Auto-cleaning of arms and armor 

A quick spell to momentarily clean all the gear worn by a combatant.

Immaculate Handiwork of the Squire

Rego Animal, Corpus, Herbam, Terram 20, R: Touch, D: Momentary, T: Group

The equipment and clothing of the individual touched is spotlessly cleaned. Highly complex equipment or disastrously filthy equipment may require a finesse check, subject to troupe considerations.

(Base 4, +1 Touch, +2 Group, +1 size increase to a hundred parts and components)

The base 4 in Rego Herbam is used in Ablure Magica (from Covenants p. 52), which seems a reasonable starting point.

All the other new spells for Ars Magica can be found here.

Milestone 500+ New spells for Ars Magica

The blog hit a new milestone today – 501 spells written for Ars Magica, which is 100 new spells since September 2016. Enjoy the spells folks, Happy Ars Magica gaming.doorways from one realm to the next

Stat Boosting Rituals, Part 5 (Stacking Pluses)

Continuing from Stat Boosting Rituals, Part 1, 2, 3, 4, … to outline raising stats by more than +1 in each spell. This has the effect of creating very powerful and efficient boosting rituals.

A level 30 base effect can change a stat by +1 (to max 0), then maybe further magnitudes be added to raise it by more. It is a concept outside RAW, so some groups would say, “use the game as written fella” and ignore the suggestion. I can respect that choice and see that a reason to not do this is so that players won’t just create huge rituals to skip over multiple castings and seasons learning each step, and to avoid the vis costs. Frankly though that is a balance issue more than a game world issue. Ars Magica commonly uses extra magnitudes to enhance a base effect, so it deserves a discussion.

What increment for raising?

A single magnitude adds 10x the volume but there is not a direct correlation to stats. I first thought that a scale which uses the benefit to the dice roll of the increase might work, but the more I think on it the more it seems a very artificial and “mechanical” approach. Instead looking at the way it is potentially going to be abused, look at the impact to the setting.

Suggested Spell Guideline: Each additional magnitude adds a +1 boost to the stat, which must remain within the guideline of the base effect.

For example:

  • A base effect 30 to raise a stat by +1, to a maximum of zero.
  • Then add +1 mag for Range: Touch
  • Then an additional 3 magnitudes to change the effect from +1 to +4.
  • Final spell effect level 60: increases a stat by +4 to a maximum of +0.

When does it break?

Well rituals don’t really break, it’s more a question of game balance. Initially I debated many different costs and decided a mag per +1 increase as it’s the general rule. It allows for a little variety in non-permanent spells, however the spells at the higher baselines could potentially be unbalancing.

For example – A base 55 effect allows for a +1 stat boost to a limit of +5 Attribute, with +1 mag for R: Touch is a level 60 spell. Then adding another 4 mags allows a level 80 ritual to raise a stat increase to +5, to a limit of +5 final score. Then combined with another spell using base 30 for maximum of +0, at level 50 for a +5 gain.

Mass Infusion of Strength for Weaklings

Creo Corpus 50, R: Touch, D: Momentary, T: Circle, Ritual

The affected targets Strength is increased by +5 to a maximum of +0.

(Base 30, +1 Touch, +4 to boost by +5, Ritual)

Mass Infusion of Strength for Warriors

Creo Corpus 80, R: Touch, D: Momentary, T: Circle, Ritual

The affected targets Strength is increased by +5 to a maximum of +5.

(Base 55, +1 Touch, +4 to boost by +5, Ritual)

And a temporary version, allowing greater than +1 boosts.

Temporary Mass Infusion of Strength

Creo Corpus 50, R: Touch, D: Diameter, T: Circle

The affected targets Strength is increased by +2 to a maximum of +1.

(Base 35, +1 Touch, +1 to boost to +2 bonus, +1 Diameter)

Using +1 mag per +1 stat allows for a ritual to skip over many subsequent castings of the level 60 spell to raise an attribute permanently. It feels a little too easy, but using +2 mags per +1 feels far too punitive.

Closing… After writing this uber-boost concept and reflecting I’ve basically reversed my opinion – ultra-rituals would suit high-powered sagas, but not suit many groups. The temptation to raise stats gets far harder to resist if the vis investment is reduced, and that should be left to the troupe.

All the new spells for Ars Magica can be found here.

calm-wow-art

Simple Graffiti Spells

How many ways could a hermetic magic be used to write on a wall? Well there are too many ways to list, but here are a few options. CrIm and MuIm are the most obvious, but also will disappear. The Perdo and Ignem options are permanent.

Both the Imaginem spells have been written up with a long duration so that they are serviceable as usable spells – as message which disappears too soon isn’t useful.

To create writing upon a surface,

Scrawlings Upon Every Surface

Creo Imaginem 20, R: Touch, D: Moon, T: Part

Allows the caster to draw letters and script onto any surface which remains for the duration.

(Base 1, +1 Touch, +3 Moon, +1 Part, +1 legible script)

Or change the surface image to reflect a written message,

Scrawlings Upon Uncertain Pathways

Muto Imaginem 20, R: Touch, D: Moon, T: Part

Allows the caster to alter the surface of another object to draw letters and script which remains for the duration.

(Base 1, +1 Touch, +3 Moon, +1 Part, +1 legible script)

Alternatively to burn a marking into the surface of some material,

Scrawling with a Burning Quill

Creo Ignem / Rego 15, R: Touch, D: Concentration, T: Individual

Spell causes the casters index fingertips to emit a pinpoint heat so intense that it can be used to burn writing into objects touched. The heat is that of a smith’s forge, equivalent to a burning hot

Writing in this manner is inelegant but permanent. The Rego requisite protects the caster from the heat.

