Hermetic Projects describes several long-running laboratory projects magi can undertake. The projects involve developing a series of related spells and enchanted items that all combine to enable some impressive feat. There are six projects described in detail, as well as a couple of pages on designing your own project . The goal of the Burning City project is to build a covenant inside an active volcano .
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Hermetic Projects describes several long-running laboratory projects magi can undertake. The projects involve developing a series of related spells and enchanted items that all combine to enable some impressive feat. There are six projects described in detail, as well as a couple of pages on designing your own project . The goal of the Burning City project is to build a covenant inside an active volcano . The Intangible Assassin project develops an arsenal of spells with which to attack magi or other creatures with Magic Resistance from a distance using Arcane Connections .
As stated in the first paragraph of the chapter, the main purpose of the project is to be effective at waging Wizard War. This chapter also contains an overview of Wizard War that looks like it would be sufficient to play through such a conflict in your Saga, even if you don't have the other rule books that describe Wizard's War namely, Houses of Hermes: True Lineages and Houses of Hermes: Societates.
This book can provide a research agenda for an experienced character or an entire covenant. Some of the projects are quite practical and would be useful to dabble in, even if the magi don't pursue them to completion. This book also contains a considerable number of spells and enchanted items you can use right away, even if your characters aren't pursuing the projects as written. The main reason a given troupe might not find this book useful is if most or all of the player-magi are involved in mystery cults and devote their energies to the mysteries.
Everything in Hermetic Projects can be accomplished with "plain old" Hermetic magic, so if you are looking for something more exotic, Ancient Magic or Hedge Magic Revised Edition or even Rival Magic might be more to your liking.
Project: Redcap. Hardcover and PDF , pages.
Ars Magica Hermetic Projects Pdf
Some games need a little extra something before they really click with you. The supplement, as the title implies, is an in-depth look at the subject of freeholds, including a detailed system for designing your own for your PCs to manage. Specifically, once you make sure to add in a freehold focus to your Changeling campaign, what you end up with is a sort of whimsical modern-day Ars Magica. Ars Magica is notable as being the RPG where reading books and undertaking extended crafting projects in downtime is given as much attention and can potentially be as much fun as actual adventuring. Savvy referees, of course, realise that the downtime action can feed into the adventuring and vice versa; being savvy publishers, Atlas Games have realised that whereas traditional RPGs call for traditional adventure scenarios, Ars Magica calls for scenarios based not just around immediate short-term adventures but also long-term projects and events.
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Ars Magica: Hermetic Projects