Ars Magica: Generating Beginning Magi

This is one in a series of WWW documents explaining "what the rulebook doesn't tell you" about generating beginning characters and covenants in Ars Magica 3rd Edition.

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Last updated 12/16/95.


The Basics

When you generate a "150-point" magus by the standard character generation rules, you are generating a character fresh out of his Gauntlet (i.e., a newly-minted magus). Apprenticeship takes 15 years, and apprentices normally begin their training between the ages of 7 and 17. This age range should be kept in mind.

If you generate a magus near the age of 35, make sure that you will have an Intellego Corporem lab total of at least 20, by the time you hit age 35. You will need this in order to make a Longevity Potion. You will want this total to be as high as possible; at age 35, you will need a lab total of at least 40 in order to guarantee that you won't suffer any aging effects.

Similarly, make sure that you have some reasonable score in Vim, if you're likely to need to enchant items or will soon need a longevity potion, since Vim will limit the number of pawns of vis you can use in a Season. At age 35, a longevity potion requires at least 7 pawns of vis; your Vim + Magic Theory must at least equal this.

If you are creating a magus who is a generalist, you will probably want to emphasize Techniques over Forms when allocating your Art scores, since Techniques are more generally useful (but don't forget that it's your Forms which provide bonuses to Resistance). The ultimate "generalist" beginning magus has a 6 in three of the Techniques, a 5 in the two remaining Techniques, a 3 in nine of the Forms, and a 2 in the remaining 1 Form; this is, I believe, the most "efficient" allocation of points for the highest average Technique + Form combination. However, do note that such a character is actually not all that effective, since useful Spontaneous Magic is usually at least of level 10, and with those scores, even with a good Intelligence, there's a good chance that Spontaneous spells won't achieve the desired level.

You will want to buy Concentration, Meditation, and Certamen; these are essential Skills (and a -3 penalty and 3 extra botch dice are imposed if you try to use them without having them). You should also buy Finesse and Penetration (3 extra botch dice are imposed if you try to use these Talents without having them). Even if you only put a single Experience Point into each, it saves you from the penalties, and is thus definitely worthwhile.

Affinities are extremely useful. Note that the bonus of a standard Affinity virtue is not equal to the cost of that virtue; it's equivalent to the score in that Affinity, which is treated like a Skill. In terms of character concept, most magi have something that they're particularly good at; taking an Affinity is the best way to represent this.

It is very difficult to invent high-level spells during the early Seasons of play. At character generation time, you can take spells that would take you Seasons to invent during play; thus, you might want to pick out the high-level spells you want and take them at character generation time rather than trying to invent them later. In general, unless you begin as a specialist, you will want to make sure that any spells of level 20 or higher that you definitely want your magus to have are part of your initial allotment of 150 spell levels. It's not a bad idea to calculate your lab totals when picking out your Art scores; a lab total of 20 will allow you to invent a level 10 spell in a Season, and a lab total of 30 will allow you to invent a level 15 spell in a Season, two benchmarks to be considered when doing initial character generation.

Be wary of taking a low Stamina. It's entirely possible to take spells which fall into the Intelligence + Technique + Form + 10 guideline of initial spells, but which you cannot reliably cast due to a low Stamina. A magus' Fatigue Levels are extremely precious; an unusually low Stamina is likely to make Fatigue recovery frustratingly slow, as well as increasing the pace at which those Fatigue Levels are lost in the first place.


The Hermetic Houses

Members of House Bjornaer need to buy the Virtues Heart-Beast, Will Over Form, and The Hidden Shape. They also get the -2 Flaw, No Familiar. It's suggested that life might be simpler and fairer to Bjoraner magi if the Troupe permits the purchase of these as a package, +1 if the form is not battle-worthy, +2 if it is.

Members of House Bonisagus should probably take the +1 Virtue, Hermetic Prestige.

Members of House Mercere need to take the +3 Virtue, Redcap. This Virtue is not available to those who aren't members of this House.

Members of House Merinita need to take the +1 Virtue, Faerie Magic. This Virtue should probably be available only to members of this House.

Members of House Quaesitor should, obviously, have the +1 Virtue, Quaesitor. It is extremely unusual, however, for young members of other Houses to be Quaesitors; this is an honor normally only granted to older magi.

