Ars Magica – Player Cheat Sheet

Ars Magica Definitive Edition (5th Edition rules, consolidated). Page refs are to the Definitive Edition (DE). Back to Ars Magica – Start Here.


The Core Roll

Characteristic + Ability + die ≥ Ease Factor → success. The margin tells you how well you did.

  • Specialisation: +1 to the Ability when your specialisation applies.
  • No score in an Ability? If it isn’t asterisked (*) you can roll it at 0, but with +3 botch dice. Asterisked Abilities (Latin, Lores, Medicine, Magic Theory, etc.) can’t be used at all without at least 1 xp.
  • Rounding: unless a rule says otherwise, round down.

Dice

DieWhenHow it works
Simple dieNo pressured10, 0 counts as 10. No botches.
Stress dieDanger, haste, combat, spellcasting under pressure1 = reroll and double (another 1 = ×4, and so on; zeros count as 10 on rerolls). 0 = roll botch dice: any 0 on them = botch (total is 0 and something bad happens); no 0s = die counts as 0. Other results = face value.

Multiple 0s on the botch dice = a worse disaster. Three or more = about as bad as it gets.

Ease Factors

EFDifficultyRough feel
0TrivialDon’t roll
3SimpleUntrained average person succeeds ~70%
6EasySome skill → ~70%; skilled rarely fail
9AverageSkilled ~70%, moderately skilled ~50%
12HardSkilled fail about half the time
15Very HardVery skilled + talented ~70%
18ImpressiveTop of the field ~50%
21RemarkableMasters succeed occasionally
24+Almost impossibleGreatest masters, when lucky

“Average” = Characteristic 0; “talented” = +3. “Moderate skill” = Ability 3, “skilled” = 6, “very skilled” = 9.

Botch Dice

Botch diceChance of botchExample
11%Default, good conditions
21.9%Running through undergrowth
32.7%Crumbling cliff in high wind
43.4%Fighting in driving rain, ankle-deep in water
64.7%Fighting faerie copies of yourself on an ice floe in a blizzard
106.5%Casting a spell in the Holy Sepulchre

The chance can never exceed 10% (you must roll a 0 first). If you’d have time to try again, the SG shouldn’t call for botch dice at all.


Characteristics

Eight Characteristics, normally −3 to +3 (0 = average). They are fixed — only aging, drastic story events or powerful magic change them.

CharacteristicGoverns
Intelligence (Int)Analysis, memory, academic work — paramount for Hermetic lab work
Perception (Per)Noticing, intuition; Awareness, Hunt, Folk Ken
Presence (Pre)Appearance, bearing, leadership, intimidation
Communication (Com)Self-expression, persuasion, teaching and writing books
Strength (Str)Physical power; melee damage
Stamina (Sta)Endurance, will to live, soak — spellcasting relies on it
Dexterity (Dex)Agility, fine control; Attack totals
Quickness (Qik)Reflexes, Initiative, Defense (reduced by Encumbrance)

Confidence (magi & companions only — grogs don’t have it)

  • Start with Confidence Score 1 and 3 Confidence Points (Self-Confident: Score 2, 5 points).
  • Spend after rolling, once you know the result: +3 per point, up to your Confidence Score on one roll.
  • Can’t spend on a botch (you can on a non-botching 0), or on whole-season rolls (e.g., vis study).
  • Spent points are gone for good.

Earning points — the SG awards 1 point at session end for each of: achieving a personal goal · contributing to a group goal · success in a difficult task (max 1/session) · entertaining roleplay · SG bonus (max 1/session). Expect 2–3 per session. You must have been played for a significant part of the session.


Personality Traits

A few traits rated −3 to +3 (Minor Personality Flaw → ±3; Major → ±6). For magi/companions they’re a roleplaying aid; for grogs they’re the guide to how the character behaves. Roll only when unsure: Trait + stress die vs EF.

EFBraveLoyal
0Barking dogLoyalty = self-interest
3Angry unarmed peasant (you’re armed)Not denouncing the magi to a passing bishop
6Apparently equal enemyStanding by the covenant when threatened
9Clearly superior enemyResisting a large bribe + protection
12A dragonStaying loyal under torture

Players may change Personality Traits freely, but only between sessions.

Reputations

Someone has heard of you if stress die + Reputation ≥ EF:

EFLocalEcclesiasticalHermetic
0Same villageSame parish/monasterySame covenant
6Same townSame dioceseSame Tribunal
9Same countySame provinceEntire Order
12Same countryWhole Church—

A noteworthy public deed starts a Reputation at 1; further deeds are “xp” towards it, like an Ability.


Combat (DE p.393)

All combat rolls use stress dice. A round is about 6 seconds.

