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View Full Version : A New System of Magic (Ars Magica base with Dnd ideas)



Bobbybobby99
2015-03-10, 03:53 PM
I beg that you comment on this revision.


An individual gain 1/25 of their adult magical power each of their birthdays until their twenty fifth, measured in their point total. A spellcaster has a specific number of points in each category, which they spend per category (a rank 1 wizard would have 4 points in greater arts, 4 points in magical abilities, and 4 points in lesser arts). The maximum rank is the maximum magical rank that ran of spellcaster may have. The bonus virtues are just that, divided between mystery, hermetic, and supernatural virtues. Spellcasters identify themselves by their first school, (divide points as evenly as possible between the elemental arts when dealing with elemental magic).
Rank 1. 4 points. Maximum rank of 1. 1 bonus virtue. 3 spells. 3 Mana per year. 52,254,720,000 Black/White Esquire (Twelfth council)
Rank 2. 7 points. Maximum rank of 2. 2 bonus virtues. 6 spells. 5 Mana per year. 8,709,120,000 Black/White Knight (Eleventh council)
Rank 3. 15 points. Maximum rank of 3. 3 bonus virtues. 9 spells. 10 Mana per year. 1,451,520,000 Black/White Baronet (Tenth council)
Rank 4. 30 points. Maximum rank of 4. 5 bonus virtues. 12 spells. 15 Mana per year. 241,920,000 Low Black/White Baron (Ninth council)
Rank 5. 40 points. Maximum rank of 5. 7 bonus virtues. 15 spells. 20 Mana per year. 40,320,000 High Black/White Baron (Eighth council)
Rank 6. 50 points. Maximum rank of 6. 9 bonus virtues. 18 spells. 30 Mana per year. 6,720,000 Low Black/White Count (Seventh council)
Rank 7. 75 points. Maximum rank of 7. 11 bonus virtues. 21 spells. 40 Mana per year. 1,120,000 High Black/White Count (Sixth council)
Rank 8. 100 points. Maximum rank of 8. 13 bonus virtues. 24 spells. 50 Mana per year. 186,624 Low Black/White Duke (Fifth council)
Rank 9. 125 points. Maximum rank of 9. 15 bonus virtues. 27 spells. 70 Mana per year. 31,104 High Black/White Duke (Fourth council)
Rank 10. 150 points. Maximum rank of 10. 18 bonus virtues. 30 spells. 90 Mana per year. 5,184 Low Black/White King (Third council)
Rank 11. 180 points. Maximum rank of 11. 21 bonus virtues. 33 spells. 110 Mana per year. 864 Middle Black/White King (Second council)
Rank 12. 210 points. Maximum rank of 12. 24 bonus virtues. 36 spells. 130 Mana per year. 144 High Black/White King (High council)

.The core mechanics of characteristics, abilities, and virtues/flaws are as Ars Magica. Because of magical life, anyone can learn academic abilities. Civil and Canon law and Code of Hermes is replaced by Mundane and Magical Law. Philosiphae and Artes Liberales are replaced by Science and Academics. Common law no longer exists. Wealthy and Poor are now minor, granting only material and social gain or detriment, while their experience point functions are replaced by Genius and Dull-minded, respectively. Potions, Ancient runes, and Spell creation are new magical abilities, and are gained as if magical arts.

. Hermetic virtues are gained through the bonus virtue pool, while hermetic flaws add to that pool. Almost all low level spellcasters have a major magical flaw, and a fair number of high level spellcasters have a minor magical flaw, and all spellcasters have a major magical virtue. An individual may have no more than one major hermetic flaw and one major hermetic virtue separate from their school, mystery virtues and flaws being considered magical, rather than hermetic.

. In addition to the size modifier, affecting the target, there is also longevity, affecting the duration, and distance, affecting the range. Just as size multiplies the size of the target by ten, longevity multiplies the duration by ten (useful for year durations), and distance multiplies range by ten (useful for when you lack an arcane connection).

