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Crosswicking

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* OverlyGenerousFool: Under the game's PointBuildSystem, characters can have "Generous" as a minor or major Flaw, depending on just how indiscriminately they give up their possessions to others. As a Personality Flaw, it isn't framed as a necessarily negative trait, but as a story hook to get them into unexpected situations.
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Crosswicking

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* ButNotTooChallenging: Apprentice mages in House Tremere need to defeat their master in a formal, non-lethal WizardDuel to complete their apprenticeship. The master always puts up a serious fight, but it's bad form to go all-out to avoid losing, as they might if the stakes were higher.
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* AnchoredTeleportation: Long-distance magic must be cast through an object with a SympatheticMagic connection to the target. Teleportation customarily targets a location but can just as easily use a connection to a person, creature, or object, and a mage can always target their {{Familiar}} because their spirits are permanently linked.
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* MagicIsMental: [[ZigZaggingTrope Zig-zagged]. The Intelligence stat boosts magical lab projects like inventing spells, representing the scholarly nature of magical practice. However, active spellcasting is boosted by Stamina instead, since it's a physical effort that can [[CastFromStamina inflict Fatigue levels]] if it's near the limit of the mage's capabilities.

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* MagicIsMental: [[ZigZaggingTrope Zig-zagged]. The Zig-zagged]]. Intelligence stat boosts magical lab projects like inventing spells, representing the scholarly nature of magical practice. However, active spellcasting is boosted by Stamina instead, since it's a physical effort that can [[CastFromStamina inflict Fatigue levels]] if it's near the limit of the mage's capabilities.
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* MagicIsMental: [[ZigZaggingTrope Zig-zagged]. The Intelligence stat boosts magical lab projects like inventing spells, representing the scholarly nature of magical practice. However, active spellcasting is boosted by Stamina instead, since it's a physical effort that can [[CastFromStamina inflict Fatigue levels]] if it's near the limit of the mage's capabilities.


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* PlayerMooks: Grogs are the non-magical side characters who serve the Order in generic roles like guards, manservants, and stablehands, using restricted character creation rules. Players can take one over for a DayInTheLimelight when their Mage and Companion characters are busy and are encouraged to [[RedShirt have fun at the Grog's expense]].
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* WizardsWar: The Order of Hermes has formalised the rules of these conflicts, in order to prevent the disastrous consequences that usually come with this trope. Any magus in the Order may declare a Wizard War against another member. The attacker must give a month's notice to their victim, the war lasts precisely a month, and both sides are required to follow certain restrictions designed to minimise collateral damage. Disobeying these rules will get you Marched -- essentially, the whole order will go after you until you're dead.
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* VowOfCelibacy: As of the start date of 1220, all Western priests are supposed to be celibate. The rule has been reiterated at three separate Lateran Councils, but is still laughed at in many areas.
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* {{Familiar}}: All mages, bar House Bjornaer, can bond themselves to a magical animal as a familiar. Some can bond themselves to spirits and others can bond themselves to faeries. Bonding angels is supposed to be a legend. (Bonding demons is the definition of idiotic.) Whatever it is, a familiar is ''extremely'' useful; just by having one, you can reduce the odds of botching, resist aging, last longer under conditions of suffocation, drowning, or deprivation, and heal faster - and that's ''before'' you add on special powers in the lab.

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* {{Familiar}}: All mages, bar House Bjornaer, can bond themselves to a magical animal as a familiar. Some can bond themselves to spirits and others can bond themselves to faeries. Bonding angels is supposed to be a legend. (Bonding demons is the definition of idiotic.) Whatever it is, a familiar is ''extremely'' useful; just by having one, you can reduce the odds of botching, resist aging, last longer under conditions of suffocation, drowning, or deprivation, and heal faster - -- and that's ''before'' you add on special powers in the lab.



** The cliche that "time is money" is well-understood by magi. The expectation of the Order of Hermes is that magi will want to spend as much time as possible in their laboratories studying new magic; hence, many covenants require that their members spend a season a year doing service to the covenant or pay scutage for the value of that season. Furthermore, many Quaesitorial fines are assessed in community service -- that is, seasons of service to the Order. Inversely, one Tribunal case convicted a Redcap of depriving a magus of power by injuring him, keeping him from working in the lab for a season - the crime wasn't the injury, it was the loss of time.

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** The cliche that "time is money" is well-understood by magi. The expectation of the Order of Hermes is that magi will want to spend as much time as possible in their laboratories studying new magic; hence, many covenants require that their members spend a season a year doing service to the covenant or pay scutage for the value of that season. Furthermore, many Quaesitorial fines are assessed in community service -- that is, seasons of service to the Order. Inversely, one Tribunal case convicted a Redcap of depriving a magus of power by injuring him, keeping him from working in the lab for a season - -- the crime wasn't the injury, it was the loss of time.



** The Envied Beauty story flaw from the Jerbiton section of 'House of Hermes: Societies', which is exactly what it sounds like — your beauty causes (sometimes murderous) envy in others.

