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Other House Rules

On this page are rules are not big enough to be a sub-page of Rules, and do not fit on other pages either.

Combat rules

These are the new (our) rules for combat. 4th Edition rules were so simple (just one die being thrown), so we decided to use the 3rd Edition rules. So here it is, for your pleasure. Now available in HTML 4.01 Transitional and Acrobat PDF.

[Combat rules ]  |  [Combat rules (PDF)]  |  [Rules with covers (PDF)]

Rules for New Magi

Since the Saga has been going on for a while, bringing a new magus straight out of apprenticeship does not sound fair. That is why new magus characters receive a few improvements.

[ Rules for New Magi ]

Spell Laws

There's a lot of talk in Ars Magica 4th Edition about Spell Laws, but they are not really explained anywhere. This is an excerpt from 3rd Edition rulebook, explaining both Law of Contagion and Law of Sympathy.

[ Spell Laws ]

Enchanted Weapons and Armour

We use rules for enchanted weapons and armour; magi can lighten or strengthen armour in lab with either Muto or Rego, increase the bonuses of weapons etc. Based on the rules in Parma Fabula.

[ Enchanted weapons and armour ]

Weapon and Armor statistics

Weapon statistics as per 4th Edition rules. Now it's even easier to create that munchkin archer, shooting twice every round, or that knight who is armed to the teeth. Available as HTML and PDF, fits on one page.

[Weapon and armor stats ]  |  [Weapon and armor stats (PDF)]

Quick Reference for Lab

This is a quick reference for all the stuff you can do during the seasons. It lists the possibilities of skill training, practising, teaching, knowledge and art studying, crafting magical items etc. Originally from Shannon Appel's site.

[Lab Quickref (PDF)]

09/07/04