Ars Magica Solitaria - Solo Playing Rules

Salve Sodales,

In light of the other Solo playing thread that was resurrected here, I thought I'd share draft for something I've been working on for a while to get your input and critique. Please have at it (as usual), and feel free to give it a spin and let me know how it works for you.


Ars Magica Solitaria

Solo-playing rules for ARS MAGICA 5th Edition

Version 0.9b
by OriginalMadman

Designer's comment: I do not solo roleplay much myself, but I tend to have a decent grasp of rules, systems and event tables - so I found this to be an interesting topic to develop. What you have here is a first attempt based on my (at best) cursory research into forum threads and the solo roleplaying mechanics from leading systems like Mythic GME, Ironsworn/Starforged, and other RPG's with Solo rules - combined with Ars Magica's unique setting and mechanics.
While written mainly for magi who work alone more as an eremite (easiest), the rules are intended to work just as well when part of a covenant (more complicated, but can be fun), and also if you want to play the entire covenant (very complicated). It is all up to you, the player.

Introduction: The Solitary Magus

"In solitude, the hermetic arts flourish. Many great magi have pursued their studies alone in remote sanctums, their only companions the whispers of spirits and the turning of celestial spheres. This chapter provides tools for the lone practitioner to experience the full breadth of life in Mythic Europe."

Solo play in Ars Magica allows you to experience a saga without requiring a full troupe or storyguide. You take on the roles of your magi, companions, and grogs while using structured procedures and oracles to generate opposition, complications, and narrative direction. The intent of these rules is to provide a solid framework for hermetic solo adventures. You, as the player, is expected to be familiar with Ars Magica 5th Edition rules.

Core Principles of Solo Hermetic Play

The Three Pillars

Solo Ars Magica rests on three pillars:

  1. Character-Driven Stories: Your characters' goals, flaws, and relationships drive the narrative
  2. Oracle-Guided Uncertainty: When outcomes are unclear, consult the oracles rather than deciding arbitrarily
  3. Seasonal Structure: Maintain Ars Magica's traditional seasonal activities while weaving in adventures

What You Need

  • Character sheets for your magus, companion(s), and key grogs
  • Covenant details (simplified for solo play)
  • Two d10s (or one d10 rolled twice)
  • This chapter
  • Optional but highly recommended: A journal to record your saga

The Hermetic Oracle System

The core of solo play is the Hermetic Oracle, a flexible yes/no question system adapted from proven solo mechanics.

Basic Oracle Procedure

When you face uncertainty about any situation:

Step 1: Frame a yes/no question from your character's perspective
Step 2: Assess the likelihood (see Likelihood Table)
Step 3: Roll 1d10 and consult the result
Step 4: Interpret and apply the answer

Remember: The Oracle works best as inspiration for interpretation, not a dictator.

Likelihood Table (d10)

Roll Almost Certain (90%) Likely (70%) Possible (50%) Unlikely (30%) Nearly Impossible (10%)
0 Botch? Botch? Botch? Botch? Botch
1 Exceptional Yes Exceptional Yes Exceptional Yes Exceptional Yes Yes, but
2 Yes, but No No No No
3 Yes No, but No No No
4 Yes Yes, but No No No
5 Yes Yes No, but No No
6 Yes Yes Yes, but No No
7 Yes Yes Yes No, but No
8 Yes Yes Yes Yes, but No
9 Yes Yes Yes Yes No, but

Botch?: Roll on same table again, any result of Botch or No means it was a Botch. Any result of Yes on the second roll renders the result a No.
Exceptional Yes: The answer is more extreme than expected.
Yes, but & No, but: The buts are optional, but may be used for additional flavor, and to add a complication or mitigating circumstance.

Examples:

  • "Does the merchant have the Hermetic text I seek?" (Possible) → Roll 6 = Yes, but perhaps it's in the wrong language or personal shorthand
  • "Do the local nobles suspect our magical involvement?" (Unlikely) → Roll 9 = Yes (and now you naturally have complications)
  • "Can I complete this ritual in time before dawn?" (Likely) → Roll 2 = No (then consider why?)

Designer's comment: The Oracle table is constructed with a straight logic so it's reasonably easy to memorize(so you don't have to look it up every time), while still providing complexity and variety.

When to Use the Oracle

Use the Oracle when:

  • You don't know what an NPC would do
  • The outcome of a situation is genuinely uncertain
  • You need to know if something exists or is present
  • Determining encounter details or environmental factors
  • Checking if complications arise

Don't use the Oracle when:

  • The Ars Magica rules already provide an answer (use stress dies, skill rolls, etc.)
  • The answer would be obvious to your character - or to the story, again: don't use the Oracle as a dictator
  • It would undermine dramatic tension to know the answer yet

The Chaos Factor

The Chaos Factor represents how unpredictable and dangerous your current situation is. It ranges from 1 (calm) to 10 (utter chaos).

Remake Chaos factor to ±10?

Starting Chaos Factor

  • Covenant is hidden safely away: 1
  • Covenant at peace: 2-3
  • Minor troubles: 4-5
  • Significant threats: 6-7
  • Crisis situation: 8-9
  • Schism War-level disaster: 10

Adjusting Chaos

Increase Chaos by 1 when:

  • Your character fails an important roll badly (botch)
  • A major complication or threat emerges
  • You take an action that escalates danger
  • The situation spirals out of control

Decrease Chaos by 1 when:

  • You successfully resolve a major problem
  • A season passes peacefully
  • You strengthen your position significantly
  • External threats are eliminated

Chaos in Play

At the start of each scene, roll d10:

  • If roll > Chaos Factor: Scene proceeds normally
  • If roll ≤ Chaos Factor: Scene is Altered or Interrupted (see Scene Mechanics)

The higher the Chaos Factor, the more likely unexpected twists will occur.

Scene Framework

Solo play divides time into Scenes—discrete units of action and decision-making.

Types of Scenes

1. Seasonal Activity Scene: Resolving one season of laboratory work, study, or covenant duties

2. Adventure Scene: A single location, encounter, or event during a story

3. Social Scene: Negotiation, information gathering, or interaction with NPCs

4. Journey Scene: Travel between locations

Scene Setup

Step 1: Define the Scene

  • Where is it?
  • Who is present?
  • What do you intend to accomplish?