. The effects of magic resistance are more prominent. Magic resistance only resists with full effect regarding direct magic, but anything which can be directly traced back to magic is

. Spellcasters are divided into dark spellcasters, grey spellcasters, and light spellcasters. Light spellcasters may cast white magic, Dark spellcasters may cast black magic, and Grey spellcasters may cast halved power black magic and halved power white magic. They cast such magic using their closest art combination, and all such magic is without formulaic or spontaneous classification. Roughly one half of light spellcasters have white magic, and roughly one half of dark spellcasters have black magic, such spellcasters often being referred to as white or black spellcasters, though they remain part of the regular social structure.

. White and Black Spellcasting replace holy and chthonic magic, respectively. Note that those virtues remain supernatural.
. White spellcasters doubles the bonus gained by the presence of light auras, removes the penalty applied by grey auras, and doubles the penalty from dark auras. All white spellcasters have at least one virtuous personality flaw, with them being treated as having a magical focus in all magic which is significantly aligned with that aspect of their personality.
. Black spellcasters doubles the bonus gained by the presence of black auras, removes the penalty applied by grey auras, and doubles the penalty from light auras. All black spellcasters have at least one negative personality flaw, with them being treated as having a magical focus in all magic which is significantly aligned with that aspect of their personality.

. An individual spellcasters gift is neither soothing nor unsettling. Someone with a gentle gift has their gift innately sooth and comfort those around them, giving a +3 bonus to all social rolls with mundanes and animals, while those with a blatant gift unsettle mundanes around them, giving a -3 penalty to all such rolls. Spellcasters feel the effects somewhat, but the effect is reduced to a +1 bonus or -1 social penalty, respectively.

.Experience points are now uniformly gained at rates indicated in character creation for companions of appropriate age and wealth, and spellcasters gain experience points for their mundane class counterparts. Spellcasters may not spend experience points on art scores. Experience points are gained at even intervals. Anything that effects study totals instead effects any experience points devoted towards the involved topics in appropriate circumstance (in the event that they are bonus experience points from a particular activity, apply it once a year)

. The Parma Magica is renamed Magic resistance, and it's effects are both constant and don't require a ritual.

. A persons attributes, virtues, and flaws are considered part of their essential nature. This means, most importantly, that they cannot be permanently altered, and that their innate virtues and flaws typically rebalance if such alterations are maintained for over a year.

. Ritual magic is no longer required for anything but permanent perfecting magic, nor are potions. There is no requirement of ritual magic to cast grandiose spells, though it does help for obvious reasons.

. There is no order of hermes. Spellcasters effectively have wealth based virtues, based on their genius/stupidity virtues/flaws. Spellcasting doesn't require an apprenticeship, nor truly any magical schooling, though tutors are customary.

. Resonance (warping), and thusly recession (twilight), is rather less common. Resonance points are only gained through magical botches and direct rune magic, not being subjected to a magical effect or magical auras, and are gained for every twenty-one zeros on botch dice. This is not for single rolls, but is rather accumulated and counted over time. The spellcaster may enter recession if the point which brought them over the edge was with two or more botches. In Perfecting Rune magic, replace "warping point" with "effective magical botch for the purposes of resonance" for magical figures, mundane individuals continuing to gain warping as usual. Resonance inducement is considered equal to physical harm when done to spellcasters, and a funny joke when done to mundanes. What recession consists of varies significantly, but it universally involves the spellcasters magic rendering them non-functioning while also protecting them.

. Spellcasters only make aging rolls, and their effective age only increases, every seven years in between ages 25 and 210, and only make aging rolls and increasing in effective age every 30 years afterwards. Spellcasters uncommonly live the whole of their possible age, due to warping and violence. A spellcaster additionally has a modifier to their aging rolls equal to their rank, in addition to generally having a 3-5 living condition modifier, the same as most modern muggles. Clerics and Alchemists make aging rolls every four years in-between 35 and 210, and every 15 years after instead, due to the external/unhealthy properties of their magic. Longevity rituals remain in common usage, though they are of lesser concern to most. Individuals with strong faerie blood now effectively have the unaging virtue, rather than beginning to age at fifty. Most spellcasters with good longevity rituals can live into their 2000s, or 1000s for clerics and alchemists. Druids are often the longest lived spellcasters, while Clerics are often the shortest.

