There are lots of rules or discussions scattered about the various supplements for the core ArM5 book that are of relevance to any mage. By which I mean can be used by any Hermetic magus even if he doesn't belong to the specific House or Mystery Cult discussed or so on. I'd like to start listing them, creating sort-of an index of where to find what. Do feel free to correct or contribute
Houses of Hermes: Societas
Societas is of course most useful to members of the four Houses it described or those of similar interests. But, perhaps because these are free societies open to all magi, it contains a lot of material that is useful to magi outside the houses and societies it describes.
Some books, available throughout the Order, are described. These include the works of Elaine of Flambeau stored in the Great Library of Durenmar (including works on Ignem, Penetration, Magic Theory, and Philosophiae) on p. 9, as well as the widely-available Analects of Tytalus (covering House Tytalus and Order of Hermes Lore, as well as Philosophiae) on p. 74. The legendary "herbal of Crateuas" is also mentioned on p. 124, a work on Medicine, Apothecary, and Mythic Herbalism.
Rules for forceless casting are noted on p. 21.
An extensive discussion of wizard war is given on p. 22-25.
Rules for fighting invisibly are given on p. 32-33.
The fast-trigger enchantment option is given on p. 33.
New spell-mastery special abilities are offered. Combat-related ones are described on p. 34. Mercurian options are given on p. 34, and at least one of which (Ceremonial Casting) is allowed for normal magi on p. 60. Two more options (affecting others' magic) are detailed on p. 129.
New spell guidelines and rules are provided. Rules for firing projectiles using Rego are given on p. 35 and p. 38. Guidelines for rego and creo craft magic are given on p. 60. Rules for flourishes (flourishing your sigil) are given on p. 60-61. Guidelines for illusion and mental magic are given on p. 61-70. A suggestion on how to treat Aura of Ennobled Presence and similar spells in combination with the Gift is given on p. 96. A new healing guidelines is given on p. 100. A new ReVi guideline is given on p. 129.
Rules for mythic companions and favored abilities are given at p. 106.
A discussion of the dead and spirits is given on p. 117.
Rules for agents are given on p. 140-144.
New spells are presented. These include combat spells on p.35-37. Spells relating to illusions and mental manipulation are given on p. 63-70. Spells relating to social interactions and manipulation are provided on p. 96-98. Some spirit-related spells are given on p. 99-100, and a few healing spells on p. 100. Two new spells related to hedge magi are given page 129.
A new coveted artifact is presented, the Mappa Mundi, on p. 47. Another is given on p. 111, sort-of.
Rules for and discussion of etiquette are given on p. 48-51.
New virtues and flaws are presented, suitable for any magus at character generation. These include beauty-related V&F (as well as the Muse virtue) on p. 56, Performance Magic on p. 58, the Persona virtue and Leprosy flaw on p. 94. A few V&F related to exotic traditions are given on p. 107. In addition, Societas presents several new supernatural abilities.
New rules for lacuna, which are related to regios, are given on p. 57.
New rules expanding the options for ceremonial casting are presented on p. 58-60.
Rules for mundane disguise, using the Guile ability, are given on p. 87.
Rules for debate, including debate at tribunal, are given on p. 90-93.
New supernatural abilities available at character generation, as well as guidelines on how to design new ones, are given on p. 103-106 (Summon Animals, Whistle Up the Wind, and Control Fertility). Other supernatural abilities are also presented in this chapter, but are probably more suited to the Ex Misc traditions they are related to (these include Warding, Banishing, Mythic Herbalism, and Comprehend Magic).
Covenants is, of course, primarily about covenants and its rules are useful to all players involved in running or statting the covenant (and its content probably useful as ideas even to those that don't). But it handles other issues as well, including several that would be of interest to many magi.
Rules for crossbows are given on p. 18. Note that these have been criticized, and there are others floating around (read the Ars Magica FAQ).
