New Spells for Ars Magica

a set of spell books

This is a compilation of the new spells that have been posted on the site. Inspiration for these comes from everywhere and many of the great ideas I cannot claim as my own. However as there started to be a lot (over 50 spells now), it was better to have them in one place.

There may also be errors and debates on the difficulty of the spells – you’ll have to adjudicate these for yourself as you use them.

List of Spells

Intellego Animal
 Tongue of the Beasts (InAn 25)

Muto Animal
 Disguise of the Chameleon (MuAn 10) 
 Attire as Desired (MuAn/HeTe 20) 
 Gift of the Master's Voice (MuAn 20) 
 Transforming the Tome (MuAn/Te 25) 
 Unearthly Magnification of the Beasts (MuAn 30) 

Creo Aquam 
 The Assassin’s Churning Draft (CrAq 25) 
 Sheath of the Serpent’s Venom (CrAq/Re 30) 

Muto Aquam
 Withhold the Drunkard’s Muse (MuAq 10) 
 Taint the Drunkard’s Desire (MuAq 15) 
 Call for the Drunkard’s Demise (MuAq 25)

Rego Aquam 
 Summon the Fishermans Bounty (ReAq 20)

Muto Auram 
 The Toxic Solar (MuAu 30) 

Creo Corpus 
 Circle Against Purification (CrCo 5)
 Selfish Rest of the Injured Magus (CrCo 15) 
 The Chirurgeon’s Healing Circle (CrCo 20) 
 True Rest of the Injured Custos (CrCo 20) 
 Serious Rest for the Injured Custos (CrCo 30) 
 Slip From the Reaper's Grasp (CrCo 40)

Muto Corpus
 Poise of the Cat (MuCo/An 5) 
 Senses of the Bloodhound (MuCo/An 5) 
 The Diminution of Man (MuCo 15) 
 The Resistant Skin (MuCo 20) 
 Silence the Babbling Fool (MuCo 20) 
 Shape of Fearsome King (MuCo/An 25) 
 Polymorph the Belligerent Rabble (MuCo/An 30) 
 Blessing of Oreus’s Fortitude (MuCo 35) 

Perdo Corpus
 Invoke the Agony of Man (PeCo 15) 
 Invoke the Horrific Cacophony (PeCo 35) 
 Curse of the Bloated Tongues (ReCo 10) 

Rego Corpus
 The Clumsy Mannequin (ReCo 10) 
 The Fastidious Wizard’s Repose (ReCo 10) 
 Forcing the Statue of Man (ReCo 20) 
 Ward Against the Common Man (ReCo 20) 
 By Will Alone (ReCo 25) 
 The Unwilling Army (ReCo 30) 
 Direct the Flight of Your Flock (ReCo 35) 

Rego Herbam 
 Draw the Magic Circle (ReHe 5)
 Extract the Essence of Serqet (ReHe/AqAn 20) 
 Allay the Buoyant Load (ReHe 25) 

Creo Ignem 
 Ignite the Incriminating Writ (CrIg/He 5) 
 Ignite the Promiscuous Memoir (CrIg 25) 
 Melt the Vanguard’s Arms (CrIg 25) 

Muto Ignem
 Conceal the Fire within the Arrow (MuIg/He 25) 

Creo Imagonem 
 Speak Through the Intangible Tunnel (CrIm 4)
 Deafen the Surly Turncoat (CrIm 10) 
 Shatter the Bon Vivant’s Glass (CrIm 10)
 Mastery of Thought and Purpose (CrIm 15) 
 The Harpies Screech (CrIm 20) 

Intellego Imagonem
 Spy Through the Intangible Tunnel (InIm 20)

Muto Imagonem
 Disguise the Words as Written (MuIm 10) 
 Gift of the Echoing Voice (MuIm 15)

Perdo Imagonem
 Ring of Impermanently Clear Vision (PeIm 5)

Rego Imagonem
 Render the Magic Circle (ReIm 5)
 Ring of Transiently Clear Vision (ReIm 10)
Intellego Mentum 
 Drawing the Truth from the Dead (InMe 35) 
 Peering into the Unresting Mind (InMe 45 Ritual) 

Perdo Mentum
 Torture the Restless Dead (PeMe/CrIm 35) 

Rego Mentum
 Aura of Unstoppable Malevolence (ReMe 35) 
 Blessing of Eternal Joy (ReMe 25) 

