Ars Magica Solitaria#
Solo-playing rules for ARS MAGICA 5th Edition#
Version 0.91b by OriginalMadman
Based on the material for Ars Magica, ©1993–2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0") This work is distributed "ShareAlike" as required under the same license. Ars Magica Open License Logo ©2024 Trident, Inc. The Ars Magica Open License Logo, Ars Magica, and Mythic Europe are trademarks of Trident, Inc., and are used with permission. Order of Hermes, Tremere, Doissetep, and Grimgroth are trademarks of Paradox Interactive AB and are used with permission.
Designer's comment: I do not solo roleplay much myself, but I tend to have a decent grasp of rules, systems and event tables - so I found this to be an interesting topic to develop. What you have here is a first attempt based on my (at best) cursory research into forum threads and the solo roleplaying mechanics from leading systems like Mythic GME, Ironsworn/Starforged, and other RPG's with Solo rules - combined with Ars Magica's unique setting and mechanics. While written mainly for magi who work alone more as an eremite (easiest), the rules are intended to work just as well when part of a covenant (more complicated, but can be fun), and also if you want to play the entire covenant (very complicated). It is all up to you, the player.
Introduction: The Solitary Magus#
"In solitude, the hermetic arts flourish. Many great magi have pursued their studies alone in remote sanctums, their only companions the whispers of spirits and the turning of celestial spheres. This chapter provides tools for the lone practitioner to experience the full breadth of life in Mythic Europe."
Solo play in Ars Magica allows you to experience a saga without requiring a full troupe or storyguide. You take on the roles of your magi, companions, and grogs while using structured procedures and oracles to generate opposition, complications, and narrative direction. The intent of these rules is to provide a solid framework for hermetic solo adventures. You, as the player, is expected to be familiar with Ars Magica 5th Edition rules.
Core Principles of Solo Hermetic Play#
The Three Pillars#
Solo Ars Magica rests on three pillars:
- Character-Driven Stories: Your characters' goals, flaws, and relationships drive the narrative
- Oracle-Guided Uncertainty: When outcomes are unclear, consult the oracles rather than deciding arbitrarily
- Seasonal Structure: Maintain Ars Magica's traditional seasonal activities while weaving in adventures
What You Need#
- Character sheets for your magus, companion(s), and key grogs
- Covenant details (simplified for solo play)
- Two d10s (or one d10 rolled twice)
- This chapter
- Optional but highly recommended: A journal to record your saga
The Hermetic Oracle System#
The core of solo play is the Hermetic Oracle, a flexible yes/no question system adapted from proven solo mechanics.
Basic Oracle Procedure#
When you face uncertainty about any situation:
Step 1: Frame a yes/no question from your character's perspective Step 2: Assess the likelihood (see Likelihood Table) Step 3: Roll 1d10 and consult the result Step 4: Interpret and apply the answer
Remember: The Oracle works best as inspiration for interpretation, not a dictator.
Likelihood Table (d10)#
| Roll | Almost Certain (90%) | Likely (70%) | Possible (50%) | Unlikely (30%) | Nearly Impossible (10%) |
|---|---|---|---|---|---|
| 0 | Botch? | Botch? | Botch? | Botch? | Botch |
| 1 | Exceptional Yes | Exceptional Yes | Exceptional Yes | Exceptional Yes | Yes, but |
| 2 | Yes, but | No | No | No | No |
| 3 | Yes | No, but | No | No | No |
| 4 | Yes | Yes, but | No | No | No |
| 5 | Yes | Yes | No, but | No | No |
| 6 | Yes | Yes | Yes, but | No | No |
| 7 | Yes | Yes | Yes | No, but | No |
| 8 | Yes | Yes | Yes | Yes, but | No |
| 9 | Yes | Yes | Yes | Yes | No, but |
Botch?: Roll on same table again, any result of Botch or No means it was a Botch. Any result of Yes on the second roll renders the result a No. Exceptional Yes: The answer is more extreme than expected. Yes, but & No, but: The buts are optional, but may be used for additional flavor, and to add a complication or mitigating circumstance.
Examples:
- "Does the merchant have the Hermetic text I seek?" (Possible) → Roll 6 = Yes, but perhaps it's in the wrong language or personal shorthand
- "Do the local nobles suspect our magical involvement?" (Unlikely) → Roll 9 = Yes (and now you naturally have complications)
- "Can I complete this ritual in time before dawn?" (Likely) → Roll 2 = No (then consider why?)
Designer's comment: The Oracle table is constructed with a straight logic so it's reasonably easy to memorize(so you don't have to look it up every time), while still providing complexity and variety.
When to Use the Oracle#
Use the Oracle when:
- You don't know what an NPC would do
- The outcome of a situation is genuinely uncertain
- You need to know if something exists or is present
- Determining encounter details or environmental factors
- Checking if complications arise
Don't use the Oracle when:
- The Ars Magica rules already provide an answer (use stress dies, skill rolls, etc.)
- The answer would be obvious to your character - or to the story, again: don't use the Oracle as a dictator
- It would undermine dramatic tension to know the answer yet
The Chaos Factor#
The Chaos Factor represents how unpredictable and dangerous your current situation is. It ranges from 1 (calm) to 10 (utter chaos).
Remake Chaos factor to ±10?
Starting Chaos Factor#
- Covenant is hidden safely away: 1
- Covenant at peace: 2-3
- Minor troubles: 4-5
- Significant threats: 6-7
- Crisis situation: 8-9
- Schism War-level disaster: 10
Adjusting Chaos#
Increase Chaos by 1 when:
- Your character fails an important roll badly (botch)
- A major complication or threat emerges
- You take an action that escalates danger
- The situation spirals out of control
Decrease Chaos by 1 when:
- You successfully resolve a major problem
- A season passes peacefully
- You strengthen your position significantly
- External threats are eliminated
Chaos in Play#
At the start of each scene, roll d10:
- If roll > Chaos Factor: Scene proceeds normally
- If roll ≤ Chaos Factor: Scene is Altered or Interrupted (see Scene Mechanics)
The higher the Chaos Factor, the more likely unexpected twists will occur.
Scene Framework#
Solo play divides time into Scenes, discrete units of action and decision-making.
Types of Scenes#
1. Seasonal Activity Scene: Resolving one season of laboratory work, study, or covenant duties
2. Adventure Scene: A single location, encounter, or event during a story
3. Social Scene: Negotiation, information gathering, or interaction with NPCs
4. Journey Scene: Travel between locations
Scene Setup#
Step 1: Define the Scene
- Where is it?
- Who is present?
- What do you intend to accomplish?
