The Greatest Magic Ever Misspelled:
Ars Magica 4th Edition Errata
Although we try to get everything right the first time, problems
and typos have a way of slipping into everyone's publications.
Ars Magica is no different. This page lists known mistakes
in our
Ars Magica 4th Edition publications and earlier books. This list does not include
typographics errors (like misspellings) that don't impact the
text meaningfully.
For errata on 5th Edition books, see the
Ars Magica 5th Edition errata.
More questions? Try the
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Ars Magica
Fourth Edition, All Printings
Page 125, Gift of the Bear's Fortitude Delete
the second sentence of the spell description, beginning "If the
duration is "Year"...". Soak is not rolled in Ars Magica 4th edition,
and thus cannot botch.
Page 188, Writing Summae When calculating
the time required to write or copy a summa on a Knowledge (rather
than an Art), the level of the text should be multiplied by five.
Ars Magica Fourth
Edition, First Printing
(You can tell what printing you have by looking at the bottom
of the credits page.)
Page 15 The generic Ease Factor Chart is missing from this page.
| Ease Factor Chart |
| Difficulty of Task |
Target Number |
| Very Easy |
3 |
| Average |
6 |
| Difficult |
9 |
| Very Tough |
12 |
| Extremely Difficult |
15 |
Pages 21-26The various magus templates list the ability Hermes Lore, which
no longer exists in the fourth edition. All instances of Hermes
Lore should be replaced with Organization Lore (Order of Hermes).
Page 34 The description for the +1 Virtue Strong Writer is incorrect.
It should read:
Strong Writer: You write about magic with great
speed and enthusiasm. You copy spells from your shorthand at (Scribe
Latin x 40) levels per season, and copy (Scribe Latin x 90) levels
of spells that have already been written out per season. All summae,
libri quaestionum, and tractatus you write have a +3 Quality.
When writing summae, you accumulate two more levels per season
than normal. You copy summae at (Scribe + Dexterity) x 4 levels
per season.
Page 56 No example specialties are listed for Leadership. Possible example
specialties include magi, mercenaries, bandits, armies, intimidation,
and grogs.
Page 70 The fourth bulleted item in the list of things that non-ritual
spells can accomplish should be deleted. (The one that begins
"They cannot have a duration...").
Page 72
In first full paragraph on this page, readers are referred to
"the table below." That table is actually on page 71.
Pages 91-92
The text alternately refers to a
Waiting Spell and
Watching
Spell. These instances should be changed to
Watching Ward,
which is still found on page 160.
Page 109-110
The spells
Beast of Outlandish Size,
Growth of the Creeping
Things,
The Immaculate Beast,
The Beast Remade,
and
Steed of Vengeance should have the vis-boosted duration
of Permanent, rather than Instant.
Page 137
Flames of Sculpted Ice should have a Terram requisite instead
of an Aquam requisite.
Page 142
Veil of Invisibility should have the range Touch/Reach
rather than Reach/Touch.
Page 190
In the example under "Writing Tractatus,"
Ball of Abysmal Flame
should be referred to as a seventh magnitude spell.
Page 207
In the second paragraph under "Repair," the figure "300 silvers"
should be replaced with "10 pounds of silver."
Page 208
In the "Supplies" section, each instance of "3500 silvers" should
be replaced with "500 pounds of silver."
Page 209
In the "Income" section, each instance of "350 silvers" should
be replaced with "50 pounds of silver" and the instance of "325"
silvers should be replaced with "25 pounds of silver."
Page 210
In the "Hermetic Books" section, the cost of summae should be
clarified to read "summae cost twice the sum of Quality and level."
Page 236
Grand Tribunals occur every 33 years, rather than every 28 years.
Pages 244-245
The entire section on regiones should be replaced with the following,
to make it agree with the regiones material in
Faeries.
Regiones
Occasionally, within very special supernatural areas, special
types of auras arise. These may exist within larger domains or
by themselves, and may be of any type of aura. They are called
regiones (singular regio, "realm"). Unlike other auras, regiones
form self-contained worlds unique to the realm that they are aligned
with.
Regiones have aura ratings from 1 to 10, which affect supernatural
powers just like other aura ratings. The only concrete mechanical
difference is that vis use in regiones other than magical is
dangerous--double the botch dice in such environments.
Regiones consist of several levels of aura, layered one on
top of another in order of increasing power; the lowest level
is connected to the mundane world. To picture this phenomenon,
imagine the contour lines of a hill on a map. Each line, from
the bottom to the top, is like an aura rating within the regio.
