Ars Magica Product Line

The roleplaying game of myth and magic

Ars Magica Games at a Glance

  • An extensively detailed RPG world full of history and sorcery.
  • Create smaller campaigns with the core book, or build big with an extensive variety of sourcebooks.
  • Widely regarded as the benchmark for gaming magic systems, and a pioneer in troupe-style, storytelling games.
The fantasy is formed in layers over the historical. When playing Ars Magica, you can add as many or as few layers of fantasy as you want. 
Alex White

Mythic Europe: The World of Ars Magica

In Ars Magica, the superstitions of the common folk are all true. Faeries drink milk left on doorsteps, demons roam the countryside in search of vulnerable souls, and wizards wield magic beyond the ken of normal mortals. Step into the world of the magi of the Order of Hermes and their companions.

The Ars Magica game line is extensively developed to support a wide variety of stories. Fans of medieval history might tell a game heavy on historical accuracy, while fantasy lovers might spin a tale featuring the supernatural realms. Fans of political intrigue might focus on inter-House conflict between the different groups of magi. 

Whatever your gaming preference, your stories will be the stuff of legend.

Inside the Mysteries: The Ars Magica Product Line

Many of the Ars Magica supplements in print are written for previous editions, but they remain usable with the fifth edition. The books can be summarized as follows:

  • The Core Books: Ars Magica can be played with the core rulebook only. Additional core books provide general information usable in any Ars Magica game, giving more detail on topics such as the church, covenants, and the nobility.
  • Houses of Hermes: Each book in this series focuses on several Houses with a common theme and could be particularly helpful in developing games centered on inter- and intra-House conflict.
  • Realms of Power: These books each focus on one of the supernatural realms — Faerie, Divine, Infernal, and Magic — and could provide allies or antagonists to spur new plots.
  • Tribunals and Worlds: These geographical supplements provide detailed information on locations in Mythic Europe to explore historical details and minimize research by the storyguide.
  • Scenarios: Complete and ready-to-go campaigns to take to your table with a minimum of prep.

The Living Covenant: Semita Errabunda

Semita Errabunda is the official example covenant for Ars Magica fifth edition. It is located "somewhere in Mythic Europe" — its location is deliberately left vague. It does control a regio that sometimes leads to places all over Europe, however, so its members can crop up anywhere. The members of Semita Errabunda supply most of the example characters in fifth edition supplements.

The covenant itself is surrounded by strange magic powers and inhabited by young, new wizards. Get a glimpse of the new edition's covenant statistics by downloading this introductory description of Semita Errabunda.

Grogs are the peasants, commoners, and simple folk who keep the covenant running and the wizards alive.

Companions adventure with (or for) the mighty wizards of the covenant. They are knights, warriors, diplomats, and other non-wizard heroes.

Wizards master the art of magic. These are the central characters of any Ars Magica saga.

Other characters flesh out the covenant and the surrounding area.

The original concept for the Semita Errabunda project was the brainchild of Will Hindmarch, but many authors have contributed characters. Each author is credited on the appropriate character sheet.


  • 2005 gold ENnie winner for Best Rules.
  • 2005 silver ENnie winner for Best Production Values.
  • 2005 ENnie honourable mention for Best Art, Interior.
  • 2005 ENnie nominee for Best Game.
  • 2004 Origins Award Best Role Playing Game.

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