Ars Magica d20

Narfellus

First Post
I started this in another thread but wanted to elaborate. Anyone who has played Ars Magica please let me know if this conversion to d20 sounds feasible, or if it can be tweaked/improved. I'm not done writing it up yet.

I LOVE Ars Magica, 4th edition, but i've never had the pleasure to acutally play it. Picked up the pdf a while back and just his past weekend I sat down to convert it to d20. Now, there is a fella who has already done this (http://www.users.qwest.net/~jordanerik/Gaming/index.htm)

but I wanted a crack at it. I simply took the Magnitude Ratings (5,10,15 etc) and said they were DC's. DC 5 is basically a cantrip. DC 15-20 is roughly a 3rd level spell. If you compare the spells in Ars Magica to DnD spells that do the same thing (such as a fireblast) you'll find that the level and Magnitude are about the same. It made the conversion process a whole lot easier.

Then i figured that all magi get magic skill points at 4+INT mod x 4, then 4+mod/level, just like regular Dnd. Every spellcaster automatically has the 5 Techniques at beginning of play: I Control, I Destroy, I Transform, I Create, I Perceive. You can't have more than 3 + your level in ranks, as per d20. Then you have the 10 Forms to choose from. This part offers tons of flexibilty in building a character. As a 1st level character you might have access to 5 of the forms, and pick up new ones later.

So you add skill ranks to Technique, and skill ranks to Form. Then, you average them together for your final roll. The MAX DC you can cast is equal to your Level x 4 plus INT mod. So a 3rd level wizard with INT 16 can cast up to DC 15 (2nd level spells!)

What I wanted was to completely retain the flavor of Ars and the freeform style, while using mechanics from d20 we were completely familiar with. Magic users (and in this system as of now there is not really a difference between clerics/wizards/sorcerers, but there can be later) have their Readied Spells (such as 5 cantrips, 3 1st level, 1 2nd level) which take 1 action to cast (as in DnD) and are preselected by the caster. I used the default example spells from the Ars corebook and said that my spellcaster could have five Magnitude 5 spells readied at 3rd level (I think i used the chart for the witch from AE, but any chart would do).

Most of the skill checks were +4 for my sample character, to hit a DC 5 to get the cantrip off. In addition, Ars has for every spell listed a focus, from +1 to +5 that generally aids in casting your spell. It can be cast without it (not always) but it greatly helps. DnD has material components but i know a lot of players who don't care to use them. In Ars, every item you find potentially makes you a better caster.

So, this character could have five different cantrips, 3 1st level and 1 second level spell readied. They can ALSO cast any freeform style spell they want, but it takes 1 round for every 5 DC (or 5 Magnitude)

And then the subdual damage. I know a lot of people don't like damage with their magic, and i didn't want to include a whole lot of bookkeeping with this system. Here's what I did:

Readied Spell: Does subdual damage equal to the DC divided by 5. So, casting a cantrip does 1 point of damage, whether you make the DC or not. Casting a DC 20 spell, whether you fail or not, does 4 points subdual. Crititically failing a spell (natural 1 in most cases) doubles the subdual damage. A critical success will either halve it or negate it (haven't decided yet).

Spontaneous Spell: Does subdual damage DOUBLE the DC divided by 5. Casting a spontaneous cantrip would take you a full round and take 2 hp.

The main potential problem i see with Ars Magica as compared to DnD is that your magic is not reliable. You can fail. You can potentially fail at a REALLY bad time. A lot of people probably don't like that, even if the game mechanics of Ars are truly beautiful. It makes more sense logically if you think about a character having MORE power than a default DnD mage of the same level as a way to compensate for the occasional failures.

There's many many more ways to improve your casting success. Ars has rules for taking your time casting. For a readied spell, for every round you spend casting carefully, you get +1, up to the DC / 5. (DC 20 spell, takes 1 action + four rounds to cast with another +4 bonus, at max)

Ars has rules for waving your arms and shouting forcefully to improve the success. I added some other options.

Let's say you want to cast a DC 15 spell. You have it readied. But you want to make it easier, so you lower the DC to 13 by bumping the crit failure to 1-3. Maybe not the best idea, but it can be done.

Metamagic is achieved by bumping the DC by 5, or 10, or higher, depending on what you want to accomplish. I haven't decided if it should be feat-based or not. I like what Monte Cook did with UA and just lumped all the metamagic feats into one: Modify Magic. In Ars, spellcasters are free to tinker with their magic as little or as much as they won't so long as the DC boosted higher than what they can cast.

There are frequently DC's (or Magnitude ratings) in Ars that go over 70. These ritual spells take a long time to cast and need the combined help of others.

The trickiest part with a d20 conversion, that i see, would be going through the PH and simply converting Schools to Technique and Form. Some people might think that's a lot of fun. Others will undoubtably HATE it as it is time consuming and can be a brain teaser.
 