Step 2: Check for Scene Alteration
Roll 1d10:

  • Roll ≤ Chaos Factor: Roll on Scene Alteration Table
  • Roll > Chaos Factor: Scene proceeds as expected

Step 3: Play the Scene
Describe actions, make rolls, consult oracles as needed

Step 4: Close the Scene
When the immediate situation resolves or a natural break occurs, close the scene and adjust Chaos if appropriate

Scene Alteration Table (d10)

Remake this to include chaos factor?

d10 Result
1-2 Altered Scene: Scene occurs, but something is different. Roll on Alteration Details
3-4 Interrupted Scene: New scene occurs first. Roll on Event Focus & Meaning
5-6 As Expected: Scene proceeds normally
7-8 As Expected Plus: Scene goes well, add minor advantage
9 Dramatic Twist: Roll on Meaning Tables twice, combine for dramatic development
10 The Gift Manifests: Someone reacts negatively to The Gift; roll on Reaction Table

Alteration Details (d10)

Remake this to include chaos factor?
Plan to Remake table to ±10

d10 Alteration
1 Different Location: Scene happens elsewhere; where makes sense?
2 Unexpected NPC: Someone else is present; roll on NPC tables
3 Changed Timing: Earlier or later than expected (d10: 1-5 earlier, 6-10 later)
4 Modified Objective: Your goal shifts; what's more pressing?
5 Environmental Change: Weather, time of day, or conditions differ
6 Resource Missing: Something you expected isn't available
7 Complication Introduced: Roll on Complication table
8 Advantage Appears: Favorable circumstance; what is it?
9 Supernatural Intrusion: Magical aura fluctuation, spirit appearance, or faerie mischief
10 Combine Two: Roll twice, ignore further 10s

Random Event Generation

When events are interrupted or you need inspiration, use these tables.

Event Focus (d10)

d10 Focus
1 PC Positive: Something good for your character
2 PC Negative: Complication or threat to your character
3 NPC Action: An NPC does something unexpected
4 New NPC: Someone new enters the situation
5 Covenant Matter: Something related to covenant affairs
6 Hermetic Politics: Order of Hermes intrigue or news
7 Mundane World: Non-magical world intrudes
8 Supernatural: Faerie, divine, or magical occurrence
9 Remote Event: Something happens elsewhere that affects you
10 Ambiguous: Roll on Meaning Tables for interpretation

Event Meaning Tables

Roll on one of the Action and one of the Subject tables, then combine the results creatively. You may want to roll again on the tables, or on one of the subtables to further develop the meaning.
Designer Note: Still working on these tables to make them sharper - These are unlikely to be the final versions

Action (d10 x10 = d100)

d10 1 2 3 4 5 6 7 8 9 0
1 Abandon Accuse Acquire Advance Afflict Aid Ambush Antagonize Avenge Bargain
2 Betray Bind Bolster Break Build Capture Challenge Change Chase Command
3 Conceal Condemn Corrupt Create Curse Damage Deceive Defend Delay Deliver
4 Demand Destroy Diminish Discover Disrupt Dominate Drain Duel Eliminate Enchant
5 Endure Escape Expose Fail Forge Frame Free Fulfill Gather Harm
6 Heal Help Hide Hunt Illuminate Imprison Influence Investigate Journey Judge
7 Lure Manipulate Mourn Negotiate Oppose Overwhelm Persevere Poison Proclaim Prophesy
8 Protect Purify Pursue Renounce Reveal Sanctify Scheme Seize Serve Strengthen
9 Study Summon Suppress Surrender Sustain Tempt Threaten Transform Trap Uncover
0 Undermine Unleash Usurp Vanish Warn Watch Weaken Witness Wound Yield

Subjects (d10 x10 = d100)

d10 1 2 3 4 5 6 7 8 9 0
1 Allies Ancestry Ancient Apprentice Artifact Authority Bargain Bastard Beast Blood
2 Bond Book Boundary Building Ceremony Chaos Church Clergy Codex Commoner
3 Companion Conspiracy Covenant Crusade(r) Curse Danger Darkness Death Debt Deception
4 Demon Diabolist Discovery Divine Document Dream Enemy Experiment Faerie Family
5 Fealty Fear Feud Fire Foreigner Forest Friend Ghost Gift Grudge
6 Harvest Heretic Hermit History Honor House Hunter Information Inheritance Innocence
7 Investigation Knowledge Laboratory Law Leadership Legend Lord Magic Memory Merchant
8 Message Mission Monk Mountain Mystery Nature Nobility Oath Order Pact
9 Peasant Pilgrim Plague Plan Portal Power Priest Prison Protection Punishment
0 Regio Relic Reputation River Ruin Rumour Scandal Servant Soldier Vis

Hermetic Subjects (d10 x10 = d100)

d10 1 2 3 4 5 6 7 8 9 0
1 Aegis Angel Apprentice Arcane Connection Archmagus Aura Bonisagus Breakthrough Cabal Casting Tablet
2 Certamen Claim Code Confidence Covenant Cult Lore Daimon Debt Decrepitude Deficiency
3 Demon Diabolism Dispute Domus Magna Enchantment Enigma Experiment Faerie Faerie Magic Familiar
4 Filius Finesse Flaw Form Formula Gauntlet Gift Grand Tribunal Grimoire Heartbeast
5 Hedge Hedge magic Heresy Hermetic Limit Hermit Hoplite House Initiation Lab Text Laboratory
6 Legacy Longevity Magic Realm Magic Theory Magister Magus/Maga Mystery Mystery Cult Oath Ordeal
7 Order Original Research Pact Parens Parma Penetration Peripheral Code Praeco Primus Quaesitor
8 Redcap Regio Renown Rival Sanctum Schism War Scrying Secret Sigil Sodales
9 Spirit Summa Summons Supernatural Talisman Technique Tractatus Transgression Tribunal Twilight
0 Twilight Scar Vendetta Virtue Vis Vis Source Voting Sigil Warping Wizard's March Wizard's Sigil Wizard's War

Using Meaning Tables: Roll once on each table (or d100 on full version). Combine Action + Subject to interpret the event.

Examples:

  • "Discover + Laboratory" = A discovery is made in a lab. Either yours or someone elses
  • "Betray + Ally" = An ally betrays you or someone betrays an ally
  • "Curse + Covenant" = A curse affects the covenant, or possibly another covenant
  • "Heal + Enemy" = You must heal an enemy, or an enemy is healed or need healing

Nuances

d10 Nuance
1 Ambiguous/Gray
2 Corrupted/Tainted
3 Fake/False/Misleading
4 Malicious/Antagonistic
5 Mysterious/Suspicious
6 Ominous/Scary
7 Righteous/Holy/Generous
8 Selfish/Greedy/Envious
9 Secret/Unexplained
0 Volatile/Erratic

Additional Subtables

What Kind of (Hermetic) Magic?

d10 Technique Form Realm*
1 Creo Animal Divine
2 Creo Aquam Faerie
3 Intellego Auram Faerie
4 Intellego Corpus Magic
5 Muto Herbam Magic
6 Muto Ignem Magic
7 Perdo Imaginem Magic
8 Perdo Mentem Magic
9 Rego Terram Magic
0 Rego Vim Infernal

* It is not intended to roll for Realm every time, but when the situation may warrant it.