Muto Terram 
 Strength of Titan Steel (MuTe 15)
 Conjure the Orb of Sunshine (MuTe/Ig 20) 
 Trap of Unearthly Stickiness (MuTe 20) 
 Ten Thousand Graceful Steps (MuTe/Re 25) 
 Trap of the Lazy Huntsman (MuTe/In 25) 
 Buoyant Arms and Armor (MuTe 30) 
 Drayman’s Gentle Journey (MuTe/Re 30) 
 Trap the Curious Interloper (MuTe/InAnHe 30)

Perdo Terram
 Inscribe the Magic Circle (PeTe 10)

Detailed Descriptions

Intellego Animal

Tongue of the Beasts

Intellego Animal 25 / Creo, R: Eye, D: Concentration, T: Individual

This effect allows caster to understand and communicate with a particular animal. The caster perceives the basic surface thoughts of the creature, and also “speak” directly into the creature’s mind. No words need to be actually spoken while the spell functions.

The Magus must still interpret the perspective of the animal properly to understand it’s motivations, and must also communicate to the animal in terms akin to its own perspective to be properly understood.

(Base 10 to comprehend the surface thoughts, +1 Creo requisite for creation of understanding back to the animal’s mind , +1 for Range to Eye, +1 for Duration to Conc.)

Muto Animal

Disguise of the Chameleon

Muto Animal 10. R: Personal, D: Diameter, T: Individual

Allows the caster to change the cosmetic appearance of their current animal form for a short period (approx 2 minutes). Size is limited to affect up to size +1 creatures.

(Base: 5 change an animal in a minor way so it is no longer natural, +1 Diameter)

Attired as Desired

Muto Animal 20 / Herbam Terram. R: Voice, D: Sun, T: Individual

Changes all the clothing of the target touched to the desires of the caster. Purpose of the spell is to allow a quick outfit change should circumstances demand, and also so that the clothing of the target to become appropriate foci for the Muto Corpus spells. It saves carrying around five different cloaks.

(Base 3, +2 Voice, +2 Sun, +1 highly complex clothing)

Gift of the Master’s Voice

Muto Animal 20, R: Touch, D: Sun, T: Individual

The target’s animal form gains the facility of human speech, although still heavily tainted by aspects of the creature’s shape. This spell does not impart the knowledge of how to speak, so has little effect on non-shape-changed creatures.

(Base 5, +1 Touch, +2 Sun)

Transforming the Tome

Muto Animal 25 / Terram. R: Touch, D: Sun, T: Individual

This spell temporarily transforms a book into a small very hard object, such as a gem or piece of metal. The form of the object is chosen by the caster. This facilitates concealing and carrying the text in a more convenient manner.

(Base 5 major unnatural change, +1 complexity of affecting a book, +1 Touch, +2 Sun, requisite is free)

Unearthly Magnification of the Beasts

Muto Animal 30. R: Personal, D: Diameter, T: Individual

This spell allows for temporary growth or shrinking of the Magus’ animal form up to Size 11 or down to size -12. The spell may target any creature of up to size +4, but may only change the creatures size by up to 10 size ranks in either direction.

ie. A size a +4, may become up to size +11 or down to -6. A size -3 creature may become size -12 or up to size +7.

(Base 4 for changing creatures size in an unnatural way +/1, +1 to allow for shrinking and growing in the same effect, +1 D:Diameter, +1 mag to affect creatures of up to size +4, +3 to change up to size 11, or down to -13)

Creo Aquam

The Assassin’s Churning Draft

Creo Aquam 25, R: Touch, D: Diameter, T: Individual

This spell creates a single draft of poison that inflicts a Medium wound on the person who drinks it, unless they succeed a Stamina check of 6+.

The poison created is a dram (or teaspoon) of colorless odorless liquid, which may be added to drinks or conjured within a cup the caster is touches. The poison is harmless if it is not ingested.

(Base 10 for a medium poison, +1 to increase the check to 6+, +1 Touch, +1 Diameter)

Sheath of the Serpent’s Venom

Creo Aquam 30 / Rego, R: Touch, D: Sun, T: Individual

This spell coats the blade of a weapon in a constantly refreshing poison. When the weapon successfully inflicts damage to an opponent the victim must succeed a Stamina check vs 6+ or also receive an additional Light wound.

Weapons enhanced by this spell will noticeably drip the venom if inspected, and the poison can be carefully taken from the weapon and used in other ways. Use of poisons is highly disregarded in most regions.

