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Ars Magica vs Wolves of God

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

Ars MagicaWolves of God
GenreFantasy, HistoricalHistorical
Play StyleCrunchy, Freeform Magic, Lore-Heavy, Collaborative, Character Building, Simulation, Open Source, Roll to Cast, Domain Management, Roleplay-Heavy, Social IntrigueSandbox, Exploration, Worldbuilding, Low-Prep, Ascending AC
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.2d6 + skill + attribute ≥ target for skill checks; d20 + modifiers vs. AC for combat. Same engine as Stars/Worlds Without Number adapted for a historical setting.
Diced102d6 / d20
ComplexityHighMedium
AccessibilityMediumMedium
RunnabilityHighHigh
LicenseCC BY-SA 4.0OGL 1.0a
Cost$$$
PublisherAtlas GamesSine Nomine Publishing
Year20042020
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.Historical Dark Ages campaigns set in Anglo-Saxon England with dungeon-delving into Roman ruins, sandbox tools, and Kevin Crawford's signature GM aids.
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.Detailed historical setting with Crawford's sandbox tools, distinctive Anglo-Saxon flavor, Roman ruins as dungeons, compatible with other Sine Nomine products
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.Very niche historical setting, limited appeal outside Dark Ages fans, no free version