If you need a completely random level for spell or effect, just roll d10 for the magnitude.

Reversals of Fortune

d10 Reversals of Fortune
1 Bizarre coincidence
2 Change of Heart
3 Erratic Behavior
4 Error of Judgment
5 Inopportune Arrival
6 Misplaced Trust
7 Unexpected Moral Dilemma
8 Sudden Ominous Omen
9 Something is Missing
0 Things Are Not As They Seem

Sensory & Visual Descriptors

d10 1 2 3 4 5 6 7 8 9 0
1 Abyssal Acidic Airy Ancient Bitter Bloody Brackish Bright Bronze Chaotic
2 Chilled Clammy Clear Cold Crystalline Damp Dark Decaying Dense Dusty
3 Earthy Echoing Ethereal Feathered Feral Fetid Fiery Flickering Floral Frozen
4 Gilded Glassy Glowing Gritty Growing Harmonious Hazy Heavy Hot Humming
5 Hushed Icy Illusory Ink-stained Iron Jagged Kinetic Leafy Luminous Lush
6 Marble Metallic Miasmic Misty Mossy Musky Muted Noxious Oily Opulent
7 Orderly Ossified Polished Pristine Pulsing Radiant Resonant Rigid Rough Rusty
8 Salty Scorched Serene Shadowed Sharp Shifting Shimmering Silvery Tangible Tarnished
9 Thick Thin Thorny Thunderous Translucent Transparent Umbral Unstable Vaporous Velvet
0 Verdant Viscous Warm Warped Weathered Weightless Wet Whispering Wild Wooden

NPC Generation & Behavior

Quick NPC Creation

When you need an NPC on the fly:

Step 1: Determine NPC type (d10) - or choose freely

d10 Type
1-3 Mundane common folk (peasant, servant, craftsman)
4-5 Mundane authority (1-3 Merchant, 4-5 Household Knight, 6-7 Lower Noble, 8-9 Official, 10 Higher noble)
5 Church (1-2 Knight, 3-5 Monk, 6-7 Priest, 8-9 Bishop/Archbishop, 0 Papal Legate/Cardinal)
6 Covenant personnel (1-3 Servant, 4-7 Grog, 8-9 Specialist, 0 Unique)
7-8 Hermetic magus or maga (1-2 Apprentice, 3-6 Young, 7-9 Master, 0 Archmage)
9 Hedge Wizard
10 Supernatural creature (1-2 Spirit, 3-7 Faerie, 8-9 Demon, 0 Angel etc.)

Step 2: Determine Attitude (d10, modified by circumstances)
Plan to Remake table to ±10

d10 Attitude
≤0 Agressively violent or cowering/running away in fear
1-2 Hostile: Actively opposes you, obstructive or fearful
3-4 Unfriendly: Suspicious, unhelpful, closed off
5-7 Neutral: Indifferent, transactional, distant
8-9 Friendly: Helpful, open, cooperative
10+ Allied: Strongly supportive, goes out of their way to assist

The Gift Modifier: When meeting someone new, apply penalties:

  • Standard Gift: -3 penalty to attitude roll
  • Gentle Gift: No penalty
  • Blatant Gift: -6 penalty
  • Magic: Can affect reaction with +1 to +3
  • Successful skill roll(s) can improve initial attitude by +1 per 3 of roll above Ease Factor (i.e. Charm roll of 16 vs EF of 9 awards +2)

Step 3: Define Trait (roll on NPC Trait table for flavor)

NPC Trait Table (d10)

d10 Trait
1 Personality: Roll twice on Personality subtable
2 Motivation: Roll on Motivation subtable
3 Physical: Roll on Physical subtable
4 Background: Roll on Background subtable
5 Skill: Has notable expertise (determine what makes sense)
6 Secret: Hiding something (use oracle to discover what)
7 Connection: Related to existing NPC or faction
8 Supernatural: Has minor supernatural ability or background
9 Reputation: Known for something specific
10 Unusual: Combine two rolls, ignore further 10s

Personality Subtable (d10)

d10 Personality
1 Cautious, careful, risk-averse
2 Bold, confident, assertive
3 Greedy, acquisitive, selfish
4 Pious, devout, faithful
5 Curious, inquisitive, nosy
6 Suspicious, paranoid, distrustful
7 Honorable, principled, just
8 Deceptive, cunning, manipulative
9 Kind, compassionate, generous
10 Ambitious, driven, determined

Motivation Subtable (d10)

d10 Motivation
1 Seeks wealth or material gain
2 Pursuing knowledge or truth
3 Protecting someone or something
4 Seeking revenge or justice
5 Following orders or duty
6 Earning honor or reputation
7 Spiritual or religious goals
8 Self-preservation or survival
9 Power or authority
10 Love, loyalty, or friendship

NPC Interaction Oracle

When you're unsure how an NPC will respond to a proposition or request:

Step 1: Assess their attitude (Hostile to Allied)
Step 2: Consider your approach and what you're asking
Step 3: Frame as yes/no question: "Does the NPC agree/help/comply?"
Step 4: Set likelihood based on attitude:

  • Hostile: Nearly Impossible to Unlikely
  • Unfriendly: Unlikely to Possible
  • Neutral: Possible
  • Friendly: Possible to Likely
  • Allied: Likely to Almost Certain

Step 5: Roll on Likelihood Table

Modifiers: Adjust likelihood if:

  • You offer something valuable (+1 level)
  • Request is dangerous or costly (-1 level)
  • You invoke a strong relationship (+1 level)
  • The Gift is affecting them (-1 to -2 levels)

Combat & Conflict Resolution

Combat in solo play follows standard Ars Magica rules with these additions:

Enemy Intent (d10)

When determining what enemies do, roll:

d10 Intent
1-3 Attack Aggressively: Focus on dealing damage
4-5 Attack Cautiously: Attack but defend/retreat if wounded
6-7 Tactical Maneuver: Seek advantage, flank, use environment
8 Defend: Focus on protection, buying time
9 Flee/Retreat: Attempt to escape
10 Special Action: Use supernatural power, call for help, or unusual tactic