Step 2: Check for Scene Alteration Roll 1d10:
- Roll ≤ Chaos Factor: Roll on Scene Alteration Table
- Roll > Chaos Factor: Scene proceeds as expected
Step 3: Play the Scene Describe actions, make rolls, consult oracles as needed
Step 4: Close the Scene When the immediate situation resolves or a natural break occurs, close the scene and adjust Chaos if appropriate
Scene Alteration Table (d10)#
Remake this to include chaos factor?
| d10 | Result |
|---|---|
| 1-2 | Altered Scene: Scene occurs, but something is different. Roll on Alteration Details |
| 3-4 | Interrupted Scene: New scene occurs first. Roll on Event Focus & Meaning |
| 5-6 | As Expected: Scene proceeds normally |
| 7-8 | As Expected Plus: Scene goes well, add minor advantage |
| 9 | Dramatic Twist: Roll on Meaning Tables twice, combine for dramatic development |
| 10 | The Gift Manifests: Someone reacts negatively to The Gift; roll on Reaction Table |
Alteration Details (d10)#
Remake this to include chaos factor? Plan to Remake table to ±10
| d10 | Alteration |
|---|---|
| 1 | Different Location: Scene happens elsewhere; where makes sense? |
| 2 | Unexpected NPC: Someone else is present; roll on NPC tables |
| 3 | Changed Timing: Earlier or later than expected (d10: 1-5 earlier, 6-10 later) |
| 4 | Modified Objective: Your goal shifts; what's more pressing? |
| 5 | Environmental Change: Weather, time of day, or conditions differ |
| 6 | Resource Missing: Something you expected isn't available |
| 7 | Complication Introduced: Roll on Complication table |
| 8 | Advantage Appears: Favorable circumstance; what is it? |
| 9 | Supernatural Intrusion: Magical aura fluctuation, spirit appearance, or faerie mischief |
| 10 | Combine Two: Roll twice, ignore further 10s |
Random Event Generation#
When events are interrupted or you need inspiration, use these tables.
Event Focus (d10)#
| d10 | Focus |
|---|---|
| 1 | PC Positive: Something good for your character |
| 2 | PC Negative: Complication or threat to your character |
| 3 | NPC Action: An NPC does something unexpected |
| 4 | New NPC: Someone new enters the situation |
| 5 | Covenant Matter: Something related to covenant affairs |
| 6 | Hermetic Politics: Order of Hermes intrigue or news |
| 7 | Mundane World: Non-magical world intrudes |
| 8 | Supernatural: Faerie, divine, or magical occurrence |
| 9 | Remote Event: Something happens elsewhere that affects you |
| 10 | Ambiguous: Roll on Meaning Tables for interpretation |
Event Meaning Tables#
Roll on one of the Action and one of the Subject tables, then combine the results creatively. You may want to roll again on the tables, or on one of the subtables to further develop the meaning. Designer Note: Still working on these tables to make them sharper - These are unlikely to be the final versions
Action (d10 x10 = d100)#
| d10 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Abandon | Accuse | Acquire | Advance | Afflict | Aid | Ambush | Antagonize | Avenge | Bargain |
| 2 | Betray | Bind | Bolster | Break | Build | Capture | Challenge | Change | Chase | Command |
| 3 | Conceal | Condemn | Corrupt | Create | Curse | Damage | Deceive | Defend | Delay | Deliver |
| 4 | Demand | Destroy | Diminish | Discover | Disrupt | Dominate | Drain | Duel | Eliminate | Enchant |
| 5 | Endure | Escape | Expose | Fail | Forge | Frame | Free | Fulfill | Gather | Harm |
| 6 | Heal | Help | Hide | Hunt | Illuminate | Imprison | Influence | Investigate | Journey | Judge |
| 7 | Lure | Manipulate | Mourn | Negotiate | Oppose | Overwhelm | Persevere | Poison | Proclaim | Prophesy |
| 8 | Protect | Purify | Pursue | Renounce | Reveal | Sanctify | Scheme | Seize | Serve | Strengthen |
| 9 | Study | Summon | Suppress | Surrender | Sustain | Tempt | Threaten | Transform | Trap | Uncover |
| 0 | Undermine | Unleash | Usurp | Vanish | Warn | Watch | Weaken | Witness | Wound | Yield |
Subjects (d10 x10 = d100)#
| d10 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Allies | Ancestry | Ancient | Apprentice | Artifact | Authority | Bargain | Bastard | Beast | Blood |
| 2 | Bond | Book | Boundary | Building | Ceremony | Chaos | Church | Clergy | Codex | Commoner |
| 3 | Companion | Conspiracy | Covenant | Crusade(r) | Curse | Danger | Darkness | Death | Debt | Deception |
| 4 | Demon | Diabolist | Discovery | Divine | Document | Dream | Enemy | Experiment | Faerie | Family |
| 5 | Fealty | Fear | Feud | Fire | Foreigner | Forest | Friend | Ghost | Gift | Grudge |
| 6 | Harvest | Heretic | Hermit | History | Honor | House | Hunter | Information | Inheritance | Innocence |
| 7 | Investigation | Knowledge | Laboratory | Law | Leadership | Legend | Lord | Magic | Memory | Merchant |
| 8 | Message | Mission | Monk | Mountain | Mystery | Nature | Nobility | Oath | Order | Pact |
| 9 | Peasant | Pilgrim | Plague | Plan | Portal | Power | Priest | Prison | Protection | Punishment |
| 0 | Regio | Relic | Reputation | River | Ruin | Rumour | Scandal | Servant | Soldier | Vis |
Hermetic Subjects (d10 x10 = d100)#
| d10 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Aegis | Angel | Apprentice | Arcane Connection | Archmagus | Aura | Bonisagus | Breakthrough | Cabal | Casting Tablet |
| 2 | Certamen | Claim | Code | Confidence | Covenant | Cult Lore | Daimon | Debt | Decrepitude | Deficiency |
| 3 | Demon | Diabolism | Dispute | Domus Magna | Enchantment | Enigma | Experiment | Faerie | Faerie Magic | Familiar |
| 4 | Filius | Finesse | Flaw | Form | Formula | Gauntlet | Gift | Grand Tribunal | Grimoire | Heartbeast |
| 5 | Hedge | Hedge magic | Heresy | Hermetic Limit | Hermit | Hoplite | House | Initiation | Lab Text | Laboratory |
| 6 | Legacy | Longevity | Magic Realm | Magic Theory | Magister | Magus/Maga | Mystery | Mystery Cult | Oath | Ordeal |
| 7 | Order | Original Research | Pact | Parens | Parma | Penetration | Peripheral Code | Praeco | Primus | Quaesitor |
| 8 | Redcap | Regio | Renown | Rival | Sanctum | Schism War | Scrying | Secret | Sigil | Sodales |
| 9 | Spirit | Summa | Summons | Supernatural | Talisman | Technique | Tractatus | Transgression | Tribunal | Twilight |
| 0 | Twilight Scar | Vendetta | Virtue | Vis | Vis Source | Voting Sigil | Warping | Wizard's March | Wizard's Sigil | Wizard's War |
Using Meaning Tables: Roll once on each table (or d100 on full version). Combine Action + Subject to interpret the event.