. While the basic unit of laboratory work is a season, laboratory totals after reduction by strength may be divided alongside the time needed to perform said laboratory work. For example, a potent spellcaster could reduce the time spent performing lab-work to a month rather than a season by dividing the amount of work accomplished by three.

. A spellcaster knows a number of formulaic spells equal to their rank multiplied by three, with each spell being a magnitude greater than the one before it (a rank 1 spellcaster would know a level 5, level 10, and level 15 spell). Oftentimes, a spellcaster has to use ritual magic and other magical bonuses to cast their most potent spells known, and many spellcasters are entirely reliant on luck to cast their strongest formulaic spells.

. Potions are effectively ritual magic, but rather than being improved by ability in Science and Academia, it is improved by Potioneering and Academia. A potion has the advantage of being storable, but has the disadvantage of then needing to be directly applied. To perform potion magic, additionally, one needs at least some ingredients, and some way to mix them.

. Vis is replaced by Mana. A spellcaster incrementally produces a set amount of mana every year, the mana being stored in objects that the spellcaster is nearby or handles frequently. Mana rarely gathers naturally in a single object in quantities greater than the spellcaster's rank, but can, of course, be consolidated through magic. A spellcaster is produces a mixture of mana perfectly balanced between greater arts and lesser arts, with greater mana being valued significantly more.

.There are three different magical auras, each of which is attuned to one of three different types of spellcaster (dark, light, and grey). They add their rank to the magics of compatible spellcasters, and subtract their rank from the magic of other spellcasters. They develop through primary habitation by magical creatures of the appropriate types or spellcasters of appropriate types, for extended periods indicated below, and dim a rank after a lack of magical habitation for a number of years equal to the time it would take to form an aura one rank lower than itself.

. Black beings (demons), Dark creatures, Faerie beings, Light creatures, and White beings (angels) are the five types of magical entities other than spellcasters themselves, and each has several unique properties. Dark creatures have a population 3/4 that of the spellcaster population, along with Light creatures. Demons and Angels each have a population 1/2 that of the spellcaster population. Faeries themselves have a population equal to the spellcaster population. Universally, however, they all share a ranking system, with the magical entities magical might being twice that of the equal magic rank. A rank 12 demon, for example, has a magic might of 180. A magical entity has a number of magical powers equal to its rank, each associated with a magical rank, each one with a point value and a magical level equal to the rank's associated level multiplied by three. For example, said rank 12 demon would have a level 4,10,20,30,40,50,60, 80,100,120, 140, and 180 effect.

3000 years-rank 10, 2000 years-rank 9, 1000 years-rank 8, 700 years-rank 7, 300 years-rank 6, 200 years-rank 5, 100 years-rank 4, 50 years-rank 3, 25 years-rank 2, 10 years-rank 1, 3 years-rank 0.

There are twelve levels of magical power. The larger ranks apply to arts, while the lower ranks apply to magical abilities. All magical abilities are gained from the point pool. Greater costs are for Greater arts, Lesser costs are for Lesser arts and magical abilities.
Level 1. Rank 2/1. 2/1 points.
Level 2. Rank 5/2. 5/2.5 points.
Level 3. Rank 10/4. 10/5 points.
Level 4. Rank 15/7. 15/7.5 points.
Level 5. Rank 20/9. 20/10 points.
Level 6. Rank 25/11. 25/12.5 points.
Level 7. Rank 30/13. 30/15 points.
Level 8. Rank 40/17. 40/20 points.
Level 9. Rank 50/21. 50/25 points.
Level 10. Rank 60/25. 60/30 points.
Level 11. Rank 70/29. 70/35 points.
Level 12. Rank 90/37. 90/45 points.