(Base 5 to inflict a light wound, +1 Rego to control the liquid’s movement on the blade, +1 to raise the check difficulty to 6+, +1 Touch, +2 Sun)

Muto Aquam

Withhold the Drunkard’s Muse

Muto Aquam 10. R: Touch, D: Sun, T: Individual

This spell changes the contents of a container so it is no longer alcoholic, but otherwise is the same. This means especially excellent wine will will taste excellent, and poor ale will still be undesirable.

At the expiry the contents return to normal, restoring the intoxicating effect. This may cause interesting mishaps and unexpected circumstances if the liquid was recently drunk.

(Base 3 to change liquid into a slightly unnatural form, +1 Range to Touch, +2 Duration to Sun)

Taint the Drunkard’s Desire

Muto Aquam 15, R: Touch, D: Sun, T: Individual

The target liquid of this spell is altered to become a medium strength poison. An hour after it is ingested the poison inflicts a Medium wound on any drinker for each dose consumed.

The poison may be resisted by succeeding a Stamina check vs 6+. The spell may transform any single portion of of a beverage including water, wine, beer, or spirits up to one gallon.

(Base 3 to inflict an Medium wound, +1 to raise the check difficulty to 6+, +1 Touch, +2 Sun)

Call for the Drunkard’s Demise

Muto Aquam 25, R: Touch, D: Sun, T: Individual

The target liquid of this spell is altered to become a powerful poison. An hour after it is ingested the poison inflicts a Incapacitating wound on any drinker for each dose consumed.

The poison may be resisted by succeeding a Stamina check vs 6+. The spell may transform any single portion of of a beverage including water, wine, beer, or spirits up to one gallon.

(Base 5 to inflict an Incapacitating wound, +1 to raise the check difficulty to 6+, +1 Touch, +2 Sun)

Rego Aquam

Summon the Fishermans Bounty

Rego Aquam 20, R: Touch, D: Conc, T: Ind

The Magus touches a section of river or stream, a small pond, or spring and enhances the power and flow of the river to cast fish and other material from the river onto the bank.

(Base 4 to control a fast current, +2 for highly unnatural movement, +1 Touch, +1 Concentration)

Muto Auram

The Toxic Solar

Muto Auram 30, R: Touch, D: Diameter, T: Room

This spell changes the air within a room touched to a highly corrosive gas which inflicts +10 damage per round to everything within. This gas will also damage delicate items within the room, such as paper, food, fur and cloth.

(Base 10 for Level as damage, +1 Touch, +1 Diameter, +2 Room)

Creo Corpus

Circle Against Purification

Creo Corpus 5, R: Touch, D: Ring, T: Individual

Prevents the decay of a human corpse, or a severed body part, while the Ring is maintained and the target remains within it.

This spell is a simple re-working of Charm Against Purification (ArM p129) with the duration altered to Ring.

(Base 2, +1 Touch, +2 Ring)

Selfish Rest of the Injured Magus

Creo Corpus 15, R: Personal, D: Moon, T: Individual

This spell grants the Magus a +9 bonus to all wound recovery rolls made while the spell is in effect, as long as the spell is maintained during the recovery time.

(Base 4, +3 D: to Moon)

The Chirurgeon’s Healing Circle

Creo Corpus 20, R: Touch, D: Mom, T: Circle, Ritual

As per The Chirurgeon’s Healing Touch, modified to Target all creatures within a drawn circle. Spell will restore one Light Body Level of damage permanently.

(Base 15, R: Touch +1)

True Rest of the Injured Custos

Creo Corpus 20, R: Touch, D: Moon, T: Individual

This spell grants the target touched a +9 bonus to all wound recovery rolls made while the spell is in effect, as long as the spell is maintained during the recovery time.

(Base 4, +1 R: to Touch, +3 D: to Moon)

Serious Rest for the Injured Custos

Creo Corpus 30, R: Touch, D: Moon, T: Individual

This spell grants the target touched a +15 bonus to all wound recovery rolls made while the spell is in effect. Note that the spell will cause warping.

(Base 10, +1 R: to Touch, +3 D: to Moon)

Slip From the Reaper’s Grasp

Creo Corpus 40, R: Touch, D: Mom, T: Ind, Ritual

Resolves a terminal (or less) crisis caused by Aging (see Ars p.170). This effect causes Warping.

(Base 35 to resolve a Terminal aging crisis, R: Touch +1)

Muto Corpus

Poise of the Cat

Muto Corpus 5 / Animal. R: Personal, D: Sun, T: Individual

Grants the magus the sense of balance and poise akin to a cat, apply a +3 bonus on rolls for appropriate Athletics checks.

