Another chunk of writing for my Ars Magica hack:

Another chunk of writing for my Ars Magica hack:

Another chunk of writing for my Ars Magica hack:

Casting

A wizard may substitute +Casting for other basic moves, as follows:

Hack & Slash or Volley

When you use magic to damage someone, roll+Casting. On a 10+ do your damage and choose 2.

+Messy

+Damage (can be chosen twice)

+AP

+Area

+Forceful

+Stun

On a 7-9 do your damage, choose 2 from the list above and one from the list below.

You draw unwanted attention. The GM will explain how.

The magic inflicts 1 damage on you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

Defy Danger

When you use magic to act despite an imminent threat or suffer a calamity, describe the magic you’re using and roll+Casting.

On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9 you do what you set out to do and choose one.

You draw unwanted attention. The GM will explain how.

The magic inflicts 1 damage on you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

Defend

When you use your magic to defend a person, item, or location under attack, roll+Casting. On a 10+, hold 3. On a 7–9, hold 1 and choose 1.

You draw unwanted attention. The GM will explain how.

The magic inflicts 1 damage on you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:

Redirect an attack from the thing you defend to yourself

Prevent the attack’s effect or damage

Create an opening for an ally giving that ally +1 forward against the attacker

Deal damage to the attacker

Discern Realities

When you use your magic to study a situation or person, roll+Casting. On a 10+ ask the GM 3 questions from the list below. Take +1 forward when acting on the answers.

What happened here recently?

What is about to happen?

What should I be on the lookout for?

What here is useful or valuable to me?

Who’s really in control here?

What here is not what it appears to be?

On a 7–9 ask 1 question from the list above and choose one from the list below. Take +1 forward when acting on the answers.

You draw unwanted attention. The GM will explain how.

The magic inflicts 1 damage on you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

Parley

When you use your magic to manipulate a GM character, roll+Casting. On a 10+ they do it but choose one from the list below. On a 7-9 they do it but choose two.

You draw unwanted attention. The GM will explain how.

The magic inflicts 1 damage on them.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

The GM character remembers that you manipulated them.

Aid or Interfere

When you use your magic to help or hinder the magic of a wizard you have a Bond with, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.

Spellbook

The idea of the spellbook is that when a character uses a spontaneous effect repeatedly she can write it down and then get that effect later with less risk. This can also be accomplished through painstaking research.

When you take a few hours to record the details of a magical effect you’ve created at least 3 times before, roll +Book. On a hit come up with a cool name for the spell and record it in your spellbook. On a 7-9 record the spell with one of the following side-effects.

You draw unwanted attention. The GM will explain how.

As soon as the spell is cast, the magic stuns you until you have a few minutes to rest.

Take -1 forward to Casting or Book (which ever comes first).

When you spend a few uninterrupted weeks researching a specific magical effect, come up with a cool name for the spell and roll+Book. On a 10+ choose 2, on a 7-9 choose 1.

The spell is slightly better than you anticipated. Work with the GM to add a bonus effect or tag.

Research takes less time than you were expecting.

You learn something new about the nature of magic. Mark experience.

On a miss, you either fail to develop a viable spell or choose 2.

Your research attracts unwanted attention. The GM will let you know what kind.

Your research takes twice as long.

The spell is weaker than you intended.

The spell is recorded with a nasty side-effect.

When you channel magical energy and speak the name of a spell from your spellbook, roll+Casting. On 10+ the spell works exactly as written. On a 7-9 the spell works and/or choose one.

You let the spell energy diffuse with no effect.

You draw unwanted attention. The GM will explain how.

The casting takes longer than you hoped, exposing you to a threat of the GM’s choosing.

Take -1 forward to Casting or Book (which ever comes first).

7 thoughts on “Another chunk of writing for my Ars Magica hack:”

  1. Wizards do everything with magic; looks good to me.

    Some of those would seem to be related to particular forms, which you haven’t mentioned.

    There’s a lot of drawing unwanted attention, something I find difficult to come up with ideas for in non-combat situations.

    How about making that something like “add a warping point”, and a miss then include a twilight roll that takes warp points into account?

    Having said that, in my idle musings it’s occured to me that while an Ars Magica Powered By The Apocalypse is something I’d want to play and possibly contribute to, its poor form to steal all its ideas. Coming up with a set of rules that covers the basic idea of powerful wizards and their doings but differs in the details (in the same way that DW is DND but not actually DND at all) is a more diffcult but honourable undertaking

  2. I like the Twilight idea – I’ll definitely work that in somehow. Thanks, Adrian Brooks.

    Drawing unwanted attention is intended to emphasize the presence of faerie, demonic and arcane beings who might take exception to arrogant mortals drawing power from their realms.

    These are intended to be a baseline for wizard abilities – the “basic moves” if you will. The plan is for every advanced move to then modify these basic moves in some way.

  3. As per my suggestion in the other thread, I would consider writing these up as a completely different set of moves rather than an elaborate set of substitutions. Some of these could be renamed basic Mage moves, some could be substitution moves (when you disern reality with magic, roll+casting instead of +wis

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