Ars Magica Review

This Ars Magica review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.

My Review – 57 / 100

Ars Magica

Ok, I’ll be honest. I wasn’t super thrilled with my first impressions of Ars Magica, so that probably set me up to give the game a lower review. Just remember reading through this review that Ars Magica still made it to my top list of TTRPGs. Even though its score is not impressive, the ratings I gave it are in comparison to the best tabletop RPGs of all time. So, even with a lower score, I still think Ars Magica is a great game.


Back to my overall impressions though: there really wasn’t anything in my initial read-through of the rulebook that grabbed me. The experience was also a little arduous from the immense amount of reading required to grasp the game’s core concepts, which was not a good sign. Normally, for reference, the read-through of any RPG rulebook is a pretty fun experience for me as I’m a major tabletop RPG nerd.


Ars Magica has a very long rulebook, with a lot of very intense details about what I would consider to be fairly non-important elements. As with any game, if you ignore all the rules you don’t like, you can still have a lot of fun with Ars Magica.


Why do people play Ars Magica? It may just be the most complete wizard’s roleplaying game experience in existence.


Uniqueness of Ars Magica: (3/10)

In Ars Magica, you often have the chance to play (or at least create) multiple characters, who are all spell-casters of some nature. Everything about this aspect of Ars Magica, I really like. To be honest, I’m surprised more TTRPGs don’t go for this approach. In video game RPGs, for example, it’s uncommon to have only one character. Most of the time, you have your own entire party of characters that you control, with perhaps one character – or only one character at a time – who takes the lead role.


My assumption is that the practicality of tracking Exp on multiple characters, tracking items, remembering spells and abilities… all the stuff that RPGs entail, is the real reason most tabletop RPG games don’t offer multiple characters as part of the normal gameplay experience. Which, of course, you run into playing Ars Magica, as well. But to me, it’s not that encumbering.


Other than that, the most unique part of Ars Magica is the depth of the game’s magic system. There are a massive number of spells in the game, and much of the game’s rulebook is dedicated to spell details. As I’ll discuss a little more in following sections, however, the magic system – to me – is encumbering.


Overall, I give Ars Magic a pretty low score on uniqueness because though I really like aspects of the game’s system (multiple characters, roleplaying a wizard, in-depth), there really aren’t too many unique parts of the game, when compared to other tabletop RPGs. I don’t get the feeling that Ars Magica is substantially groundbreaking for the tabletop gaming genre.


Ease of Learning Ars Magica: (4/10)

Ok, so Ars Magica – straight up – is not that easy of a game to learn. There are character templates at the beginning of the rulebook. If you’re going to play Ars Magica for the first time, you should stick with a template for your character.


To really learn the game enough to build your own character and play successfully, you need to read close to the full 237 page rulebook. There are lots of complexities in Ars Magica. And while I like games with depth, I wouldn’t say that Ars Magica is very new person friendly.

To successfully do things like cast spells (very important to the game), for example, you need to read something like 30-40 pages to really understand how spell-casting works. Each player needs to read and understand those 30-40 pages too, not just the game master. Those 30-40 pages are also just the introduction to magic, and are not the spells themselves.


Ars Magica Presentation: (5/10)

When compared to games like Dungeons and Dragons, the overall layout of chapters in Ars Magica is a little odd. For example, the rulebook starts out with an introduction to the game, followed by dice and how they’re rolled, an introduction to the game’s lore, then into a glossary.

When getting into character creation, the “hermetic house summary” (an aspect of character building) comes after an introductions into stats for each hermetic. In my mind, I was thinking, “how can I choose a hermetic until I understand what the hermetic is about? And if that’s the case, why would I need to see hermetic stats, first?” Hermetics made way more sense about 20 pages in, when I finally found an overview. Basically, the game would have been easier to understand if that order was reversed.


One thing I do really like in the rulebook, however, is how starts of chapters and major sections have a spellbook-like aesthetic. Honestly, the fonts and feel of reading a wizard’s tome make up for a lot in Ars Magica when it comes to the game’s overall presentation.


Ars Magica Lore: (8/10)

Ars Magica is about “the order of Hermes, mages, and religion.” The lore is pretty in-depth, and cool. There’s certainly a lot to work if you want to play an entire RPG campaign.


Of every aspect of Ars Magica, the game’s lore is by far the best part. I would enjoy reading through the entire rulebook at a leisurely pace, almost as if it were part novel of some sort. It’d be fun to learn about each hermetic house, spell, and path of wizardry.


My honest thought when reviewing Ars Magica through virtually every step of the process was that I wished it was a campaign setting for DnD, rather than being its own game system. I think as a campaign setting for DnD, I would absolutely love Ars Magica. In fact, I’d probably play in a Ars Magica DnD setting quite a bit. I just think that the Ars Magica game, on the whole, is not nearly on the same level as games like DnD.