All individuals belong to one of the twelve schools or branches of spellcasting, each of which is significantly different. A individual spellcaster may discard one of their major weaknesses for a single spell for a -30 penalty to casting, or discard one of their major weaknesses for a single spell for a -10 penalty, with said penalties stacking if discarding multiple weaknesses and if done consecutively. Each school has six subgroups, based on what third major magical virtue the spellcaster has, often referred to as sub-schools or lesser schools.

Wizardry. Flawless magic, Mercurian magic, Cautious magic, Verditus magic, Slow caster, Consumed casting tools, Necessary condition, No form resistance. Wizardry is excellent in formulaic magic, ritual magic, and material magics, yet is weakened in magic resistance and by a need to properly verbalize magic. They are above average in their magical caution, and below average in their magical swiftness. A wizards material magic manifests itself in having innately superior runic structures compared to most other schools, and in requiring a hand-made staff or wand to perform the magic they excel at. They also, unusually, need to re-attune said staff for each individual use of formula magic, in a time consuming way.
Red wizard. Elemental magic.
Orange wizard. Deidne magic.
Yellow wizard. Flexible formulaic magic.
Green wizard. Gentle gift.
Blue wizard. Major magical focus.
Violet wizard. Tamed magic.

Witchcraft. Flawless magic, Flexible formulaic magic, Enduring magic, Faerie magic, Short lived magic, Weird magic, No form resistance, Chaotic magic. Witchcraft is excellent in creative formulaic magic and natural magics, yet is weakened in magic resistance and spontaneous magical control. They are above average in their magical caution, and below average in their magical longevity. A witches natural magic is often attuned to those areas which are both wild and barren, such as deserts and tundra, and they also typically manifest folk magic, dealing with stories and symbols. Their magic also often finds itself going awry in odd ways, and tends to accumulate strangeness, no matter how calm the circumstance.
Antitheistic witch. Tamed magic.
Atheistic witch. Deidne magic.
Agnostic witch. Mercurian magic.
Animistic witch. Gentle gift.
Polytheistic witch. Elemental magic
Monotheistic witch. Major magical focus.

Warlockery. Flawless magic, Deidne magic, Fast caster, The Enigma, Careless magic, Weak enchanter, Chaotic magic, Magic addiction. Warlockery is excellent in both spontaneous and formulaic magic, and enigmatic magics, yet is weakened in spontaneous control and in magical addiction. They are above average in their magical swiftness, and below average in their magical caution. A warlock's enigmatic magic is typically demonstrated in the form of enhanced social capacity, and their enigmatic wisdom most significantly emphasizes simple resonance and recession. They also have great difficulty cementing their magic into objects, due to the variable nature of it, so their enchantments are rather weak.
Angelic warlock. Gentle gift.
Faerie warlock. Major magical focus.
Creature warlock. Elemental magic.
Diabolic warlock. Flexible formulaic magic.
Personal warlock. Tamed magic.
Eldritch warlock. Mercurian magic.

Psionics. Major magical focus, Tamed magic, Fast caster, The Enigma, Short lived magic, Difficult spontaneous magic, Magic addiction, Rigid magic. Psionics is excellent in fine magical control and in person specific magical specialties, and in internal magics, yet is weakened by magical addiction and by an inability to create potions. They are above average in magical swiftness, and below average in magical longevity. A psion's enigmatic magic is typically demonstrated in the form of enhanced mental capacity, and their version of enigmatic wisdom most significantly emphasizes symbolic and riddle based instinct. They also find casual spontaneous magic impossible, exerting effort no matter what.
Bodily psion. Deidne magic.
Instinctive psion. Flexible formulaic magic.
Rational psion. Mercurian magic.
Dreaming psion. Flawless magic.
Memory psion. Elemental magic.
Ethical psion. Gentle gift.