Target Priority (d10, for groups)

d10 Target
1-4 Obvious Threat: Attacks character who harmed them most recently
5-7 Vulnerable: Attacks wounded or weak-looking character
8-9 Strategic: Attacks spellcaster or leader
10 Random: Roll randomly among PCs

Morale Check

When enemies are reduced to half strength or their leader falls, roll 1d10:

d10 Result
1-3 Break: Flee immediately
4-6 Waver: Fight defensively, retreat if further casualties
7-9 Stand: Continue fighting
10 Enraged: Fight more aggressively (+3 Attack, -3 Defense for 1 round)

Modifiers:

  • Veteran troops: +1
  • Elite troops: +2
  • Fanatical troops: +3
  • Undead: Auto-stand (no morale)
  • Led by powerful magus: +2
  • Surprised or ambushed: -3

Note: Post too large. Cont in next comment

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Hermetic Activities

Seasonal Activities

Choose among the normal activities from the Core Rules below, or roll to find out (good option for NPCs): d10: 1-5 Lab Activity, 6-9 No Lab, 10 Adventure.

Lab Required Activities

Optional d10:

  1. Enchant Charged Items: Give an item limited uses of an effect with a level no higher than your lab total. (2 Exposure xp)
  2. Enchant a Lesser Item: Give an item one effect with a level no higher than 1/2 your lab total. (2 Exposure xp)
  3. Preparing Invested Device: 1 season + pawns of Vim vis as determined by material and size. (2 Exposure xp)
  4. Instilling Effect in Invested Device: Lab Total – Effect Level levels per season, 1 pawn of vis matching an Art per 10 levels or fraction.
  5. Fix an Arcane Connection: Make an arcane connection permanent. Cost: 1 Vim vis. (2 Exposure xp)
  6. Vis Extraction: Gain Vim vis equal to (Creo Vim lab total / 10) rounded up. (2 Exposure xp)
  7. Invent Spell(s): Gain Lab Total – Spell Level levels per season, invented when total levels gained equal or exceed spell level. (2 Exposure xp)
  8. Learn Spell(s) from Lab Text(s): Learn spells with combined levels no higher than your lab total. (2 Exposure xp)
  9. Refine Lab: Increase lab Refinement by 1, up to (Magic Theory – 3), creating room for a new Virtue. Lab may also gain the Spotless and Highly Organized Virtues. (2 Exposure xp)
  10. Special Project or Original Research

No Lab Required Activities

Optional d10:

  1. Adventure!
  2. Vis Hunt (see section below)
  3. Practice Ability: Gain 3-8 XP, usually 4, in Ability or Abilities (No Exposure)
  4. Learn from Teacher, or Teach:
    1. Train Ability with Master: Gain Master’s score in Ability being taught + 3 XP (Master gets 2 Exposure XP)
    2. Learn Art or Ability from Teacher: Gain Master's Com + Teaching + 9 XP if single student. (Teacher gets 2 Exposure XP)
    3. Learn Spells from Teacher: Maximum levels = Teacher's Lab Total. Highest level of Spell = Student Lab Total. (Teacher gets 2 Exposure XP)
    4. Learn Hermetic Virtue from Teacher: Gain Master's Com + Teaching + 9 (+3/+9 with Minor/Major Flaw) XP towards 15 (Minor) or 21 (Major), increased by +3/+9 per Minor/Major Hermetic Virtue already possessed. (Teacher gets 2 Exposure XP)
  5. Master a Spell: Gain 5 XP in Mastery of a single spell. (No Exposure XP)
  6. Read a Book (Suitable Book Required):
    1. Read a Summa: Gain XP equal book Quality. Art or Ability cannot be raised above the book’s Level. (No Exposure)
    2. Read a Tractatus: Gain XP equal book Quality. (No Exposure)
  7. Study Vis: Gain Stress Die + (Aura level) XP in the corresponding Art. Requires 1 pawn per 5 in Art (No Exposure)
  8. Copy something:
    1. Copy Laboratory Text: Profession: Scribe x 60 levels usable by other magi. (2 Exposure xp)
    2. Copy Summa: Carefully: 6 + Profession: Scribe points toward Summa, or Quickly: 3x pints, reduce Quality by 1 (2 Exposure xp)
    3. Copy Tractatus: Carefully: 1 Tractatus, or Quickly: 3x Tractatii, reduce Quality by 1 (2 Exposure xp)
  9. Write something:
    1. Write a Summa: Quality is Communication + 6 + bonus. (2 Exposure xp)
    2. Write a Tractatus: Quality is Communication + 6. (2 Exposure xp)
    3. Rewrite a Laboratory Text: Latin x 20 levels per season. (2 Exposure xp)
  10. Special Activity:
    1. Attune Talisman: Need to Open a suitable item first. (2 Exposure xp)
    2. Bind A Familiar: Requires a suitable familiar. (2 Exposure xp)
    3. Establish a New Lab: Requires materials + at least one season's work.
    4. Longevity Ritual: +1 bonus per five (incl fraction) of Creo Corpus Lab Total, 1 vis per five years of age (round up)
    5. Search for an Apprentice*: Stress die + Perception = 12+ is required. Apprentices really do not grow on trees.
    6. Open the Arts for an Apprentice: Requires an apprentice. (2 Exposure xp)
    7. Worship: Quality equals Divine Aura in place of worship (No Exposure xp)

** You can also buy an apprentice on the hermetic market (most commonly at the Tribunal). Prices may vary depending on potential, intelligence, etc., but normally correspond to about 2-3 seasons' work or about 8-12 vis. A benefit is that it may save you a season.*

New Seasonal Activity: Vis Hunt

Enter the forest/wilds for an extended time (season+) to track down and find vis of various types, which may also lead to adventure. The activity may involve interaction with locals and even creatures. In most cases, you'll just find a one-time source, but you might get lucky!

Vis Hunt Total = Stress Die + Area Lore + Legend Lore + Magical Aid + Assistance

Modifiers:
• Include the negative Gift modifier unless you have grogs with you who are adept at handling talks with villagers, etc.
• -3 if only locally (i.e. local forest), less risky. Scarcity factor is increased by 1
• -6 if very low risk (just in the known areas close to the covenant). Scarcity factor is increased by 2
• Magical Aid: Bonus from the best InVi spell magnitude (+1 per mastery), an item, or second sight. (Int + Stamina + Intellego + Vim)/5 magnitude if you do not have a known InVi spell.
• Assistance: NPC or creature that can render special assistance, usually +1 to +3 but may be up to +6

Is the Vis Source Permanent?

