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Adventures in Mythic Europe

Adventures in Mythic Europe

Using the Ars Magica Setting for a Dungeons & Dragons Campaign

Description: Adventures in Mythic Europe is a campaign guide for playing the Dungeons & Dragons Fifth Edition game in the Ars Magica Fifth Edition setting of Mythic Europe.

Adventures in Mythic Europe contains:

- D&D Rules for Creating Hermetic Magi, Companions, and Grogs

There are three basic character types in the Mythic Europe setting that transcend class. These character types are: magi, companions, and grogs. A magus must take the Hermetic Magus background and can advance in any of the character classes found in D&D. Companions can take any background except Hermetic Magus. Companions can advance in any of the character classes found in D&D with some restrictions and caveats. There are also three new character classes in this supplement that are suitable for companions. Grogs do not take class levels at all; they use existing NPC or "monster" blocks or they can be created by the DM as needed following the rules for NPC or monster creation.

- New D&D Character Classes Suitable for Mythic Europe: Explorer, Savant, and Warden

The explorer is specifically designed as a non-spellcaster ranger for use with companion characters. Hermetic magi, however, can take levels in this class if they so desire.

A savant is an expert, a specialist, a hero that uses their dedication and mastery of skills to win the day. Some are scholars while others are rightfully called virtuosos. Superior artisans and pious men and women of faith are also included in their numbers. While there are many learned men, talented women, hard-working craftsmen, and devout nuns, savants rise above the ranks of the humble and their acumen may even seem supernatural.

The warden is a bard-like non-spellcaster character. It is specifically designed for companion characters, but Hermetic magi may take levels in this class if they desire.

- Every Social Status from the Ars Magica Core Rulebook as a D&D Background

You can certainly use the backgrounds found in the D&D rulebooks. However, backgrounds are the one thing that are meant to be created for each campaign setting by the DM. Mythic Europe needs to have its own backgrounds, distinct from those found in D&D. Luckily, Ars Magica has many Social Status Virtues that can used as models.

- New Downtime Activities Suitable for Mythic Europe

Laboratory activities; training in languages, tool proficiencies, skills, weapons, armor, and feats; training apprentices, casting longevity rituals, binding familiars, creating spells, making magic items, and more.

- D&D Rules for Conducting Certamen

Certamen is a form of non-lethal combat used to resolve disputes within the Order of Hermes where two opponents conduct a magical combat that is phantasmal in nature. The aggressor chooses the Technique and the defender chooses the Form. Since the normal Hermetic Techniques and Forms do not exist in D&D magic, substitutes must be used for these certamen rules. The Technique scores will be determined by the caster's prowess in the schools of magic. The ten Form scores, for the purposes of D&D-based certamen, will be based on the thirteen damage types found in the game.

- How to Apply the Hermetic Limits of Magic to D&D Spellcasting

One thing you absolutely must do is eliminate all D&D spells that grossly violate the magical conventions of the setting. Use the Limits of Magic found in the Ars Magica Core Rulebook to cull those spells that don't fit the milieu. An obvious first thing to get rid of are all spells that bring dead characters back to life. And there are many, many others.

- D&D Rules for Creating New Spells

One of the best things about Ars Magica is the ability to construct new spells based on the guidelines provided. Something similar can be accomplished with D&D spells as well. The basic idea is to take an existing D&D spell and use that as a starting point to create a new spell. Changing features of the spell will alter the spell's level. Once the spell is constructed, the DM can determine if the spell is to be introduced into the campaign.

- D&D Rules for Auras, Warping, and Twilight

Supernatural auras can affect a spellcaster's spell attack modifier and spell save DC as well as the target's magical AC and saving throw modifier. Four tables are provided that detail how powers from the four Realms are affected by a given supernatural aura (Magic, Divine, Faerie, and Infernal).

Living in a strong mystical aura, being affected by a powerful mystical effect, being continuously under the influence of a mystical effect, and "botching" an attempt to use a mystical ability can all result in a character gaining Warping Points and increasing their Warping Score.

When a Hermetic magus casts a spell and the player rolls a natural '1' for the spell attack roll or the target rolls a natural '20' for a spell saving throw, the Hermetic magus may experience a "botch" and possibly Warping which in turn could trigger Twilight or some strange effect. A magus who has a bound familiar has less chance of losing control of their magic. Criamon magi have a greater chance of losing control if they do experience a botch, but also better chances to have favorable experiences if Twilight is triggered or if their magic is warped in some fashion.

- Covenants, D&D Style

A covenant is more than just a base of operations. Covenants contain the amassed knowledge, expertise, wealth, power, and resources of the "troupe" (or "adventuring party" from a D&D perspective). The covenant is where the characters perform their downtime activities between adventures and these activities are very important to a campaign set in Mythic Europe. Guidelines are provided that can help detail each covenant from a D&D point-of-view.

- D&D Equivalents of Hermetic Spells

The guide includes a table which lists D&D spells that are close to, if not actually the same as, the spells listed in the Ars Magica Core Rulebook. This list represents a very quick look. Most spells are not exactly the same and the power levels may not be roughly equivalent. However, enterprising DMs may be able to use the spell creation system found in this guide to more closely approximate some of the spells from Ars Magica.

- D&D Rules for the Parma Magica, Spontaneous Spellcasting, and the Use of Vis

The Parma Magica ritual is detailed in D&D terms and is available to Hermetic magi of 5th level or higher (those who have passed their Gauntlet).

Hermetic magi have the ability to cast spells they do not know or do not have prepared. The guide gives simple rules for implementing spontaneous magic.

Spells and magic items that require a gold piece expenditure instead require raw vis in this setting.

- And more!

Using non-human races in the game, creating Mythic Companion characters, advancing grogs, a few notes on currency and lifestyle, two new feats (The Gift and Gentle Gift), a system for wounds, Realm affiliations for D&D creatures, and a little guidance here and there rounds out the supplement.

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The first document has a parchment background for the pages: Adventures in Mythic Europe

The second document is printer friendly: Adventures in Mythic Europe (Printer Friendly)

This version is printer unfriendly: Adventures in Mythic Europe (In Color, With Borders)

This version has borders that are colorless: Adventures in Mythic Europe (Colorless, With Borders)

This is a "tractatus" expanding on non-human PC races: Tractatus - On Non-Human Player Characters

Here's one for a rule concerning Might-based magic resistance: Tractatus - On the Magic Resistance of Creatures

For further information on the Hermetic Magus background: Tractatus - On the Rules for Hermetic Magi

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