Ars Magica Digital Codex

Results for “vis 1”

80 reference · 80 passages · 80 spells

Magic - Rival Magic · Contents

ReferenceAmazons and the Order................ 45 The Amazon Enemy................. 45 Parma Magica Unveiled........... 46 An Amazon Saga ...................... 46 Augustan Brotherhood 47 Secrets of the Augustan Brotherhood ............................. 47 History of the Augustan Brotherhood ............................. 48 The Story of Ludowicus..............48 The Biography of Virgil.............50 The Growth of the Brotherhood...51 The Brotherhood and Frederick II...51 Virgilian Magic............................. 52 The Schools and Virgilian Rites..52 The Mechanics of Virgilian Magic .. 52 The Practice of Sortes Virgilianae ..................... 53 Sortes Virgilianae Ease Factors...53 Improving Sortes Virgilianae.......54 The Practice of Vigilo .............. 54 The Six Schools of the Vigilo Practice......................55 Designing Vigilo Rites................55 Range, Duration, and Target......55 Words and Gestures....................56 Vigilo Rites Guidelines............. 56 Example School of Boreas Rites...57 Example School of the Naiads Rites.........................59 Example School of Prometheus Rites.........................59 Example School of the Stones Rites...........................60 Example School of the Sylvan Dryads Rites ............60 Example School of the Vigilant Bees Rites ................60 Learning Vigilo Rites..................61 Laboratory Research ..................61 The Practice of Animo ............. 61 Vulnerability..............................61 Preparing an Item for Animation....62 Awakening the Animation...........63 Further Refinements.....................63 Inscribing Magic in Animations....63 Magical Defenses..................... 64 Magical Dangers .......................... 64 Botches..................................... 65 Fated Destiny ........................... 65 Favored by Fortune ....................65 Cursed by the Fates ....................65 Gates of Avernus ........................65 Character Generation .................. 66 Opening the Gift: The Tomb of Virgil.....................66 Training.....................................67 New Virtues.............................. 67 Free Social Status, Court Wizard..67 Minor Special Virtue, Generous Master.........................68 Typical Virgilian Wizard Abilities ....................... 68 Life at Court................................ 68 The Virgilian Magical Landscape .. 69 The Tomb of Virgil .................. 69 Virgil's Magic in Naples ........... 70 The Musca — The Bronze Fly....71 The Macellum — The Marble Block in the Meat Market ...........71 Ovum Incantum — The Palladium of Naples............71 The Bronze Horse.......................72 The Ferrean Gate........................72 Virgil's Villa and Garden............72 The Statue with a Horn..............73 The Healthful Baths ...................73 The Bones of Virgil.....................73 Virgil's Magic in Rome ............. 73 La Bocca Della Verita — The Magical Face......................73 The Emperor's Sepulcher..............73 Integrating the Magic of Virgil.... 74 Sortes Virgilianae ..................... 74 Major Hermetic Virtue: Sortes Virgilianae.......................74 Consequences of Integration.........74 Improved Watching Spells....... 74 Minor Hermetic Virtue: Watching Spells.........................74 Consequences of Integration.........74 Bibliography.................................. 74 Muspelli 75 Mythic Origins ............................. 75 Eschatology of the North ........ 76 Don't They Know It's the End of the World?.................77 Jotun Patrons of the Muspelli ..... 77 Aegir Sea-King......................... 77 Gullveig the Wicked ................ 78 Gymir Frost-Father................... 78 Leikin Hel-Queen .................... 79 Nidhogg Corpse-Tearer & Fenrir the Devourer .............. 79 Surtur the Black........................ 80 Urdur Fate-Spinner .................. 81 Other Lands, Other Villains .... 81 Muspelli Characters ..................... 81

Magic - Rival Magic

Rival Magic

Lords of Men · Chapter Three: A Comparison of Titles

Between Sand & Sea - Mythic Africa ·

Referenceseems to possess a nearly unlimited supply of Vim vis. His servants, however, seem to shift over time. While initially Faerie jinn, later foes are Infernal jinn, and then full demons. The sahir has located Ba'al Ammon's cache of vis infesta outside of Tunis and now uses it to send a constant stream of supernatural assassins to harry the magi when they depart the covenant. Once he is defeated, will his trove of tainted vis be recovered by the magi, and if so, what will they do with it? How can they prevent another sahir from doing the same thing?

Between Sand & Sea - Mythic Africa

seems to possess a nearly unlimited supply of Vim vis. His servants, however, seem to shift over time. While initially Faerie jinn, later foes are Infernal jinn, and then full demons. The sahir has located Ba'al Ammon's cache of vis infesta outside of Tunis and now uses it to send a constant stream of supernatural assassins to harry the magi when they depart the covenant. Once he is defeated, will his trove of tainted vis be recovered by the magi, and if so, what will they do with it? How can they prevent another sahir from doing the same thing?