Druidism. Major magical focus, Elemental magic, Cautious magic, Nature lore, Slow caster, Fettered magic, Rigid magic, Restriction. Druidism is excellent in unified magic and in person specific specialties, and natural magics, yet is incapable in ritual magic, and incapable of using magic while in contact with a specific taboo element. They are above average in magical caution, and below average in magical swiftness. A druid's natural magic is often attuned to wild areas of great beauty, and they frequently also manifest arcadian magic, which deals with spirits and magical creatures. Their magic is also unusually attuned to them, and their spells form arcane connections to them for the length of their existence.
Eclectic druid. Deidne magic.
Wiccan druid. Flexible formulaic magic.
Hellenic druid. Gentle gift.
Kemetic druid. Mercurian magic.
Norse druid. Flawless magic.
Celtic druid. Tamed magic.

Clericism. Major magical focus, Flawless magic, Enduring magic, Heartbeast, Careless magic, Inconstant magic, Restriction, Lesser longevity. Clericism is excellent in formulaic magic and in person specific specialties, and in internal magics, yet is incapable of acting against their particular faith. and a lessened overall lifespan. They are above average in magical longevity, and below average in magical caution. A cleric's internal magic manifests itself in a heartbeast of a nature directly opposite of the cleric's own aspect, while their inner heartbeasts are almost always of epitomic nature. Their magic is moderately unreliable, as their spells and enchanted items often have an inconsistent delay of effect.
Monotheistic cleric. Gentle gift.
Superstitious cleric. Mercurian magic.
Polytheistic cleric. Flexible formulaic magic.
Creed-sworn cleric. Tamed magic.
Philosophic cleric. Deidne magic.
Animistic cleric. Elemental magic.

Alchemy. Mercurian magic, Deidne magic, Cautious caster, Verditus magic, Short lived magic, Spontaneous casting tools, Lesser longevity, Painful magic. Alchemy is excellent in ceremonial and potion magic, and in material magics, yet is weakened by fatiguing elements, and by their magic's affect on the aging of the spellcaster. They are above average in their magical caution, and below average in their spell longevity. An alchemist's material magic manifests as already using material enchantments even for more casual uses of magic, and they require various concoctions and elements to work formulaic magic. Said concoctions and elements are notably required for all magic, including spontaneous applications.
Supine alchemist. Flexible formulaic magic.
Sanguine alchemist. Gentle gift.
Choleric alchemist. Major magical focus.
Melancholic alchemist. Flawless magic.
Phlegmatic alchemist. Tamed magic.
Unbalanced alchemist. Elemental magic.

Magustry. Mercurian magic, Tamed magic, Cautious magic, Heartbeast, Slow caster, Bound magic, Painful magic, Short ranged magic. Magustry is excellent in ritual magic and in fine magical control, and in internal magics, yet is weakened by fatiguing elements, and a very short magical range. They are above average in their magical caution, and below average in their magical swiftness. A magi's internal magic produces heartbeasts of natures directly to the left or right of the magus' own personality, while their inner heartbeasts are most often of a classical chimeral nature. Because of the personal link they have to their magic, all of their spells and enchantments fizzle out entirely upon their death or final recession.
Unknowing magi. Gentle gift.
Spontaneous magi. Flexible formulaic magic.
Ceremonial magi. Deidne magic.
Formulaic magi. Flawless magic.
Broad magi. Elemental magic.
Specialized magi. Major magical focus.

Paladinry. Mercurian magic, Major magical focus, Fast caster, The Enigma, Careless magic, Stockade magic resistance, Short ranged magic, Deficient technique. Paladinry is excellent in ritual magic and in faith specific specialty, and enigmatic magics, yet is weakened by over-specialization and a short range. They are above average in their magical swiftness, and below average in their magical caution. A paladin's enigmatic magic is typically demonstrated in the form of enhanced physical capacity, with their version of enigmatic wisdom most emphasizing the practice of meditation. Their magic resistance, notably, is entirely involuntary on their part, and they cannot withdraw it at any time, even for beneficial spells.
Sevenfold-code paladin. Flexible formulaic magic.
Fourfold-code paladin. Elemental magic.
Singular-code paladin. Flawless magic.
Libertarian paladin. Deidne magic.
Dualistic-code paladin. Tamed magic.
Ranging-code paladin. Gentle gift.

