Glossary
This lists the most common terms used when playing Ars Magica, and when
discussing it. The terms chosen for inclusion concentrate on those that are
either specific to Ars Magica, or where the Ars Magica meaning is significantly
different from the everyday meaning.
Note that there is no attempt to have strictly accurate definitions: for
the full details of the terms see the Ars Magica book.
A B C D
E F G H
I J K L
M N O P
Q R S T
U V W X
Y Z
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Ability
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This is a term for a learnable, and hence improvable, capability of a character.
It is a generic term for talents,
skills and knowledges. Whereas
each of these different types of ability can be used in the same way,
they have different means of improvement.
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Arcane Connection
-
This has two meanings: one refers to a magical connection to a person or
a place, usually in the form of an item intimately connected with the person
or place; the second refers to a spell Range.
Spells cast at Arcane Connection range are cast upon something that
the magus has an actual Arcane Connection to.
This is the only Range that does not require direct
line of sight.
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Animál
-
"Animal"; This is the magical Form associated with
manipulation of animals, the mind of animals and animal matter.
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Aquam
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"Water"; This is the magical Form associated with
manipulation of liquids.
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Ars Magica
-
"The Magic Art"; The Fantasy Role-playing Game published by
Atlas Games which
this page is a glossary for. The game is set in Mythic
Europe in the 13th century, and primarily concerns wizards
or magi as they are known in the game.
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Art
-
Magical Arts are types of learnt magical expertise (different from
abilities). They consists of five
techniques which are types of action that can be
taken, and ten forms which are types of substance to
be acted upon. All spells require the use of at least one
technique and at least one form.
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Aura
-
The refers to the magical alignment of any place or area. There are four
types of aura:-
-
Magical: The aura most favoured by magi.
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Faery: The aura in faery-forests and similar.
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Dominion: Holy aura associated with churches, etc.
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Infernal: Unholy aura associated with demons and similar.
All auras come in a range of intensities.
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Auram
-
"Air"; This is the magical Form associated with manipulation
of gases and vapours.
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Autumn Covenant
-
See covenant
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Body
-
A measure of how hurt a character is. Loss of body levels represents wound
damage. Such damage is very slow to repair (days to months). C.f.
fatigue.
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Bjornær
-
This is a house of the Order of Hermes.
House Bjornær is especially concerned with shape-change magics.
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Bonisagus
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This is a house of the Order of Hermes.
This is the House descended from the founder of the Order.
It is largely concerned with excellence in magical research.
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Botch
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A term for an exceptional (and potentially embarrassing) failure from a
stress die roll.
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Boundary
-
This is a spell Target. Spells with a Boundary
target can affect everything inside any well defined Boundary (e.g. the edge
of a forest is a boundary; hence affecting everything within that forest).
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Certámen
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"Contest"; This is a form of non-lethal duelling between
magi.
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Characteristic
-
This is an unchanging natural aptitude of a character. The
characteristics are:-
Communication, Dexterity, Intelligence/Cunning,
Perception, Presence, Quickness, Strength & Stamina.
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Code of Hermes
-
See Hermetic Code.
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Circle
-
This is a spell Target. Spells with a Circle
target can affect everything inside a circle drawn by the caster in casting
the spell. The spell is broken if the line is broken. This is often used
in spells with Duration of Ring.
This has the same difficulty as casting on a
Structure, but is a different
Target. (A formulaic spell
will have one or other Target; not a choice.)
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Companion
-
Companions are characters that are not wizards, but are nevertheless more
talented, educated or influential than mere grogs.
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Concentration
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This is a spell Duration. Spells with a
Concentration duration last for as long as the caster continues to
concentrate on the spell. It has the same difficulty as casting at
Diameter duration, but is a different
Duration. (A formulaic spell
will have one or other Duration; not a
choice.)
There is also a Talent called Concentration.
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Covenant
-
This is the term for a community of magi living together.
Typically the rules of a Covenant are defined by a Charter. Covenants
are classified by season:-
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Spring
-
Young, poor and struggling to survive.
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Summer
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Well established but not yet rich.
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Autumn
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Old, rich with the risk of decadence.
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Winter
-
Old and crumbling.
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Corpus
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"Body"; This is the magical Form associated with manipulation
of the human body.