(Base:3, +2 Sun)

Senses of the Bloodhound

Muto Corpus 5 / Animal. R: Personal, D: Sun, T: Individual

Grants the magus enhanced sense of hearing and smell akin to bloodhounds, adding +3 to all appropriate perception based tests.

(Base: 2, +2 sun, +1 extra sense, req free)

The Diminution of Man

Muto Corpus 15. R: Voice, D: Diameter, T: Individual

Reduces the target’s size to -3, that of a baby.

(Base 3, +2 Voice, +1 Diameter, +1 extra size rank down to size -3)

The Resistant Skin

Muto Corpus 20, R: Personal, D: Sun, T: Individual

The casters body is enhanced and toughened, gaining a +2 bonus to Soak for the duration. From the Ars Magica muto corpus guidelines p. 132.

(Base 10, +2 Sun)

Silence the Babbling Fool

Muto Corpus 20. R: Touch, D: Diameter, T: Part

The target of this spell has their eyes and mouth close over, as if they were born that way.

(Base 5 to change a person in a minor way so that they are unnatural, +1 Touch, +1 Diameter, +1 Part)

Shape of Fearsome King

Muto Corpus 25/ Animal. R: Personal, D: Sun, T: Individual

Changes the magus into a Lion.

(Base 10, +2 Sun, +1 due to extra size requirement of lion form)

Polymorph the Belligerent Rabble

Muto Corpus 30 / Animal. R: Touch, D: Diameter, T: Group

This spell changes the targets within the group into sheep for up to two minutes.

(Base 10, +1 Touch, +1 Diameter, +2 Group)

Blessing of Oreus’s Fortitude

Muto Corpus 35, R: Touch, D: Diameter, T: Group

This effect enhances a group of up to 10 soldiers soak scores for two minutes, with a +3 bonus.

(Base 15, +1 Touch, +1 Diameter, +2 Group)

Perdo Corpus

Invoke the Agony of Man

Perdo Corpus 15, R: Voice, D: Conc, T: Individual

Inflicts the target of the spell with wracking pain, almost completely disabling them. To make an action the target must succeed a Stam + Size stress of 9+.

(Base 4 to cause a person pain, +2 voice, +1 concentration)

Invoke the Horrific Cacophony

Perdo Corpus 35, R: Voice, D: Diameter, T: Group

This spell inflicts the targeted group of up to 100 standard sized people with physical pain so severe that they can do nothing else except writhe in agony, and perhaps very slowly crawl away.

(Base 4 to cause a person pain, +1 to boost the effect to the same level as ReCo immobilizes the target, +2 Voice, +1 Diameter, +2 Group, +1 to affect up to 100 targets at once)

Rego Corpus

Curse of the Bloated Tongues

Rego Corpus 10, R: Touch, D: Dia, T: Group

As per Curse of the Unruly Tongue (ReCo5), modified to target a group, and last diameter.

Note: Invented specifically at this level to defend against multiple Magi, but requires one of the targets be touched during casting. Consideration should be given to altering Range too Voice for a less dangerous design.

(Base 2, R: Touch +1, Diameter +1, Group +2)

The Clumsy Mannequin

Rego Corpus 10, R: Eye, D: Diameter, T: Individual

The spell facilitates the control of the target’s large scale motions (arms, legs, and head movement), which must follow any simplistic instructions.The target can only control their own small scale motions (finger gestures, talking), and suffers a -3 modifier to any of these actions, including spell casting. Eye contact is needed only for the initial application of the spell.

Valid commands might be “walk in a circle”, “sit down”, “walk of that edge”, and if the command is completed but the spell still has duration the target gains control again until the caster issues another command.

As the duration is Diameter the caster must concentrate to the control over the target’s body. While the spell is in effect the target cannot be made to make any complex or agile movement such as fighting, dancing, juggling, etc.

(Base 4, +1 Eye, +1 Diameter)

The Fastidious Wizard’s Repose

Rego Corpus 10, R: Personal, D: Momentary, T: Individual

This spell performs all of the caster’s standard grooming and laundry needs in a matter of seconds. The casters body, clothes, and equipment worn are cleaned, clothes pressed, body manicured, etc.

The quality of the effect is determined by a Finesse check, difficulty 3+ to obtain complete coverage and effect. The spell’s inventor traveled extensively without servants in difficult and remote areas, and this spell maintained a suitably dignified and hygienic appearance.

The additional magnitudes for requisite arts empowers the spell to use affect a wide range materials, and also temporarily create materials needed for cleaning.

