Rather savage versions of the Incantation of Lightning

Reworking the spell The Incantation of Lightning to show how savage a damage of time (DoT) effect can be in Ars Magica. The Incantation of Lightning (IoL – Ars p.126) is already a dangerous spell for targets without magical resistance, and applying the same effect round after round is wonderfully effective.

The Incantation of Enveloping Lightning

Creo Auram 40, R: Voice, D: Diameter, T: Individual

This spell envelops the target in a prolonged field of lightning, which inflicts +30 damage per round for the duration, and applies a knockdown effect (as per the Incantation of Lightning spell).

(Base 5, +2 Voice, +4 unnatural, +1 Diameter)

incredible artwork for a wizard casting a chain lightning effect

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Two cantrips for finding things in Ars Magica

Here are two simple low levels spells for Ars Magica, to find a beasts and miscellaneous items. These are both based upon the spell Sense the Lodestone (InCo 5) from Hermetic Projects p.84.

Sense the Beast’s Vector

Intellego Animal 5, R: Touch, D: Concentration, T: Individual

The caster gains the a sense for the direction and distance to the animal for which they have an Arcane Connection.

(Base 3, +1 Touch, +1 Concentration)

Sense the Miscellanea’s Vector

Intellego Terram 5, R: Touch, D: Concentration, T: Individual

The caster gains the a sense for the direction and distance to the object for which they have an Arcane Connection. Requisites are required for non-terram objects when cast.

(Base 3, +1 Touch, +1 Concentration)

For these and other new Ars Magics spells see the list of spells 

Powerful effects for a Mentem Wizard

Part of designing a high powered Magus for Ars Magica is working out what effects they might have personally developed which separates them from the wizards in the core rulebooks. These two effects use the mind control arts of Rego Mentem to the high level without being a ritual; to command a person utterly, and to issue a command to everyone within a building. The magus who will hopefully design these spells can also use Vim magic to target the spells using Arcane Connections and across battlefields.

Dominion of Thought, Word, and Deed

Rego Mentem 50, R: Eye, D: Moon, T: Individual.

This effect allows the caster to mentally dominates the subject, completely controlling their mind, objectives, and emotions. Complex intertwined motivations, behaviours, and attitudes can be planted in the subjects mind; which they must act upon.

(Base 30, +1 Eye, +3 Moon)

Compelling the Inhabitants Compliance

Rego Mentem 50, R: Touch, D: Sun, T: Structure.

Mentally commands all inhabitants of the target structure to perform a single complex command, regardless of its danger or suitability, which they must carry out to the best of their ability.

(Base 20, +1 Touch, +2 Sun, +3 Structure)

For these and other new Ars Magics spells see the list of spells.

  

Arcane Tunnels for Road and Waterway in Ars Magica

An aspect of having new spell ranges of Road and Waterway with Faerie Magic and Atlantean virtues (and many others) is the limited range of spells which are designed using them. Magi might be reluctant to take these virtues as their existing spells are not geared for the new ranges. Muto Vim spells can greatly change that, as does the major Virtue Flexible Formuliac Magic, and some spell mastery options.

An additional way to help mitigate this is the use of a special version of an Intangible-Tunnel-style effect which seek to connect the caster to a remote Waterway or Roadway via an arcane connection.

These variant Rego Vim spells establish a mystical connection to the road or body of water, so instead of the caster needing to personally touch it, the caster touches the AC. In effect it is a special mystic tunnel which bridges the Range of an intangible tunnel spell instead of the Target of the intangible tunnel spell.

If approved by the troupe these spells add significant leverage to the magi with access to the ranges because they allow for those effects to be used at great range, and this might be a controversial option. I think the style of wizard who sits in their lab using Arcane Connections is already present in Ars Magica, and these spells are no more powerful than an Intangible Tunnel itself. The caster is still required to learn the new “Mystical” tunnels as Rego Vim spells, and also still required to cast a spell with the appropriate Range.

Opening the Mystical Roadway

Rego Vim General, R: Arcane, D: Concentration, T: Individual

This effect establishes a mystical connection to a Roadway to which the caster has an Arcane Connection. Spells cast through this mystical tunnel must still be cast using the Range: Roadway parameter (an aspect of the Faerie Magic virtue), and may not be higher level than this spell.

(Base effect, +4 Arc, +1 General)

Opening the Mystical Waterway

Rego Vim General, R: Arcane, D: Concentration, T: Individual

This effect establishes a mystical connection to a Waterway to which the caster has an Arcane Connection. Spells cast through this mystical tunnel must still be cast using the Range: Waterway parameter (an aspect of the Atlantean virtue), and may not be higher level than this spell.

(Base effect, +4 Arc, +1 General)

I think that is quite a nice treat for characters with these virtues, when using these variant OtIT effects – all they need is an arcane connection to a road or waterway to affect anything within it. It could be pretty neat.

For these and over 200 other new Ars Magics spells see the list of spells.

a portal to where?