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Criamon
-
This is a house of the Order of Hermes.
This House is primarily concerned with Enigmatic Wisdom and
obscure philosophy.
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Creo
-
"I create"; This is the magical Technique associated
with creation and restoration.
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Cunning
-
The mental characteristic that animals have
in place of Intelligence. Creatures with cunning are mentally controlled
with Animál magics, rather than
Mentem.
-
Custos
-
"Attendant"; (Plural: Custodes) This is a term for a particularly well-trusted
Grog.
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Diameter
-
This is a spell Duration. Spells with a
Diameter duration last for about two minutes. [The period of time
it takes the Sun to move its own diameter across the sky.] This has the same
difficulty as casting at Concentration duration,
but is a different Duration. (A
formulaic spell will have one or other
Duration; not a choice.)
-
Díedne
-
This was formerly a house of the Order
of Hermes. It was disbanded (with extreme prejudice) in the
Schism War.
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Dominion
-
The domain of Christianity and the Church. This is generally unsympathetic
to magi. A Dominion aura
makes magic more difficult to perform.
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Domus Magna
-
"Great House"; A covenant that is the head-quarters
of a House and the home of the house's
Primus or Prima.
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Duration
-
Most commonly refers to Spell duration. The period of time for which a spell
persists. The spell durations are:-
Momentary,
Concentration/Diameter,
Sun,
Moon/Ring,
Season, Year,
Permanent/Instant.
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Ex Miscellanea
-
This is a house of the Order of Hermes.
It is the house that generally takes magi who are recruited
from outside the Order, or those who leave other Houses. It is the most diverse
and individualistic House.
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Eye
-
This is a spell Range. Spells cast at Eye range
are cast upon a creature that the magus has eye-contact
with. This has the same difficulty as casting at Touch
range, but is a different Range. (A
formulaic spell will have one or other
Range; not a choice.)
-
Far
-
This is a spell Range. Spells cast at Far range
are cast upon something that is within a hundred paces of the
magus.
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Fatigue
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A measure of how exhausted a character is. Fatigue is very easily lost, and
very easily recovered. (All recovered overnight). C.f.
body.
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Filius/Filia
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"Son/Daughter"; Term to describe a magus who is the
former apprentice of another, who is their Parens.
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Flambeau
-
This is a house of the Order of Hermes.
Its members specialise in the Art of
Ignem, and violence in general.
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Flaw
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A exceptional disadvantage suffered by a character.
A character's flaws are generally matched by
Virtues.
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Form
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A Form is a Magical Art concerned with a particular type
of substance. The Forms are:-
Animál, Aquam,
Auram, Corpus,
Herbam, Ignem,
Imáginem, Mentem,
Terram & Vim.
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Formulaic Spell
-
A spell designed to a rigid formula, which takes a long time to study and
learn, but is easy to cast once learnt. Most aspects of a Formulaic
Spell are specified and fixed when the spell is designed. C.F.
Spontaneous Magic.
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Gauntlet
-
This is a test that an apprentice is put to before they are accepted as a
full member of the Order. The precise nature of the test
varies from house to house.
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Gift
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This refers to the natural aptitude to be a magus. Any
gifted child that is discovered is likely to be recruited as an
apprentice.
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Grog
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A character who works as a servant in a covenant.
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Group
-
This is a spell Target. Spells with a Group
target can affect any well defined group of objects, the individual objects
in the group being up to about human size. This has the same difficulty as
casting at a Room, but is a different
Target. (A formulaic spell
will have one or other Target; not a choice.)
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Guernicus
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This is a house of the Order of Hermes.
All of its members are Quæsitores, hence it
is sometimes referred to as House Quæsitoris.
The Quæsitores act as the judges of the
Order and guardians of the Code.
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Heart-Beast
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The animal that a Bjornær magus can shape-change
to at will.
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Hedge
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This is used as a disparaging adjective to refer to
non-hermetic magic. The most common uses are Hedge
Magic and Hedge Wizard. Some members of House Ex
Miscellanea are considered Hedge Wizards by the rest of the
Order.
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Herbam
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"Plant"; This is the magical Form associated with
manipulation of plants and plant matter.
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Hermetic
-
An adjective referring both to the system of magic devised by Bonisagus (founder
of the Order) and to wizards following this system.