(Base 2, +1 to enhance the Finesse check difficulty downward from 6 to 3, +1 to allow for cleaning of complex equipment carefully, +1 Creo, +1 Herbam Animal and Terram)

Forcing the Statue of Man

Rego Corpus 20, R: Voice, D: Diameter, T: Individual

The spell holds the target motionless for two minutes, during which time they cannot move at all. This prohibits all physical movement such as talking, spell casting, and even changing the direction they are looking.

(Base 5, +2 Voice, +1 Diameter)

Ward Against the Common Man

Rego Corpus 20, R: Touch, D: Ring, T: Circle

Creates a circle through which no ordinary (say protected by Parma Magica or otherwise resist the spell) person can cross or affect those within the circle.

(Base 5, R: Touch +1, Ring +2, Circle +0)

By Will Alone

Rego Corpus 25, R: Personal D: Sun, T: Individual

This spell grants the Magus the power to move their body through the air, controlled by thought at up to speeds of 40 miles per hour. Unlike the Creo Auram spells hovering in place with this spell is as simple as any other flight.

The Magus must concentrate to control when and how fast they fly, and may elect to halt their thought movement, even while the spell remain active (effectively the Magus elects to not move using the spell). Finesse rolls are required for complex maneuvers.

Note that the spell will continue in a manner last instructed, so the caster best be wary of distractions and mishap.

(Base: 15 effect, +2 Sun)

The Unwilling Army

Rego Corpus 30, R: Voice, D: Diameter, T: Group

The spell allows the caster to control the large scale motions (arms, legs, and head movement) of a very large group of people (up to 100 standard individuals). The targets are controlled by the caster, following simplistic instructions.

The targets can only make small scale motions (finger gestures, talking), and suffers a -3 modifier to any of these actions, including spell casting.

Valid commands might be “walk in a circle”, “sit down”, “walk of that edge”, and if the command is completed but the spell still has duration the target gains control again until the caster issues another command.

As the duration is Diameter the caster must concentrate to the control over the target’s bodies. While the spell is in effect the target cannot be made to make any complex or agile movement such as fighting, dancing, juggling, etc.

(Base 4, +2 Voice, +1 Diameter, +2 group, +1 for a very large group)

Direct the Flight of Your Flock

Rego Corpus 35, R: Touch, D: Conc, T: Group

The target and his group of traveling companions are raised into the air and fly as one under the control of the caster up to speeds of 40 miles per hour (see “By Will Alone” above).

The members of the group must remain together, otherwise the member is removed from the spell’s effects; and pray that the Magi’s concentration is not disturbed.

(Base: 15 effect, +1 Touch, +1 Conc, +2 Group)

Rego Herbam

Draw the Magic Circle

Rego Herbam 5

The caster quickly draws a circle onto the surface touched, far faster than the typical inscription time. The circle may be as large or small as the caster desires, up to around 100 paces in diameter. The caster must make a Finesse check of 3+ or else the circle is unusable.

(Base 1 to create something simple, R: Touch +1, +3 for very large circles)

Extract the Essence of Serqet

Rego Herbam 20, Aquam Animal, R: Touch, D: Momentary, T: Individual

This spell processes a poisoner’s raw ingredients into a near perfect extract.

The quality of the final result is determined by a Finesse roll vs 6, where results lower than this amount do not produce an effective poison, and rolls that far exceed it will increase potency.

All of the materials fro normal processing and steps must be provided for the spell to produce an effective product.

(Base 3 to perform the craft process within moments, +4 reduction of Finesse difficulty by 12, +1 Touch)

Allay the Buoyant Load

Rego Herbam 25, R: Touch, D: Sun, T: Part

The bags, containers, sacks or other carrying vessels carried by the target touched are made buoyant, which reduces their burden to the wearer to almost nothing.

The spell affects any items crafted from materials, and affects the equipment carried, not the target themselves so no warping will occur.

(Base 4 to affect a manufactured product, +1 plant product moves unnaturally, +1 Touch, +2 Sun, +1 Part)

Creo Ignem

Ignite the Incriminating Writ

Creo Ignem 5 / Herbam, R: Voice, D: Mom, T: Individual

This effect ignites a targeted item item quickly providing a fire which will likely destroying it and leaving only ash. The spell was invented for use on writs and other paper documents which could be either incriminating or hold Magi to agreements which they would prefer to avoid.

(Base 3 as ignite parchment, +2 Voice, +0 He Requisite)

Ignite the Promiscuous Memoir

Creo Ignem 25 / Requisite, R: Arc, D: Mom, T: Individual

This effect ignites an item connected via an arcane connection, thereby providing a fire which will likely destroying it. The item may be in almost any anything slightly flammable such leather, damp wool.

