Ars Magica Digital Codex

The Library

Magic - Hermetic Projects

Raw OCR transcription — not yet hand-reviewed; expect rough spots.

  1. Front Matter 1
  2. Credits 1
  3. Contents 2
  4. List of Inserts 1
  5. Chapter One 1
  6. Wonders of the Hermetic World 1
  7. The Hermetic Projects 1
  8. Using Other Supplements 1
  9. Using this Book 1
  10. Designing Your Own Grand Project 1
  11. Additional Project Ideas 1
  12. Chapter Two 1
  13. The Burning City 1
  14. Why Build in a Volcano? 1
  15. Volcanoes in Mythic Europe 1
  16. The Greek Volcanic Islands 1
  17. Italian Volcanoes 1
  18. Volcanoes in Iceland 1
  19. Affecting Volcanoes with Hermetic Magic 1
  20. Effects to Help Find Volcanoes 1
  21. Volcanic Rock as an Arcane Connection 1
  22. Effects to Create Volcanoes 1
  23. Hazards of Volcanoes 1
  24. Lava 1
  25. Boiling Mud and Water 1
  26. Heat 1
  27. Fumes 1
  28. Eruptions 1
  29. Effects to Protect Characters 1
  30. Effects to Control Volcanoes 1
  31. Colonizing the Volcanic Crater 1
  32. Effects for Buildings 1
  33. New Virtue: Volcanic Minerals 1
  34. Effects to Live in the Volcanic Crater 1
  35. Story Seed: Tophet's Gate 1
  36. Story Seed: Tophet's Gate (cont'd) 1
  37. Story Seed: Vulcan's Forge 1
  38. Effects to Deal with Volcanic Inhabitants 1
  39. Story Seed: Eternal Spirit of Flame 1
  40. Story Seed: Eternal Spirit of Flame (cont'd) 1
  41. Increasing the Lab Total 1
  42. Shape and Material Bonuses 2
  43. Laboratory Customizations 1
  44. Experimentation 1
  45. Chapter Three 1
  46. The Great Tower 1
  47. The Tower of Babel 1
  48. Medieval Buildings 1
  49. Mundane Architecture 1
  50. Construction Techniques 1
  51. Story Seeds for Medieval Buildings 1
  52. Style, Symbolism, and Hidden Messages 1
  53. Selecting the Site 1
  54. Babel: Infernal or Divine? 1
  55. Site Story Seeds 1
  56. Seneca's Folly 1
  57. Gaining Political Backing 1
  58. Building the Tower 1
  59. Designing the Tower 1
  60. Political Story Seeds 1
  61. Covenant Boons and Hooks 1
  62. Workshops 1
  63. De Architectura 1
  64. Fostering an Aura 1
  65. Hermetic Architecture 1
  66. The Presence of Angels, Demons, and the Fair Folk 1
  67. Enchantments 1
  68. Construction Magic 1
  69. The Tower's Environment 1
  70. Tower Environment Story Seeds 1
  71. The Outside World 1
  72. Story Magnitudes 1
  73. Minor Story Seeds 1
  74. Minor Stories: Once Per Year 1
  75. Significant Story Seed: Where Angels Fear to Tread 1
  76. Significant Stories: Once Per Decade 1
  77. Life-Changing Stories: Once Per Generation 1
  78. Cataclysmic Events: Once In A Lifetime 1
  79. Moral Temptation and Fortitude 1
  80. Faerie Stories 1
  81. Faerie Story Seed: Out of the Shadows 1
  82. A Far-off Tower 1
  83. Story Seeds of Moral Temptation 1
  84. Chapter Four 1
  85. The Hermetic Shipyard 1
  86. Medieval Ships and Shipbuilding 1
  87. Ship Damage 1
  88. Ship Sizes and Capacity 1
  89. The Medieval Shipwright 2
  90. Ship Construction 1
  91. Suggested Shipwright Virtues and Abilities 1
  92. Story Seed: Vendetta 1
  93. Centers of Shipbuilding 1
  94. Founding the Shipyard 1
  95. Finding the Location 1
  96. Story Seeds for Finding a Shipyard Location 2
  97. Recruiting and Training a Team 1
  98. Building Out the Laboratory 1
  99. The Resting Place of Noah's Ark 1
  100. Team Training Story Seed: Suspicious Minds 1
  101. Laboratory Story Seeds: Far and Wide 1
  102. More on Laboratories 1
  103. The Hermetic Shipwright 1
  104. The Shipyard as Mundane Workshop 1
  105. Mundane Craftsmen 1
  106. Craft Magic 1
  107. Creo Rituals 1
  108. Shipbuilding Story Seeds 1
  109. Support for Mysteries 1
  110. The Mechanics of Enchantment 1
  111. Building The Hermes 1
  112. Constructing and Preparing the Vessel 1
  113. Story Seeds for Enchanting the Hull 1
  114. Enchanting The Hull 1
  115. Using Ptolemaic Coordinates 1
  116. Aids to Navigation 1
  117. Interaction Between Navigational Effects 1
  118. Into the Wind 1
  119. Outfitting the Ship 1
  120. The Finished Ship 1
  121. Outlandish Vessels 1
  122. Submarine Vessels 1
  123. Ships of the Sky 1
  124. The Art of Binding 1
  125. Story Seed: The Sorcerer's Apprentice 1