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Hermetic Code
-
The Hermetic Code, often referred to merely as the Code is
the set of laws that govern the Order of Hermes. It consists
of the Hermetic Oath and the
Peripheral Code. Clear breaches of the
Oath are High Crimes which attract an automatic
death penalty; other breaches of the Code are Low Crimes attracting
lesser punishments.
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Hermetic Oath
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The Oath sworn by all magi on passing their
gauntlet.
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High Crime
-
See Hermetic Code.
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Hoplite
-
This is the term for a magus who specialises in killing
other magi, especially where a
March has been called.
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House
-
This term describes the twelve groupings of Magi in the Order
of Hermes. Each of the Houses, except Ex Miscellanea
(which was formed later), is predominantly descended from, and named after,
one of the founders of the Order. The original houses
of the Order were:- Bjornær,
Bonisagus, Criamon,
Díedne ,
Flambeau, Guernicus,
Jerbiton, Mercere,
Merinita, Tremere,
Tytalus & Verditius.
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Ignem
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"Fire"; This is the magical Form associated with manipulation
of fire, heat/cold and light/dark.
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Imáginem
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"Image"; This is the magical Form associated with
manipulation of images, and the senses.
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Individual
-
This is a spell Target. Spells with an
Individual target can only ever affect a single object and generally
not one significantly larger than human sized.
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Instant
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This is a spell Duration. Spells with a
Instant duration are only momentarily magical, but leave a permanent
non-magical effects.
This has the same difficulty as casting at Permanent
duration, but is a different Duration. (A
formulaic spell will have one or other
Duration; not a choice.) In many instances,
even the designer of the spell will not have a choice as to whether to make
a spell Instant or Permanent. Some types
of effect can only be Permanent and never
Instant.
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Intéllego
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"I perceive"; This is the magical Technique associated
with detection.
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Jerbiton
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This is a house of the Order of Hermes.
It is more interested in the affairs of mundane society that the rest of
the Order.
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Knowledge
-
This is a type of ability. Knowledges represent
areas of expertise and can be improved by various types of study.
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Low Crime
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See Hermetic Code.
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Magical Art
-
See Art
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Magus
-
"Magician"; (Plural: Magi, Feminine: Maga) The Ars Magica term for a wizard.
Magi are the most powerful, although not necessarily the most interesting,
characters in the game.
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March
-
A March is the hunting down and killing of a renegade wizard or wizards.
Such renegades are said to have been marched, normally for breaches
of the Code.
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Mentem
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"Mind"; This is the magical Form associated with manipulation
of the human mind: thoughts, emotions and memories, and of ghosts and some
spirits.
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Mercere
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This is a house of the Order of Hermes.
This house provides the messengers of the Order and in this capacity they
are known as Redcaps, after their badge of office.
Most Redcaps are ungifted but uniquely
are nevertheless treated as full members of the Order
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Merinita
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This is a house of the Order of Hermes,
and specialises in faeries and faery-magic.
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Momentary
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This is a spell Duration. Spells with a
Momentary duration last for only a few seconds at most, although some
of the effects (especially of Perdo) can persist.
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Moon
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This is a spell Duration. Spells with a Moon
duration last until the next Full-moon or next New-moon, whichever comes
later.
This has the same difficulty as casting at Ring duration,
but is a different Duration. (A
formulaic spell will have one or other
Duration; not a choice.)
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Muto
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"I transform"; This is the magical Technique associated
with changing substances and shapes.
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Mythic Europe
-
This is the standard setting for the game. It is the Europe of the early
13th century, but where all the myths of the time are true.
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Near
-
This is a spell Range. Spells cast at Near range
are cast upon something that is within fifteen paces of the
magus.
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Order of Hermes
-
This is the professional association of magi. It maintains
a strict closed shop. All non-member wizards who are discovered are, if lucky,
given the option of joining the Order or being
marched by it. Members of the Order are bound
by the Hermetic Code
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Parens
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"Parent"; The magus to whom a magus
(their filius) was indentured during their apprenticeship.
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Parma Magica
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A type of magical protection used by magi that grants
a degree of magic resistance.
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Pawn
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This is the smallest unit of vis, and is essentially
indivisible. Vis cannot be used in units of less than
a Pawn.