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** The Envied Beauty story flaw from the Jerbiton section of 'House of Hermes: Societies', which is exactly what it sounds like -- your beauty causes (sometimes murderous) envy in others.



* TeamSwitzerland: Redcaps are generally expected to not vote at Tribunal and generally stay out of Order politics, and in return, harming them is pretty much verboten. Likewise, Quaesitores generally don't vote, but this restriction is looser and their position is ''inherently'' politicized to some extent. In neither case is this a law, though - just a tradition.

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* TeamSwitzerland: Redcaps are generally expected to not vote at Tribunal and generally stay out of Order politics, and in return, harming them is pretty much verboten. Likewise, Quaesitores generally don't vote, but this restriction is looser and their position is ''inherently'' politicized to some extent. In neither case is this a law, though - -- just a tradition.



* UtilityMagic: It’s a fair sign of an old, powerful covenant (wizard community) that they have a lot of this around the place. Magic is difficult and time-consuming enough that low-end wizards tend to feel they have better things to do with their time; they can always recruit grogs (mortal servants), and flaunting too much magic invites suspicion and persecution from the mundane world. Their elders, though, can toss off spells with relative ease, and may have accumulated quite a few utility items over the years through trade or as exercises in enchantment — and are generally either too powerful or too out of it to worry about persecution. So their homes tend to be full of weird and trivial wonders.

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* UtilityMagic: It’s a fair sign of an old, powerful covenant (wizard community) that they have a lot of this around the place. Magic is difficult and time-consuming enough that low-end wizards tend to feel they have better things to do with their time; they can always recruit grogs (mortal servants), and flaunting too much magic invites suspicion and persecution from the mundane world. Their elders, though, can toss off spells with relative ease, and may have accumulated quite a few utility items over the years through trade or as exercises in enchantment -- and are generally either too powerful or too out of it to worry about persecution. So their homes tend to be full of weird and trivial wonders.
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It was one of the first examples of a Troupe system: early editions recommended that the players collaborate to create the campaign world and story. Each player would have an opportunity to be the [[GameMaster Story Guide]], and each player would have more than one character, so that if they felt their main character would not go on an adventure (for example, if they were busy with their research) a secondary character may be used. The game was developed by Creator/JonathanTweet and Mark Rein·Hagen of ''[[TabletopGame/OldWorldOfDarkness World of Darkness]]'' fame and if you look, you will find traces of ''Ars Magica'' in the Classic WOD -- particularly the Order of Hermes mages and the Tremere vampires. The magic system of ''Ars Magica'' is generic, based on a combination of Forms and Techniques (to create fire, you'd use the form Ignem for fire and the Technique Creo for create together) and very intuitive. It's also one of the few magic systems that allowed for spontaneous spellcasting, allowing the player to use magic off the top of their head to perform specific tasks, rather than limiting magical ability to a shopping list of immutable conditions and effects.

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It was one of the first examples of a Troupe system: early editions recommended that the players collaborate to create the campaign world and story. Each player would have an opportunity to be the [[GameMaster Story Guide]], and each player would have more than one character, so that if they felt their main character would not go on an adventure (for example, if they were busy with their research) a secondary character may be used. The game was developed by Creator/JonathanTweet and Mark Rein·Hagen of ''[[TabletopGame/OldWorldOfDarkness World of Darkness]]'' fame and if you look, you will find traces of ''Ars Magica'' in the Classic WOD -- particularly the [[TabletopGame/MageTheAscension Order of Hermes mages Hermes]] and the Tremere vampires.renegade [[TabletopGame/VampireTheMasquerade Clan Tremere]]. The magic system of ''Ars Magica'' is generic, based on a combination of Forms and Techniques (to create fire, you'd use the form Ignem for fire and the Technique Creo for create together) and very intuitive. It's also one of the few magic systems that allowed for spontaneous spellcasting, allowing the player to use magic off the top of their head to perform specific tasks, rather than limiting magical ability to a shopping list of immutable conditions and effects.

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* AllMythsAreTrue: The same Divine power that protects the Christian Church from magic also protects Jews and Muslims. This, naturally, gives the Church fits.
** It's been pointed out in-universe that, since divination magic gives false information when used on demons, there's no magical way to work out which, if any, of that "Divine" power is actually being granted by the forces of hell to fool people.

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* AllMythsAreTrue: The same Divine power that protects the Christian Church from magic also protects Jews and Muslims. This, naturally, gives the Church fits.
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fits. It's been pointed out in-universe that, since divination magic gives false information when used on demons, there's no magical way to work out which, if any, of that "Divine" power is actually being granted by the forces of hell to fool people.



* ClassicalTongue: Latin requires formal education to learn, but is the standard language of academic writing and instruction across Europe.

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* ClassicalTongue: Latin requires formal education to learn, but learn and is the standard language of academic writing and instruction across Europe.