  126. Story Seed: The Home of the Winds 1
  127. Sailing the Void 1
  128. Story Seed: The White Whale 1
  129. The Sailor's Grimoire 1
  130. Spells to Aid Sailing 1
  131. Ships Made From Unusual Materials 1
  132. Support from Other Traditions 1
  133. Story Seed: The Ship of the Damned 1
  134. Chapter Five 1
  135. The Intangible Assassin 1
  136. Why Invent These Effects? 1
  137. What is Wizard's War? 1
  138. What is an Intangible Tunnel Effect? 1
  139. Story Seed: The Demon that Stared Back 1
  140. Required Laboratory Totals 1
  141. Tunnel Variants 1
  142. Manipulating the Tunnel 1
  143. Story Seed: Bridge to the Magic Realm 1
  144. Defending Against Intangible Tunnels 1
  145. Wizard's War Tunnel Effects 1
  146. First-Magnitude Effects 2
  147. Second-Magnitude Effects 1
  148. Third-Magnitude Effects 1
  149. Fourth-Magnitude Effects 1
  150. Gathering Connections 1
  151. Blood 1
  152. Story Seed: Foot-Soldiers of the Master 1
  153. Story Seed: School of Assassins 1
  154. Books and Laboratory Texts 1
  155. Story Seed: House of the Assassin 1
  156. Blood Relative 1
  157. Certamen 1
  158. Horoscopes 2
  159. Signature 1
  160. Story Seed: Vandals in the Library 1
  161. Symbolic Representation 1
  162. Increasing the Casting Total 1
  163. Vis 1
  164. A War Party of Magi 1
  165. The Problem of the Aegis of the Hearth 1
  166. Chapter Six 1
  167. The Living Corpse 2
  168. Creating a Living Corpse 1
  169. The Fleshy Vessel 1
  170. Exempli Gratia: Bonding a Ghostly Warder to a Corpse 1
  171. A Living Corpse Using Spells 1
  172. An Innocent Introduction 1
  173. Story Seeds 1
  174. A Living Corpse Using Magical Enchantments 1
  175. Lesser Enchantments: The Walking Centurion 1
  176. Muto Vim Spells and Enchanted Devices 1
  177. Amulets, Phylacteries, and Tefillin 1
  178. Charged Items: The Necromancer's Blades 1
  179. Invested Device: An Orb and a Crown 1
  180. Invested Device: The Necromancer's Grimoire 1
  181. Spells to Make and Shape a Bone Book Cover 2
  182. Story Seeds: In the Graveyard 1
  183. Story Seeds: In the Graveyard (cont'd) 1
  184. A Personal Living Corpse 1
  185. The Third Method 1
  186. On Ghosts and Spirits 1
  187. Rate of Decomposition 1
  188. Magic Realm Living Corpse 1
  189. Darius as a Living Corpse 1
  190. Other Realm Ghosts 1
  191. Life as a Living Corpse 1
  192. Hermetic Interactions 1
  193. Destroying the Enchanted Device 1
  194. Created Corpse 1
  195. Animated Custos 1
  196. A Necromantic Miscellany 1
  197. Creating and Animating Corpses 1
  198. A Walking Colossus 1
  199. Created Revenant 1
  200. Grave Hounds 1
  201. Grave Hound 1
  202. Chapter Seven 1
  203. The Menagerie of Magical Beasts 1
  204. Location and Establishment 1
  205. The Building Site 1
  206. Can I Make a Magic Lore Roll? 1
  207. Story Seed: A Grisly Find 1
  208. The Buildings 1
  209. The Backers 1
  210. Integrating Covenants 1
  211. Livestock 1
  212. Integrating Covenants (cont'd) 1
  213. Insects 1
  214. Finding Magical Creatures 1
  215. Bees, a Preferred Stock 1
  216. Creating Magical Creatures 1
  217. Story Seeds for Finding Magical Creatures 1
  218. Capturing Magical Creatures 1
  219. Optional Grappling Rule 1
  220. Unicorns 1
  221. Transporting and Containing 1
  222. Story Seed: A Curiously Common Bait 1
  223. Feeding 1
  224. Healing 1
  225. Mystical Branding 1
  226. Reproduction 1
  227. Types of Animals 1
  228. Modern vs. Medieval Terminology 1
  229. Original Research: Creating Inheritable Magical Traits 1
  230. Birthing and Weaning 1
  231. Magic Might and Maturity 1
  232. Taming and Training 1
  233. Powers as Tricks 1
  234. Staffing a Menagerie 1
  235. Integrating Lords of Men 1
  236. An Animal-Keeper's Library 1
  237. An Animal-Keeper's Library (cont'd) 1
  238. Story Seed: An Illicit Love Affair 1
  239. Story Seed: Never the Twain Should Meet 1
  240. Hermetic Relations 1
  241. Interactions 1
  242. Reactions 1
  243. Shape & Material Bonuses of Magical Creatures 1
  244. Optional Rules for Breeding 1
  245. Producing Offspring 1
  246. Inherited Traits of Offspring 2
  247. Story Seed: Enchanting a Live Egg 1