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Narfellus,

As they say great minds think alike, sicne last week i have been reading Ars Magica 4th edition rules in an attempt to finnaly get a magic system thet fits my liking, i have also googled and found that link and am yet to finish the spell guidelines but here is what i have thought so far.

Your ideas look nice and I like them, but since I am not yet over and too lazy right now to actually note and calculate your proposals, let em tell you what bothered me as I go.

Limits of magic. yeah, I love them, problem is that they feel the perfect niche for the orginal game, in D&D it is a problem because we have Clerics, Druids and all that variety, thought about having different limitations for each but end up thinking that a general set of limits would work well with specific limitations for given groups, thus clerics coudl heal without raw vis but could not X. Then i thought a kind of intervention or the better term i thought, devotion check could be mde to take the place of raw vis in a given limitation for a given class/magical tradition.

My mind stopped right there, it seems divine magic as a concept does not work well with the Ars Magica rules as is. Another thing that troubled me were the categories we have in D&D, magical beast, monstrous humanoid, dragon and so on, though i am sure it can be fixe the most logical thing would be to make new categories beyond corpus and animál that would fit them, some need that , some don't.

Anyway, since we are both at this, lets brainstorm!

Cheers,

Nif.
 

Thanks for the reply, Nif! I was going over the books last night and came to some of the same conclusions you did. For instance, to recreate a 1st level druid from 3.5, there is not a way in Ars Magica to "summon monster to fight for you," other than CreoAnimal, but i don't know if that would work or not. The capability of teleporting simply is not supported in the examples, and for good reason, because that does destroy the kind of gameplay that Ars was shooting for.

Are there ways to circumvent that? Sure, but it will take some brainstorming.

I think the best way to approach problems would be to demolish the idea of Wizard/Sorcerer/Cleric/Druid spell lists. All spells are the same (you could even throw psionics in there) and according to your "Class" you have available to you certain Techniques and Forms, and/or bonuses to casting those forms. This would essentially be making specialists out of everyone. Elements of Magic did something similar by having orders you could join (and ELOMR is neat, if you haven't seen it, but Ars is a different animal).

QUOTE: "though i am sure it can be fixe the most logical thing would be to make new categories beyond corpus and animál that would fit them, some need that , some don't."

This is another issue, yes. But i'm of the mind that simpler is better. That was one complaint i had about Elements of Magic, there were so many disclipines to track. For instance, Fire and Electricty were different. But in Ars, electricity and fire could be the same. They are both aspects of heat and light. Admittably, converting DnD spells to Ars could be a real time suck, with some heavy modications necessary.

Last night i took some spells from Elements of Magic revised and converted them, because that is also a point based spontaneous system (but it does no subdual damage, you can't be hurt by casting. In my Ars conversion, an 8th/9th level caster could cast a spell only an 11th level caster could cast in ELOMR. The tradeoff? The Arsd20 caster had a larger chance of failure.
 

Narfellus,

I own Elements of Magic and my problem wit it is exactly the too many types nad categories one needed to learn in order to become a spellcaster, that i why I looked toward Ars for spellsystem.

I talked about the creature types because i can see that we might make animál talk about a lot more brader range of creatures, like magical beasts, dragons and also, vermin, possibly some will up the magnitude by one, 2 or even lower it. For monstrous humanoid a mix of animál and corpus would work perfectly, one requisite and the other as part of the spell itself, but giants could require magnitude changes, for example, this is the most simple and easy sollution i have thought about.

As for the problems of summoning, don't bothers me, I don't like the whole summon idea anyway, the created is more into my style of liking, even more because of duration. Teleport goes the same way for me, although there are fast travelling options and that is great.

I dont quite worry about converting D&D spells to Ars, there are many sacred cows in it, like magic missile, that brake the guidelines and also, dont have any cool factor other then the Magic Missile phrase one speaks before casting it at the table...

Most spells are portable and usually fall into a very far range of the scope. What I do thinkis a problem is that the limits of magic make a cleric in the D&D style impossible unless you can come up with a coherent set of limitations that impose to all magic wielders and then, some specific that are set by their own tradition, Ars kind of proposes that with the hermetic paradigm and hints of others, like the scry through the river one you can find in the spell chapter.

One thing that really bothers me is what will be aimed for magic to be able to do at each level and in that your last night try out seem interesting, I feared that to use this system would require that it be acessible only at mid levels or that one would increase in power too far.

I guess I will be lass lazy and read the whole system you rpesented now, helps the thread going on.
 

Yes, i have not tested this system in game yet so i'm sure there are faults with it. I was even considering abolishing the 3 + your level cap on skill points when purchasing techniques and forms. You would still have the (character level x 4) + INT mod DC cap, but you could be really good at casting certain spells.