Sorcery. Deidne magic, Flexible formulaic magic, Fast caster, Verditus magic, Short lived magic, Bound casting tools, Deficient technique, Twilight prone. Sorcery is excellent in spontaneous magic and creative formulaic magic, and material magics, yet is weakened by recession propensity and over-specialization. They are above average in magical swiftness, and below average in magical longevity. A sorcerers material magic manifests itself in an instinctive understanding of long-lived magic, and in their need for a specifically attuned gemstone, metal, or mineral to work formulaic magic. Their attuned material is much more personal than other forms, and it remains an arcane connection for years rather than mere months.
Ring sorcerer. Major magical focus.
Crown sorcerer. Gentle gift.
Rod sorcerer. Mercurian magic.
Necklace sorcerer. Flawless magic.
Bracelet sorcerer. Tamed magic.
Armor sorcerer. Elemental magic.

Oracalism. Deidne magic, Major magical focus, Enduring magic, Heartbeast, Careless magic, Deficient form, Twilight prone, Unstructured caster. Oracalism is excellent in spontaneous magic and creed specific specialty, and internal magics, yet is weakened in formulaic magic and by recession propensity. They are above average in magical longevity, and below average in magical caution. An oracles internal magic produces heartbeasts of appropriately aspected nature to the oracles own, and they most often produce inner heartbeasts of an elemental nature. Their magic is also notably averse to a specific category of thing, which offends their creed's philosophy, and they have difficulty using magic involving it.
Walking oracle. Elemental magic.
Running oracle. Flawless magic.
Swimming oracle. Mercurian magic.
Crawling oracle. Flexible formulaic magic.
Jumping oracle. Tamed magic.
Flying oracle. Gentle gift.

Bardistry. Deidne magic, Elemental magic, Enduring magic, Nature lore, Slow caster, Harmless magic, Unstructured caster, Necessary condition. Bardistry is excellent in spontaneous and unified magic, and in natural magics, yet is weakened in formulaic and ritual magic and in their need to perform or create art to cast spells. They are above average in magical longevity, and below average in magical swiftness. A bards natural magic is often attuned to urban or other civilized areas, with common exception, and they also often manifest illusion magic, which draws upon timelessness and glamour. They are also notably poor at destructive applications of magic, all such effects lacking any sort of permanency.
Singing bard. Gentle gift.
Speaking bard. Flawless magic.
Dancing bard. Mercurian magic.
Playing bard. Flexible formulaic magic.
Joking bard. Tamed magic.
Esoteric bard. Major magical focus.

Natural Schools. Druidism, Bardistry, Witchcraft.
Ethereal Schools. Friarsy, Paladinry, Warlockery.
Material Schools. Sorcery, Alchemy, Wizardry.
Internal Schools. Magustry, Clericism, Oracalism.

(Individuals with nature lore can also access a specific type of faerie mysteries, with faerie magic replacing arcadian travel in the Arcadian path. Enigmatic mysteries, since they don't quite exist, beyond the basics, are believed to express themselves with a proficiency in mundane arts. Heartbeasts refinements are granted two per minor virtue. Verditus magic also makes a single craft skill a magical ability, with academics no longer factoring in, and their magical craft adding twice its rank, rather than merely it's rank, to associated lab work. All spellcasters have the option to treat concentration as a magical ability. All spellcasters may take Miscellanea magic virtues)
(Elemental magic now unifies any four lesser arts, which hold a broad theme, into one art.)

