertedTrope averted]] for spells in the game. A standard spell does not require any components. One supplement introduces potent spells that require certain materials to cast a spell. If the caster does not have the material, the spell cannot be cast, but if he or she does have the material, then it grants a bonus to the casting total. The item is still not consumed, however. When making devices that can work magic, however, then the material of the item is considered in determining how much magic it can hold and sometimes provides a bonus to the magus instilling it with magic. The one time most spells need a physical component is when it is meant to be cast on someone or something that is not within the caster's senses. This type of component is an arcane connection. It also helps to overcome magic resistance. Again, the item is not consumed.

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* EyeOfNewt: Largely [[AvertedTrope averted]] for spells in the game.
**
A standard spell does not require any components. components.
** All ritual spells consume vis in order to power the magic. A spell has to be a ritual spell if lasts more than a month, effects an area that is large enough to qualify as a boundary, or a similar target, if it creates something permanently, or if it simply past a certain level.
** The one time non-ritual spells need a physical component is when it is meant to be cast on someone or something that is not within the caster's senses. This type of component is an arcane connection. It also helps to overcome magic resistance. Again, the item is not consumed.
**
One supplement introduces potent spells that require certain materials to cast a spell. If the caster does not have the material, the spell cannot be cast, but if he or she does have the material, then it grants a bonus to the casting total. The item is still not consumed, however.
**
When making devices that can work magic, however, then the material of the item is considered in determining how much magic it can hold and sometimes provides a bonus to the magus instilling it with magic. The one time most spells need a physical component is when it is meant to be cast on someone or something that is not within the caster's senses. This type of component is an arcane connection. It also helps to overcome magic resistance. Again, the item is not consumed.
19th Mar '16 6:54:55 PM IMHO
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Added DiffLines:

* EyeOfNewt: Largely [[AvertedTrope averted]] for spells in the game. A standard spell does not require any components. One supplement introduces potent spells that require certain materials to cast a spell. If the caster does not have the material, the spell cannot be cast, but if he or she does have the material, then it grants a bonus to the casting total. The item is still not consumed, however. When making devices that can work magic, however, then the material of the item is considered in determining how much magic it can hold and sometimes provides a bonus to the magus instilling it with magic. The one time most spells need a physical component is when it is meant to be cast on someone or something that is not within the caster's senses. This type of component is an arcane connection. It also helps to overcome magic resistance. Again, the item is not consumed.
19th Mar '16 6:33:03 PM IMHO
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* MagicalGesture: Though not necessarily necessary for most practitioners of hermetic magic, their is a penalty for not using gestures or using only subtle gestures. Certain virtues remove this penalty for in specific cases or outright.
19th Mar '16 8:25:23 AM Ramidel
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* {{Familiar}}: All mages, bar House Bjornaer, can bond themselves to a magical animal as a familiar. Some can bond themselves to spirits and others can bond themselves to faeries.

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* {{Familiar}}: All mages, bar House Bjornaer, can bond themselves to a magical animal as a familiar. Some can bond themselves to spirits and others can bond themselves to faeries. Bonding angels is supposed to be a legend. (Bonding demons is the definition of idiotic.)
19th Mar '16 8:20:35 AM Ramidel
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* UnequalRites: The Order of Hermes looks down on mages who don't practice Bonisagus-standard Hermetic magery. There's plenty of odd magic around Mythic Europe, and by and large the Order wants ''nothing to do with it''.
** It also tends to lend itself to some really fantastic comedic moments. The Order tends to think very highly of itself and its very sophisticated magic, to the point that some Order mages are downright snooty when it comes to non-Hermetics and their weird, uncivilized pagan nonsense...and then a Criamon wanders by, up to his eyeballs in Wizard's Twilight and not wearing pants.