Examples:
- "Discover + Laboratory" = A discovery is made in a lab. Either yours or someone elses
- "Betray + Ally" = An ally betrays you or someone betrays an ally
- "Curse + Covenant" = A curse affects the covenant, or possibly another covenant
- "Heal + Enemy" = You must heal an enemy, or an enemy is healed or need healing
Nuances#
| d10 | Nuance | ||
|---|---|---|---|
| 1 | Ambiguous/Gray | ||
| 2 | Corrupted/Tainted | ||
| 3 | Fake/False/Misleading | ||
| 4 | Malicious/Antagonistic | ||
| 5 | Mysterious/Suspicious | ||
| 6 | Ominous/Scary | ||
| 7 | Righteous/Holy/Generous | ||
| 8 | Selfish/Greedy/Envious | ||
| 9 | Secret/Unexplained | ||
| 0 | Volatile/Erratic |
Additional Subtables#
What Kind of (Hermetic) Magic?#
| d10 | Technique | Form | Realm* |
|---|---|---|---|
| 1 | Creo | Animal | Divine |
| 2 | Creo | Aquam | Faerie |
| 3 | Intellego | Auram | Faerie |
| 4 | Intellego | Corpus | Magic |
| 5 | Muto | Herbam | Magic |
| 6 | Muto | Ignem | Magic |
| 7 | Perdo | Imaginem | Magic |
| 8 | Perdo | Mentem | Magic |
| 9 | Rego | Terram | Magic |
| 0 | Rego | Vim | Infernal |
* It is not intended to roll for Realm every time, but when the situation may warrant it.
If you need a completely random level for spell or effect, just roll d10 for the magnitude.
Reversals of Fortune#
| d10 | Reversals of Fortune | ||
|---|---|---|---|
| 1 | Bizarre coincidence | ||
| 2 | Change of Heart | ||
| 3 | Erratic Behavior | ||
| 4 | Error of Judgment | ||
| 5 | Inopportune Arrival | ||
| 6 | Misplaced Trust | ||
| 7 | Unexpected Moral Dilemma | ||
| 8 | Sudden Ominous Omen | ||
| 9 | Something is Missing | ||
| 0 | Things Are Not As They Seem |
Sensory & Visual Descriptors#
| d10 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Abyssal | Acidic | Airy | Ancient | Bitter | Bloody | Brackish | Bright | Bronze | Chaotic |
| 2 | Chilled | Clammy | Clear | Cold | Crystalline | Damp | Dark | Decaying | Dense | Dusty |
| 3 | Earthy | Echoing | Ethereal | Feathered | Feral | Fetid | Fiery | Flickering | Floral | Frozen |
| 4 | Gilded | Glassy | Glowing | Gritty | Growing | Harmonious | Hazy | Heavy | Hot | Humming |
| 5 | Hushed | Icy | Illusory | Ink-stained | Iron | Jagged | Kinetic | Leafy | Luminous | Lush |
| 6 | Marble | Metallic | Miasmic | Misty | Mossy | Musky | Muted | Noxious | Oily | Opulent |
| 7 | Orderly | Ossified | Polished | Pristine | Pulsing | Radiant | Resonant | Rigid | Rough | Rusty |
| 8 | Salty | Scorched | Serene | Shadowed | Sharp | Shifting | Shimmering | Silvery | Tangible | Tarnished |
| 9 | Thick | Thin | Thorny | Thunderous | Translucent | Transparent | Umbral | Unstable | Vaporous | Velvet |
| 0 | Verdant | Viscous | Warm | Warped | Weathered | Weightless | Wet | Whispering | Wild | Wooden |
NPC Generation & Behavior#
Quick NPC Creation#
When you need an NPC on the fly:
Step 1: Determine NPC type (d10) - or choose freely
| d10 | Type |
|---|---|
| 1-3 | Mundane common folk (peasant, servant, craftsman) |
| 4-5 | Mundane authority (1-3 Merchant, 4-5 Household Knight, 6-7 Lower Noble, 8-9 Official, 10 Higher noble) |
| 5 | Church (1-2 Knight, 3-5 Monk, 6-7 Priest, 8-9 Bishop/Archbishop, 0 Papal Legate/Cardinal) |
| 6 | Covenant personnel (1-3 Servant, 4-7 Grog, 8-9 Specialist, 0 Unique) |
| 7-8 | Hermetic magus or maga (1-2 Apprentice, 3-6 Young, 7-9 Master, 0 Archmage) |
| 9 | Hedge Wizard |
| 10 | Supernatural creature (1-2 Spirit, 3-7 Faerie, 8-9 Demon, 0 Angel etc.) |
Step 2: Determine Attitude (d10, modified by circumstances) Plan to Remake table to ±10
| d10 | Attitude |
|---|---|
| ≤0 | Agressively violent or cowering/running away in fear |
| 1-2 | Hostile: Actively opposes you, obstructive or fearful |
| 3-4 | Unfriendly: Suspicious, unhelpful, closed off |
| 5-7 | Neutral: Indifferent, transactional, distant |
| 8-9 | Friendly: Helpful, open, cooperative |
| 10+ | Allied: Strongly supportive, goes out of their way to assist |
The Gift Modifier: When meeting someone new, apply penalties:
- Standard Gift: -3 penalty to attitude roll
- Gentle Gift: No penalty
- Blatant Gift: -6 penalty
- Magic: Can affect reaction with +1 to +3
- Successful skill roll(s) can improve initial attitude by +1 per 3 of roll above Ease Factor (i.e. Charm roll of 16 vs EF of 9 awards +2)
Step 3: Define Trait (roll on NPC Trait table for flavor)
NPC Trait Table (d10)#
| d10 | Trait |
|---|---|
| 1 | Personality: Roll twice on Personality subtable |
| 2 | Motivation: Roll on Motivation subtable |
| 3 | Physical: Roll on Physical subtable |
| 4 | Background: Roll on Background subtable |
| 5 | Skill: Has notable expertise (determine what makes sense) |
| 6 | Secret: Hiding something (use oracle to discover what) |
| 7 | Connection: Related to existing NPC or faction |
| 8 | Supernatural: Has minor supernatural ability or background |
| 9 | Reputation: Known for something specific |
| 10 | Unusual: Combine two rolls, ignore further 10s |
Personality Subtable (d10)#
| d10 | Personality |
|---|---|
| 1 | Cautious, careful, risk-averse |
| 2 | Bold, confident, assertive |
| 3 | Greedy, acquisitive, selfish |
| 4 | Pious, devout, faithful |
| 5 | Curious, inquisitive, nosy |
| 6 | Suspicious, paranoid, distrustful |
| 7 | Honorable, principled, just |
| 8 | Deceptive, cunning, manipulative |
| 9 | Kind, compassionate, generous |
| 10 | Ambitious, driven, determined |
Motivation Subtable (d10)#
| d10 | Motivation |
|---|---|
| 1 | Seeks wealth or material gain |
| 2 | Pursuing knowledge or truth |
| 3 | Protecting someone or something |
| 4 | Seeking revenge or justice |
| 5 | Following orders or duty |
| 6 | Earning honor or reputation |
| 7 | Spiritual or religious goals |
| 8 | Self-preservation or survival |
| 9 | Power or authority |
| 10 | Love, loyalty, or friendship |
Expanded Personalities Table (d10 x d10)#
You can use this as a replacement of the simpler options above.