Another problem i was foreseeing were some of the 30 Magntiude and higher spells. This would be a DC 30 in my Arsd20. To cast DC 30, you would need to be maybe 7th level (x4) = 28 + 2 INT mod = 30. So you could hit the DC without any focus help at 7th level. A 7th level caster with max ranks in, say, CreoMentem, could only have 10 ranks. So, ONLY by rolling a 20, a 5% chance, would the spell go off correctly.

Of course, there are other ways in Ars to boost these. Wild gesticulation, shouting, and patient casting and clever foci can greatly enhance your chances.

Hmm. I don't have my notes in front of me so I can't look over them. I feel like i'm missing something out.

Animal Talk: YES. Animal can be the base Form and then you can bump the Magnitude (or lower the magnitude for insects) and have magical beasts, or mix Corpus and Animal, or even mix any Form to create what kind of creature you needed. I would want to avoid coming up with new techniques and forms as the base ones are very versatile.

For instance, the spell i recreated from Elements was an Iceblast. I had to Creo Aquam, Muto it to ice (with the Terram prerequisite) and then Rego it away! Not the kind of spell you would want to come up with spontaneously as it would take so long to cast, but as a prepared spell it is perfect.
 
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Interesting spell there, and i doubt any damage spel would be truly effective on the fly in this system. As for the chances of a spell going off, I think you should consider the modifiers that can be applied, insert the idea of focus like Ars and also, consider that while he may have a hard time cating them, he also has a lot more versatility than he would otherwise.

And by magnitude 30 you mean spell level 30, what would be 6th magnitude, what roughs to about 5th spell level in D20, unless I am mistaken right? In D&D they would have acess to 4th level only, so that is not much of a problem, is it?
 

You are exactly right. The difference between Arsd20 and DnD 3.5, using the DC's as presented in the Ars book, is that Arsd20 casters have more versatility and power at lower level, at the expense of possible failure. I think it's a nice balance, but not one that every player would be willing to play. But it should blend pretty seamlessly with default Vancian magic. For example, you could have two wizards in a party, one using 3.5 magic, the other using Arsd20 magic, and there shouldn't be any problem.

I was actually going over my notes (yet again) last night and came to the same conclusion about the Focus and Vis. That was what i was forgetting yesterday. I did some more careful run-throughs with spells, and figured that a wizard casting carefully, using strong focus via the Law of Sympathy, and maybe a few pawns of raw vis if he really wanted to, has a reasonably good chance of hitting a high DC. Even more if he's a specialist.

On a related note, i love the Midnight CS from Fantasy Flight. In that, wizards are called channelers, and a prestige class of channler is wizard or druid. The channeler at 1st level has the option of being a Hermetic wizard (Int based) a Spiritual wizard (Wis) or a Charismatic. (Cha)

The example they gave in the book is that a spiritual wizard (and i used him in a brief conversion) is versed in the Art of controlling plants, animals and spirits. In my conversion, i considered that this Tradition gave him a +5 bonus to Rego Animal, Plant, and Corpus. It also gave him a +5 DC to cast those spells, so he can cast those particular spells at one level higher than any other.

The tradeoff? He can NEVER cast or learn Perdo Animal, Plant or Corpus.
 

Funny you speak of Midnight, sicne I am the most frenzied poster in the AtS.org boards, keeping my post count higher of all even after like 4 months of absecen there.. ;)

Anyway, i think we should not aim for actual prohibition on this kind of style, we should give him a bonus and let us say, a double penatly on the other areas, it would really make him be able to cast all spells while making some of them easier and some a lot harder.

With Ars in D&D I think someone really meaning for casting a spell can even get a spell higher in level than a D&D wizard would have acess to without much problem in failure area, nearly shouting, waving vigorously, using a powerful focus and then, using vis can make a DC a loooot easier to hit, even if it was a 19 or so before.
 

Woohoo! Another Midnight fan. I'm stoked about the 2nd edition, my first book practically disinegrated.

Anyway, i think Ars and Midnight are a match made in heaven. The item creation rules, Labs, vis, Power nexuses, channeling, druidism, and everything seems like it would mesh well. And Ars has the same grittiness that the Midnight system wanted to have.

As for not prohibiting anything, that's perfectly acceptable too. Taking a -5 casting penalty to Rego Animal, Plant and Corpus would be almost as bad as completing negating it. For example, a 3rd level caster with Int +1 could normal cast up to DC 13, but if he's a spiritual wizard, Perdo Animal, Corpus and Plant would be stuck at DC 8, hovering between a cantrip and 1st level spell.
 

Narfellus,

I also believe in the match, although I am a lot concerned with the aspect of the cleric spelcasting and limitations to be ported for a perfect Midnight fit, i don't want to have the legates be just a wizrad cabal that follows a god, but rather keep their way as it is.

And if you haven't, drop by AtS.org and you will never regret ;)
 

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