When you seek vis, also roll on Oracle with appropriate likelihood:

  • Frontier Territory: Possible
  • Remote & Wild region: Unlikely
  • Rural areas, Covenant mapped region: Nearly Impossible
  • Civilized areas, Depleted region: Nearly Impossible x2

Optional rule: If you rolled a “1” on your Vis Hunt Total, the source is permanent

If the source is permanent: The Vis Yield is halved, but recurring on an annual basis.

Vis Yield = Vis Hunt Total / Scarcity Factor amount of pawns

Scarcity Factors (Lower is Better) Factor
Fantastic & Very Dangerous Regio (Aura 8+) 2
Regio (Aura 4-8) 3 to 4
Magical/Faerie Forest (Schwarzwald, Maddenhofen) 4
Remote & Dangerous Wild Area 4 to 5
Rural Area 5
Settled Area 6
Civilized, Near City 7
In Large City 8

If a covenant has already mapped the area, add 1 to Scarcity Factor. If they have already claimed to the vis sources in the Area, add 2.
Note: Usually, only Scarcity Factors up to 5 are worth the hassle.

What Type of Vis?

d10 Type of Vis Found
1-3 The region's common Form*
4-6 Regular Form Vis (roll for Form)
7-8 Regular Technique Vis (roll for Technique)
9 Exactly the type you were looking for
0 Special Vis (1-6 Faerie, 7-8 Infernal, 9 Divine, 0 Story Special), Reroll for Type

* Typically: Animal, Herbam, Aquam, Auram, Terram and always of the appropriate Realm

You can use the Oracle to find out if Vis is guarded, and by what - Adventure!

Laboratory Work

Laboratory activities proceed as normal, using the standard rules. You can use the Oracle for questions like:

  • "Do I discover anything unusual during investigation/development/experimentation?"
  • "Does my familiar bond ceremony have complications?"
  • "Is this vis source still available?"

Designer's note: Need better examples.

Laboratory Events (Optional)

If you want more unpredictability in lab work, at the start of each season, roll 1d10:

d10 Event
1 Disaster: Roll on Experimentation table as if you rolled 0, even if not experimenting
2-3 Complication: Minor setback; -d10 to Lab Total this season or lost time (1 week)
4-6 Normal: Season proceeds as planned
7-8 Insight: +d10 to Lab Total this season or interesting discovery
9 Breakthrough: Roll on Experimentation table as if you rolled 10+
10 Visitor: Someone interrupts your work (roll NPC tables); lose 1 week or gain opportunity

Tribunal & Hermetic Politics

When Tribunal season arrives or you interact with Order politics:

Tribunal Outcomes (d10) - How does the vote/judgment go?

d10 Result
1 Catastrophic: Worst possible outcome, potential Wizard's March
2-3 Against You: Decision goes poorly, penalties or obligations
4-5 Inconclusive: Delayed, split decision, or compromise
6-7 Favorable: Modest success, your position accepted
8-9 Victory: Clear success, gain reputation or resources
10 Triumph: Exceptional success, major advantage gained

Shift the result 1-3 steps up/down based on actions, including successful and failed rolls that matter.

Hermetic News (d10) - What happens in the Order this season?

d10 News
1 Schism Rumblings: Hints of serious internal conflict
2 House Conflict: Two Houses clash over resources or philosophy
3 Wizard's March: A magus is declared outcast
4 Discovery: Magical breakthrough announced
5 Mundane Threat: Church or nobles threaten the Order
6 Tribunal Scandal: Political intrigue in nearby Tribunal
7 Covenant Event: Founding or fall of a covenant
8 Supernatural Event: Realm boundary shift, regio discovered, etc.
9 Trading Opportunity: Rare books, vis, or services available
10 Personal Connection: News directly affects you (roll on Meaning Tables)

Also: Go wild with the Oracle

Adventure Generation

Creating an Adventure

Step 1: Determine Adventure Type (d10)

d10 Adventure Type
1-2 Covenant Threat: Something endangers the covenant directly
3-4 Investigation: Mystery or puzzle to solve
5-6 Retrieval: Fetch something valuable or important
7-8 Social/Political: Negotiate, influence, or navigate mundane/Hermetic/Faerie politics
9 Exploration: Discover new location or phenomenon
10 Personal: Related to character's Story Flaw or background

Step 2: Roll on Meaning Tables for adventure core concept

Step 3: Determine Primary Opposition

d10 Opposition
1-2 Mundane Authority: Noble, Church, or official
3-4 Natural/Environmental: Wilderness, weather, disease
5-6 Hermetic Rival: Another magus or covenant
7-8 Supernatural Creature: Faerie, demon, ghost, magical beast
9 Internal: Own flaws, Twilight, warping, or magic gone wrong
10 Mysterious: Unknown threat; gradually revealed

Step 4: Establish Stakes

What happens if you fail? Use Oracle if uncertain.

Step 5: Identify Milestones

Break the adventure into 3-5 key scenes or objectives

Adventure Complications (d10)

Roll when things should get more interesting:

d10 Complication
1 Betrayal: An ally works against you
2 Time Pressure: Deadline or racing against someone
3 Innocent in Danger: Must protect someone vulnerable
4 The Gift Interferes: NPCs react badly at crucial moment
5 Resource Shortage: Missing supplies, vis, or information
6 Rival Appears: Competition for same goal
7 Misunderstanding: Accused of something you didn't do
8 Secondary Threat: New danger unrelated to primary goal
9 Moral Dilemma: Choose between Code of Hermes and conscience
10 Supernatural Interference: Divine, Infernal, Faerie, or Magical

Travel Encounters (d10)

When journeying, roll once per day of travel if desired:

d10 Encounter
1-4 No Encounter: Uneventful travel
5-6 Mundane NPCs: Merchants, pilgrims, travelers (roll NPC tables)
7 Obstacle: Bad weather, river crossing, blocked road
8 Discovery: Interesting location or item
9 Threat: Bandits, wild animals, or hostile force
10 Supernatural: Faerie, aura fluctuation, magical phenomenon

Covenant Management

Solo play simplifies covenant management while maintaining narrative richness.