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Aggressive | Arrogant | Avaricious | Brooding | Callous | Affable | Altruistic | Analytical | Authoritative | Benevolent |
| 2 | Confused | Cynical | Daydreaming | Deceitful | Deluded | Brave | Calm | Charitable | Charming | Chivalrous |
| 3 | Despairing | Distracted | Domineering | Envious | Exhausted | Confident | Contemplative | Diligent | Discerning | Disciplined |
| 4 | Fanatical | Fatalistic | Fidgety | Foolish | Forgetful | Dutiful | Earnest | Empathic | Energetic | Fearless |
| 5 | Frightened | Grandiose | Hesitant | Impulsive | Insidious | Flirtatious | Forgiving | Generous | Harmonious | Helpful |
| 6 | Irrational | Irritable | Judgmental | Lecherous | Manipulative | Humble | Inquisitive | Insightful | Inspired | Jovial |
| 7 | Meddlesome | Megalomaniacal | Narcissistic | Obsessive | Overconfident | Keen | Magnanimous | Merciful | Methodical | Optimistic |
| 8 | Paranoid | Petty | Possessed | Pretentious | Rambling | Perceptive | Perfectionist | Pious | Prudent | Resolute |
| 9 | Reckless | Ruthless | Sadistic | Scheming | Secretive | Righteous | Sagacious | Sensitive | Serene | Sincere |
| 10 | Superstitious | Sycophantic | Tormented | Vengeful | Zealous | Stoic | Trusting | Vigilant | Visionary | Whimsical |
It's recommended to roll two or three times on the table.
Column 1-5 has negative personalities, Column 6-10 lean positive. You can tweak rolls towards that as required by either ignoring column 1-5 for decidedly positive characters and vice versa OR allow a character who should lean one way or the other the option to reverse their dice and pick that option instead (it may still be opposite, but the likelyhood is significantly less)
If you need the strength of the Personality trait, roll d10: 1-3: +1, 4-6: +2, 7-9: +3, 10: +4
Add +1 if the character is above others in their society: Knight, Rich Merchant, Lower Noble, Old Fart, Priest, Magister, Quaesitor etc Add +2 if the character's position is exalted: Duke, Earl, Marquis, Bishop, Archbishop, Archmage, Praeco, Covenant leaders, Most Faeries Add +3 if the character belongs to top tier: Prince, King, Cardinal, Pope, Primus, Eldest magi, Cognizant Faeries, Faerie Royalty
NPC Interaction Oracle#
When you're unsure how an NPC will respond to a proposition or request:
Step 1: Assess their attitude (Hostile to Allied) Step 2: Consider your approach and what you're asking Step 3: Frame as yes/no question: "Does the NPC agree/help/comply?" Step 4: Set likelihood based on attitude:
- Hostile: Nearly Impossible to Unlikely
- Unfriendly: Unlikely to Possible
- Neutral: Possible
- Friendly: Possible to Likely
- Allied: Likely to Almost Certain
Step 5: Roll on Likelihood Table
Modifiers: Adjust likelihood if:
- You offer something valuable (+1 level)
- Request is dangerous or costly (-1 level)
- You invoke a strong relationship (+1 level)
- The Gift is affecting them (-1 to -2 levels)
Combat & Conflict Resolution#
Combat in solo play follows standard Ars Magica rules with these additions:
Enemy Intent (d10)#
When determining what enemies do, roll:
| d10 | Intent |
|---|---|
| 1-3 | Attack Aggressively: Focus on dealing damage |
| 4-5 | Attack Cautiously: Attack but defend/retreat if wounded |
| 6-7 | Tactical Maneuver: Seek advantage, flank, use environment |
| 8 | Defend: Focus on protection, buying time |
| 9 | Flee/Retreat: Attempt to escape |
| 10 | Special Action: Use supernatural power, call for help, or unusual tactic |
Target Priority (d10, for groups)#
| d10 | Target |
|---|---|
| 1-4 | Obvious Threat: Attacks character who harmed them most recently |
| 5-7 | Vulnerable: Attacks wounded or weak-looking character |
| 8-9 | Strategic: Attacks spellcaster or leader |
| 10 | Random: Roll randomly among PCs |
Morale Check#
When enemies are reduced to half strength or their leader falls, roll 1d10:
| d10 | Result |
|---|---|
| 1-3 | Break: Flee immediately |
| 4-6 | Waver: Fight defensively, retreat if further casualties |
| 7-9 | Stand: Continue fighting |
| 10 | Enraged: Fight more aggressively (+3 Attack, -3 Defense for 1 round) |
Modifiers:
- Veteran troops: +1
- Elite troops: +2
- Fanatical troops: +3
- Undead: Auto-stand (no morale)
- Led by powerful magus: +2
- Surprised or ambushed: -3
Hermetic Activities#
Seasonal Activities#
Choose among the normal activities from the Core Rules below, or roll to find out (good option for NPCs): d10: 1-5 Lab Activity, 6-9 No Lab, 10 Adventure.
Lab Required Activities#
Optional d10:
- Enchant Charged Items: Give an item limited uses of an effect with a level no higher than your lab total. (2 Exposure xp)
- Enchant a Lesser Item: Give an item one effect with a level no higher than 1/2 your lab total. (2 Exposure xp)
- Preparing Invested Device: 1 season + pawns of Vim vis as determined by material and size. (2 Exposure xp)
- Instilling Effect in Invested Device: Lab Total – Effect Level levels per season, 1 pawn of vis matching an Art per 10 levels or fraction.