The spell was invented for use on writs and books, but can also be used to ignite almost any material.

(Base 5 as ignite something slightly flammable, +4 Arc)

Melt the Vanguard’s Arms

Creo Ignem 25 / Terram, R: Voice, D: Mom, T: Part

Up to ten metal items carried by or on the target are heated to melting point. Thus a soldiers sword, helm, and segments of armor will all instantly be burning hot, and melt. This has a side effect of inflicting +5 damage per round while metal items targeted are carried or worn.

(Base 10 heat an object to melting point, +2 Voice, +1 to increase number of parts targeted, +0 Te Requisite)

Muto Ignem

Conceal the Fire within the Arrow

Muto Ignem 25 / Herbam, R: Touch, D: Diameter, T: Individual

This spell changes a fire up to the size of a small campfire (+5 damage) into an arrow or bolt suitable for use by an archer. The size and form of the projectile is chosen by the caster. The arrow can be used and fired normally until the duration of the spell expires, when it will revert back into a fire.

(Base 10 to change into an unnatural element of another form, +1 Herbam requisite, +1 Touch, +1 Diameter)

Creo Imagonem

Speak Through the Intangible Tunnel

Creo Imaginem 4, R: Touch, D: Conc, T: Ind

The caster can speak through an Intangible Tunnel (which requires range touch).

(Base 1 to create an image that affects a sense, R: Touch +1, D: Conc +1, +1 intelligible speech)

Render the Magic Circle

Creo Imagonem 5

The caster draws a circle onto the surface touched. The circle may be as large or small as the caster desires, up to around 4 feet diameter.

(Base 1 to create something affecting one sense, R: Touch +1, D: Moon +3, T: Ind)

Deafen the Surly Turncoat

Creo Imagonem 10, R: Voice, D: Momentary, T: Individual

This effect creates a momentary explosion of sound which is powerful enough to potentially deafen those close to it. Creature successfully targeted by the caster’s Finesse check of 6+ must then pass a Stamina check vs 9+, or they are deafened for approximately two minutes.

The effect is perfect for ending conversations with belligerent subordinates.

(Base 3, +3 Range to Voice)

Shatter the Bon Vivant’s Glass

Creo Imagonem 10, R: Voice, D: Momentary, T: Individual

The caster creates a short high pitched burst of sound next to a glass item, which is shattered by the sound. The caster must succeed a Finesse check vs base 6 to correctly target the sound. The sound created is very loud.

(Base 3 to break glass with Finesse check 6+, range to Voice +3)

Mastery of Thought and Purpose

Creo Imagonem 15, R: Touch, D: Conc, T: Ind

When the spell is cast an abstract image forms in front of the caster which they may manipulate using Finesse rolls, while making Concentration rolls. The spell presents a detailed changing image, which tries to resist and contradict the alterations of the caster. Slowly as time progresses the image changes more quickly, and the caster is challenged with controlling the spell for as long as possible.

Unlike practice using normal spells requiring concentration and finesse, this spell is designed to frustrate and challenge the caster. This grants a source quality of 5 for practicing the Finesse and Concentration abilities.

(Base 1 to create an image that affects one sense, R: to Touch +1, D: to Conc +1, moving image +1, directed by use +1, which is increasingly complex +1, seeking to hamper or avoid the caster’s intent +1)

The Harpies Screech

Creo Imagonem 20, R: Voice, D: Momentary, T: Individual

This effect creates a sound so loud and piercing that it causes disorientation and possibly panic to those who hear it. The caster is protected from the effect by the Rego requisite which protects them from the worst of the effect. Creatures must succeed a Stamina 12+ check are dazed and disorientated. Animals may also be panicked by the effect.

The effect can be heard by anyone who is within range, although a creature’s magic resistance must be overcome for the worst of the effects to apply. This is a debatable aspect of Imagonem magic, which should be discussed before the spell is taken (see Imagonem guidelines and the additional thoughts).

(Base 3, +3 Range to Voice, +1 Rego requsite, +1 for a very difficult stam check vs 12 or higher)

Intellego Imagonem

Spy Through the Intangible Tunnel

Intellego Imaginem 10, R: Touch, D: Conc, T: Room

The caster can see and hear what is occurring through an Intangible Tunnel (which requires range touch).

