I have recently taken up Ars Magica as a gaming system. I had some exposure to it (without ever getting to play it) in previous editions, but had never really read the rules in any detail. Over the last few weeks, however, I've gotten the chance to read through the core Arm5 book, read a variety of "newbie question" threads on these forums, and read over some sections on Project Redcap in preparation for a Saga I am going to be running for our small "troupe". Overall, I have found the rules to be pretty easy to understand, but there are a few... niggling issues which, while I can certainly wave my hands and make a judgement, I am not comfortable declaring are "RAW" interpretations. I have a history for over customizing my rulesystems 8), and it makes some of our troupe nervous, so I'm making an effort to try to stick to RAW where possible . It is often the case that questions of this sort can be easily answered with a little bit of searching/and/or reading on the subject. I have made an attempt to do so on my own, but perhaps it is simply an aspect of the depth of the game that simple answers are not simple to find. Anyway, lengthy preamble aside, I'd be grateful to any knowledge folks here could share with regard to these, possibly persnickity, rules questions that seem to have me tweaked.
Can someone with Speak Latin 4 (Spec: Hermetic Usage) write books as if he had a Speak Latin of 5? Can someone with Speak Latin 3 (Hermetic Usage) study books?
If all pagan gods are Fae (or maybe Magic), and Divine Auras basically only exist where there are the faithful, what prevents the forces of the Infernal from overrunning (or corrupting) all the pagan societies in the world? This is particularly interesting for us, because we're looking at using Gotaland circa 940s as our setting, which largely pre-dates the christianization of that region (Southern Sweden). On a [much] less pragmatic, but equally curious matter, what is going on in China vis a vis the Infernal realm?
If a mage begins a combat, for instance, with a staff, but then in a later round decides to cast a spell, what happens to his initiative? It seems like initiative is really more like a "surprise" roll, if you will, abstracting and amalgamating reach and a variety of other factors but quickly devolving into a round robin affair where initiatives do not change. So if my sword was out at the start of the fight, I get an initiative bonus. If not, I don't. That would seem fine until one reads the rules for fast casting. Any clarifications on this issue?
Are there any rules for fighting with two weapons (as opposed to a single weapon and shield)?
Other then the ability to use Heartbeast to break transformation spells, what is the advantage of Heartbeast over the Supernatural trait, Shapechanger (because Shapechanger seems better).
I'm pretty sure I've sussed this out, but for Longevity Rituals, if a magus is performing the Ritual for another, he needs a CrCo lab total of 30+ without regard to what the lab total the ritual was originally designed for. The benefit to the recipient, however, is still the CrCo lab total of the original ritual's developer (at the time he developed it)/5 (or 10 if the recipient is mundane). The case I'm curious about is Person A has a ritual developed for him by Magus B. At a later date (in a different location), the ritual fails, and Person A calls on Magus C to re-perform the ritual. Magus C needs to have a CrCo lab total of 30+, and the necessary vis, resulting in the ritual once more providing Magus B's lab total /5 in bonus (or 10 if Person A is mundane). Is this right?
If you can put 1xp into an ability to avoid the extra botch dice, do you also get to assign a specialization? (pg. 62, each ability you select should be assigned a specialization)...
I'm sure I had some other questions, but I've apparently spaced them, so I'll go with these for now 8). Thanks for any help anyone can provide!