- Fix an Arcane Connection: Make an arcane connection permanent. Cost: 1 Vim vis. (2 Exposure xp)
- Vis Extraction: Gain Vim vis equal to (Creo Vim lab total / 10) rounded up. (2 Exposure xp)
- Invent Spell(s): Gain Lab Total – Spell Level levels per season, invented when total levels gained equal or exceed spell level. (2 Exposure xp)
- Learn Spell(s) from Lab Text(s): Learn spells with combined levels no higher than your lab total. (2 Exposure xp)
- Refine Lab: Increase lab Refinement by 1, up to (Magic Theory – 3), creating room for a new Virtue. Lab may also gain the Spotless and Highly Organized Virtues. (2 Exposure xp)
- Special Project or Original Research
No Lab Required Activities#
Optional d10:
- Adventure!
- Vis Hunt (see section below)
- Practice Ability: Gain 3-8 XP, usually 4, in Ability or Abilities (No Exposure)
- Learn from Teacher, or Teach:
- Train Ability with Master: Gain Master’s score in Ability being taught + 3 XP (Master gets 2 Exposure XP)
- Learn Art or Ability from Teacher: Gain Master's Com + Teaching + 9 XP if single student. (Teacher gets 2 Exposure XP)
- Learn Spells from Teacher: Maximum levels = Teacher's Lab Total. Highest level of Spell = Student Lab Total. (Teacher gets 2 Exposure XP)
- Learn Hermetic Virtue from Teacher: Gain Master's Com + Teaching + 9 (+3/+9 with Minor/Major Flaw) XP towards 15 (Minor) or 21 (Major), increased by +3/+9 per Minor/Major Hermetic Virtue already possessed. (Teacher gets 2 Exposure XP)
- Master a Spell: Gain 5 XP in Mastery of a single spell. (No Exposure XP)
- Read a Book (Suitable Book Required):
- Read a Summa: Gain XP equal book Quality. Art or Ability cannot be raised above the book’s Level. (No Exposure)
- Read a Tractatus: Gain XP equal book Quality. (No Exposure)
- Study Vis: Gain Stress Die + (Aura level) XP in the corresponding Art. Requires 1 pawn per 5 in Art (No Exposure)
- Copy something:
- Copy Laboratory Text: Profession: Scribe x 60 levels usable by other magi. (2 Exposure xp)
- Copy Summa: Carefully: 6 + Profession: Scribe points toward Summa, or Quickly: 3x pints, reduce Quality by 1 (2 Exposure xp)
- Copy Tractatus: Carefully: 1 Tractatus, or Quickly: 3x Tractatii, reduce Quality by 1 (2 Exposure xp)
- Write something:
- Write a Summa: Quality is Communication + 6 + bonus. (2 Exposure xp)
- Write a Tractatus: Quality is Communication + 6. (2 Exposure xp)
- Rewrite a Laboratory Text: Latin x 20 levels per season. (2 Exposure xp)
- Special Activity:
- Attune Talisman: Need to Open a suitable item first. (2 Exposure xp)
- Bind A Familiar: Requires a suitable familiar. (2 Exposure xp)
- Establish a New Lab: Requires materials + at least one season's work.
- Longevity Ritual: +1 bonus per five (incl fraction) of Creo Corpus Lab Total, 1 vis per five years of age (round up)
- Search for an Apprentice*: Stress die + Perception = 12+ is required. Apprentices really do not grow on trees.
- Open the Arts for an Apprentice: Requires an apprentice. (2 Exposure xp)
- Worship: Quality equals Divine Aura in place of worship (No Exposure xp)
** You can also buy an apprentice on the hermetic market (most commonly at the Tribunal). Prices may vary depending on potential, intelligence, etc., but normally correspond to about 2-3 seasons' work or about 8-12 vis. A benefit is that it may save you a season.*
New Seasonal Activity: Vis Hunt#
Enter the forest/wilds for an extended time (season+) to track down and find vis of various types, which may also lead to adventure. The activity may involve interaction with locals and even creatures. In most cases, you'll just find a one-time source, but you might get lucky!
Vis Hunt Total = Stress Die + Area Lore + Legend Lore + Magical Aid + Assistance
Modifiers: • Include the negative Gift modifier unless you have grogs with you who are adept at handling talks with villagers, etc. • -3 if only locally (i.e. local forest), less risky. Scarcity factor is increased by 1 • -6 if very low risk (just in the known areas close to the covenant). Scarcity factor is increased by 2 • Magical Aid: Bonus from the best InVi spell magnitude (+1 per mastery), an item, or second sight. (Int + Stamina + Intellego + Vim)/5 magnitude if you do not have a known InVi spell. • Assistance: NPC or creature that can render special assistance, usually +1 to +3 but may be up to +6
Is the Vis Source Permanent?#
When you seek vis, also roll on Oracle with appropriate likelihood:
- Frontier Territory: Possible
- Remote & Wild region: Unlikely
- Rural areas, Covenant mapped region: Nearly Impossible
- Civilized areas, Depleted region: Nearly Impossible x2
Optional rule: If you rolled a “1” on your Vis Hunt Total, the source is permanent
If the source is permanent: The Vis Yield is halved, but recurring on an annual basis.
Vis Yield = Vis Hunt Total / Scarcity Factor amount of pawns
| Scarcity Factors (Lower is Better) | Factor |
|---|---|
| Fantastic & Very Dangerous Regio (Aura 8+) | 2 |
| Regio (Aura 4-8) | 3 to 4 |
| Magical/Faerie Forest (Schwarzwald, Maddenhofen) | 4 |
| Remote & Dangerous Wild Area | 4 to 5 |
| Rural Area | 5 |
| Settled Area | 6 |
| Civilized, Near City | 7 |
| In Large City | 8 |
If a covenant has already mapped the area, add 1 to Scarcity Factor. If they have already claimed to the vis sources in the Area, add 2. Note: Usually, only Scarcity Factors up to 5 are worth the hassle.
What Type of Vis?#
| d10 | Type of Vis Found |
|---|---|
| 1-3 | The region's common Form* |
| 4-6 | Regular Form Vis (roll for Form) |
| 7-8 | Regular Technique Vis (roll for Technique) |
| 9 | Exactly the type you were looking for |
| 0 | Special Vis (1-6 Faerie, 7-8 Infernal, 9 Divine, 0 Story Special), Reroll for Type |
* Typically: Animal, Herbam, Aquam, Auram, Terram and always of the appropriate Realm
You can use the Oracle to find out if Vis is guarded, and by what - Adventure!