TotalFormula
InitiativeQik + Weapon Init − Encumbrance + stress die (rolled once per fight)
Initiative (casting spells)Qik − Encumbrance + stress die
AttackDex + Combat Ability + Weapon Atk + stress die
DefenseQik + Combat Ability + Weapon Dfn + stress die
Attack AdvantageAttack − Defense (≤0 = miss)
DamageStr + Weapon Dam + Attack Advantage
SoakSta + Armor Protection (+ Form bonus for magi)

Sequence: Roll Initiative once (ties reroll among themselves) → act in order, highest first (you may delay) → attacker rolls Attack, defender rolls Defense → if you hit, Damage − Soak, read the wound off the table → repeat.

Botched Defense = you are probably dead. Combat in Ars Magica is lethal — think before you wade in.

Damage Table (by Size)

SizeLightMediumHeavyIncapacitatingDead
−21–34–67–910–1213+
−11–45–89–1213–1617+
0 (human)1–56–1011–1516–2021+
+11–67–1213–1819–2425+
+21–78–1415–2122–2829+

Each band is 5 + Size points wide. (Size −4 or less: 1 / 2 / 3 / 4 / 5+.)

Combat Options

  • Missiles: −3 to Attack per range increment beyond the first. Against missiles, only a shield’s Defense bonus counts (plus your Combat Ability for dodging).
  • Mounted: + Ride score (max +3) to Attack and Defense.
  • Exertion: spend a Fatigue level to add your Combat Ability again to one Attack, or to all Defenses until your next turn.
  • Disengage: on your turn roll Defense instead of Attack; must beat every opponent who attacked you last round. +3 cumulative per repeat attempt.
  • Special manoeuvres (usually Brawl): Trip Adv 3 · Grab worn item 6 · Disarm 9 · Take opponent’s weapon 12.
  • Grapple: Brawl, free hands; Attack Advantage becomes Grapple Strength. Victim escapes by reducing it to 0 (inflicting a Light Wound on the grappler).
  • Scuffle (knock-out fight): unarmed or sap = no penalty; real weapon −3 Attack and no weapon damage. Results: Light → 1 Fatigue · Medium → 2 · Heavy → 2 + Light Wound · Incap → 3 + Light Wound · Dead → 5 + Medium Wound.
  • Magic in combat: one normal spell per round at your Qik-based Initiative, plus fast-cast spells (see Hermetic Magic Guide).

Groups & Shield Grogs

  • Up to 6 combatants of similar ability (all totals within 5 points) fight as a group, using the vanguard’s stats; each member lands a blow when the group hits.
  • Trained group (trained together for a season): leader coordinates up to their Leadership score in fighters; bonus = sum of others’ Combat Abilities, max 3 × leader’s Leadership, applied to Attack or Defense each round.
  • Defenders: a character guarded by grogs can’t be hit until all defenders are down (or botch). Number defended ≤ number defending.

Weapons (selected)

WeaponAbilityInitAtkDfnDamStrLoad
FistBrawl0000—0
DaggerBrawl0+20+3−30
AxeSingle+1+40+601
MaceSingle+1+30+802
Short spearSingle+2+20+5−11
Short swordSingle+1+3+1+5−11
Long swordSingle+2+4+1+601
Buckler / Round / Heater shieldSingle00+1 / +2 / +30−2 / −1 / 01 / 2 / 2
StaffGreat+2+3+3+2−12
Long spearGreat+3+3+1+703
Pole axeGreat+1+50+11+12
Great swordGreat+2+5+2+9+12
WarhammerGreat0+60+12+23
Short bow (15 paces)Bow−1+30+6−12
Long bow (30 paces)Bow−2+40+8+22
Javelin (10 paces)Thrown0+20+501
Sling (20 paces)Thrown−3+10+4−30

Weapon + shield: add the modifiers together. Full table DE p.400–401.

Armor

MaterialPartial Prot / LoadFull Prot / LoadCost
Quilted / fur1 / 2—Inexp.
Heavy leather2 / 3—Inexp.
Metal-reinforced leather2 / 24 / 4Std.
Leather scale3 / 35 / 5Std.
Metal scale4 / 47 / 7Std.
Chain mail6 / 49 / 6Exp.

Encumbrance

Add up the Load of weapons and armour → Burden:

Total Load013610152128364555
Burden012345678910

Encumbrance = Burden − Strength (if Str is positive; min 0). If Str ≤ 0, Encumbrance = Burden.
Encumbrance is subtracted from Initiative, athletics and spellcasting — but not from Attack/Defense if it comes mostly from weapons and armour.

Movement per round: Walk 10 + Qik − Enc paces · Hurry ×2 · Run ×4 (may need a Fatigue roll). One pace ≈ 3 feet.