Perfecting arts. (Creo)
Destructive arts. (Perdo)
Manipulative arts. (Rego)
Changing arts. (Muto)
Knowing arts. (Intelligo)

Animal magic. Lesser (Animal) Topaz
Plant magic. Lesser (Herbam) Emerald
Body magic. Lesser (Corpus) Ruby

Mind magic. Lesser (Mentem) Sapphire
Sense magic. Lesser (Imaginem) Tourmaline
Rune magic. Lesser (Vim) Amethyst

Fire magic. Lesser (Ignem) Citrine
Water magic. Lesser (Aquam) Lapis
Earth magic. Lesser (Terram) Jade
Air magic. Lesser (Auram) Garnet

(Diamond is the gemstone of ethereal magic, and Alexandrite is the gemstone of living magic. The gemstones indicate the color of the magic, and are used for the titles of color councils. Gemstone naming schemes were popularized by sorcerers, but most other spellcasters also use them for formal formats, for consistency if nothing else)

Covenants do not officially exist. Many spellcasters, however, do raise up castles and the like, for their personal usage, and many spellcasters prefer safety in numbers, so covenant like places are reasonably common.

Most spellcasters of note (rank 4 and above) find their profession primarily a magical affair (selling enchanted items or direct spells, for example, or being self-sustaining), those of lesser rank tend to offer mundane services, perhaps enhanced by magic. In many cases, individuals of no magical ability end up second class citizens, simple because of how lesser they end up being.

An individual spellcaster generally belongs to 3 separate councils. One regarding their black/grey/white alignment, with 48 members, another regarding their school of magic, with 12 members, and another regarding their magical specialty (gemstone) with 12 members. These councils draw from a specific rank and a specific geographic area, a single tier of council operating on one level, high councils drawing from the entire world and most twelfth councils drawing from a single village. Uncolored councils officially meet every month, while school and gemstone councils officially meet every two weeks, colors on odd weeks and schools on even weeks. Councils, other than the highest, also have eight or two nominal members from the council directly above theirs, with those nominal members attending about 1/3 of all meetings, and with the meetings they attend generally being the more important ones.

Note that there is a guarantee, in the tenth level, for their to be precisely one or precisely two individuals who perfectly match any combination of school, specialty, alignment, and sub-school. At twelfth level there is merely a guarantee of an iteration of school and specialty, and at eleventh level there is a guarantee of an iteration of school, specialty, and sub-school. Below tenth rank, the number of people matching a particular combination always multiplies by six for each rank.

This guarantee isn't an actual guarantee that there will be a cognizant and functioning spellcaster of that sort, but rather that if not, one will be on their way. Whenever a spellcaster dies, within 1 to 3 months a child is conceived which will carry that spellcasters magical niche. If the spellcaster is brought back to life, which isn't very uncommon for greater ones, before the child is given birth to, said child is rendered non-magical, or possibly becomes carrier to another spellcasters niche. If the spellcaster has been dead long enough that the child has been born and the child is under 25, the child will lose their magic. If the child is over 25, and thusly fully magically mature, then the new spellcaster will keep their magic and niche and the renewed spellcaster will temporarily lose their magic, acquiring the power and niche of the next dead spellcaster 1-2 ranks weaker than their prior power, and then having to mature that power over the next 25 years, with them having to acquire another weaker niche if that spellcaster is resurrected within that time frame, potentially becoming mundane through repeated processes. Needless to say, this can lead to very convoluted scheming, and makes resurrection after a year somewhat less than ideal, and resurrection after 25 years very much less than ideal, at least for spellcasters. The entire debacle is known as spellblight.



Well, here's a new gaming system, I suppose. Rather a collection of house rules for Ars Magica, but the differences are more than a tad significant. Does anyone happen to have anything that could be added or subtracted? I'm uncertain of how and if I could implement races, and it would be nice if someone had something to say about that. The thing itself is rather messy, but that can be fixed. (please comment if you like it! I'm starting to get discouraged. :( (goodness grief emotes are obnoxious but still! (I feel like a fanfiction writer!)