Laboratory Work#
Laboratory activities proceed as normal, using the standard rules. You can use the Oracle for questions like:
- "Do I discover anything unusual during investigation/development/experimentation?"
- "Does my familiar bond ceremony have complications?"
- "Is this vis source still available?"
Designer's note: Need better examples.
Laboratory Events (Optional)#
If you want more unpredictability in lab work, at the start of each season, roll 1d10:
| d10 | Event |
|---|---|
| 1 | Disaster: Roll on Experimentation table as if you rolled 0, even if not experimenting |
| 2-3 | Complication: Minor setback; -d10 to Lab Total this season or lost time (1 week) |
| 4-6 | Normal: Season proceeds as planned |
| 7-8 | Insight: +d10 to Lab Total this season or interesting discovery |
| 9 | Breakthrough: Roll on Experimentation table as if you rolled 10+ |
| 10 | Visitor: Someone interrupts your work (roll NPC tables); lose 1 week or gain opportunity |
Tribunal & Hermetic Politics#
When Tribunal season arrives or you interact with Order politics:
Tribunal Outcomes (d10) - How does the vote/judgment go?
| d10 | Result |
|---|---|
| 1 | Catastrophic: Worst possible outcome, potential Wizard's March |
| 2-3 | Against You: Decision goes poorly, penalties or obligations |
| 4-5 | Inconclusive: Delayed, split decision, or compromise |
| 6-7 | Favorable: Modest success, your position accepted |
| 8-9 | Victory: Clear success, gain reputation or resources |
| 10 | Triumph: Exceptional success, major advantage gained |
Shift the result 1-3 steps up/down based on actions, including successful and failed rolls that matter.
Hermetic News (d10) - What happens in the Order this season?
| d10 | News |
|---|---|
| 1 | Schism Rumblings: Hints of serious internal conflict |
| 2 | House Conflict: Two Houses clash over resources or philosophy |
| 3 | Wizard's March: A magus is declared outcast |
| 4 | Discovery: Magical breakthrough announced |
| 5 | Mundane Threat: Church or nobles threaten the Order |
| 6 | Tribunal Scandal: Political intrigue in nearby Tribunal |
| 7 | Covenant Event: Founding or fall of a covenant |
| 8 | Supernatural Event: Realm boundary shift, regio discovered, etc. |
| 9 | Trading Opportunity: Rare books, vis, or services available |
| 10 | Personal Connection: News directly affects you (roll on Meaning Tables) |
Also: Go wild with the Oracle
Adventure Generation#
Creating an Adventure#
Step 1: Determine Adventure Type (d10)
| d10 | Adventure Type |
|---|---|
| 1-2 | Covenant Threat: Something endangers the covenant directly |
| 3-4 | Investigation: Mystery or puzzle to solve |
| 5-6 | Retrieval: Fetch something valuable or important |
| 7-8 | Social/Political: Negotiate, influence, or navigate mundane/Hermetic/Faerie politics |
| 9 | Exploration: Discover new location or phenomenon |
| 10 | Personal: Related to character's Story Flaw or background |
Step 2: Roll on Meaning Tables for adventure core concept
Step 3: Determine Primary Opposition
| d10 | Opposition |
|---|---|
| 1-2 | Mundane Authority: Noble, Church, or official |
| 3-4 | Natural/Environmental: Wilderness, weather, disease |
| 5-6 | Hermetic Rival: Another magus or covenant |
| 7-8 | Supernatural Creature: Faerie, demon, ghost, magical beast |
| 9 | Internal: Own flaws, Twilight, warping, or magic gone wrong |
| 10 | Mysterious: Unknown threat; gradually revealed |
Step 4: Establish Stakes
What happens if you fail? Use Oracle if uncertain.
Step 5: Identify Milestones
Break the adventure into 3-5 key scenes or objectives
Adventure Complications (d10)#
Roll when things should get more interesting:
| d10 | Complication |
|---|---|
| 1 | Betrayal: An ally works against you |
| 2 | Time Pressure: Deadline or racing against someone |
| 3 | Innocent in Danger: Must protect someone vulnerable |
| 4 | The Gift Interferes: NPCs react badly at crucial moment |
| 5 | Resource Shortage: Missing supplies, vis, or information |
| 6 | Rival Appears: Competition for same goal |
| 7 | Misunderstanding: Accused of something you didn't do |
| 8 | Secondary Threat: New danger unrelated to primary goal |
| 9 | Moral Dilemma: Choose between Code of Hermes and conscience |
| 10 | Supernatural Interference: Divine, Infernal, Faerie, or Magical |
Travel Encounters (d10)#
When journeying, roll once per day of travel if desired:
| d10 | Encounter |
|---|---|
| 1-4 | No Encounter: Uneventful travel |
| 5-6 | Mundane NPCs: Merchants, pilgrims, travelers (roll NPC tables) |
| 7 | Obstacle: Bad weather, river crossing, blocked road |
| 8 | Discovery: Interesting location or item |
| 9 | Threat: Bandits, wild animals, or hostile force |
| 10 | Supernatural: Faerie, aura fluctuation, magical phenomenon |
Covenant Management#
Solo play simplifies covenant management while maintaining narrative richness.
Seasonal Covenant Events (d10)#
Roll once per season if desired for covenant flavor:
| d10 | Event |
|---|---|
| 1 | Crisis: Major problem requiring immediate attention |
| 2-3 | Minor Problem: Small complication affecting covenant operations |
| 4-6 | Routine: Normal operations, no special events |
| 7-8 | Opportunity: Beneficial situation arises |
| 9 | Windfall: Unexpected gain (resources, reputation, new member) |
| 10 | Story Hook: Something that could lead to adventure |
Covenant Encounters (d10)#
When someone visits the covenant:
| d10 | Visitor |
|---|---|
| 1-2 | Mundane Authority: Tax collector, noble representative, Church official |
| 3-4 | Merchants/Traders: Offering goods or services |
| 5-6 | Hermetic: Redcap, visiting magus, Quaesitor |
| 7 | Refugees/Petitioners: Seeking help or shelter |
| 8 | Travelers: Lost, seeking directions or hospitality |
| 9 | Supernatural: Faerie messenger, ghost, or strange creature |
| 10 | Threat: Bandits, raiders, or hostile force |
Grog Development#
Rather than tracking all grogs individually:
Simplified Grog Pool: Maintain 3-5 characterized grogs with full stats. The rest are generic "turb members" with standard stats for their type.