Spell to trace the lineage of men and beasts

Here is a few spells of Ars Magica using the Faerie Target: Bloodline. These allow the caster to trace blood relatives for themselves, other humans, and animals. I thought this might be handy for a wizard interested in fertility and the gift, but also to find those members of their extended family they might be unaware of (and of course for dealing with horse traders).

Each effect could probably be made slightly lower level by designing a more specialized spell, but given how niche the effects are that would be wasteful of seasons. A base guideline level 10 is heavy-handed, but allows a lot of breadth and forgiveness.

Blood of My Blood

Intellego Corpus / Imagonem 30, R: Personal, D: Concentration, T: Bloodline. Faerie.

The caster gains an awareness of every blood relative, and by concentrating can focus on specific members to determine their physical health, state in terms of awake or asleep, age, visual appearance, and location. When learned the spell is tailored for the caster’s bloodline to avoid warping.

(Base 10 to know all information about a body, +1 Conc, +3 Bloodline)

a blood arcane connection

And as a variation, here is the same effect raised to R: Touch, to allow a caster to trace the lineage of a touched person.

The Seed is Strong

Intellego Corpus / Imagonem 35, R: Touch, D: Concentration, T: Bloodline. Faerie.

The caster gains an awareness of every blood relative of the target touched, and by concentrating can focus on specific members to determine their physical health, state in terms of awake or asleep, age, visual appearance, and location. When learned the spell is tailored for the caster’s bloodline to avoid warping.

(Base 10 to know all information about a body, +1 Touch, +1 Conc, +3 Bloodline)

And lastly a variation to trace the lineage of animals, for the purposes of discerning pure breeding.

The Line Breeds True

Intellego Animal / Imagonem 35, R: Touch, D: Concentration, T: Bloodline. Faerie.

The caster gains an awareness of every blood relative of the target animal touched, and by concentrating can focus on specific members to determine their physical health, state in terms of awake or asleep, age, visual appearance, and location.

(Base 10 to know all information about a body, +1 Touch, +1 Conc, +3 Bloodline)

I suppose there could also be versions for Herbam too, although I don’t think that would get used often; and probably couldn’t make use of the Bloodline Target either.

For these and other new Ars Magics spells see the list of spells.

Reworking an illusion spell for greater effect

Illusions are tricky things to adjudicate in a system which is as flexible as Ars Magica. Questions of adjustments for complexity, accuracy and detail in the conjured illusion all are reasonable however as there is a wide degree of variability in the allowances for complexity in the canonical spells, often the players themselves need to reach their own conclusions (which is generally a potential strength rather than weakness of the system in my opinion, but then I like the banter).

A good question was asked in the forums on “attacking with illusions” and I then started thinking about a more powerful version of a core spell which overloads the target’s senses. Overloading the senses of opponents is one of the easiest spells to leverage.

escher-illusions-1

The Ars Magica rulebook Houses of Hermes: Societies, p68 has a spell called An Enemy Awash in the Pure Sigil of the Magus (CrIm15). By overloading the target’s eyes with visual sensations, this spell can blind the target for 2+ minutes, without using a Perdo requisite to physically “damage” the target. It is not always effective beyond one combat round, but it is still a very good spell. Particularly so because it is not an exceptionally high level spell, nor does it depend on the type of target, and it’s low level makes it potentially good for penetrating magical resistance.

So canonically overloading a sensory organ to the point of failure is very plausible. At level 15 for a Range: Sight spell it is also significantly better than blinding a target with Perdo Corpus which is many magnitudes higher.

Below are versions of that spell to overload many senses of one target, or the visual sense of a group of targets. And  most easy to learn for many Magi and it does not permanently damage the target.

An Enemy Immersed in a Sea of Stimulus

Creo Imagonem 25, R: Sight, D: Concentration, T: Part

This spell projects magical species at the target seeking to overload their senses of sight, hearing, and touch. The spell requires no Finesse check to target. The target may be disorientated for up to two minutes after the caster ceases concentrating (see HoH:S 68).

(Base 4, +3 Sight, +1 Concentration, +1 Part)

The effect is adjusted upward by one magnitude for each of hearing and touch, to create an effect which overloads the target’s sense of touch, hearing and sight (from base effect level 2 to base 4).

It is arguable how much more effective the spell effect would be when three senses are overloaded at the same time. In the original spell the target can shut their eyes to only be affected for a round, which seems less plausible for a spell which affects three senses. I suggest that the target is disorientated while the caster concentrates, and given the spell’s level that is not unreasonable.

escher-illusions-2

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Should MR affect Wings of Soaring Wind?

Whilst googling around for Ars Magica material I came across the RPG Stack Exchange pages, and an interesting question was asked – Does Wings of Soaring Wind need to penetrate the caster’s Parma?

Go over an have a read; the short answer is yes. There is no elegant work around that I can think of except the group of players agreeing to hand wave the issue due to how cool the spell is. That said, some left field options and discussion carries on below. Continue reading