A spell enforcing instant loyalty is given on p. 41. New spells related to agriculture and craft are given on p. 51. A money-making spell is on p. 61. A minor spell is given on p. 62, another on p. 77, another on p. 79. Spells relating to book use and manufacture are on p. 96-97. Further similar spells are on p. 99-100. Sanctum wards are on p. 104. Laboratory-related spells are on p. 122.
Spell guidelines regarding rego craft magic are given on p. 49-50. Further guidelines involving various topics (used in "agriculture" spells) are given on p. 50-51.
A price list for various things is given on p. 71. Covenants also describes a way to simulate the economical and agricultural evolution of the covenant.
An extended discussion of book-manufacture as well as options for books are presented, see in particular p. 86-91 for rules, including rules for casting tablets.
Rules for research are on p. 98-99.
Rules for significanto are on p. 101, rules for realia on p. 102.
A discussion of sancta is on p. 103-105.
The entire library chapter is probably of use to most magi. This includes non-standard laboratory routines on p. 107-109, and extensive laboratory personalization rules on p. 109-122.
Houses of Hermes: True Lineages of course contains lots of interesting content for members of the relevant Houses. (Bonisagus magi might also be interested in Durenmar, Guardians of the Forest: The Rhine Tribunal p. 51. A Tremere lineage, versed in some Merinitia-founded nature mysteries, is the Line of Muj, presented in Houses of Hermes: Mystery Cults p. 77.) But in detailing what very well may be the core Houses of the Order, it also provides rules and discussions of relevance to nearly any magus.
The optional rule of continual research is presented at p. 18.
Folios are collections of works released by House Bonisagus; these collections are circulated around the Order by Redcaps, so the covenant might ask for "the folio of 1123" and thus obtain a high-quality collection of works for a while. Old folios are largely available at little cost.
Rules on using Intrigue are on page 24. These are combined with notes on guile and folk ken.
New virtues and flaws, applicable at character generation for a magus of any House, are presented. These include a few under the Bonisagus chapter (Figurine Magic, Linguist, Sotckade Parma Magica, Seeker). Some more, associated with House Mercere but not exclusive to it, are on p. 103-106 - mainly "heroic" virtues, but also including Usurer, a new type of faerie blood, Pagan, and more. More V&F are on p. 141-143; there are largely related to House Tremere.
Rules for original research are presented on p. 26-30, allowing research to push the Hermetic limits or techniques. Things like new spell categories, new Hermetic Virtues, inventing new supernatural abilities, or even breaking the limits of magic. The rules require experimentation, and involve accumulating warping. It's a long and arduous process.
Hermetic law and legal procedures are discussed in great detail on p. 45-66. This includes the notion of amici, "blood-oath brothers". The concept of "sanctum text" is given on p. 71. A peripheral (tribunal) law ruling on the manufacture of money is given on p. 87. Rulings on violent redcaps are on p. 90.
A discussion of spell traces and sigils is on p. 71. The opposite, shroud magic is discussed and expanded on in p. 71-72.
New spells are presented. Investigative spells are provided on p. 72-75. Some spells associated with the "cult of heroes", but available to any magus in principle, are on p. 103. Various Tremere-related spells, available to any magus in principle, are on p. 140.
New spell guidelines are provided. Ones related to investigation magic are on page 72-75.
House Merecere maintains a register of vis sources (p. 83), providing a discreet means to protect your vis sources. They also maintain a register of covenants, which you'd probably want to be put into to receive redcap services. True Lineages also details their vis banking services.
New spell mastery abilities are provided that may be learned by all, given a knowledgeable source. These are on p. 99-100 (adaptive casting, boosted casting, ceremonial casting, disguised casting, harnessed magic, lab mastery, learn from mistakes, stalwart casting, and tethered casting).
Details on ghosts are on p. 126, with soem examples on p. 126-129.
A system of certamen reputation is laid out in p. 134. Certamen schools are detailed on p. 135-139.
New shape and material bonuses are given on p. 139.
Although Guardians of the Forest: The Rhine Tribunal is essentially a setting and as such useful for the SG and, to a lesser extent, the players in that tribunal - it contains some information that is of use to magi in general.