Grog Story Hooks (d10): When you need a grog-focused subplot:
| d10 | Hook |
|---|---|
| 1 | Family Matter: Grog's relative needs help |
| 2 | Old Enemy: Past comes back to haunt them |
| 3 | Romance: Love interest creates complications |
| 4 | Debt: Owes money or favors to dangerous party |
| 5 | Accused: Wrongly (or rightly) blamed for crime |
| 6 | Opportunity: Chance for advancement or wealth |
| 7 | Illness/Injury: Serious condition needs treatment |
| 8 | Loyalty Test: Must choose between covenant and other obligation |
| 9 | Discovery: Found something valuable or dangerous |
| 10 | Supernatural Encounter: Affected by magic, faerie, or divine |
Advancement & Time Passage#
Aging and Long-term Play#
Use standard Ars Magica aging rules. For longevity rituals and aging crises, use Oracle to determine outcomes if you want unpredictability beyond the dice rolls.
Season Tracking#
Maintain a simple log:
- Year & Season
- Main Activity (lab work, adventure, study, etc.)
- Key Events (brief notes)
- Advancement (XP, lab progress, etc.)
- Chaos Factor Changes
Experience Awards#
Per Season:
- 2 XP for seasonal activity that wasn't adventure (standard 2 Exposure XP)
- 5-10 XP if you went on a full season adventure
- +1-2 XP for particularly dramatic or character-developing moments
Optional Special Awards:
- Major accomplishment: 5-10 XP
- Character growth moment: 2-5 XP
- Completing story arc: 5-15 XP
Advanced Oracle Techniques#
Detailed Answers#
Sometimes yes/no isn't enough. You can use these techniques:
How Much? Roll 1d10: 1 = None 2 = Minimal 3 = A Little 4-6 = Moderate 7-8 = A Lot 9 = Huge Amount 10 = Extreme/Maximum
Who? Roll on NPC tables or existing NPC list (assign numbers)
Where? Roll on Location list or use Meaning Tables
When? Roll 1d10:
1 = Already Happened! 2-4 = Immediately 5 = Very soon (hours) 6 = Soon (days) 7 = Later (weeks) 8 = Much Later (next season) 9 = Eventually (2+ seasons) 10 = Future (years)
Cascading Questions#
Build detail through follow-up questions:
Example:
- "Is anyone at the covenant when I return?" → Yes
- "Is it someone I know?" → No
- "Are they friendly?" → Uncertain/Neutral
- "Are they Hermetic?" → Yes
- Roll on NPC tables to detail the visiting magus
Mythic Momentum#
Track Momentum as a solo play resource:
Starting Momentum: 0
Gain Momentum (+1) when:
- You succeed at an important task
- You overcome significant obstacle
- Story progresses in your favor
- You act according to character virtues/personality
Lose Momentum (-1) when:
- You fail at important task
- Situation turns against you
- You botch a roll
- You act against character virtues/personality
Using Momentum: Spend Momentum (max 10) to:
- Re-roll any die roll (cost: 1)
- Upgrade Oracle result from No to Yes or Yes to Exceptional Yes (cost: 2)
- Avoid complication from Scene Alteration (cost: 2)
- Gain narrative advantage: Declare a small favorable detail (cost: 1-3)
Momentum Range: -3 to +10
At Momentum -3, reset to 0 and roll on Complication table-fortune turns against you.
Sample Tables for Quick Reference#
Story Complications (d10)#
| d10 | Complication |
|---|---|
| 1 | An ally becomes unavailable |
| 2 | Resources are depleted or unavailable |
| 3 | Rival appears with same goal |
| 4 | Information was incorrect or incomplete |
| 5 | Time pressure increases |
| 6 | Additional obstacle emerges |
| 7 | Someone opposes you unexpectedly |
| 8 | Moral or ethical dilemma |
| 9 | Personal flaw creates problem |
| 10 | Supernatural interference |
Treasure & Rewards (d10)#
When you find treasure or rewards:
| d10 | Reward Type |
|---|---|
| 1 | Mundane Wealth: Silver, goods, livestock (roll d10×10 pounds value) |
| 2-3 | Books: Tractatus or Summa (determine Art/Ability, roll Quality) |
| 4-5 | Vis: Raw vis (roll d10 for pawns, determine Art) |
| 6 | Magic Item: Minor invested device or lesser enchantment |
| 7 | Information: Secret knowledge, map, or valuable intelligence |
| 8 | Alliance: Gain NPC ally or covenant support |
| 9 | Reputation: Gain positive reputation (level 1-3) |
| 10 | Major Find: Powerful item, large vis source, or ancient text |
Problem Severity (d10)#
When assessing how bad a situation is:
| d10 | Severity |
|---|---|
| 1-2 | Minor: Easily handled, negligible consequences |
| 3-5 | Moderate: Requires attention, some risk |
| 6-7 | Serious: Significant threat, major resources needed |
| 8-9 | Severe: Dangerous, potential for lasting harm |
| 10 | Critical: Life-threatening, covenant-threatening, or Code violation risk |
Example of Play#
Marcus Flavius of House Tremere is researching a spell in his laboratory. It's Spring 1220. Chaos Factor is 4.
Season Setup: Marcus is inventing "To See As Though a Plethron Distant" (InIm 25) to investigate a mystery. Lab Total is 52, so he needs 1 season - but there is no time for anything else.
Scene Alteration Check: Roll 1d10 = 3. Since 3 ≤ Chaos Factor (4), roll on Scene Alteration Table = 2 (Interrupted Scene).
Event occurs. Roll Event Focus = 3 (NPC Action). Roll Meaning Tables: Action = "Arrive" (d100=12), Subject = "Enemy" (d100=45).
Interpretation: An enemy arrives at the covenant during my lab work.
Who is this enemy? Roll NPC Type = 6 (Covenant personnel, someone inside). Attitude = 2 (Hostile, modified by The Gift). Trait = 3 (Physical) → Roll Physical subtable = "Scarred face."
Establishing: It's one of the old grogs, Heinrich, who has always hated Marcus. His face is scarred from a magical accident Marcus caused years ago.
Oracle Question: "Does Heinrich interrupt me during a critical moment in the lab?" Likelihood: Possible. Roll 1d10 = 5 = Yes!
Momentum: -1 (situation turns against me). New Momentum = -1.
What does Heinrich do? Roll Action = "Accuse" + Subject = "Crime" from Meaning Tables.
Interpretation: Heinrich accuses Marcus of a crime, possibly related to the magical accident that scarred him?
Oracle: "Does Heinrich have evidence?" Unlikely (he's just a grog). Roll = 2 = No.
He's making an accusation without proof, likely seeking revenge.
Resolution: I must handle this disruption. I'll try to Charm him back to my side (Communication + Charm vs.)...
The scene continues from here...