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Combat in Ars Magica: (3/10)

The Ars Magica rulebook states that combat isn’t a big part of playing the game, which is fine. The rules for combat seem to reflect that idea, as well. When it comes down to it, combat in Ars Magica is basically just a hit chance, with damage-minus-defense-kind-of-game.


Ars Magica is all about magic. So, going into the game, I was sort of expecting some hardcore wizard duels like when Albus Dumbledore fought Voldemort in the the 5th Harry Potter book. Sadly, that wasn’t to be. In fact, I think it’s pretty much impossible to emulate a battle like that, in Ars Magica.


When you get down to it though, there’s nothing wrong with combat in Ars Magica. It just isn’t an important part of the game, and so doesn’t provide anything particularly special. It didn’t meet my expectations for what combat in a wizard roleplaying game might be.


Game “Flow”: (5/10)

Let me preface this section by again mentioning that Ars Magica – on the whole – is a great game. It also has a small but dedicated group of hardcore gamers. I will say though that you would have to be among the most hardcore tabletop roleplay gamers to give Ars Magica a shot for a full campaign.


The game is like living a life as an actual wizard. Cool in some ways, tedious in many others. The amount of depth provided by Ars Magica into magic and what it means to “be a wizard” is staggering. I think of Ars Magica as being on the same level of detail as Zweihander. In fact, you might say that Ars Magica is Zweihander in this regard, but for wizards.


This game intimidates me, and I’m a pretty hardcore tabletop roleplayer, myself. There are rules and situations in Ars Magica to play out virtually every aspect of magic you could possibly imagine. There are apprentices, laboratories, magical experimentation, familiars, enchantments, and so much more.


For anexample of the depth and complexity of Ars Magic, consider this excerpt from the “Creo Aquam Spells” a Level 5 spell called:


“Footsteps of Slipper Oil”

(*actual text taken from the game. Anything in [these symbols] are my sarcastic additions).

“R: Touch, D: Diam, T: Ind


From each of the next ten footsteps the caster of this spell takes, nonflammable grease spreads out, leaving a slick area 10 paces wide. Dexterity stress rolls are required to remain upright whenever a character on the oil does something more than challenging walking.

A roll of 6+ is needed for the average maneuver, with rolls of up to 15+ needed to (for example) make a right turn at full speed on a smooth, greased surface. The duration is the length of time that the oil lasts [umm… duh?].


This spell was invented by a rather good-natured magus, and the gestures associated with the most common variations of the spell are as comical as the effects themselves. You can stand first on one leg, and then the other, vigorously rubbing the bottom of each upturned foot, as if spreading on a salve. (Base 3, +1 Touch, +1 Diam)”


{Not all spells are just like this, but many are. It’s a lot of text for a spell that makes people slip and fall. Damn dude. Too much for me.


Artwork: (3/10)

There’s not a lot of art in the Ars Magica rulebook. Not really a consistent theme. It’s also simply not the best artwork I’ve ever seen.


What I will say though is that some of the artwork has a very old, medieval sort of feel to it. Like something you would see reading through an ornate religious text from that time period, which I really like.


Ease of Purchase: (10/10)

Ars Magica can be purchased on the Atlas Games site, and on Amazon. At both locations, the game is very easy to find and purchase. You would be surprised how many tabletop RPGs, even among the really great ones, are not as easy to purchase as Ars Magica.


Price & How Many Books Do You Need to Play: (10/10)

You just need one book to play Ars Magica. The price is only $35 for the hardcover rulebook, which is incredible value (hard cover books often cost publishers almost $35 to print a single full-color book).


Fame & Availability of Supplemental Material: (6/10)

There is lots of supplemental material for Ars Magica of all kinds. You can find supplemental books on lore, and that expand on core mechanics of the game.


In 1996, Ars Magica was ranked by Arcane Magazine (now out of print) as the 19th most popular tabletop roleplaying game of all time. I think Ars Magica was very popular at one time. Nowadays though, I don’t think there are many people playing it. I’d still say that it’s probably better than most – like nearly all – tabletop RPGs out there. It’s just not as well-known.


If I had to summarize why I think Ars Magica is so complex for today’s standards, it would be that back in the early days of tabletop gaming, gamers liked very complex games. It gave them something to dig into even when they weren’t gaming with friends, almost like it doubled as a sort of novel in the in-between.


It also provided gamers with specialized information they could glean, then bring to the group and use during a gaming session, like their own secret knowledge or power. These were the days before the internet after all, when it wasn’t super easy to get any sort of information you wanted, at any time.


It was part of the mystique of those early days to play games that were highly elaborate and complex. And for that – what Ars Magica was to that generation – I love the game. I also love the mystique about it and the immense immersion into what it’s like being a wizard.


I just don’t think that today’s tabletop crowd games for quite the same reasons.


Ars Magica is Produced By:

Atlas Games

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Box art and game components for
By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.
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