GotF introduces the concept of Journeyman on p. 20, to denote a magus not far past his gauntlet, as well as rules for becoming an archmage on p. 24. In between it introduces the idea of a master magus (p. 22-23), which is intended to be limited to the Rhine tribunal but seems to me to be applicable to many tribunals (although not all).
shape and material bonuses are presented. Material bonuses for various trees are on p. 33 (along with some Mythic information on them).
Information on paths of power, a means to obtain virtues preceding the Mysteries version and involving the Forest Lore arcane ability, is given on p. 35-40. Note that this system was later expanded.
Rules for studying in the Great Library of Durenmar are on p. 55-57. Note that True Lineages expands on the contents, by including folios and the "tabula geographica magica" (a catalogue of magical magical sites and regiones; p. 13).
Specific books include a mention of "principia magica", the authority on Magic Theory written by Bonisagus (p. 57).
New spells include several shortly-described ones on p. 60, and a new Mentem spell on p. 72.
Houses of Hermes: Mystery Cults of course is great for members of the relevant Houses, but otherwise has only a few items noteworthy for a magus outside the Houses or related groups. (Bjornaer magi might be interested in the description of Crinterta in Guardians of the Forest: The Rhine Tribunal p. 92, including the description of the Gathering of Twelve Years, although the information there is slightly inconsistent with the House's description here; Merinitia magi might likewise be interested in Irencilia, Ibid. p. 104.)
MC provides condensed rules on initiation into mysteries on p. 4, and on Potent Magic on page 6, extended in The Mysteries (Revised Edition). Potent spells in particular can be learned and used by magi without the virtues, so are of general interest.
Nature mysteries based on Nature Lore (p. 102-104), expanding on Forest Lore from Guardians of the Forest: The Rhine Tribunal and allowing initiation into inner Mysteries using the mechanic of paths rather than cults.
Discussing of various modes of shapeshifting are on p. 22.
Some spells of general use are presented. A few spells affecting you shape-shifted into animal form are on p. 36.
New virtues and flaws are given. On p. 37-38, including things like Keen Sense of Smell or Secretive. A few more are presented on p. 73, such as Dance that Heals or Gorgiastic. More are presented on p. 86 to 88, such as Alluring to (Beings) or Vulnerable Magic.
Rules and guidelines on creating the statistics of animals are on p. 38-43.
Notes on magi outside Criamon and Enigmatic Wisdom are on p. 49. There are further notes on p. 73. Rules on using EW are on p. 60; aimed at Criamon magi, but supposedly accessible to others. Note that EW is related to Stigmata and Adulterations, new concepts that go beyond the core book's treatment of the ability.
Rules on enchanting tattoos are on p. 51.
Expanded form and material bonuses are provided on p. 137.
The Mysteries (Revised Edition) is obviously of major interest to those seeking mystery cults and their knowledge. Beyond the rules for initiating and self-initiating mysteries, which may be of interest to magi outside of existing cults, TMRE also presents a few items of general interest.
TMRE presents a system of initiation in the first chapter, that may be used to discover a new virtue or invent your own cult (see in particular p. 18-19). This can effectively be used as a method to acquire new virtues without any prior source.
New virtues and flaws accessible at character generation are presented. These include spell binding (p. 27-29), performance magic (p. 29-30), planetary magic (p. 30-31), potent magic (p. 31-32) (and hence potent spells, which may be used by any magus), vulgar alchemy (p. 32-35), and withstand casting (p. 36). In addition, several astrological variations on old V&F are suggested (p. 36-38). Further outer mysteries abound, some of which may be relatively easily accessible, but are beyond the interests of this index.
A new academic ability, The Art of Memory, is presented on p. 25. Rules for memorization are given on p. 26.
New spell guidelines are the numerical guidelines (open to all) on p. 93. There are also the spirit summoning/control guidelines, on p. 28.
A few spells dealing with memory are given on p. 25. Spells to measure astrological times are on p. 51. Two more spells are on p. 116.
New shape and material bonuses are provided on p. 33. (Note that vulgar alchemy can discover more.) A few more are on p. 52. One more, for books, is on p. 92.