Seasonal Covenant Events (d10)

Roll once per season if desired for covenant flavor:

d10 Event
1 Crisis: Major problem requiring immediate attention
2-3 Minor Problem: Small complication affecting covenant operations
4-6 Routine: Normal operations, no special events
7-8 Opportunity: Beneficial situation arises
9 Windfall: Unexpected gain (resources, reputation, new member)
10 Story Hook: Something that could lead to adventure

Covenant Encounters (d10)

When someone visits the covenant:

d10 Visitor
1-2 Mundane Authority: Tax collector, noble representative, Church official
3-4 Merchants/Traders: Offering goods or services
5-6 Hermetic: Redcap, visiting magus, Quaesitor
7 Refugees/Petitioners: Seeking help or shelter
8 Travelers: Lost, seeking directions or hospitality
9 Supernatural: Faerie messenger, ghost, or strange creature
10 Threat: Bandits, raiders, or hostile force

Grog Development

Rather than tracking all grogs individually:

Simplified Grog Pool: Maintain 3-5 characterized grogs with full stats. The rest are generic "turb members" with standard stats for their type.

Grog Story Hooks (d10): When you need a grog-focused subplot:

d10 Hook
1 Family Matter: Grog's relative needs help
2 Old Enemy: Past comes back to haunt them
3 Romance: Love interest creates complications
4 Debt: Owes money or favors to dangerous party
5 Accused: Wrongly (or rightly) blamed for crime
6 Opportunity: Chance for advancement or wealth
7 Illness/Injury: Serious condition needs treatment
8 Loyalty Test: Must choose between covenant and other obligation
9 Discovery: Found something valuable or dangerous
10 Supernatural Encounter: Affected by magic, faerie, or divine

Advancement & Time Passage

Aging and Long-term Play

Use standard Ars Magica aging rules. For longevity rituals and aging crises, use Oracle to determine outcomes if you want unpredictability beyond the dice rolls.

Season Tracking

Maintain a simple log:

  • Year & Season
  • Main Activity (lab work, adventure, study, etc.)
  • Key Events (brief notes)
  • Advancement (XP, lab progress, etc.)
  • Chaos Factor Changes

Experience Awards

Per Season:

  • 2 XP for seasonal activity that wasn't adventure (standard 2 Exposure XP)
  • 5-10 XP if you went on a full season adventure
  • +1-2 XP for particularly dramatic or character-developing moments

Optional Special Awards:

  • Major accomplishment: 5-10 XP
  • Character growth moment: 2-5 XP
  • Completing story arc: 5-15 XP

Advanced Oracle Techniques

Detailed Answers

Sometimes yes/no isn't enough. You can use these techniques:

How Much?
Roll 1d10:
1 = None
2 = Minimal
3 = A Little
4-6 = Moderate
7-8 = A Lot
9 = Huge Amount
10 = Extreme/Maximum

Who?
Roll on NPC tables or existing NPC list (assign numbers)

Where?
Roll on Location list or use Meaning Tables

When?
Roll 1d10:

1 = Already Happened!
2-4 = Immediately
5 = Very soon (hours)
6 = Soon (days)
7 = Later (weeks)
8 = Much Later (next season)
9 = Eventually (2+ seasons)
10 = Future (years)

Cascading Questions

Build detail through follow-up questions:

Example:

  1. "Is anyone at the covenant when I return?" → Yes
  2. "Is it someone I know?" → No
  3. "Are they friendly?" → Uncertain/Neutral
  4. "Are they Hermetic?" → Yes
  5. Roll on NPC tables to detail the visiting magus

Mythic Momentum

Track Momentum as a solo play resource:

Starting Momentum: 0

Gain Momentum (+1) when:

  • You succeed at an important task
  • You overcome significant obstacle
  • Story progresses in your favor
  • You act according to character virtues/personality

Lose Momentum (-1) when:

  • You fail at important task
  • Situation turns against you
  • You botch a roll
  • You act against character virtues/personality

Using Momentum:
Spend Momentum (max 10) to:

  • Re-roll any die roll (cost: 1)
  • Upgrade Oracle result from No to Yes or Yes to Exceptional Yes (cost: 2)
  • Avoid complication from Scene Alteration (cost: 2)
  • Gain narrative advantage: Declare a small favorable detail (cost: 1-3)

Momentum Range: -3 to +10

At Momentum -3, reset to 0 and roll on Complication table—fortune turns against you.

Sample Tables for Quick Reference

Story Complications (d10)

d10 Complication
1 An ally becomes unavailable
2 Resources are depleted or unavailable
3 Rival appears with same goal
4 Information was incorrect or incomplete
5 Time pressure increases
6 Additional obstacle emerges
7 Someone opposes you unexpectedly
8 Moral or ethical dilemma
9 Personal flaw creates problem
10 Supernatural interference

Treasure & Rewards (d10)

When you find treasure or rewards:

d10 Reward Type
1 Mundane Wealth: Silver, goods, livestock (roll d10Ă—10 pounds value)
2-3 Books: Tractatus or Summa (determine Art/Ability, roll Quality)
4-5 Vis: Raw vis (roll d10 for pawns, determine Art)
6 Magic Item: Minor invested device or lesser enchantment
7 Information: Secret knowledge, map, or valuable intelligence
8 Alliance: Gain NPC ally or covenant support
9 Reputation: Gain positive reputation (level 1-3)
10 Major Find: Powerful item, large vis source, or ancient text

Problem Severity (d10)

When assessing how bad a situation is:

d10 Severity
1-2 Minor: Easily handled, negligible consequences
3-5 Moderate: Requires attention, some risk
6-7 Serious: Significant threat, major resources needed
8-9 Severe: Dangerous, potential for lasting harm
10 Critical: Life-threatening, covenant-threatening, or Code violation risk

Example of Play

Marcus Flavius of House Tremere is researching a spell in his laboratory. It's Spring 1220. Chaos Factor is 4.

Season Setup: Marcus is inventing "To See As Though a Plethron Distant" (InIm 25) to investigate a mystery. Lab Total is 52, so he needs 1 season - but there is no time for anything else.

Scene Alteration Check: Roll 1d10 = 3. Since 3 ≤ Chaos Factor (4), roll on Scene Alteration Table = 2 (Interrupted Scene).

Event occurs. Roll Event Focus = 3 (NPC Action). Roll Meaning Tables: Action = "Arrive" (d100=12), Subject = "Enemy" (d100=45).

Interpretation: An enemy arrives at the covenant during my lab work.

Who is this enemy? Roll NPC Type = 6 (Covenant personnel—someone inside). Attitude = 2 (Hostile, modified by The Gift). Trait = 3 (Physical) → Roll Physical subtable = "Scarred face."

Establishing: It's one of the old grogs, Heinrich, who has always hated Marcus. His face is scarred from a magical accident Marcus caused years ago.

