Ars Magica Digital Codex

Using this Book

For the player, the six Hermetic projects presented in this book are designed for a magus to follow from start to finish. The various spells and devices advance the magus' knowledge and ability and move the project a step closer to completion. But the projects are also filled with story opportunities, whether as a result of certain laboratory work, or as an obstacle to be dealt with before work can continue. Each project is distinctive enough to guide a magus' career through a saga, and some may potentially guide the saga itself.

The items and effects described in each chapter can also be used simply as sources of inspiration. A magus may be looking for a way to entrap a magical beast and find a solution in the Menagerie chapter, while a storyguide may be looking to present the covenant with a deadly Hermetic challenge, in which case the Intangible Assassin chapter will be invaluable to player and storyguide alike.

The spells and devices that build toward each project are fully described in the usual way. However, they also have an additional line that provides the minimum laboratory total required to complete the device in one, two, three, or four seasons. This is to help players plan their approach when following a given project and to weigh up their options; a device described as a Lesser Enchanted Item could instead be created as a standard Invested Item if the magus doesn't yet have a high enough lab total to complete the work in a single season.

While the assumption is that all of these projects have yet to be undertaken by the Order of Hermes, storyguides may like to use those that their players do not want to persue as background material for their sagas; no matter who builds the Great Tower for instance, there is drama to be had from the threat of Divine wrath at such Hermetic arrogance.