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Ars Magica vs Pathfinder First Edition

Compare Ars Magica and Pathfinder First Edition side by side. See differences in complexity, dice, genre, cost, and more.

Ars MagicaPathfinder First Edition
GenreFantasy, HistoricalFantasy
Play StyleCrunchy, Freeform Magic, Collaborative, Simulation, Open Source, Roll to Cast, Domain Management, Social IntrigueTactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting
Core MechanicRoll a d10 + Characteristic + Ability against an Ease Factor. Simple die rolls count the result at face value; stress die rolls on a 1 double the next roll (cascading), while a 0 risks a botch by rolling additional botch dice. Magic uses Technique + Form (five verbs like Creo, Perdo combined with ten nouns like Ignem, Corpus) to define any spell effect. Formulaic spells are pre-learned, spontaneous spells can attempt any Technique + Form combination by halving the casting total, and ritual spells handle large-scale or permanent effects.Most uncertain actions roll a d20, add relevant modifiers, and compare the total with a target or opposing result. Difficulty Class, Armor Class, and Combat Maneuver Defense are common targets; natural 1s and 20s can override some comparisons.
Diced10d20
ComplexityHighVery High
AccessibilityMediumVery High
RunnabilityVery HighVery High
LicenseCC BY-SA 4.0Open Game License 1.0a
Cost$Free
PublisherAtlas GamesPaizo Publishing, LLC
Year20042009
Best ForGroups who want a deeply researched medieval European setting with the most flexible magic system in tabletop RPGs and troupe-style play where multiple characters share the spotlight across seasons of game time.Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat.
HighlightsTechnique + Form magic system allows freeform spell creation by combining five verbs with ten nouns. Troupe-style play rotates magi, companions, and grogs so every player has multiple characters. Covenant management adds strategic play between adventures. Mythic Europe setting blends historical accuracy with medieval folklore and theology.Eleven core classes progress through twenty levels with interlocking feat and class choices that support specialized builds. Combat makes positioning and turn timing consequential through attacks of opportunity and combat maneuvers. Prepared and spontaneous spellcasting draw from hundreds of level-gated spells, giving magical classes distinct planning and resource cycles.
ConsiderationsCore rulebook is dense at 240 pages with extensive magic subsystems that require study before play. Laboratory rules, seasonal advancement, and covenant management demand significant bookkeeping. The troupe-style format requires buy-in from the whole group. Combat is deliberately secondary to magic and social play.Character creation and advancement require cross-checking large option catalogs and prerequisites, which can front-load decision making. Combat combines situational modifiers with nested action and exception rules, which can slow adjudication. High-level play layers additional character abilities and magical options, increasing preparation for players and GMs.