I'm toying around with virtues and flaws, trying to get into the "spirit of the rules" while creating my own custom virtues and flaws. I wanted to share, seek critics, and eventually work collaboratively with others to give these new ones a reasonnable shape in respect to the spirit of Ars Magica.
Feel free to add your own.
Belief Based Magic (having a hard time finding a good name for this one)
Minor/Major Hermetic Flaw
For your magic to work, it needs someone to believe into it. Unfortunately you lack the necessary self-confidence to put yourself this belief into your magic. However, there is someone, probably a true friend or true love, who believes in you more than you do and make all your magical gift possible. Should this person die, disappear or cease to believe in you, you would loose your gift and all your confidence points until you weave a similar link with another person, or until you found the strength to believe in you at last.
If this person is a PC or a powerful NPC, this flaw is minor, otherwise it is major.
Unspeakable Magic
(minor ? major ?) Hermetic Flaw
The more you try to formalize your magic, the more it escapes from you. Your Magic Theory score is substracted from all your casting totals. Your MT still adds to your laboratory totals and determines the quantity of vis you can use in a season as normal.
I don't know whether this flaw should be minor or major. Any thoughts ?
Holistic magic
Major Hermetic Virtue
You have a holistic view of magic, taking it as a whole instead as a collection of different arts. This means you are less limited than other magi when dealing with requisite arts. Adds you magic theory score to the score of all requisite arts when calculating a laboratory or casting total for an effect. So, your MT can reduce, and even ignore, the penalties imposed by requisites when creating or casting an effect.
When you study one art, either from a book or from vis, you can choose to spend half of the experience in the arts of your choice. You must always spend at least one point in this way. Furthermore, when you study from vis, half of the vis you use can be of any form or technique.
Theosophical magic
Minor Hermetic Virtue
You believe that your gift is from divine origin and that by studying magic, it is God that you learn to know. Your magic does not suffer from divine auras. Furthermore, each time you gain experience points in theology, you gain half the amount in magic theory, and vice versa.
Your theosophical take on hermetic magic makes you disturbed by faeric auras. Faeric auras scores substract from your magic totals. You also suffer twice the penalty from infernal auras.
Note : this virtue is very different from the virtue Holy Magic found in RoP:The Divine. It does not make the characters magic divine but simply denotes a state of mind and beliefs. Theosophical Magic is about the intellectual perspectives of the character and does not modify the nature of his magic or his Gift.
At the storyguide discretion, this virtue may be common in the order in the late middle ages, representing christian culture among the hermetic society. Moreover, as dominion rules and faeric powers slowly fade away, this virtue could propagate quickly as an adaptative response to a changing world.
Skilled Experimenter
Minor Hermetic Virtue
You are particularly skilled to lead arcane experimentations, and those are often more rewarding than normal. May be you are more apt than other in repairing your errors before they become too dangerous. May be you are just lucky. When you experiment, you can choose to reroll your initial experiment dice. If you choose so, you must keep the second result, even if it is worse.
Magical Hero
Minor Hermetic Virtue
Your gift is linked to your image, as telled by story-teller, ministrels, rumors and growing legends associated to your acts. You begin play with a local reputation with score 3 associated with your magic. For example, you could be known as an evil wizard in the neighboorhing villages. Alternatively you could be a well-known "miracle maker". You may have a cult of worshipper if you wish (and take the appropriate virtue or flaw).
When you cast a spell on a person who is aware of your reputation, you may add twice your reputation score to your casting total.
Inspired Writer
Minor General Virtue
You are particularly inspired when writing. You may add one to the quality or score of your books, and gain 5 additional exposure points when writing.
Prolific Writer
Minor General Virtue
When you produce a text of your own composition, you do it twice as fast as normal. Double the number of points you accumulate each season when you write a book. You may write two tractatus per season. This doesn't apply when you copy books.