* CreativeSterility: Most methods of achieving immortality also seriously hamper the mage's ability to learn and grow. Magi-turned-faeries are unable to learn new skills or spells; living ghosts and drinkers of the [[ElixirOfLife Greater Elixir]] have to imbue new knowledge into their talismans to retain it; daimons need RitualMagic from their {{Cult}} to grow; and so on.



* DisciplinesOfMagic: The unified magic theory used by the [[MagicalSociety Order of Hermes]] (and the SpellConstruction rules) fails to explain a ''lot'' of older magical traditions, ranging from MagicMusic and RunicMagic to [[{{Animorphism}} skinchanging]] and [[ReligionIsMagic divine invocations]], each with its own [[SkillScoresAndPerks supernatural Virtue and related Ability]]. Learning more than one magical paradigm is extremely difficult, but some MysteryCult initiation rites facilitate it.

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* DisciplinesOfMagic: The unified magic theory used by the [[MagicalSociety Order of Hermes]] Hermes (and the SpellConstruction rules) fails to explain a ''lot'' of older magical traditions, ranging from MagicMusic and RunicMagic to [[{{Animorphism}} skinchanging]] and [[ReligionIsMagic divine invocations]], each with its own [[SkillScoresAndPerks supernatural Virtue and related Ability]]. Learning more than one magical paradigm is extremely difficult, but some MysteryCult initiation rites facilitate it.



* EverybodyHatesHades: Underworld gods and spirits of the night are not necessarily evil or Infernal, but they and the Chthonic Magic associated with them does have a very negative and sinister aspect to it, reads as Unholy to divine sources and can be used to draw more effectively on infernal powers.

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* EverybodyHatesHades: Underworld gods and spirits of the night are not necessarily evil or Infernal, but they and the Chthonic Magic associated with them does do have a very negative and sinister aspect to it, reads them, read as Unholy to divine sources and can be used to draw more effectively on infernal powers.



* AYearAndADay: House [[TheFairFolk Merinita]] magi have access to "a year+1" as a spell duration. This has the same difficulty as the standard "year" duration everyone can use, but lasts for exactly a year and a day as opposed to ending on the fourth equinox/solstice after its casting like a "year" spell does.

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* AYearAndADay: AYearAndADay:
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House [[TheFairFolk Merinita]] magi have access to "a year+1" as a spell duration. This has the same difficulty as the standard "year" duration everyone can use, but lasts for exactly a year and a day as opposed to ending on the fourth equinox/solstice after its casting like a "year" spell does.
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** It's been pointed out in-universe that, since divination magic gives false information when used on demons, there's no magical way to work out which, if any, of that "Divine" power is actually being granted by the forces of hell to fool people.

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* AYearAndADay: Supplement ''Tales of the Dark Ages'', adventure "The Inheritance". A PlayerCharacter receives an inheritance of land and a title as a knight. The character has a year and a day to claim their inheritance. If they don't, it will go to the Catholic Church.

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* AYearAndADay: Supplement House [[TheFairFolk Merinita]] magi have access to "a year+1" as a spell duration. This has the same difficulty as the standard "year" duration everyone can use, but lasts for exactly a year and a day as opposed to ending on the fourth equinox/solstice after its casting like a "year" spell does.
**Supplement
''Tales of the Dark Ages'', adventure "The Inheritance". A PlayerCharacter receives an inheritance of land and a title as a knight. The character has a year and a day to claim their inheritance. If they don't, it will go to the Catholic Church.
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parens (sic) is the in-universe term.


** The "Tormenting Master" flaw generally results in this. Once a year, your parents takes a two-week vacation, during which they devote one hundred percent of their free time to finding some way to ruin your life. Tytalus mages might as well have it tattooed across their backsides.

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** The "Tormenting Master" flaw generally results in this. Once a year, your parents ''parens'' takes a two-week vacation, during which they devote one hundred percent of their free time to finding some way to ruin your life. Tytalus mages might as well have it tattooed across their backsides.

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** The "Tormenting Master" flaw generally results in this. Once a year, your parens takes a two-week vacation, during which they devote one hundred percent of their free time to finding some way to ruin your life. Tytalus mages might as well have it tattooed across their backsides.

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** The "Tormenting Master" flaw generally results in this. Once a year, your parens parents takes a two-week vacation, during which they devote one hundred percent of their free time to finding some way to ruin your life. Tytalus mages might as well have it tattooed across their backsides.



* DisciplinesOfMagic: The unified magic theory used by the [[MagicalSociety Order of Hermes]] (and the SpellConstruction rules) fails to explain a ''lot'' of older magical traditions, ranging from MagicMusic and RunicMagic to [[{{Animorphism}} skinchanging]] and [[ReligionIsMagic divine invocations]], each with its own [[SkillScoresAndPerks supernatural Virtue and related Ability]]. Learning more than one magical paradigm is extremely difficult, but some MysteryCult initiation rites facilitate it.



* ExactWords: House Tytalus mages are taught that conflict breeds growth. Often, this takes the form of physical conflict or social intrugue. Maris of Tytalus, however, has elected to battle the ocean itself.