The mundane world is like the flat land surrounding the hill.
And, just as contour lines encompass smaller areas towards the
top, so levels of higher aura rating tend to occupy less space
than those beneath.
The aura levels of a regio occupy space, much as contour lines
represent height on a map. In reality, a hill occupies three
dimensions, but the map compresses it into a flat image. Likewise,
each level of a regio is a different supernatural dimension,
but all coexist in the same mundane location. The illustration
demonstrates this pictorially.
There's nothing to distinguish regiones from other auras,
until one realizes that varying levels of reality exist on the
same spot. A regio level that is more attuned to its realm has
a higher aura rating, and so looks different from the rest.
Lower levels appear only slightly changed from the mundane world,
while higher levels tend to acquire many of the characteristics
of their native realms.
Regiones have inhabitants, just like other areas of supernatural
aura. These beings tend to cluster on specific levels, though
they can cross level boundaries freely. The higher one travels
in the regio, the stranger and more supernaturally aligned its
inhabitants become.
Entering and Leaving Regiones
When physically crossing the boundary of a regio, travelers
disappear from the ordinary world and enter supernatural realms.
There are three methods of entering regiones: being lead, voluntarily
entering, and getting lost.
Any being directly connected to the realm associated with
a regio can automatically lead up to a dozen mortals or magi
into that regio. Faeries can lead mortals into faerie regiones,
angels and people with True Faith can lead people into divine
regiones, demons and people who have sold their souls can lead
people into infernal regiones, and magical beasts can lead mortals
into magic regiones.
Voluntarily entering regiones involves seeing the next level
of the regio and then entering it. Once a level has been seen
it may automatically be entered. Only characters with some sort
of special perception may see into regiones. Second Sight and
Magic Sensitivity both allow characters to see into magic regiones.
Sense Holiness & Unholiness allows characters to see into
both divine and infernal regiones. Faerie Sight (a +1 Virtue
described in the Faeries supplement) allows characters to see
into faerie regiones. To see a level, roll a stress die + Perception
+ the appropriate talent against an ease factor of 5 + (2 x
the difference between the level you are on and the level you
are trying to see). For example, the ease factor for trying
to see from a level 4 regio into a level 1 (or vice versa) would
be 5 + (2 x 3) = 11. Modifiers for local conditions or for specific
dates and holidays can change the ease factor by as much as
+/- 10. Carrying an object associated with the realm can subtract
up to five from the ease factor.
Magi can cast level 20 InVi spells to see into regiones. A
different spell must be learned for each of the four types of
regiones. Many alchemists and herbalists know how to make salves
and potions which allow users to temporarily see into regiones.
Anyone who can enter a regio can also take along up to a dozen
others with them.
Beings who become lost near a regio boundary may roll to see
if they enter (or leave) accidentally, even if they cannot normally
see in. The ease factor is the same, but only Perception is
added to the stress roll.
Hedge Magic
General
With the introduction of formulae that require the summing of
more than one Ability, there is the potential for multiple specialties
to come into play on a single roll against a single ease factor.
Storyguides may wish to consider allowing a maximum of one specialty
bonus to be added into any single die roll.
Pages 37-40
Charms of the cunning-folk which increase Knowledges have the
potential to become abusive. Such situations develop when a charm
is made that increases the ability to create more charms. It is
recommended that the creation of charms which increase Knowledges
not be allowed.
The Wizard's Grimoire,
Revised Edition
Table of Contents
"Excerpts from the Peripheral Code" starts on page 25.
Page 16
In Code of Hermes sidebar, replace "...nine hundred and fiftieth"
with "...nine hundred and fifth"
Page 58
The Díedne Druidic Magic Virtue should give bonuses to
Animál and Herbam, not Animál and Mentem. Also,
delete the clause 'save that they cannot be increased'. Knacks
cannot be increased anyway.
Also, delete the clause "save that they cannot be increased." Knacks cannot be increased any way.
Page 76
The Exempli Gratia is incorrect. The cost to improve should be
equal to the difficulty in both cases: six pounds and nine pounds,
respectively.
Page 78
Replace "(11 vs. 5)" with "(12 vs. 5)"
Pages 122-125 (new book types)
A magus can copy three commentaries (or make three copies of a
single commentary) in one season. It takes one season to make
a copy of an Authority.
Page 139
The Faerie spell
The Proper Beast is (MuAn15).
Page 141
The Faerie spell
Wind at the Face is (CrAu10).
Page 154
The spell
The Carrier Pigeon (MuAn[Au,Im,Re] 25) should
be (CrAn[Im,Re] 25).
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