Ars Magica Digital Codex

Into the Magic Realm

Up until this point, the characters have been traveling through successively higher levels of Magic regiones.

These layers and the corresponding Magic auras are as follows:

  • The Scorching Sand (Magic aura 6)
  • Outside the Marble Palace (Magic aura 7, aligned with Despair)
  • Inside the Marble Palace (Magic aura 8, aligned with Despair)
  • Brass Horseman (Magic aura 9)
  • The Forgotten Road (Magic aura 10, aligned with Ignem)

The layers of regiones are closely stacked together in such a way that they are difficult to find, but once located, the layers lead directly one into the other, culminating in the Forgotten Road that leads directly to the City of Brass. Once they can see the two burning towers of the city, the characters are within an Ignem Boundary in the Magic Realm.

• City of Brass (Magic aura 10, Ignem Boundary 7)

This means that all Magic activity in the area receives a bonus of +17 (+10 from the Aura and +7 from the Boundary). Ignem related magic receives an additional +7 (for a total of +24). The Magic aura does not add any botch dice to Magic-related rolls, but the Boundary level does, adding its level to botch dice involving any roll that benefits from the Magic aura. That means 7 botch dice are added to any Magic roll of 0.

Faerie powers and Faerie Abilities receive a +5 bonus (equal to half the Aura), but they still roll seven additional botch dice because they benefited from the Magic aura. Infernal powers receive a –10 penalty because of the aura, but since this is no benefit, the seven extra botch dice are not added. Faerie and Infernal rolls do receive an additional twenty botch dice for being in a level 10 Aura of a foreign Regio. Divine powers are unaffected.

When the characters pass into the Magic Realm, all Arcane Connections to the mundane world are interrupted. Further, all active, non-permanent spells and effects are cancelled and have to be recast. This includes Parma Magica and any enchanted item effects.

Time is virtually at a standstill in the Magic Realm, and characters do not make Aging Rolls while they are there (though their actual age still increases and will affect the next Aging Roll made in the mundane world). Wounds and Fatigue are recovered as normal.

The duration of many magical effects is extended while in the Magic Realm. Spells of a Duration of Momentary or Concentration operate as normal, but those of Diameter or greater persist until the end of the current season, and the Duration of Year is effectively permanent.