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* ExactWords: House Tytalus mages are taught that conflict breeds growth. Often, this takes the form of physical conflict or social intrugue.intrigue. Maris of Tytalus, however, has elected to battle the ocean itself.



* {{Familiar}}: All mages, bar House Bjornaer, can bond themselves to a magical animal as a familiar. Some can bond themselves to spirits and others can bond themselves to faeries. Bonding angels is supposed to be a legend. (Bonding demons is the definition of idiotic.) Whatever it is, a familiar is ''extremely'' useful; just by having one, you can reduce the odds of botching, resist aging, last longer under conditions of suffication, drowning, or deprivation, and heal faster - and that's ''before'' you add on special powers in the lab.

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* {{Familiar}}: All mages, bar House Bjornaer, can bond themselves to a magical animal as a familiar. Some can bond themselves to spirits and others can bond themselves to faeries. Bonding angels is supposed to be a legend. (Bonding demons is the definition of idiotic.) Whatever it is, a familiar is ''extremely'' useful; just by having one, you can reduce the odds of botching, resist aging, last longer under conditions of suffication, suffocation, drowning, or deprivation, and heal faster - and that's ''before'' you add on special powers in the lab.



* LayeredWorld: In addition to the mundane material world, there are four other planes of existence known as Realms of Power. Each superantural power or creature is associated with one Realm. Each realm interacts with the others in unique ways. In alphabetical order:

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* LayeredWorld: In addition to the mundane material world, there are four other planes of existence known as Realms of Power. Each superantural supernatural power or creature is associated with one Realm. Each realm interacts with the others in unique ways. In alphabetical order:



* MagicalSociety: The Order of Hermes is the main one in the game, including the most powerful and numerous of magic users in Mythic Europe. Within the Order itself are several more distinct magtical societies, including the houses of the Order (listed above), mystery cults (four of which are also houses), leagues, and various individual magical traditions. There are still societies of magical traditions that exist outside the Order as well, some in Mythic Europe and some without. Likely the largest of these is the Order of Suleiman in the Mythic Middle East (which is roughly five times the size of the Order of Hermes, though its individual magicians are weaker). Some magical societies have members both within and without of the Order of Hermes, but these tend to be relatively small groups.

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* MagicalSociety: The Order of Hermes is the main one in the game, including the most powerful and numerous of magic users in Mythic Europe. Within the Order itself are several more distinct magtical magical societies, including the houses of the Order (listed above), mystery cults (four of which are also houses), leagues, and various individual magical traditions. There are still societies of magical traditions that exist outside the Order as well, some in Mythic Europe and some without. Likely the largest of these is the Order of Suleiman in the Mythic Middle East (which is roughly five times the size of the Order of Hermes, though its individual magicians are weaker). Some magical societies have members both within and without of the Order of Hermes, but these tend to be relatively small groups.



** 4th edition supplement ''The Wizard's Grimoire''. When the spell "Eyes of Eternity" is cast, the target ages one year per 15 seconds (four years per minute) for as long as the spellcaster concnetrates on the spell.

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** 4th edition supplement ''The Wizard's Grimoire''. When the spell "Eyes of Eternity" is cast, the target ages one year per 15 seconds (four years per minute) for as long as the spellcaster concnetrates concentrates on the spell.



* WizardDuel: It's considered lower-class and embarassing to simply hurl curses at a mage you're angry with (unless you're House Flambeau, in which class it's considered standard practice). The socially-accepted way to deal with such issues is to challenge the offending party to certamen, a form of standarized magical combat where the two parties involved attempt to magically knock each other unconscious.

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* WizardDuel: It's considered lower-class and embarassing embarrassing to simply hurl curses at a mage you're angry with (unless you're House Flambeau, in which class it's considered standard practice). The socially-accepted way to deal with such issues is to challenge the offending party to certamen, a form of standarized standardized magical combat where the two parties involved attempt to magically knock each other unconscious.
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* SpecialSnowflakeSyndrome: There are multiple books full of possible magical characters who are not Hermetic magi and have unique abilities. However, this is partly curbed by the general supremacy of the Hermetic Arts.

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* SpecialSnowflakeSyndrome: There are multiple books full of possible magical characters who are not Hermetic magi and have unique abilities. However, this is partly curbed by the general supremacy of the The Hermetic Arts.mages usually are more powerful, though, ''because'' they are more similar and thus can share research.
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* MagicMisfire: As with all actions, spellcasting under stressful circumstances has a 1-10% chance of a [[CriticalFailure botch]], depending on aggravating and mitigating factors. The effects are open to the GameMaster's interpretation based on how badly the dice roll was botched, but the spell might go off-target, have the opposite of its intended effect, invite DemonicPossession, or complicate the magus's day in some other exciting manner.

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The text for Attack Failure Chance describes Magic Misfire, not the trope at hand; rewriting with correct context and adding Magic Misfire example. Also a bit of alphabetizing.