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Perdo
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"I destroy"; This is the magical Technique associated
with destruction.
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Peripheral Code
-
This is the secondary part of the Code of Hermes that
governs the Order. The Peripheral Code is the set
of collected judgements of Tribunals of the
Order.
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Permanent
-
This is a spell Duration. Spells with a
Permanent duration last indefinitely, and the spell does not expire.
However they continue to be spells and can be detected as such, and can be
dispelled. This has the same difficulty as casting at
Instant duration, but is a different
Duration. (A formulaic spell
will have one or other Duration; not a choice.)
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Personal
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This is a spell Range. Spells cast at Personal
range are cast upon the magus casting the spell.
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Praeco
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"Herald"; This is a term for the senior magus in a
Tribunal.
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Primus/Prima
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"First"; This is a term of the senior magus in a
House of the Order.
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Princeps
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"Leader"; This is the term for the chief magus in a
Covenant.
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Quæsitor
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"(Judicial) Investigator"; A title of the inquisitors of the
Order and guardians of the Code. The
vast majority of Quæsitores are members of House
Guernicus.
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Quality Die
-
A type of dice roll allowing exceptional success, but not exceptional failure.
C.f. simple and stress dice rolls.
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Queen
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This is an enormous unit of vis equal to one hundred
pawns or ten rooks of Vis.
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Range
-
There are two sets of ranges used in Ars Magica: one for combat and one for
magic. The recognised ranges for magic are:-
Personal,
Touch/Eye,
Reach, Near, Far,
Sight & Arcane Connection.
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Reach
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This is a spell Range. Spells cast at Reach range
are cast upon something that the magus is close enough
to touch by reaching out rather than moving: about 2 paces.
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Redcap
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The title of a messenger of the Order. In practice, all
Redcaps are members of House Mercere.
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Regio
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"Territory"; An area where there is a hidden supernatural world superimposed
on the mundane world.
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Rego
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"I rule"; This is the magical Technique associated
with controlling things.
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Ring
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This is a spell Duration. Spells with a Ring
duration last for as long as a ring drawn by the caster (while casting the
spell) remains intact and the Target of the spell remains
inside it. This is often used for spells with a Circle
target.
This has the same difficulty as casting at Moon duration,
but is a different Duration. (A
formulaic spell will have one or other
Duration; not a choice.)
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Ritual Spell
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A Ritual Spell is a special type of elaborate spell requiring very
considerable time and the use of Vis to cast.
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Rook
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This is a unit of vis equal to ten
pawns.
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Room
-
This is a spell Target. Spells with a Room target
can everything in a room, or comparable enclosed space like a forest clearing.
This has the same difficulty as casting at a Group,
but is a different Target. (A
formulaic spell will have one or other
Target; not a choice.)
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Sanctum
-
"Inviolable"; Every magus has a sanctum which
is their own private domain. Sancta are recognised by, and hold special
significance in, the Code.
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Schism War
-
A particularly violent episode in the history of the Order
resulting in the destruction of the House of
Díedne.
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Season
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This is used both in the conventional sense as one of the Seasons of the
year, which are the main unit of time for Laboratory work by
magi; and, it is also a spell
Duration. Spells with a Season duration last
until the next solstice or equinox which ever comes first.
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Shield Grog
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A grog who specialises in defending a
magus, standing between them and any mundane dangers.
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Sight
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There are two important means to Sight.
-
Sight is a spell Range. Spells cast at
Sight range are cast upon something that the
magus can see (without limit of distance). [All ranges
except Arcane Connection require direct line of sight,
but most are also limited by distance as well].
-
Sight is a spell Target. Spells cast with a
target of Sight affect everything the caster can see.
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Sigil
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"Seal"; A sigil is a magus's identifying mark or signature.
There are two separate meanings for this:-
-
The Voting Sigil is the physical token that is the
magus's badge of office and is used in casting votes.
-
The Spell Sigil is a quirk specific to a magus's
magic which can be used to identify their handiwork.
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Simple Die
-
An unmodified roll of a ten-sided die. This has a strictly limited range
and does not allow either exceptional success or exceptional failure. C.f.
quality and stress dice rolls.
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Skill
-
A type of ability that a character may possess.