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* UnequalRites: The Order of Hermes looks down on mages who don't practice Bonisagus-standard Hermetic magery. There's plenty of odd magic around Mythic Europe, and by and large the Order wants ''nothing to do with it''.
** It also tends to lend itself to some really fantastic comedic moments.
it''. The Order tends to think very highly current leadership of itself House Bonisagus (who are in charge of advancing Hermetic magic) are particularly conservative and its very sophisticated distrustful of hedge magic, to the point that some Order mages are downright snooty when it comes to non-Hermetics and their weird, uncivilized pagan nonsense...ally Philippus Niger is actively involved in hunting down and then a Criamon wanders by, up to his eyeballs in Wizard's Twilight and not wearing pants.murdering German hedge wizards.



** Even within the Order, some Houses' magic is seen as inferior to others'. Verditius gets a bad rap because they require tools to use their magic, Merinita is distrusted because their magic is linked to TheFairFolk, and having Diedne magic in your legacy is ''still'' grounds for having a Wizard's March called against you.

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** Even within the Order, some Houses' magic is seen as inferior to others'. Verditius gets a bad rap because they require tools to use their magic, Merinita is distrusted because their magic is linked to TheFairFolk, and having Diedne magic in your legacy is ''still'' grounds for having a Wizard's March called against you. Part of the reason for the Schism War was that House Diedne descended from a Celtic druidess, while nearly all of the other Houses descended from Latin traditions - unsurprisingly, the Germanic Bjornaer have been keeping a low profile ever since.
19th Mar '16 8:13:02 AM Ramidel
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OurMagesAreDifferent: Magi are lottery-winner scholars. A magus must be born with the Gift (which is completely random), but then he will spend years of his life in a Hermetic lab developing new spells or seeking out a means of rewriting the rules of magic. This paradigm applies to most non-Hermetic wizards in the setting as well.

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* OurMagesAreDifferent: Magi are lottery-winner scholars. A magus must be born with the Gift (which is completely random), but then he will spend years of his life in a Hermetic lab developing new spells or seeking out a means of rewriting the rules of magic. This paradigm applies to most non-Hermetic wizards in the setting as well.
19th Mar '16 8:09:20 AM Ramidel
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* GenderIsNoObject: In the Order of Hermes, this is the case, but in the outside world...not so much, it's TheMiddleAges. The Suhhar Suleyman has no gender restrictions, but it's worth noting that sahirs need to work for a living and not all occupations are as open to sahiras as they are to sahirs.


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* SlidingScaleOfGenderInequality: Complicated.
** The Order of Hermes believes that GenderIsNoObject and has women and men with full equality; this usually trickles down to covenfolk.
** ''However'', the outside world is in TheMiddleAges. ''Lords of Men'', ''City and Guild'', and ''The Church'' go into detail about the options available for female [=PCs=]. The short form is that Men Are More Equal: most women are expected to obey their betters, but [=PCs=] aren't "most women," and the only hard rule is that women are forbidden to join the clergy. Even women knights exist, though they're extremely unusual.
** The Suhhar Suleyman grants full status to women, but outside of the ''Ashab al-Qalb'' (Followers of the Heart), women are less common than men. Furthermore, sahirs have to work for a living, and not all occupations in the Islamic world are as open to women as they are to men.
** Among hedge magicians, it's briefly mentioned that vitkir (Norse rune wizards) are a traditionally male art, but it's not impossible that they might take female apprentices in the twilight of the Norse age. Norse women's magic (''seithr'') is seen as really skeevy, and may be Infernally linked.
12th Mar '16 12:27:25 AM Ramidel
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Added DiffLines:

OurMagesAreDifferent: Magi are lottery-winner scholars. A magus must be born with the Gift (which is completely random), but then he will spend years of his life in a Hermetic lab developing new spells or seeking out a means of rewriting the rules of magic. This paradigm applies to most non-Hermetic wizards in the setting as well.
29th Feb '16 2:17:36 AM Ramidel
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* NoOntologicalInertia: Averted for almost all users of magic, Hermetic or not, except those who take this feature as a flaw.

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* NoOntologicalInertia: Averted for almost all users of magic, Hermetic or not, except those who take this feature as a flaw.flaw, or who take a virtue that has this as a side effect.
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