* AttackFailureChance: As with all actions, spellcasting under stressful circumstances has a 1-10% chance of a CriticalFailure, depending on aggravating and mitigating factors. The effects are open to the GameMaster's interpretation based on how badly the dice roll was botched, but the spell might go off-target, have the opposite of its intended effect, invite DemonicPossession, or complicate the magus's day in some other exciting manner.

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* AttackFailureChance: As with all actions, Ordinarily, the attacker and defender make opposed rolls based on their combat abilities; the attack misses if the defender gets a better roll or the attacker [[CriticalFailure botches]]. Direct magical attacks are {{always accurate|Attack}}, so long as the spellcasting under stressful circumstances has a 1-10% chance of a CriticalFailure, depending on aggravating and mitigating factors. The effects are open to the GameMaster's interpretation based on how badly the dice roll was botched, succeeds, but the spell might go off-target, have the opposite of its intended effect, invite DemonicPossession, or complicate the magus's day in some other exciting manner.indirect ones (like magically throwing a non-magical rock) need to be aimed like conventional attacks.



* MagicCompass: 4th edition supplement ''The Wizard's Grimoire''. One of the magic items in the work is Maris' Golden Compass. It can point to the nearest dry land, the nearest fresh water, and the nearest ship.
* MedievalUniversalLiteracy: Mythic Europe is an aversion. Literacy requires some training in ''artes liberales'', an academic [[SkillScoresAndPerks ability]] that most people aren't eligible for. Magi and many of their Companions have a significant advantage in their access to this training. %% (This is an "aversions and inversions only" trope.)



* MagicalGesture: Though not strictly necessary for most practitioners of hermetic magic, there is a penalty for not using gestures or using only subtle gestures. Certain virtues remove this penalty for in specific cases or outright.



* MagicKnight: Possible, but generally ineffective for Hermetic magi; against mundanes and non-Hermetic wizards, it's far more effective to just [[KillItWithFire Kill Them With Fire]], and the Parma is just as resistant to magically-sharpened steel as it is to explosives. The school of Ramius accepts these limitations and instead develops spells to defend the magus and improve ''his'' capabilities, as well as focusing on a strong Parma Magica; the Ramian magus himself attacks with steel alone, rather than magic.
* MagicalGesture: Though not strictly necessary for most practitioners of hermetic magic, there is a penalty for not using gestures or using only subtle gestures. Certain virtues remove this penalty for in specific cases or outright.


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* MagicCompass: 4th edition supplement ''The Wizard's Grimoire''. One of the magic items in the work is Maris' Golden Compass. It can point to the nearest dry land, the nearest fresh water, and the nearest ship.
* MagicKnight: Possible, but generally ineffective for Hermetic magi; against mundanes and non-Hermetic wizards, it's far more effective to just [[KillItWithFire Kill Them With Fire]], and the Parma is just as resistant to magically-sharpened steel as it is to explosives. The school of Ramius accepts these limitations and instead develops spells to defend the magus and improve ''his'' capabilities, as well as focusing on a strong Parma Magica; the Ramian magus himself attacks with steel alone, rather than magic.


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* MedievalUniversalLiteracy: Mythic Europe is an aversion. Literacy requires some training in ''artes liberales'', an academic [[SkillScoresAndPerks ability]] that most people aren't eligible for. Magi and many of their Companions have a significant advantage in their access to this training. %% (This is an "aversions and inversions only" trope.)
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Crosswicking.

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* AttackFailureChance: As with all actions, spellcasting under stressful circumstances has a 1-10% chance of a CriticalFailure, depending on aggravating and mitigating factors. The effects are open to the GameMaster's interpretation based on how badly the dice roll was botched, but the spell might go off-target, have the opposite of its intended effect, invite DemonicPossession, or complicate the magus's day in some other exciting manner.

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* WizardWorkshop: Every mage needs a laboratory for long-term projects. They can be [[RenovatingThePlayerHeadquarters extensively customized]] to the mage's specializations and personal circumstances -- the classic MageTower gives a boost to [[BlowYouAway air magic]], but other magi might include operating rooms, {{astrolog|er}}ical apparatus, teaching theatres, ItemCrafting showrooms, {{Pocket Dimension}}s, or just really good glassware, to say nothing of the concessions a mage might make to a sub-optimal location.
Willbyr MOD

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crosswicking a new trope


%%[[caption-width:200:some caption text]]

'''''Ars Magica''''' is a TabletopRolePlayingGame set in Mythic Europe, a quasi-historical version of Europe around AD 1200 with added fantastical elements. It typically centers on the lives of Magi, powerful wizards belonging to the Order of Hermes, and the various [[{{Muggles}} mundane]] folk in their lives. While several details about the world change, sometimes drastically, from edition to edition, the same basic premise applies: the Order is a secret society in a world that believes in magic, founded by the apprentice of a wizard who first developed a unified magic theory and a general defense against magic, the Parma Magica. There are twelve Houses (with a missing thirteenth), each focusing on a particular area of study that the House founder excelled in originally. As of 5th Edition, each of the Houses is also grouped into one of three structures: True Lineages (members must be able to trace their MasterApprenticeChain back to the House's founder), {{Mystery Cult}}s (members must be initiated into the House via special rites), and Societates (anyone who shares the House's ideology may join). The Houses are as follows:

