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Ars Magica vs Shadowrun

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

Ars MagicaShadowrun
GenreFantasy, HistoricalCyberpunk, Fantasy
Play StyleCrunchy, Freeform Magic, Collaborative, Simulation, Open Source, Roll to Cast, Domain Management, Social IntrigueCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
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 a pool of d6s equal to attribute + skill, counting 5s and 6s as hits. Meet or exceed a threshold to succeed. Situational advantages generate Edge points rather than modifying dice pools directly; Edge is spent on tactical effects like rerolling dice, adding successes, or imposing penalties on opponents.
Diced10d6 dice pool
ComplexityHighVery High
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseCC BY-SA 4.0No open license
Cost$$$$
PublisherAtlas GamesCatalyst Game Labs
Year20042019
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 cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and 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.The setting fuses megacorporate intrigue with magic and metahuman races, so a single team mixes street samurai, mages, and deckers. Distinct subsystems model Matrix hacking, spellcasting, drone rigging, and astral space, each carrying its own rules depth. The Edge economy converts situational advantages into a spendable resource for rerolls, extra hits, or penalties on opponents.
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.Matrix hacking runs on its own timescale and can leave non-decker players idle during a run. Character creation spreads across attributes, skills, magic or resonance, gear, and lifestyle, making the first build long. Dice pools grow large at high skill, so counting hits on a fistful of d6s slows resolution.