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:
- Character-Driven Stories: Your characters' goals, flaws, and relationships drive the narrative
- Oracle-Guided Uncertainty: When outcomes are unclear, consult the oracles rather than deciding arbitrarily
- 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