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%%[[caption-width:200:some caption text]]

'''''Ars Magica'''''
%%
''Ars Magica''
is a TabletopRolePlayingGame set in Mythic Europe, a quasi-historical version of Europe around AD 1200 with added fantastical elements. It typically centers on the lives of Magi, powerful wizards belonging to the Order of Hermes, and the various [[{{Muggles}} mundane]] folk in their lives. While several details about the world change, sometimes drastically, from edition to edition, the same basic premise applies: the Order is a secret society in a world that believes in magic, founded by the apprentice of a wizard who first developed a unified magic theory and a general defense against magic, the Parma Magica. There are twelve Houses (with a missing thirteenth), each focusing on a particular area of study that the House founder excelled in originally. As of 5th Edition, each of the Houses is also grouped into one of three structures: True Lineages (members must be able to trace their MasterApprenticeChain back to the House's founder), {{Mystery Cult}}s (members must be initiated into the House via special rites), and Societates (anyone who shares the House's ideology may join). The Houses are as follows:


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* TestOfPain: One WizardDuel variant has the contestants stand in a field of MagicFire until one of them forfeits or collapses. As a formal duel, it's legally binding in MagicalSociety, but is unpopular outside the more pyromaniacally inclined magi of House Flambeau.
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* YourDaysAreNumbered: If a magus has a {{Familiar}}, and the familiar dies of old age, this indicates that the magus's own life is almost at its end.
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* UndeadTaxExemption: Zig-zagged as a [[RuleOfDrama potential hook]]. Some Covenants are far enough removed from mortal society that magi don't need to worry about their legal identities, but others need to be much more careful. One story hook draws the Domus Magna of House Miscellanea into a legal dispute because the local prince has finally noticed that the landowner is [[WizardsLiveLonger impossibly old]].
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* WeakToMagic: Characters with the ability Magic Sensitivity can [[SupernaturalSensitivity innately detect magical phenomena]], but apply their score as a penalty on magic resistance tests.
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* PrimalPolymorphs: [[MagicalSociety House]] Bjornaer magi have unique powers of {{Animorphism}} and a preference for protecting the wild places of the world. Their HomeBase is an EnchantedForest that they share with powerful {{Nature Spirit}}s, and many Bjornaer [[{{Metamorphosis}} become animal spirits]] at the end of their natural lives.

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* HumanDemonHybrid: Demons can procreate with humans through deliberate effort, a rare choice they only make to further an infernal plot. The child has Infernal Might and innate magic, [[EatingOptional doesn't need food or water]], and can gain even more powers, but has a human soul and free will.

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* HumanDemonHybrid: Demons can procreate with humans only through deliberate effort, intent, a rare choice they only make to further an infernal plot. The child has Infernal Might and innate magic, [[EatingOptional doesn't need food or water]], and can gain even more powers, but has a human soul and free will.



* InHarmonyWithNature: Merinita the Founder preferred to roam the wilderness and practiced various forms of nature magic that go beyond Hermetic theory. Followers of her legacy can learn to bond with natural environments and their denizens, create a GeniusLoci, and even transform themselves into guardian spirits of nature.



* MedievalUniversalLiteracy: Mythic Europe is an aversion. Literacy requires some training in the ''artes liberales'' [[SkillScoresAndPerks ability]], which, as an academic skill, most people aren't eligible for. Magi and many of their Companions have a significant advantage in their access to this training. %% (This is an "aversions and inversions only" trope.)

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* MedievalUniversalLiteracy: Mythic Europe is an aversion. Literacy requires some training in the ''artes liberales'' liberales'', an academic [[SkillScoresAndPerks ability]], which, as an academic skill, ability]] that most people aren't eligible for. Magi and many of their Companions have a significant advantage in their access to this training. %% (This is an "aversions and inversions only" trope.)



* MagicallyBindingContract: A common element of [[TheFairFolk faerie]] magic, with dire consequences for those who break their word. Also a method of binding djinn to a sahir's service.

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* MagicallyBindingContract: A common element of [[TheFairFolk faerie]] magic, with dire consequences for those who break their word. Merinita magi learn the technique: they can cast a spell upon witnessing an agreement that only takes effect if the agreement is broken. Also a method of binding djinn to a sahir's service.



** Bonisagus codified a unified theory of magic when he founded the [[MagicalSociety Order of Hermes]], which became the standard for magical instruction in the Western world. However, his research overlooked many older traditions, including various hedge magics, Norse rune magic, Canaanite {{Necromanc|er}}y, and even the lost [[IKnowYourTrueName language of Adam]], which are less versatile but can accomplish results that Hermetic theory thinks impossible.