Fatigue

LevelPenaltyRecover to next level
Fresh0—
Winded02 minutes
Weary−110 minutes
Tired−330 minutes
Dazed−560 minutes
Unconscious—2 hours (+1 hour per extra level lost)
  • Short-term Fatigue: brief strenuous action → Sta − Encumbrance + stress die vs 6; fail = lose 1 level, botch = 2. Recovery needs quiet rest (doubled if active).
  • Long-term Fatigue: all-day exertion, Ritual spells, forced marches. One level back per night’s sleep.
  • Fatigue penalties apply to everything except Soak, and stack with Wound penalties. Hermetic magic can neverrestore Fatigue.

Wounds

WoundPenaltyRecovery intervalStable EFImprove EF
Light−11 week410
Medium−31 month612
Heavy−51 season915
Incapacitatedno actionstwice daily (sunrise & sunset)——
  • Penalties from all wounds add together (no maximum). Soak is not an action, so no penalty applies to it.
  • Recovery Total = Sta + medic’s Chirurgy (injuries) or Medicine (disease/poison) + magical aid + stress die. ≥ Improve EF → wound drops a level. ≥ Stable EF → stays, +3 to future rolls (cumulative). Below Stable → wound gets worse.
  • Incapacitated: roll at sunrise and sunset. 0 or less = death. 9+ → all Incapacitating wounds become Heavy. Anything else → cumulative −1 to later rolls.
  • Activities while hurt: −1/−2: travel and study normally, no strenuous action (including fatiguing spells). −3 to −5: walk slowly, half travel rate, study at reduced effect, no lab or craft work. −6 or worse: talk, eat, move short distances with help; no productive work. Overdoing it forces an immediate Recovery roll for your worst wound.

Other Perils (DE p.406–407)

  • Non-combat damage: Damage bonus + stress die vs Soak + stress die.
  • Heat & corrosion (per round, ×1 hand/foot · ×2 limb · ×3 half body · ×4 immersion): wood fire +5, boiling water +3, boiling oil +6, molten lead +9, molten iron +12, lye +3, quicklime +6, vitriol +9.
  • Falling: +1 per 2 feet (double on hard ground, halve on soft). Collapsing wooden house +15; felled tree +18; collapsing stone building +21.
  • Poison / disease: Stamina check vs EF; failure = a wound (heals via Medicine). Adder 6/Light · Arsenic 9/Medium · Monkshood 9/Heavy · Asp 9/Incapacitating.
  • Deprivation: Stamina check each interval (air 30 sec, water 1 day, food 3 days), EF starts at 3 and rises 1 each time. Failure = lose a Fatigue level; once unconscious, wounds.

Travel

On foot ~20 miles/day · mounted courier 30 (urgent 50, fresh horses 100) · ship ~30. Large groups and carts are slower. Hurrying costs 1 long-term Fatigue level per day.


The Gift (for everyone who travels with a magus)

Ordinary people and animals react to a Gifted person as if they had a reputation for dishonesty and undeserved privilege. The Gift: −3 to all social rolls and totals (including teaching and training). Blatant Gift: −6, and people become actively hostile. Gifted characters can’t ride horses without magical help. An unGifted companion negotiating on their behalf takes no penalty — this is why companions matter. The Parma Magica blocks the effect between magi. Covenfolk get used to their magi, but not to strangers.


Magic at a Glance (magi)

Full detail in Hermetic Magic Guide.

  • Casting Score = Technique + Form + Stamina − Encumbrance + Aura.
  • Formulaic: Casting Score + die vs spell level. Meet it → no cost. Short by 1–10 → cast, lose 1 Fatigue. Short by 11+ → fails, lose 1 Fatigue.
  • Spontaneous: Fatiguing = (Casting Score + stress die) ÷ 2, lose 1 Fatigue. Non-fatiguing = Casting Score ÷ 5.
  • Penetration = Casting Total − spell level + Penetration bonus. Must exceed the target’s Magic Resistance.
  • Magus Magic Resistance = Form score + 5 × Parma Magica (+ aura).
  • Voice & gestures: Loud +1 / Firm 0 / Quiet −5 / Silent −10; Exaggerated +1 / Bold 0 / Subtle −2 / None −5.
  • Botching a spell: 1 Warping Point per 0 on the botch dice; 2+ from one event → roll to avoid Wizard’s Twilight.

Aging

From the winter after you turn 35, roll every year: stress die (no botch) + age/10 (round up) − living conditions − Longevity Ritual. See Laboratory & Downtime Guide.


Source: Ars Magica Definitive Edition. Page references in each guide are to the Definitive Edition (DE). The Ars Magica 5th Edition text is released under CC BY-SA 4.0 by Atlas Games.
Based on the material for Ars Magica, ©1993–2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license (https://creativecommons.org/licenses/by-sa/4.0/). This page adapts and summarises that material, and is itself released under CC BY-SA 4.0.

Order of Hermes, Tremere, Doissetep, and Grimgroth are trademarks of Paradox Interactive AB and are used with permission.

Friday Knights is not affiliated with Atlas Games or Paradox Interactive.