Oracle Question: "Does Heinrich interrupt me during a critical moment in the lab?" Likelihood: Possible. Roll 1d10 = 5 = Yes!

Momentum: -1 (situation turns against me). New Momentum = -1.

What does Heinrich do? Roll Action = "Accuse" + Subject = "Crime" from Meaning Tables.

Interpretation: Heinrich accuses Marcus of a crime—possibly related to the magical accident that scarred him?

Oracle: "Does Heinrich have evidence?" Unlikely (he's just a grog). Roll = 2 = No.

He's making an accusation without proof, likely seeking revenge.

Resolution: I must handle this disruption. I'll try to Charm him back to my side (Communication + Charm vs.)...

The scene continues from here...

Story Hooks for Solo Play

Immediate Hooks (Start Play Quickly)

d10

  1. The Missing Apprentice: Your apprentice vanished during a routine vis collection
  2. Unexpected Tribunal Summons: A Redcap brings urgent summons to Tribunal
  3. Covenant Under Siege: Mundane authorities or supernatural forces threaten the covenant
  4. Twilight Recovery: You emerge from Twilight to find time has passed strangely
  5. Lab Discovery: Your latest experiment reveals something unexpected and dangerous
  6. Flaw Activation: Your Story Flaw manifests dramatically
  7. Visitor in the Night: Someone seeks sanctuary at your covenant
  8. Vis Source Failure: A regular vis source has gone dry—why?
  9. Rival's Challenge: Another magus challenges you to Certamen or competition
  10. Mundane Inheritance: You inherit land, title, or responsibility from your mundane family (or a case of mistaken identity)

Long-term Campaign Frames

The Frontier Covenant: Build a new covenant in dangerous territory. Each season brings new challenges (resources, threats, politics, mysteries).

The Hermetic Investigator: Travel Europe investigating magical mysteries, ancient sites, and supernatural phenomena for your House or a Tribunal.

The Redemption Arc: Your character committed a Code violation and must earn redemption while avoiding Wizard's March.

The Apprentice's Journey: Play through apprenticeship to Gauntlet, then first decades as independent magus (being a wandering Peregrinator in the Rhine Tribunal can be an interesting setup).

The Ancient Mystery: Uncover the truth about a fallen covenant, lost House, or pre-Hermetic magic tradition.

The Realm Guardian: Protect a region from supernatural incursion (Infernal, Faerie, or rogue magi).

Seasonal Adventure Seeds (d10)

Roll when you want an adventure this season:

d10 Seed
1 Vis Theft: Someone has stolen vis from the covenant store or a vis source
2 Plague Warning: Disease threatens nearby village, covenant must respond?
3 Faerie Bargain: Faerie makes offer too good to refuse, but what's the catch?
4 Ancient Ruin: Locals report strange lights/sounds at old Roman fort
5 Political Marriage: Local noble wants to marry relative to covenant member
6 Hermetic Visitor: Traveling magus requests hospitality, brings news/trouble
7 Religious Scrutiny: Church officials investigate covenant activities
8 Magical Accident: Lab mishap creates ongoing problem needing resolution
9 Contested Resource: Another covenant claims your vis source, or are making maneuvers against you
10 Prophecy/Dream: Supernatural warning of coming danger

Adjusting Difficulty

For Easier Play

  • Start Chaos at 1-2
  • Be generous with Momentum awards
  • Allow more favorable Oracle interpretations
  • Reduce frequency of random events
  • Focus on character-driven stories over external threats

For Harder Play

  • Start Chaos at 5-6
  • Be strict with Momentum
  • Interpret Oracle results harshly
  • Increase frequency of complications
  • Add multiple simultaneous problems
  • Enforce Code of Hermes strictly

For Dramatic Play

  • Use Exceptional results frequently
  • Roll on Scene Alteration every scene
  • Create cascading consequences
  • Connect disparate events into grand plots
  • Emphasize character flaws and Story Hooks

Tips for Successful Solo Play

1. Journal Your Saga

Keep brief session notes. Future you will appreciate the continuity.

2. Play to Find Out

Don't pre-plan outcomes. Let the Oracle surprise you.

3. Embrace Failure

Failed rolls and bad Oracle results create better stories than constant success.

4. Respect Your Character

Make choices your character would make, not what's optimal.

5. Take Breaks Between Seasons

Real time between game sessions helps creativity and prevents burnout.

6. Use Multiple Characters

Switch between magus, companion, and grog perspectives for variety. Perhaps use more than one magi?

7. Don't Over-Roll

Trust your narrative instincts. Use Oracle when genuinely uncertain.

8. Create Recurring NPCs

When interesting NPCs emerge, name them and develop them. They create continuity.

9. Honor the Setting

Medieval Mythic Europe has consequences. Actions ripple through society and the Order.

10. Start Small

Begin with single season, single adventure. Expand as you get comfortable.

Quick Start Solo Adventure

The Hermit's Legacy

You are a young magus, recently Gauntleted (1220 AD). Your parens has died, leaving you their isolated tower covenant with a small library, modest vis stores, and two loyal grogs.

Setup:

  • Create your magus (standard creation rules)
  • Create 2 grogs (one warrior, one craftsman/specialist or companion)
  • Library: 2d10 tractatus on various Arts (Quality 8-11, randomize the Arts) (Note: The available summae you already studied)
  • Vis stores: 2d10 pawns mixed Arts (randomize as per table)
  • Covenant resources: Poor
  • Chaos Factor: 4

First Season (Spring 1220):

You're settling into the tower when your senior grog, Old Thomae, mentions that your parens had been investigating something in the nearby forest before death. He seemed worried.

Oracle Question: "Did my parens leave notes about this investigation?" (Likely) → Roll to find out!

From here, let the Oracle guide you. Use the investigation to learn the systems. Perhaps there's a faerie regio, a vis source, a supernatural threat, or a mundane danger. Play to find out!

Suggested Goals:

  • Survive your first year
  • Stabilize covenant resources
  • Solve your parens' mystery
  • Avoid Code violations
  • Make your first Tribunal appearance

Designer's Notes

This solo system draws inspiration from proven mechanics:

  • Mythic GME: Oracle system, Chaos Factor, Scene framework, random events
  • Ironsworn/Starforged: Momentum, move-based structure, oracle as spice not main course
  • Ars Magica core: Respect for seasonal structure, hermetic activities, character advancement

The goal is to preserve what makes Ars Magica special (complex magic, medieval setting, character development over time) while providing structure for solo exploration.