(Base 2 to use two senses, R: Touch +1, D: Conc +1, T: Room +2)

Muto Imagonem

Disguise the Words as Written

Muto Imagonem 10. R: Touch, D: Moon, T: Individual

Allows the caster to change the contents of a letter or document, re-writing the message, changing seals, and altering signatures to create another message. The letter may also be rendered into jibberish. Useful for sending secret messages by mundane means, and also for altering official documentation

(Base 1, +1 Touch, +3 Moon, +1 very complex image and text)

Gift of the Echoing Voice

Muto Imagonem 15, R: Touch, D: Concentration, T: Structure

The target’s natural speaking voice echos through the target area, sounding as if it is naturally occurring. The sound grows outward from the target, becoming slightly louder, but echoing from all surfaces through the structure.

(Base 1 for Sound, +1 for slightly unnatural behavior, +1 for Range to Touch as sound leaves the Magus, +1 Duration to Concentration, and +3 for Target to Structure)

Perdo Imagonem

Ring of Impermanently Clear Vision

Perdo Imagonem 15, R: Touch, D: Ring, T: Circle

This effect removes the image from the area within the target circle, so that it is rendered invisible.

(Base 4 affect sight, R: Touch +1, D: Ring +2, T: Circle +0)

Rego Imagonem

Render the Magic Circle

Rego Imagonem 5

The caster draws a circle onto the surface touched. The circle may be as large or small as the caster desires, up to around 4 feet diameter.

(Base 1 to create something affecting one sense, R: Touch +1, D: Moon +3, T: Ind)

Ring of Transiently Clear Vision

Rego Imagonem 10, R: Touch, D: Ring, T: Circle

This effect removes the image from the area within the target circle, so that it is rendered invisible.

(Base 2 to make it appear 1 pace away, R: Touch +1, D: Ring +2, T: Part +1)

Intellego Mentem

Drawing the Truth from the Dead

Intellego Mentum 35, R: Arc, D: Momentary, Target: Individual

By means of this spell the caster contacts a ghost which has not yet passed to final judgement, and learns a single sentence answer to a very specific question.

The caster must have an arcane conenction to the ghost he wishes to question, and typically the unhallowed corpse of the target is used.

(Base 15, +4 Arc)

Peering into the Unresting Mind

Intellego Mentum 45, R: Arc, D: Momentary, Target: Individual, Ritual

By means of this spell the caster contacts a ghost which has not yet passed to final judgement, and draws a set of knowledge from the remains of it’s mind about a specific topic or question.

The caster must have an arcane connection to the ghost he wishes to question, and typically the unhallowed corpse of the target is used.

(Base 25, +4 Arc)

Perdo Mentem

Torture the Restless Dead

Perdo Mentem 35 / Creo Imagonem, R: Arc, D: Conc, T: Individual

This spell connects the caster to ghost of a dead person for whom they possess the arcane connection (or body), and inflicts pain upon the ghost.

The Creo Imagonem component of the spell make the auditory screams and pleas of the ghost audible to those around the caster.

(Base 4, +2 Creo Imagonem, +4 Arc, +1 Conc)

Rego Mentum

Aura of Unstoppable Malevolence

Rego Mentem 35, R: Voice, D: Sun, T: Group

Targets of this spell are strongly inclined to obey you, as their sense of fear is heightened for the duration of the spell.

(Base 5, +2 Voice, +2 Sun, +2 Group)

Blessing of Eternal Joy

Rego Mentem 35, R: Arc, D: Ring, T: Individual

This spell connects the caster to ghost of a dead person for whom they possess the arcane connection (or body), and changes the ghost’s mental state to one of happiness and joy.

(Base 5 to control a natural emotion, +4 Arc, +2 Ring)

Muto Terram

Strength of Titan Steel

Muto Terram 15, R: Touch, D: Diameter, T: Individual

The metal weapons and armor carried by the target are made far stronger and more resilient. Reduce the number of botch dice rolled when checking for a breakage by one, even if this means no botch dice are rolled.

Optional rule: If Lords of Men breakage check is used, modify the enhanced weapon’s Weapon Breakage roll  by +5, and increase the Damage Levels the weapon has by +1. This is greatly decrease the change that the weapon will be damaged as a result of combat stress, but retains the initial check to see which combatant’s weapon is affected by a breakage check.

(Base 3, +2 metal, +1 Touch, +1 Diameter)

Conjure the Orb of Sunshine

Muto Terram 20 / Ignem. R:Touch, D: Sun, T: Ind

The material touched glows brightly, and may be used like a torch. The creator Magus designed the spell so that a large volume of the enchanted material could be shared amongst many people, or used to light a large area.

