Tables of Contents for all Ars Magica Fifth Edition Rulebooks
Ars Magica Character Sheet (Borderless, B&W)
The Grand Grimoire of Hermetic Spells
Atlas of Mythic Europe (1220 AD)
Description: These latest documents simplify things and attempt to strictly adhere to D&D 5e rules when able and use simple house rules when not able.
The document below is a work in progress. It will combine Hermetic Spells for D&D 5e, Mythic Europe as a D&D Setting, the spells from the Glastonbury Glossography, Downtime Activities, and a little bit more. It's a bit of a mess right now, with no table of contents. There is also conflicting material since it is derived from my own disparate sources.
----- Mythic Europe Campaign GuideThis document details how to use Hermetic spells in your D&D 5e campaign without having to use any over-the-top house rules:
----- Hermetic Spells for D&D 5e
----- The Grand Grimoire of Hermetic Spells
This reference gives guidelines on how to use the Mythic Europe setting of Ars Magica for a D&D 5e campaign. Unlike the other documents below, this one tries to keep almost everything in D&D 5e terms, simplifying anything else that is in Ars Magica without having to use complicated house rules:
----- Mythic Europe as a D&D Setting
The Hermetic spells from the Ars Magica Core Rulebook have already been converted to D&D 5th Edition in the Glastonbury Glossography. You can use this file for spells, although some of the guidelines may be different when compared to other documents on this page. You can also use the companion character classes in the Glossography if you don't have access to Adventures in Middle-earth (with some changes).
----- Adventures in Mythic Europe - The Glastonbury Glossography
Here are maps of your campaign world. No hex overlays, I'm afraid.
If needed, The Fantasy Superhero rules, which allow for piecemeal purchase of D&D traits. This also gives rules for the Players Make All Rolls (PMAR) system.
Hermetic Spells for D&D 5e shows you how to convert Ars Magica spells to D&D and use normal D&D spellcasting and classes. The Hermetic Magic for Dungeons & Dragons Fifth Edition document shows how to use Hermetic magic without relying on normal D&D spellcasting and classes. These rules are derived from those made for Adventures in Middle-earth.
----- Hermetic Magic for Dungeons & Dragons Fifth Edition
Tells you how you might deal with demi-humans, semi-humans, and humanoids in Mythic Europe:
----- On Non-Human Player Characters ----- AME_PG ----- AME_LG
The Mythic Europe setting assumes that character adventures will be spaced out over time. Downtime activities are an important part of the campaign.
----- AD&D Unearthed Arcana Magic Item Tables
All of the above information may be a little hard to put together. A list of what each document is useful for follows.
Atlas of Mythic Europe - the maps
Mythic Europe as a D&D Setting - Hermetic magus class archetypes, new feats, certamen rules, backgrounds, character types (grogs, companions, magi, familiars), monetary system, realms of power, reaction checks for magi, twilight, warping, wounds, aging, non-human characters
Hermetic Spells for D&D - converting Hermetic spells into D&D spells, new feats, spontaneous spells, arcane connections, laboratory activities
The Grand Grimoire of Hermetic Spells - every Hermetic spell in Ars Magica (in the original format)
Downtime Activities - new downtime activities, a list of downtime activities and undertakings, notes on existing downtime activities
The Glastonbury Glossography - a previous attempt at using Ars Magica for D&D but it contains every Hermetic spell in the Ars Magica Core Rulebook (in D&D terms)
The Fantasy Superhero - house rules that allow for purchase of individual traits for characters, the PMAR system, a powers system
Hermetic Magic for Dungeons & Dragons Fifth Edition - a previous attempt at making the Ars Magica magic system for D&D without reliance on D&D classes
On Non-Human Player Characters - a previous attempt to explain how non-human characters can be integrated into Mythic Europe
The first five contain the latest rules and the last four are previous attempts at conversion and need not be used (as they may be confusing and change D&D too much).
These are my previous efforts at attempting to use Ars Magica material for D&D Fifth Edition.
Description: The Glastonbury Glossography is a comprehensive rules conversion and implementation guide for playing D&D Fifth Edition in the Ars Magica setting of Mythic Europe.
Link: Adventures in Mythic Europe - The Glastonbury Glossography
Link: Adventures in Mythic Europe - The Glastonbury Glossography (No Background)
The first document has a parchment background for the pages: Adventures in Mythic Europe
The second document is printer friendly: Adventures in Mythic Europe (Printer Friendly)
This version is printer unfriendly: Adventures in Mythic Europe (In Color, With Borders)
This version has borders that are colorless: Adventures in Mythic Europe (Colorless, With Borders)
This is a "tractatus" expanding on non-human PC races: Tractatus - On Non-Human Player Characters
Here's one for a rule concerning Might-based magic resistance: Tractatus - On the Magic Resistance of Creatures
For further information on the Hermetic Magus background: Tractatus - On the Rules for Hermetic Magi
Making all magi into spellcasters with a special archetype: Tractatus - On the Magus as a Class Archetype
Almost completely Ars Magica but with AD&D and/or D&D5E combat (charts only): Ars Magica Charts for D&D
Character sheet for the above charts (color, border): Ars Magica Character Sheet for D&D
Character sheet for the above charts (black-and-white, no border): Ars Magica Character Sheet for D&D (BW)
If you want to play Ars Magica with the D&D combat system: Wizards & Warriors - An Ars Magica Variant
If you want to try using the D&D 5e combat system and creatures for Ars Magica: Wizards & Warriors - Another Ars Magica Variant
Hit Points - An Ars Magica Combat Variant: Hit Points
D&D5e Monsters for Ars Magica (charts only): Monsters
Using D&D5e Conditions for Ars Magica: Conditions
Limited Spellcasting per Day for Hermetic Magi: Limited Spellcasting
To account for the large number of spellcasters in typical fantasy campaigns: Initiating the Gift
Suggested D&D monsters with Might: Monster Might
If you want to use the magic system from Ars Magica in D&D: Hermetic Magic for Dungeons & Dragons (B/X, BECMI, and TSR 1071)
If you want to add Hermetic Magi to AD&D: Hermetic Magic for Advanced Dungeons & Dragons
If you want Hermetic magic in your D&D 5e game: Hermetic Magic for Dungeons & Dragons Fifth Edition
If you want notes on how to use the Hermetic magic system in Middle Earth: Adapting Hermetic Magic for Adventures in Middle-Earth
If you want a simple system to use for Middle Earth: Adapting Hermetic Magic for Adventures in Middle-Earth (Simple Version)
If you'd rather use the D&D 5e magic system in Middle Earth: Adapting D&D Magic for Adventures in Middle-Earth
If you want to augment Fantasy AGE with Hermetic magic: Hermetic Magic for Fantasy AGE
If you want to add Hermetic magic to Fantasy AGE 2nd Edition: Hermetic Magic for Fantasy AGE 2nd Edition
The easier way to include Hermetic magic in Fantasy AGE 2nd Edition: Hermetic Magic for Fantasy AGE 2nd Edition (The Easy Way!)