Conclusion

Solo Ars Magica is a journey of discovery. The Oracle doesn't tell you what happens, it helps you discover what happens. Your character's goals, flaws, and virtues drive the story. The setting provides rich possibilities, while the mechanics give structure and surprise.

"Go forth, magus, into the Mythic Europe that awaits. The Arts are yours to master, the world yours to explore. Trust in the Oracle when paths are unclear, but never forget: you are the architect of your own destiny."


Appendix: Blank Forms & Tracking Sheets

Season Log

Year Season Main Activity Key Events XP Gained Chaos Factor

NPC Roster

Name Type Attitude Key Trait Notes

Active Story Threads

Thread Status Next Step Stakes

Momentum Tracker

Current Momentum: _____ / 10

3 Likes

I assume this is like the 4th ed rules, and divides the total by the scarcity factor, rather than the Cradle & Crescent rules, which aims for a (variable) target, and sets quanityt and time by how much you exceed it?

Anyway, from a quick look: some very useful oracles in there. The other thread rules (and the ones I've put together) are more abstract, but there are different ways of doing it,a nd more detailed rules allow you to tell more detailed stories. The high-level principles and guidance look good.

2 Likes

I assume this is like the 4th ed rules, and divides the total by the scarcity factor, rather than the Cradle & Crescent rules, which aims for a (variable) target, and sets quanityt and time by how much you exceed it?

Yes absolutely right (it's in the formula there). Good catch on 4e! I could have mentioned where the idea came from, but I've had it as an adapted house rule for many years - which I rewrote from this so I haven't looked at the 4e rule in forever but I do remember it had Scarcity.
The C&C rules I only remember rejecting it as not suitable when I read it. Better/easier to stick to seasonal and where/how it is.

Anyway, from a quick look: some very useful oracles in there. The other thread rules (and the ones I've put together) are more abstract, but there are different ways of doing it,a nd more detailed rules allow you to tell more detailed stories. The high-level principles and guidance look good.

Thank you, at current it's more of a toolbox of some slightly misshapen tools than a complete flow though. Some of the tables are still not anchored together that well (and I few I know I want to fix, some comments inline).

This was developed in more isolation vs the other thread rules, and I do not believe I've seen yours. Can you point them out or share? I'd be happy to incorporate a few more things that make sense. Feel free to recommend.

IMHO: With a more solid structure of a base flow (the latter which is good and easier to overview in the other thread), you can also swing about a bit more if you know where and how to control it.

1 Like

Expanded Personalities Table (d10 x d10)

You can use this as a replacement of the simpler options above.

# 1 2 3 4 5 6 7 8 9 10
1 Aggressive Arrogant Avaricious Brooding Callous Affable Altruistic Analytical Authoritative Benevolent
2 Confused Cynical Daydreaming Deceitful Deluded Brave Calm Charitable Charming Chivalrous
3 Despairing Distracted Domineering Envious Exhausted Confident Contemplative Diligent Discerning Disciplined
4 Fanatical Fatalistic Fidgety Foolish Forgetful Dutiful Earnest Empathic Energetic Fearless
5 Frightened Grandiose Hesitant Impulsive Insidious Flirtatious Forgiving Generous Harmonious Helpful
6 Irrational Irritable Judgmental Lecherous Manipulative Humble Inquisitive Insightful Inspired Jovial
7 Meddlesome Megalomaniacal Narcissistic Obsessive Overconfident Keen Magnanimous Merciful Methodical Optimistic
8 Paranoid Petty Possessed Pretentious Rambling Perceptive Perfectionist Pious Prudent Resolute
9 Reckless Ruthless Sadistic Scheming Secretive Righteous Sagacious Sensitive Serene Sincere
10 Superstitious Sycophantic Tormented Vengeful Zealous Stoic Trusting Vigilant Visionary Whimsical

It's recommended to roll two or three times on the table.

Column 1-5 has negative personalities, Column 6-10 lean positive. You can tweak rolls towards that as required by either ignoring column 1-5 for decidedly positive characters and vice versa OR allow a character who should lean one way or the other the option to reverse their dice and pick that option instead (it may still be opposite, but the likelyhood is significantly less)

If you need the strength of the Personality trait, roll d10: 1-3: +1, 4-6: +2, 7-9: +3, 10: +4

Add +1 if the character is above others in their society: Knight, Rich Merchant, Lower Noble, Old Fart, Priest, Magister, Quaesitor etc
Add +2 if the character's position is exalted: Duke, Earl, Marquis, Bishop, Archbishop, Archmage, Praeco, Covenant leaders, Most Faeries
Add +3 if the character belongs to top tier: Prince, King, Cardinal, Pope, Primus, Eldest magi, Cognizant Faeries, Faerie Royalty

2 Likes

Mine aren't published yet, but started by taking inspiration from "Case Closed" for Monster of the Week and refining from there. They're currently in playtest, and I'm aiming to publish in May.

3 Likes

Hi! These rules look great and I would like to playtest. Is it possible to publish them (in markdown) and may I translate the document into French ?

1 Like

Hi @Emeraudus I wrote them direct to markdown (which the forum can take) so you should be able to copy paste(?).
It does not seem to be possible to attach a .md or .txt file to the forum (or any other plaintext type).

I haven't really released it more than this, but I intended it for the standard Ars Magica open license so you can do (almost) what you want with it as long as attributed. I can perhaps send/share the md if you want it.
I intended to develop it further a bit (based on playtesting, feedback etc), but I'm not sure when time permits. You can wait or translate to French now as you see fit - just be aware.

2 Likes

Hi,

thank you so much for this. I just created an account to say thank you! I would love to help play test it, although I am new to Ars Magica and just learning it. Are you planning to put it on Github or such?

Hi @AstralTomate welcome to the best RPG of all time :D. It will take some time to get into, but you'll get there - and it's worth the hassle. You can read some of the sagas if you search a bit. I've uploaded an old version of the one we are running (but it's out of date and was mostly machine translated - I need to update it) to get an idea of how others are running things. Ars is flexible though, so you find your own style!

Feel free to provide feedback on the Solo playing rules. I haven't had much time myself to really test it and I only got a little feedback so far. I'd like to develop them a bit further and make them easier to comprehend - and fill in some more gaps.

Since you asked (and a few others too), I've added a 3rd party folder on my github, you'll find it there now:

4 Likes

Hi,

thanks for putting it on github. I am slowly learning the rules, but really enjoying it so far (even though it feels overwhelming some times…). But I really love the freedom and the season focused play. I will provide feedback once I got the hang of it.