Skills may be improved by Practice or Training, but
not from academic study.
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Small
-
This is a spell Target. Spells with a Small
target can only affect an object small enough to be easily manipulated by
one person.
-
Soak
-
A calculated combat value which represents the amount of any attack that
can be absorbed (by armour etc.) before real damage is done.
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Sodalis
-
"Comrade"; Usually used as a form of address between
magi, especially as Salve sodalis ("Greetings
friend").
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Spontaneous Magic
-
Spontaneous magic is conjured on the spur of the moment, and is not fixed
by prior design, but typically has much less power than a
Formulaic Spell.
-
Spring Covenant
-
See covenant
-
Stress Die
-
A type of dice roll allowing both exceptional success, and exceptional failure.
The latter is known as a botch. C.f.
quality and simple dice rolls.
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Structure
-
This is a spell Target. Spells with a Structure
target can affect everything inside a single structure, even a very large
one like a castle. This has the same difficulty as casting on a
Circle, but is a different
Target. (A formulaic spell
will have one or other Target; not a choice.)
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Summer Covenant
-
See covenant
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Sun
-
This is a spell Duration. Spells with a Sun
duration last until Sunrise or Sunset whichever occurs sooner.
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Talent
-
A type of ability that a character may possess.
Talents are largely innate and cannot be taught. They can only be
improved by experience or Practice.
-
Target
-
This is used in other more conventional senses, but most importantly the
Target of a spell is the measure of how large a spell's area of effect
is. The following Targets exist:-
Small, Individual,
Group/Room,
Circle/Structure,
Boundary & Sight.
-
Technique
-
A Technique is a Magical Art concerned with a
particular type of action. The Techniques are:-
Creo, Intéllego,
Muto, Perdo &
Rego.
-
Terram
-
"Earth"; This is the magical Form associated with
manipulation of solids, especially inanimate solids.
-
Touch
-
This is a spell Range. Spells cast at Touch range
are cast upon something that the magus is touching.
This has the same difficulty as casting at Eye range,
but is a different range. (A formulaic spell will
have one or other range; not a choice.)
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Tremere
-
This is a house of the Order of Hermes.
It is the most disciplined and hierarchical of the Houses. Many of its members
are expert in Certámen.
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Tribunal
-
This has several associated meanings. It is a formal gathering of
magi of the Order in accordance with
the Code, with legislative and judgmental powers.
Tribunals are of two sorts.
-
The Grand Tribunal is a meeting of (representatives of) the whole
Order.
-
Other Tribunals are regional and meet more often.
The term Tribunal is also used to refer to the territory governed
by any given regional tribunal or the set of
covenants that are members of the Tribunal.
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Turb
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"Crowd"; The collective name for the grogs of a
covenant.
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Twilight
-
This is a state that most magi ultimately succumb to.
A magus may have several Temporary Twilight
experiences, but typically they ultimately enter Final Twilight.
Magi who have entered Final Twilight can never
be contacted, unlike those who are merely dead.
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Tytalus
-
This is a house of the Order of Hermes.
Its members thrive on, and see great virtue in, conflict.
-
Verditius
-
This is a house of the Order of Hermes.
It members specialise in the enchanting of magical artefacts, at which they
are especially skilled.
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Vim
-
"Power"; This is the magical Form
associated with manipulation of magic and some spirits.
Summoning and dealing with Demons is prohibited by the
Code, but if they must be fought, they are affected by
Vim magics.
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Virtue
-
A exceptional advantage enjoyed by a character. (Note Virtues are
not necessarily virtuous. e.g. The Blackmail virtue indicates
that you are in the position to blackmail someone.)
A character's virtues must be matched by Flaws.
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Vis
-
"Power"; This is a (very valuable) magical substance,
necessary to the enchanting of magical artefacts, and to a number of types
of powerful spell. Quantities of Vis are measured in
pawns, rooks &
queens.
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Winter Covenant
-
See covenant
-
Wizard War
-
A formally declared and typically lethal feud between
magi, allowed under the Code
-
Year
-
This is a spell Duration. Spells with a Year
duration last until the fourth equinox or solstice after casting.
Notes:
-
Power in Latin is vis which has an
accusative of vim. Ars Magica uses both forms to have
quite distinct meanings.
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