Members of House Tremere should be required to take the -1 Flaw, No Sigil. This Flaw should be available only to Tremere. Since the sigils in Tremere "cascade", to hold one's own sigil requires winning it from one's parens, who in turn must have won his, on up through the top ranks of the House.

Members of House Verditius should be required to take the -1 Flaw, Verditius Magic. This Flaw should almost certainly not be available to anyone not of this House.


Example Magi

The 3rd Edition, as well as the House of Hermes supplement, classifies the example magi by their House. The examples in the latter are interesting, but they're not of much help when generating new magi; the examples in the former are totally useless and are riddled with errors.

I've provided, below, a number of example beginning magi tailored to do specific things; I'd rather provide utilitarian magi instead of reinforcing House stereotypes. I make no claim that these are the ideal ways to generate such characters; I merely claim that I think these are reasonable. I have avoided using things which StoryGuides may object to as unbalancing.

Assume that the magi below have an Intelligence of +3 and a Stamina of 0. Unless there was a good reason to do otherwise, they have minimum scores of 3 in Corporem and Vim, and 1 in everything else (it's cheap enough to just spend a single point, usually, that it's worthwhile). I have not attempted to balance their Virtue and Flaw points.

I recommend the following set of minimum Abilities to all these magi (at the cost of 19 XP): Affinity 3 (if they have one), Certamen 1, Concentration 3, Finesse 1, Meditation 1, Parma Magica 3, Penetration 1. Magi who have spells that require Targeting should have greater amounts of Finesse, if possible.


The Generalist

Art Scores:
Cr	5	An	2	Ig	1
In	5	Aq	2	Im	5
Mu	5	Au	1	Me	5
Pe	5	Co	5	Te	5
Re	5	He	1	Vi	3
Spells:
CrAn 20		Weaver's Trap of Webs
CrAq 20		Mighty Torrent of Water
CrCo 20		The Chirurgeon's Healing Touch
MuCo 10		Eyes of the Cat
ReCo 10		Rise of the Feathery Body
ReIm 20		Image from the Wizard Torn
ReIm 20		Wizard's Sidestep
InMe 10		Sight of the Transparent Motive
PeTe 20		Obliteration of the Metallic Barrier
Notes: This is an "unfocused" generalist -- he has a bit of everything that might be useful. His spells are, respectively, defensive (immobilization), offensive, healing, general utility (vision in darkness), general utility (dealing with heights), investigatory (places), defensive (personal protection), investigatory (people), and general utility (everything from getting rid of barriers to dealing with armored warriors). Some frequently-used low-level Formulaic spells are included here, just because they're so useful to have, if one doesn't have any other large nasty spells that one wants filling that initial allotment of 150 points.

The Lab Rat

Virtues and Flaws: Adept Student (+1), Book-Learner (+1), Inventive Genius (+1), Mastered Knowledge: Magic Theory (+4)

Art Scores:

Cr	5	An	2	Ig	2
In	5	Aq	2	Im	2
Mu	5	Au	2	Me	2
Pe	5	Co	3	Te	2
Re	5	He	2	Vi	9
Spells: (25 levels left)
InVi 20		Perceive the Magical Scent
MuVi 15		Shroud Magic
MuVi 15		Gather the Essence of the Beast
PeVi 25		Wind of Mundane Silence
ReVi 25		Waiting Spell
ReVi 25		Watching Ward
Notes: It is really the Virtues, and not magic-specialization choices, which make the Lab Rat. This example also happens to be a Vim specialist, a "meta-magician". This character is designed to work in concert with other magi, boosting their capabilities with his own, which are primarily utilitarian. He could use several more of the lower-level Vim spells, such as Scales of the Magical Weight, but these can be invented easily enough. The remaining levels of spells should probably be used to give him one or more more general kinds of spells.

The Sneaky Mentem Mage

Virtues and Flaws: Affinity: Mentem (+3), Quiet Magic (+2), Subtle Magic (+2)

Art Scores:

Cr	5	An	1	Ig	1
In	6	Aq	1	Im	1
Mu	4	Au	1	Me	10
Pe	5	Co	3	Te	1
Re	5	He	1	Vi	3
Spells: (15 levels left)
InCo 15		Whispers through the Black Gate
CrMe 20		Memory of the Distant Dream
InMe 25		Posing the Silent Question
InMe 30		Peering into the Mortal Mind
PeMe 20		Loss of But a Moment's Memory
PeMe 25		Blessing of Childlike Bliss
Notes: This magus is designed for information-gathering and tinkering with people's minds -- finding out what he wants to know without letting people know that he's finding out. He also provides a reasonable example of how to design a specialist in a single Form.