(Base 4, +1 Touch, +1 Concentration, +1 Rego effect)

Then for stone surfaces,

Scrawlings Upon the Cell Wall

Perdo Terram 15, R: Touch, D: Concentration, T: Part

This spell allows the caster to scribe by touch into any substance, typically stone or metals, by writing with their fingertip. Requisites are required for non-terram materials.

(Base 3, +1 Touch, +1 Concentration, +1 Part, +2 effect stone and metals)

I’ve excluded using Rego to pick something up and scrawl with it because it’s covered by a simple Rego Terram effects, and probably needs a cast time requisite to the form of the material chosen. It’s the second most obvious method.

All the new spells for Ars Magica can be found here.

Stat Boosting Rituals, Part 4 (Reduction)

Continuing from Stat Boosting Rituals, Part 1, 2, 3, … to discuss Perdo versions to reduce character attributes.

There is also a fair argument to say that as a Creo ritual can permanently increase the starts of a person, so to another Perdo spell could decrease their stats. As this is a baseline, the spell only has to be a ritual if it will be permanent, so temporary beneficial and punitive spells are also possible.

What isn’t clear is how the incremental base difficulties should work for Perdo based reductions. For Creo the base 30 increases any stat below 0 by +1, which is telling us that it is harder to raise higher stats. Likewise it is probably harder to make a very low stat worse than a higher one. There is also the Muto Corpus guidelines which imply that it is easier to shrink a target than grow.I could also see the logic of an argument which says the base should be the same, as it is affecting the body whole, but the same isn’t true for game mechanic reasons in Creo.

Overall I think it makes most sense (because it is a simplistic approach) to use the same guidelines as CrCo and CrMe for PeCo and PeMe except with -1 instead of +1 in the description.

For example, in Perdo Animal, Perdo Corpus, or Perdo Mentem :

  • Base 30 to reduce a stat by -1, on a stat which is equal to or less than 0.
  • Base 35 to reduce a stat by -1, on a stat which is equal to or less than 1.
  • Base 40 to reduce a stat by -1, on a stat which is equal to or less than 2.
  • Base 45 to reduce a stat by -1, on a stat which is equal to or less than 3.
  • Base 50 to reduce a stat by -1, on a stat which is equal to or less than 4.
  • Base 55 to reduce a stat by -1, on a stat which is equal to or less than 5.

Then as spell samples, although a level 60 ritual may as well just kill a person.

The Loss of Reason, Encircled

Perdo Mentem 35, R: Touch, D: Momentary, T: Circle, Ritual

Permanently decreases the affected targets Intelligence by 1 point, to a stat equal or less than 0.

(Base 30, +1 Touch)

The Withering of Reason, Encircled

Perdo Mentem 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently decreases the affected targets Intelligence by 1 point, to a stat equal or less than 5.

(Base 55, +1 Touch)

All the new spells for Ars Magica can be found here.

Spell to hide like a Chameleon or in Woodlands

These two spells assist the target to  remain undetected. There are better spells such as Veil of Invisibility however these are thematic. This first effect is inspired from cloaking devices  – the idea that true invisibility has some difficulties, so instead the illusion allows the physically of the thing to be present, but not outwardly obvious against its surroundings.

Disguise of the Chameleon

Muto Imagonem / Intellego 10, R: Touch, D: Sun, T: Individual

The target’s image is altered so that it blends and matches the surrounding environment.

(Base 1, +1 Touch, +2 Sun, +1 image moves, +1 image adapts to environment, Intellego requisite free)

The second spell is a response to Intellego Imagonem spells which detect and remove illusions. This allows the target to wrap themselves in herbam made clothing, and then that clothing will adjust to create a natural camouflage. Its a spell to alter clothing made from Herbam materials, which transforms into materials from the surrounding trees and plants. Admittedly it has an advantage of not being detectable as an illusion, or able to be perceived by Intellego Imagonem spells; however it is a very specific and probable inefficient solution.

Garments of the Hidden Woodland

Muto Herbam / Intellego 20, R: Touch, D: Sun, T: Individual

The spell transforms the Herbam material worn to match to the surrounding Herbam materials, and conceal the target. If no materials are present the clothing remains in its last form and shape.

(Base 3, +1 Touch, +2 Sun, +1 size increase in materials, +1 adapts to environment, Intellego requisite free)

All the new spells for Ars Magica can be found here.

Stat Boosting Rituals, Part 3 (Maximum Boost)

Continuing from Stat Boosting Rituals, (Part 1, 2) … to outline versions of the most powerful a ritual can be to boost a characters attribute stats, to +5. The maximum versions for each stat are listed below. Both Creo Corpus and Creo Mentem are needed to cover all eight attributes.

For the Mentem based effects (note that the Intelligence based enhancements were covered in an earlier post):

The Perfection of Foresight, Encircled

Creo Mentem 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Perception by 1 point, to no higher than +5.

(Base 55, +1 Touch)

The Perfection of Gravitas, Encircled

Creo Mentem 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Presence by 1 point, to no higher than +5.

(Base 55, +1 Touch)

The Perfection of Elucidation, Encircled

Creo Mentem 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Communication by 1 point, to no higher than +5.

(Base 55, +1 Touch)

For the Corpus based effects:

The Perfection of Force, Encircled

Creo Corpus 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Strength by 1 point, to no higher than +5.

(Base 55, +1 Touch)

The Perfection of Endurance, Encircled

Creo Corpus 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Stamina by 1 point, to no higher than +5.

(Base 55, +1 Touch)

The Perfection of Celerity, Encircled

Creo Corpus 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Quickness by 1 point, to no higher than +5.

(Base 55, +1 Touch)

The Perfection of Agility, Encircled

Creo Corpus 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Dexterity by 1 point, to no higher than +5.

(Base 55, +1 Touch)

All the new spells for Ars Magica can be found here.