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)]
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