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** Bonisagus codified a Bonisagus' unified theory of magic when he founded the [[MagicalSociety Order of Hermes]], which became the standard for magical instruction in the Western world. However, his research overlooked many older traditions, including various hedge magics, Norse rune magic, and Canaanite {{Necromanc|er}}y, and even the lost [[IKnowYourTrueName language of Adam]], which are less versatile but can accomplish results that Hermetic theory thinks impossible.



* PrimordialTongue: The LostLanguage of the biblical Adam was used to name all the creatures of Earth and could have powerful magical applications. Unless a mage can track down {{Cain}} or somehow reenter the GardenOfEden, their only option is to reconstruct it through an epic feat of historical linguistics.



* RunicMagic: Norse rune magic is OldMagic that predates the [[MagicalSociety Order of Hermes']] unified magic system. While less flexible than Hermetic magic, it can create enchantments that last [[NoOntologicalInertia as long as the rune does]] without some of the usual ItemCrafting requirements, making it a tempting prize for any [[FantasticScience magical research]] to try to integrate into Hermetic theory.

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* RunicMagic: Norse rune magic is OldMagic that predates the [[MagicalSociety Order of Hermes']] unified magic system.Hermes. While less flexible than Hermetic magic, it can create enchantments that last [[NoOntologicalInertia as long as the rune does]] without some of the usual ItemCrafting requirements, making it a tempting prize for any [[FantasticScience magical research]] to try to integrate into Hermetic theory.



* SharedLifeEnergy: The {{Familiar}} bond has the side effect of prolonging the familiar's lifespan to match the mage's -- [[RequiredSecondaryPowers very useful]], since most are naturally short-lived animals. If a familiar dies of old age, it means [[YourDaysAreNumbered the mage is soon to follow]].



* StaminaBurn: A mage can use a ''Perdo Corpus'' spell to inflict Fatigue levels, which cause escalating penalties to the target's actions and can ultimately knock them out for hours. It's especially nasty against other mages, since spellcasting often [[CastFromStamina has a cost in Fatigue]].

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* StaminaBurn: A mage can use a ''Perdo Corpus'' spell to spells can inflict Fatigue levels, which cause escalating penalties to the target's actions and can ultimately knock them out for hours. It's especially nasty against other mages, since spellcasting often [[CastFromStamina has a cost in Fatigue]].

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* ConsummateLiar: Demons are by nature creatures of deception, and thus they're very good at lying. They're so good at it, in fact, that one of the limitations of Hermetic magic is that it cannot force demons to speak the truth.

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* ConsummateLiar: Demons are by nature creatures of deception, and thus they're very good at lying. They're so good at it, in fact, Truth is a [[SevenHeavenlyVirtues Virtue]] that one of the limitations of demons, being MadeOfEvil, do not possess. As such, no Hermetic magic is that it cannot can detect a demon's lies or force demons it to speak tell the truth.truth, because the very concept is alien to them. However, this also makes them relatively easy to lie ''to''.



** The Code of Hermes forbids any dealing with demons whatsoever, on pain of death. This applied even when one mage and a demon agreed to leave each other alone: the Order takes no chances with creatures that are immortal, [[MadeOfEvil intrinsically depraved]], and [[ChronicBackstabbingDisorder compulsively treacherous]].

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** The Code of Hermes forbids any dealing with demons whatsoever, whatsoever on pain of death. This applied even when one mage and a demon agreed to leave each other alone: the Order takes no chances with creatures that are immortal, [[MadeOfEvil intrinsically depraved]], and [[ChronicBackstabbingDisorder compulsively treacherous]].



* HorribleHousing: Characters' living conditions affect their aging dice rolls. Once they hit middle age, people in bad housing are more likely to get sick, suffer permanent losses to their game statistics, and die early.

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* HorribleHousing: Characters' living conditions affect their aging dice rolls. Once they hit middle age, people in bad housing are more likely to get sick, suffer permanent losses to their game statistics, illness, debilitation, and die early.premature death. Common examples of negative living conditions are unsafe labs and squalid cities.



* InhumanEyeConcealers: Quendalon took to wearing [[InTheHood deeply hooded robes]] after he transformed into a faerie, as his eyes had turned to [[GemTissue rubies]]. Magi in his lineage commonly imitate the habit, though only for cosmetic reasons, as far as anyone knows.



* {{Metamorphosis}}: Permanent transformation is beyond the scope of Hermetic magic due to the Limit of Essential Nature, but some Mystery Cults can achieve it with [[PowerAtAPrice intensive preparation]] and specialized rituals. Correctly initiated magi can become faeries, [[DeityOfHumanOrigin daimons]], or living ghosts.



** People with no magical talent can train in the Magic Theory ability, although even the sourcebook warns that it's of minimal value to non-mages. It does, however, make them valuable lab assistants to mages, since their skill scores boost the mage's lab total.