(Base 3 for an unnatural glowing which affect up to 10 cubic paces of dirt, mud, sand, or up to 1 cubic pace of stone or glass. Glow very brightly +1, Affect stone/glass +1, R: Touch +1, D: Sun +2)

Trap of Unearthly Stickiness

Muto Terram 20, R: Touch, D: Sun, T: Part

This spell enchants an area of ground or earth (equivalent to 10 cubic paces) to be ultra sticky, so that anything which touches the area is stuck to the earth. Stuck creatures can attempt a Strength + Size roll of 9+ to break free of the effect. The spell will effect creatures of size +1 or smaller.

(Base 4 to change earth to have a highly unnatural property, +1 Touch, +2 Sun, +1 Part)

Ten Thousand Graceful Steps

Muto Terram 25 / Rego, R: Touch, D: Sun, T: Part

The earth beneath the target’s feet is changed so that they are always moving upon a stable and solid surface made of stone. The modified surface moves with the target for the duration of the spell. This facilitates excellent traveling conditions, akin to always traveling on well maintained paved roads.

This spell will affect most paths and road surfaces including any rocks or other Terram based materials. It will use the cubic pace allowed in the spell effect to smooth inclines, and improve broken pathways. The effect will not alter any wooden or metal components in the road surfaces, but may allow items to be covered completely by the artificial roadway. The spell does not remove the need for the traveler to pay attention to their footing.

(Base 3, +1 moving effect, +1 Rego to smooth the surface, +1 Touch, +2 Sun, +1 Part)

Trap of the Lazy Huntsman

Muto Terram 25 / Intellego Animal, R: Touch, D: Sun, T: Part

This spell enchants an area of ground or earth (equivalent to 10 cubic paces) to be ultra sticky, so that animals who walks across the area are stuck to the earth. The animals specified may be as wide as “any moderate sized creatures”, or “only boars and pigs”; but is limited to animals of size +1 or smaller.

Creatures that are not specified in the spell might notice the ground to be slightly tacky but are not impacted by the effect. Stuck creatures can attempt a Strength + Size roll of 9+ to break free of the effect.

(Base 4 to change earth to have a highly unnatural property, +1 Touch, +2 Sun, +1 Part, +0 Animal Req, +1 Intellego Req)

Buoyant Arms and Armor

Muto Terram 30, R: Touch, D: Diameter, T: Group

The metal weapons and armor of all members in a group are have their effective weight reduced to zero for combat purposes. The weapons and armor effected are rendered almost weightless.

Optional rule: The weight is reduced by two thirds round down, to reflect movement encumbrance.

(Base 4, +2 metal, +1 Touch, +1 Diameter, +2 Group)

Drayman’s Gentle Journey

Muto Terram 30 / Rego, R: Touch, D: Sun, T: Part

As per “Ten Thousand Graceful Steps” (above), with an added magnitude for the increased amount of material needed to fit beneath a horse or beast of burden’s body, and include the cart of buggy it is pulling. This increase in spell affects changes the material affected up to 10 cubic paces of material; more than enough to provide a stable roadway beneath a cart and horse, a rider, or a sole traveler.

(Base 3, +1 moving effect, +1 Rego to smooth the surface, +1 volume of stone increased to ten cubic paces, +1 Touch, +2 Sun, +1 Part)

Trap the Curious Interloper

Muto Terram 30 / Intellego Animal Herbam, R: Touch, D: Sun, T: Part

This spell enchants an area of earth or stone (equivalent to 1 cubic pace) to be ultra sticky, so that humans who walks across the area are stuck to it. The type of human may be specified but must be a broad category such as “any adults”, or “only men”; and is limited to humans of size +1 or smaller.

Creatures that are not specified in the spell might notice the ground to be slightly tacky but are not impacted by the effect. Stuck creatures can attempt a Strength + Size roll of 9+ to break free of the effect.

(Base 4 to change earth to have a highly unnatural property, +1 Touch, +2 Sun, +1 Part, +1 Intellego Req, +0 Animal Req, +0 Herbam Req, +1 to effect stone)

Perdo Terram

Inscribe the Magic Circle

Perdo Terram 10, R: Touch, D: Mom, T: Part

This spell inscribes a magic circle into the surface of the object touched. The circle may be as large or small as the caster desires, up to around 5 feet diameter. The spell affects simple materials such as dirt, clay, or sand; and harder substances such as stone or glass. It may also affect other materials subject to requisites at time of casting.

(Base 3 to destroy, Touch +1, D: Mom, Part +1, to affect stone or glass +1, and requisites for different materials at time of casting are free)

5 thoughts on “New Spells for Ars Magica

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