ReferenceVIRTUES

Between Sand & Sea - Mythic Africa

VIRTUES

ReferenceSEES IN THE DARK (MINOR SUPERNATURAL VIRTUE)

Between Sand & Sea - Mythic Africa

The character suffers no penalty for activities in low light, or even…

ReferenceFINDING HIDDEN LOOT (MINOR GENERAL VIRTUE)

Between Sand & Sea - Mythic Africa

A character with this Virtue gains a +9 bonus to Awareness rolls…

ReferenceRAT UP A DRAINPIPE (MINOR GENERAL VIRTUE)

Between Sand & Sea - Mythic Africa

Using a mixture of acrobatics, climbing and dodging, this character can run…

ReferenceGEOMANCY VIRTUES

Between Sand & Sea - Mythic Africa

The following Virtues are applicable when creating geomancer characters. The Astrological Geomancy…

ReferenceIS THERE A VIS SOURCE ON THAT MOUNTAIN?

Between Sand & Sea - Mythic Africa

…Intellego Vim base 1 "detect the presence of vis," +3 magnitudes for…

Referencestrength Faerie auras of 4. Myrtoessa, the Hill of Myrtles and site of Apollon's seduction of Kura, overlooks the site. A grove of Myrtles of Virtue grows on its northern slopes.

Between Sand & Sea - Mythic Africa

strength Faerie auras of 4. Myrtoessa, the Hill of Myrtles and site of Apollon's seduction of Kura, overlooks the site. A grove of Myrtles of Virtue grows on its northern slopes.

ReferenceALL ACCORDING TO PLAN (MINOR GENERAL VIRTUE)

Between Sand & Sea - Mythic Africa

Once per session, a player whose character has this Virtue can reroll…

ReferenceSKILLED SMUGGLER (MINOR GENERAL VIRTUE)

Between Sand & Sea - Mythic Africa

The character can hide one item on his person, and attempts to…

ReferenceWEALTHY (MAJOR GENERAL VIRTUE)

Between Sand & Sea - Mythic Africa

…The new Virtues for thieves in the Marrakech section may suit some…

Magic - Hermetic Projects · Integrating Covenants (cont'd)

Houses of Hermes - True Lineages · Chapter Two: House Guernicus

Houses of Hermes - True Lineages · Chapter Three: House Mercere

Against the Dark - The Transylvanian Tribunal · Chapter Six: Peoples of the Transylvanian Border

Faith & Flame - The Provencal Tribunal · The Lost Covenant of Val-Negra

Legends of Hermes ·

Realms of Power - Faerie · Chapter Three : Faerie Characters

Magic - The Cradle & the Crescent · Characters

Magic - The Cradle & the Crescent · Lands of the Jinn

Ars Magica — Definitive Edition (Core Rules) · Chapter 7: Hermetic Magic

Against the Dark - The Transylvanian Tribunal · Appendix: Glossary

Ars Magica — Definitive Edition (Core Rules) · Chapter 8: Laboratory

Ars Magica — Definitive Edition (Core Rules) · Chapter 1: Introduction

Magic - Hedge Magic (Revised) · Chapter Three: Folk Witches

Adventure - Broken Covenant of Calebais · Mormulus, Magister of Illusion

Lands of the Nile - Egypt, Ethiopia & Nubia · Creatures of The Tombs

Through the Aegis - Developed Covenants · Collem Leonis

The Mysteries (Revised) · Chapter 5: Hermetic Alchemy

The Church · Chapter Three: The Diocese

The Church · Chapter Two: The Congregation

Lands of the Nile - Egypt, Ethiopia & Nubia · Specialists and Other Covenfolk

Lands of the Nile - Egypt, Ethiopia & Nubia · Story Seed: Shipwreck of a Different Color

Ars Magica — Definitive Edition (Core Rules) · Chapter 13: Bestiary

Lands of the Nile - Egypt, Ethiopia & Nubia · The Mortuary Society of Kassala

Magic - Rival Magic · Augustan Brotherhood

Realms of Power - Magic · Chapter Eight : Magic Things

Lands of the Nile - Egypt, Ethiopia & Nubia · An Ethiopian Bestiary

Ars Magica — Definitive Edition (Core Rules) · Reference Guide

Magic - The Cradle & the Crescent · The Mobeds: Princes of Magic

Mythic Locations · Chapter Four: The Cursed Woods

Antagonists · Bishop Orris

Ars Magica — Definitive Edition (Core Rules) · Chapter 4: Virtues and Flaws

Houses of Hermes - Societates · The Lineage of Pralix

Magic - The Cradle & the Crescent · Rites and Practices

Magic - The Cradle & the Crescent · Culture

Lands of the Nile - Egypt, Ethiopia & Nubia · Gwafa

Covenants · Chapter Nine: Laboratories

Magic - The Cradle & the Crescent · The Nizari Isma'ili State

City & Guild · Chapter Seven: Trade

Realms of Power - Magic · Chapter Five : Magic Animals

Adventure - Broken Covenant of Calebais · Satyrs

Mythic Locations · Chapter Ten: The Truffle Matron

The Church · Appendix: Bibliography

Realms of Power - Magic · Chapter Four : Magic Characters

Social - Grogs · Creating & Maintaining Grogs

Magic - Hedge Magic (Revised) · Chapter Five: Learned Magicians