New mastery abilities include Ceremonial Casting on p. 38, in this version limited to Mystery Cults. Note that Houses of Hermes: Societas already has it spreading like wildfire amongst Jerbiton magi.
A discussion of ghosts in ArM is on p. 72. Daimons are discussed on p. 75 and later on p. 81 and far more detail on p. 137 (with exampled), gnosticism on p. 77.
It's noteworthy that theurgic invocations (see p. 80-81) can be cast by magi not versed in theurgic magic.
A disucssion of talismans, aimed to clarify the rules, is on p. 89.
An extended size & material table is presented on p. 97.
General guidelines on how to construct rules for and specific rules for immortal magi are on p. 133.
Realms of Power: The Infernal is mostly of interest to the SG or that rare player wanting to play a diabolist, but there is stuff of interest here to characters in general.
Perhaps the most alluring element is the discussion of infernal vis on p. 18-19, some of which are relatively safe to use, making them all the more dangerous.
A system of categorizing personality traits, inspired by the seven deadly sins, is suggested on p. 21, which seems very appropriate for an ArM game.
A rule governing personality traits and flaws is given on p. 24.
Rules for false powers are on page 81. A whole assortment of virtues and flaws, in some way related to the Infernal, are given on p. 82-90.
Rules for Mythic Companions are on p. 81-82.
Rules on characters with Might scores are on p. 84.
Various new abilities, largely supernatural, are described on p. 91-94. Most are Infernal, but a few aren't necessarily.
Ars Goetia is largely Infernal, but Summoning (p. 114-117) is specifically noted as possibly being Magic or Faerie in nature. It's an "accelerated ability". Note that a related new spell mastery ability is added on p. 124.
Demonology related spell guidelines are on p. 121.
Spells are on p. 121-123.
Shape and material bonuses are on page 123.
Realms of Power: The Divine is mostly for the SG or character very closely affiliated with the Divine Realm. There are a few elements that may be of interest to magi or characters in general, however.
A few of the virtues and flaws are relevant to characters not so closely affiliated with the Divine. These are detailed on p. 34-36, and include a Powerful Relic, Apostate, and Raised from the Dead. More are given on p. 92-93; these include the Ars Notoria (the "notary art" of Solomon), Brother Knight, Failed Monk, and so on. Others, on p. 114-116, are Muslim-related; Jewish ones are on p. 136-137.
A rule on personality flaws and traits, the same as the one in Infernal, is given on p. 38. The system of categorizing personality traits is also repeated, on p. 40; information on the virtues is on p. 65.
Rules for invoking and threatening saints are on p. 87-88.
Some new books are presented. "A Christian Library" is described on p. 86, including seminal works on theology, church lore, philosophiae, and dominion lore.
The bulk of the content of Ancient Magic is only of use to characters seeking out or indeed already enmeshed in the traditions it details, and only accessible if the SG decides to include the material anyways. Still, some elements are of more general use.
The core process of integrating ancient magic, the first chapter, may itself be usable to any magus, with some SG support. Note that it's compatible with Original Research, presented in Houses of Hermes: True Lineages.
Rules on mongolian bows are given on p. 16-17.
Rules for conducting Hermetic magic in languages other than Latin are on p. 29.
A discussion of the spirits of the dead in ArM is given on p. 33, and communicating with the dead and Infernal attention on p. 34.
A discussion of how Hermetic magic treats pregnancy is on p. 55.
New fertility-related spells are detailed on p. 56, that may or may not be available for Hermetic maga to develop to cast on themselves (it isn't clear). A spell to move stone is on p. 60.
Extended rules for library-research are on page 68, expanding on the rules in Covenants.
Guad-weapons are given on p.95. Supposedly, such b weapons[/b] are available even if the SG doesn't include this specific group of people.
The Altars or "dragon-lines" of Alexander the Great (p. 125) may, at the SG's whim, exist regardless of any Ancient Magic related mechanics.
Don't forget the long term research rules (different from the ones in covenants). I'll find the page number when I get home.
Right, page 68. Thanks.