The One-Shot Kill

Virtues and Flaws: Affinity: Perdo (+4), Personal Vis Source: Perdo or Corporem (+1)

Art Scores:

Cr	0	An	0	Ig	0
In	0	Aq	0	Im	2
Mu	0	Au	0	Me	0
Pe	12	Co	11	Te	0
Re	0	He	0	Vi	2
Spells:
CrCo 20		The Chirurgeon's Healing Touch
InCo 20		The Inexorable Search
PeCo 40		Clenching Grasp of the Crushed Heart
PeIm 30		Veil of Invisibility
PeMe 20		Loss of But a Moment's Memory
PeTe 20		Obliteration of the Metallic Barrier
Notes: Designing a magus around a single spell is not an uncommon thing to do. Often, this is an Instant Death spell, or its equivalent. Such magi are essentially extreme specialists in a single Technique and Form. "Typical Flambeau" (Creo Ignem specialists) are easy to design; therefore, I've made this example a Perdo Corporem specialist; he's set up to have as much flexibility as possible, however, within his field of specialty. Note that his Affinity score must be 4 or higher in order to legally take that Clenching Grasp and Veil as initial spells. This fellow is essentially an assassin -- locate someone, hunt them invisibly, and then kill them. The Loss and Obliteration work well for dealing with guards, as well; the Healing Touch takes care of any wounds that might be sustained in the process, and these three spells give this magus some reasonable flexibility in doing things other than killing people. A Dust to Dust (PeCo 15) would be extremely useful for corpse disposal, but we don't bother with taking it as an initial Formulaic, since he can easily invent it in a Season; the same is true of some other low-level PeCo spells that would round out his repertoire.

The Transformation Master

Virtues and Flaws: Affinity: Muto (+4), Personal Vis Source: Muto (+1)

Art Scores:

Cr	3	An	3	Ig	2
In	3	Aq	2	Im	3
Mu	12	Au	3	Me	2
Pe	3	Co	3	Te	3
Re	3	He	3	Vi	2
Spells:
MuAn 20		Steed of Vengeance
MuAu 20		Talons of the Winds
MuCo 20		Preternatural Growth and Shrinking
MuHe 20		Piercing Shaft of Wood
MuHe 20		Thaumaturgical Transformation of Plants to Iron
MuIm 20		Image Phantom
MuTe 15		Hands of the Grasping Earth
MuTe 15		Object of Increased Size
Notes: This is an example of how to specialize someone in a single Technique. This magus is fairly good at a bit of everything; he's an example of how one can specialize heavily in something, yet have a very broad-based repertoire of effects.

The Weather Mage

Virtues and Flaws: Affinity: Weather (+2)

Art Scores: (13 points left)

Cr	5	An	1	Ig	1
In	1	Aq	8	Im	1
Mu	1	Au	8	Me	1
Pe	5	Co	3	Te	1
Re	5	He	1	Vi	3

Spells: (25 levels left)
CrAq 20		Mighty Torrent of Water
PeAq 25		Curse of the Desert
ReAq 20		Waves of Drowning and Smashing
CrAu 25		Clouds of Rain and Thunder
InAu 15		Whispering Winds
ReAu 20		Circling Winds of Protection
Notes: This is really more of an example of how to specialize a magus in two Forms, in this case, Aquam and Auram. Most of the really serious weather spells are very slow-acting; many are high-level rituals. Nonetheless, the magus here has some basic flexibility. He can raise a storm, and wreak havoc with anything on the water. The Circling Winds are excellent protection in combat, and he has two excellent attack spells, one useful against multiple targets, the other useful against single targets. The Whispering Winds is very useful in non-combat situations, since it allows conversations to be overheard. We try to concentrate on taking spells in a limited number of Techniques, so we don't need to worry about initially buying up all the Techniques.
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Lydia Leong / lwl@digex.net / December 11th, 1995