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** People with no magical talent can train in the Magic Theory ability, Theory, although even the sourcebook warns that it's of minimal value to non-mages. It does, however, make them valuable lab assistants to mages, since their skill scores boost the mage's lab total.



* NeverLearnedToTalk: Characters with the [[SkillScoresAndPerks flaw]] "[[WildChild Feral Upbringing]]" start without Language skills or any other knowledge of human society.

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* NeverLearnedToTalk: Characters with the [[SkillScoresAndPerks flaw]] flaw "[[WildChild Feral Upbringing]]" start without Language skills or any other knowledge of human society.


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* OathboundPower: Some Mystery Cult initiation rites require new members to take specific oaths in exchange for new powers. This follows the PowerAtAPrice principle of those rites, effectively constituting an indefinite, ongoing ordeal, so the powers are revoked if the magus violates the oath.


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* SwornInByOath:
** All Hermetic Magi must swear the Code of Hermes when they are admitted or complete their apprenticeship, an oath that establishes the core principles and rules of the Order.
** Some Mystery Cults also incorporate oaths into their initiation rites, in which case they often bestow {{Oathbound Power}}s that stop functioning if the magus breaks their word.
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* TallPoppySyndrome: The few magi in House Mercere are expected to put their House before themselves and are shamed if they seem to be flaunting their gifts -- in some cases, even by casting a vote at Tribunal (as un-Gifted Mercere act as TeamSwitzerland) or by using too much magic in public.
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** The most powerful divine magic of all is found in a fairly minor religion off in the East. The Mazdeans (or Zoroastrians) are a minority group in Mesopotamia and Persia, but their mobeds are descendants (theoretically or factually) of the magoi priests of ancient Persia, and they were mighty wizards well before Bonisagus was ever born. Since [[AfterTheEnd the fall of the Sassanid Empire]], nearly all of their greatest magics have [[LostTechnology been lost]], but what they have is still highly impressive. They are masters of UsefulNotes/{{Alchemy}} and [[StarPower astrology]], capable of calling angels and [[KillItWithFire destroying evil with flame]], and their greatest priests [[LongLived live much longer than even Hermetic magi]]. A mobed in full possession of the magic of his tradition would be a match for a Hermetic magus, but mobeds of that power mostly don't exist anymore. It's also notable that there are Zoroastrian sub-traditions within the Order of Hermes and the Order of Solomon, [[TheRedMage wielding Hermetic or Solomonic magic and some of the Zoroastrian power-set]].

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** The most powerful divine magic of all is found in a fairly minor religion off in the East. The Mazdeans (or Zoroastrians) are a minority group in Mesopotamia and Persia, but their mobeds are descendants (theoretically or factually) of the magoi priests of ancient Persia, AncientPersia, and they were mighty wizards well before Bonisagus was ever born. Since [[AfterTheEnd the fall of the Sassanid Empire]], nearly all of their greatest magics have [[LostTechnology been lost]], but what they have is still highly impressive. They are masters of UsefulNotes/{{Alchemy}} and [[StarPower astrology]], capable of calling angels and [[KillItWithFire destroying evil with flame]], and their greatest priests [[LongLived live much longer than even Hermetic magi]]. A mobed in full possession of the magic of his tradition would be a match for a Hermetic magus, but mobeds of that power mostly don't exist anymore. It's also notable that there are Zoroastrian sub-traditions within the Order of Hermes and the Order of Solomon, [[TheRedMage wielding Hermetic or Solomonic magic and some of the Zoroastrian power-set]].
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Overprotective Dad has been disambiguated.


* BeautyInversion: Aurulentus of Jerbiton, being an OverprotectiveDad, secretly used an illusion spell designed to make his daughters look less attractive when they brought boys home with them, in order to test whether they really ''were'' interested in personality over looks. At least, until his wife found out and told him to knock it off.

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* BeautyInversion: Aurulentus of Jerbiton, being an OverprotectiveDad, a BoyfriendBlockingDad, secretly used an illusion spell designed to make his daughters look less attractive when they brought boys home with them, in order to test whether they really ''were'' interested in personality over looks. At least, until his wife found out and told him to knock it off.



* OverprotectiveDad: Aurulentus of Jerbiton had the Obsessed Flaw, focused around the protection of his offspring (particularly his daughters). As such he invented a number of spells and enchanted items designed to weed out or discourage unfit suitors.

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* OverprotectiveDad: PapaWolf: Aurulentus of Jerbiton had the Obsessed Flaw, focused around the protection of his offspring (particularly his daughters). As such he invented a number of spells and enchanted items designed to weed out or discourage unfit suitors.

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* BavarianFireDrill:

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* BavarianFireDrill: AxisMundi: Magi of House Criamon believe that their home base, the [[MysticalCave Cave of Twisting Shadows]], is the fabled Axis Magica -- the hub of all magical energy in the world and a bridge to the realms beyond. This is speculative, as are [[{{Cloudcuckoolander}} most quirks of Criamon philosophy]], but the Cave ''is'' an exceptional PlaceOfPower.
* BavarianFireDrill:

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