Archmagi

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Ars Magica Primer
ArM5LogoColor.jpg
Game Setting
Mythic Europe
The Order of Hermes
The Order of Hermes
The Code of Hermes
The Peripheral Code
Hermetic Book Cycle

Summary

Archmage is an informal rank in the Order, though one Tribunal recognizes it formally (Rhine) and one Tribunal refuses to recognize all titles of rank (Thebes). In generally, they are considered powerful, and usually wise, magi who have publicly demonstrated their magical puissance and contributions to the Order.

As a summary of the text below, the steps to achieving the title of archimagus:

  • Train at least one apprentice - this demonstrates a basic mastery of Hermetic magic and a commitment to continue the Order
  • Invent a spell of at least 7th magnitude and have it shared - this demonstrates significant mastery of the Hermetic Arts
  • Be known for a significant deed throughout the Order - this demonstrates one's prowess in the field and usually needs to be a good reputation; being known for pissing off demons where they attack your sodales, or pissing off the Pope will not be looked on kindly
  • Accept and beat the challenge of an existing archmage - this demonstrates that you can meet an archmagus at his or her own level

There are additional strictures to these, but that's the basics.

The Rank of Archmage

From Guardians of the Forest, p.24

To qualify for archmagehood, a magus must have invented a spell of at least 7th magnitude, be famed for some great deed that is significant enough for it to be known throughout the Order, and (if a Rhine magus) have achieved the status of master. Each archmage has a certain challenge at which a magus must defeat him in order to gain archmage status. The first time an archmage is challenged, he determines the nature of the contest, which then remains the same throughout his life. These challenges can take any form, and usually reflect the interests of the archmage. Vinaria of Merinita (at Irencillia) has yet to be challenged; her contest will be to win the favor of four elemental kings, powerful spirits of the Magic realm. Urgen’s challenge (Crintera) is to assume animal form, find him wherever he is hiding (which could be anywhere in Europe), and then defeat him in physical combat. Stentorius of Tremere’s challenge (Fengheld) is as simple as to defeat him in certamen, whereas Philippus Niger (Durenmar) requires the capture and public execution of a powerful hedge wizard. The contest must involve magical powers to be valid, and candidates will often study an archmagus for years in preparation for such a challenge, analyzing his weaknesses and investigating ways in which to outsmart him. If a magus’ parens is an archmage, it is customary to challenge him before challenging another. No magus may challenge a single archmage twice, and no archmage may grant the title to more than seven magi. An archmage who has lost seven challenges may no longer be challenged, and as this is considered to be a disgrace to the archmage, it is considered bad etiquette to challenge an archmage who has lost six contests, since the seventh loss turns his archmage status into an honorary title.

Of the 1200 or so magi in the Order of Hermes, fewer than 80 have achieved this lofty status. There are a disproportionate number from Houses Tremere, Flambeau, and Tytalus, and there are many rumors about what role they fulfill in the Order. Some believe that the archmagi meet regularly, forming a secret cabal that runs the Order behind the scenes, privy to ancient rites and magical secrets. Others laugh at such a notion, considering the title to be merely a recognition of magical puissance, nothing more. The only way of finding out for sure is to become one yourself!