Ars Magica Digital Codex

Rate of Decomposition

Bodily decomposition is easy to prevent with Hermetic magic; a mere second magnitude Creo Corpus spell averts human putrefaction. Without such effects, however, a body decomposes fairly rapidly. It may be the case that a necromancer is animating a corpse not recently deceased. Perhaps he is animating a companion who has lain dead for a week, or tearing one from a month-old grave mound. Using the original stats of the animated character, adjust them accordingly to the time between death and reanimation.

Mental faculties fade immediately, and an animated corpse automatically has "n/a" in all four Mental Characteristics. Physical Characteristics decompose slowly. Reduce each Physical Characteristic by –1 for each day after the character's death. Characteristics linger at –5 for a year, at which point they too change to "n/a." If animated after a year dead, use the animating wizard's Finesse score in place of any formula that would require a physical Characteristic on the animated corpse's part.

This rate of decomposition assumes that the corpse is buried in a coffin in the ground, and different environments affect the rate at which the corpse putrefies. Tropical temperatures and remaining above ground quicken decomposition, and storyguides should increase the time it takes for the body to rot, for example, reducing physical Characteristics by one each hour. Cold or dry environments lengthen the time taken for decomposition, and periods of putrefaction should be extended.

less, with a Magic Might of 0 and no magical powers.

  • 4-5 The spirit is a simple animating spirit, similar to one that exists in a revenant.
  • 6-7 The spirit becomes a magic ghost specter.
  • 8 The spirit becomes a magic ghost shade.
  • 9-10 The spirit becomes a magic ghost apparition.

The results mirror those possible when casting The Shadow of Life Renewed. The statistical ramifications of the different types of magic ghosts will be explained later.

Option Two: Magic Has Impact

Being affiliated with the Magic realm indicates a distinct possibility that the magus' departing spirit will become a magic ghost. When the character dies the players rolls a stress die + Magic Lore + Vim Form bonus + aura. The storyguide rolls a stress die (no botch) + the absolute value of all the character's Personality Traits + Divine, Infernal, or Faerie Lore (whichever is highest). The character's Personality traits indicate how firmly attached he is to the world and other human affairs, something that creatures from the Magic realm have no interest in. If the storyguide's roll is higher, the spirit becomes a ghost affiliated with another realm (whichever Lore score the storyguide used). If the player botches the roll, the spirit does not become a ghost. If the player rolls equal to or higher than the storyguide, the spirit becomes a magic ghost. If the player's roll is three higher than the storyguide's, the ghost is a specter; if it is six higher, the ghost is a shade; and if it is nine points higher, the ghost is an apparition.

Player's Death Roll: Aura + Magic Lore + Vim Form bonus + stress die vs. Storyguide's death roll

Storyguide's Death Roll: Absolute Value of all Personality Traits + Divine/Infernal/Faerie Lore + stress die (no botch)

These options should only be available for Gifted characters, those already associated with the Magic realm. If a non-Gifted character becomes a living corpse, and the players must decide what type of ghost his spirit becomes, use the listed options but ignore any mention of shades and apparitions. Unless he has supernatural Abilities affiliated with the Magic realm, an unGifted character always becomes a specter, if he becomes a magic ghost at all.