Story Hooks for Solo Play#
Immediate Hooks (Start Play Quickly)#
d10
- The Missing Apprentice: Your apprentice vanished during a routine vis collection
- Unexpected Tribunal Summons: A Redcap brings urgent summons to Tribunal
- Covenant Under Siege: Mundane authorities or supernatural forces threaten the covenant
- Twilight Recovery: You emerge from Twilight to find time has passed strangely
- Lab Discovery: Your latest experiment reveals something unexpected and dangerous
- Flaw Activation: Your Story Flaw manifests dramatically
- Visitor in the Night: Someone seeks sanctuary at your covenant
- Vis Source Failure: A regular vis source has gone dry. Why?
- Rival's Challenge: Another magus challenges you to Certamen or competition
- Mundane Inheritance: You inherit land, title, or responsibility from your mundane family (or a case of mistaken identity)
Long-term Campaign Frames#
The Frontier Covenant: Build a new covenant in dangerous territory. Each season brings new challenges (resources, threats, politics, mysteries).
The Hermetic Investigator: Travel Europe investigating magical mysteries, ancient sites, and supernatural phenomena for your House or a Tribunal.
The Redemption Arc: Your character committed a Code violation and must earn redemption while avoiding Wizard's March.
The Apprentice's Journey: Play through apprenticeship to Gauntlet, then first decades as independent magus (being a wandering Peregrinator in the Rhine Tribunal can be an interesting setup).
The Ancient Mystery: Uncover the truth about a fallen covenant, lost House, or pre-Hermetic magic tradition.
The Realm Guardian: Protect a region from supernatural incursion (Infernal, Faerie, or rogue magi).
Seasonal Adventure Seeds (d10)#
Roll when you want an adventure this season:
| d10 | Seed |
|---|---|
| 1 | Vis Theft: Someone has stolen vis from the covenant store or a vis source |
| 2 | Plague Warning: Disease threatens nearby village, covenant must respond? |
| 3 | Faerie Bargain: Faerie makes offer too good to refuse, but what's the catch? |
| 4 | Ancient Ruin: Locals report strange lights/sounds at old Roman fort |
| 5 | Political Marriage: Local noble wants to marry relative to covenant member |
| 6 | Hermetic Visitor: Traveling magus requests hospitality, brings news/trouble |
| 7 | Religious Scrutiny: Church officials investigate covenant activities |
| 8 | Magical Accident: Lab mishap creates ongoing problem needing resolution |
| 9 | Contested Resource: Another covenant claims your vis source, or are making maneuvers against you |
| 10 | Prophecy/Dream: Supernatural warning of coming danger |
Adjusting Difficulty#
For Easier Play#
- Start Chaos at 1-2
- Be generous with Momentum awards
- Allow more favorable Oracle interpretations
- Reduce frequency of random events
- Focus on character-driven stories over external threats
For Harder Play#
- Start Chaos at 5-6
- Be strict with Momentum
- Interpret Oracle results harshly
- Increase frequency of complications
- Add multiple simultaneous problems
- Enforce Code of Hermes strictly
For Dramatic Play#
- Use Exceptional results frequently
- Roll on Scene Alteration every scene
- Create cascading consequences
- Connect disparate events into grand plots
- Emphasize character flaws and Story Hooks
Tips for Successful Solo Play#
1. Journal Your Saga#
Keep brief session notes. Future you will appreciate the continuity.
2. Play to Find Out#
Don't pre-plan outcomes. Let the Oracle surprise you.
3. Embrace Failure#
Failed rolls and bad Oracle results create better stories than constant success.
4. Respect Your Character#
Make choices your character would make, not what's optimal.
5. Take Breaks Between Seasons#
Real time between game sessions helps creativity and prevents burnout.
6. Use Multiple Characters#
Switch between magus, companion, and grog perspectives for variety. Perhaps use more than one magi?
7. Don't Over-Roll#
Trust your narrative instincts. Use Oracle when genuinely uncertain.
8. Create Recurring NPCs#
When interesting NPCs emerge, name them and develop them. They create continuity.
9. Honor the Setting#
Medieval Mythic Europe has consequences. Actions ripple through society and the Order.
10. Start Small#
Begin with single season, single adventure. Expand as you get comfortable.
Quick Start Solo Adventure#
The Hermit's Legacy
You are a young magus, recently Gauntleted (1220 AD). Your parens has died, leaving you their isolated tower covenant with a small library, modest vis stores, and two loyal grogs.
Setup:
- Create your magus (standard creation rules)
- Create 2 grogs (one warrior, one craftsman/specialist or companion)
- Library: 2d10 tractatus on various Arts (Quality 8-11, randomize the Arts) (Note: The available summae you already studied)
- Vis stores: 2d10 pawns mixed Arts (randomize as per table)
- Covenant resources: Poor
- Chaos Factor: 4
First Season (Spring 1220):
You're settling into the tower when your senior grog, Old Thomae, mentions that your parens had been investigating something in the nearby forest before death. He seemed worried.
Oracle Question: "Did my parens leave notes about this investigation?" (Likely) → Roll to find out!
From here, let the Oracle guide you. Use the investigation to learn the systems. Perhaps there's a faerie regio, a vis source, a supernatural threat, or a mundane danger. Play to find out!
Suggested Goals:
- Survive your first year
- Stabilize covenant resources
- Solve your parens' mystery
- Avoid Code violations
- Make your first Tribunal appearance
Designer's Notes#
This solo system draws inspiration from proven mechanics:
- Mythic GME: Oracle system, Chaos Factor, Scene framework, random events
- Ironsworn/Starforged: Momentum, move-based structure, oracle as spice not main course
- Ars Magica core: Respect for seasonal structure, hermetic activities, character advancement
The goal is to preserve what makes Ars Magica special (complex magic, medieval setting, character development over time) while providing structure for solo exploration.
Conclusion#
Solo Ars Magica is a journey of discovery. The Oracle doesn't tell you what happens, it helps you discover what happens. Your character's goals, flaws, and virtues drive the story. The setting provides rich possibilities, while the mechanics give structure and surprise.
"Go forth, magus, into the Mythic Europe that awaits. The Arts are yours to master, the world yours to explore. Trust in the Oracle when paths are unclear, but never forget: you are the architect of your own destiny."
Appendix: Blank Forms & Tracking Sheets#
Season Log#
| Year | Season | Main Activity | Key Events | XP Gained | Chaos Factor |
|---|---|---|---|---|---|
| ... |
NPC Roster#
| Name | Type | Attitude | Key Trait | Notes |
|---|---|---|---|---|
| ... |
Active Story Threads#
| Thread | Status | Next Step | Stakes |
|---|---|---|---|
Momentum Tracker#
Current Momentum: _____ / 10