TTRPG Wiki

Compare tabletop RPG systems to find your next game

Ars Magica vs SAKE

Compare Ars Magica and SAKE side by side. See differences in complexity, dice, genre, and more.

Ars MagicaSAKE
GenreFantasy, HistoricalFantasy
TagsCrunchy, Freeform Magic, Collaborative, Simulation, CC-Licensed Rules, Roll to Cast, Domain Management, Social IntrigueCrunchy, Modular, Domain Management, Sandbox, Ship-Based, Faction Play, Roll to Cast, Skill-Based
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.Roll d20 + Skill Ranks + attribute modifier against a Difficulty Level. Characters are built with a point-buy system using Experience Points to purchase Skill Ranks, abilities, Health Points, and spells. In combat, the attacker rolls d20 + Attack against the defender's d20 + Parrying, with weapon damage reduced by armour's Damage Reduction. Sorcery uses Spellpoints and is divided into six schools, each with its own risks: failed casting rolls can trigger consequences from exhaustion to madness to summoning hostile spirits.
Diced10d20
ComplexityHighVery High
AvailabilityPaidFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseCC BY-SA 4.0All rights reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherAtlas GamesSeventh Son Publishing
Year20042025
LanguagesEnglish, French, Spanish, ItalianEnglish
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 a comprehensive sandbox toolkit that seamlessly blends traditional adventuring with domain-level strategy: managing kingdoms, trading across oceans, waging wars, and navigating a detailed early-modern caste society.
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.Four modular systems (Adventuring, Sorcery/Otherworld, Domain/Warfare, and Trade/Seafaring) each function independently and integrate with the others. Domain management operates through quarterly Domain Turns with taxes, construction, random events, espionage, and faction politics. Overseas trade system models supply, demand, and piracy across a mapped world with named trade regions and goods. Magic carries real consequences: learning spells risks madness, and failed castings can summon hostile spirits or damage the caster's soul.
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.590-page rulebook requires significant reading investment before play, even with modular adoption. Character creation can take several hours for first-time players. The default setting (Asteanic World) is deeply integrated into many rules: the caste system, trade routes, and political factions assume that setting.