Milestone unlocked, 350 spells and forging forward

Aside

Yehaw, yesterday saw the blog post over 350 new spells for Ars Magica, and very pleased to report that I’ll reach ~400 spells by the end of 2016 (yep, another shameless promotion). There is enough hoohey, cantrips, strange asides and odd enchantments planned for the future to end the year with a very large grimoire. Happy casting folks…

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Spells for emergencies at sea

Here are a few random spells to use on rivers and oceans, particularly for creating places to recover at sea, to help save lost crew, or to create a temporary hold-fast for repairs.

Savior of Lost Sailors

Muto Aquam 30, R: Voice, D: Sun, T: Part

This spell makes the targeted water so dense that it anything within it is exceptionally buoyant. While it is possible to swim through the altered water deliberately, an object will gradually rise to the surface unless it is propelled downward by another significant force.

The area affected is 50 paces wide and 20 paces at it’s deepest, which is sufficient to easily target a lost sailor or even surround a large ship under duress or with severe damage.

(Base 4 for very unnatural water, +2 Voice, +2 Sun, +1 Part, +1 size)

Conjure the Floating Island

Creo Terram / Muto 25, R: Voice, D: Moon, T: Individual

This spell creates 100 cubic paces of an unnaturally buoyant and water resistant clay which acts as a floating island. The caster can choose a basic shape when the spell is cast, with a Finesse check required for accurate targeting.

Due to its unusual nature the clay will not dissolve naturally, but is otherwise normal and may have a variety of uses outside the ocean.

(Creo Terram 1, +2 for an unnatural effect, +2 Voice, +3 Moon, +1 Size)

Conjure the Frozen Island

Creo Aquam 35, R: Voice, D: Sun, T: Individual

This spell creates a massive iceberg, up to 200 paces across and 500 paces at its deepest. The shape and position of the ice is chosen by the caster. A Finesse targeting roll is required to place the ice around a ship or at a specific point within range, subject to the size of the object to be affected.

The spell will likely have unintended uses beyond saving ships or crew lost overboard, or crushing enemy ships.

(Base 3 to create ice, +2 Voice, +2 Sun, +3 Size, +1 flexibility in size and shape)

Compel the Frozen Island

Rego Aquam 35, R: Voice, D: Sun, T: Individual

This spell turns an existing water source into a massive iceberg, up to 200 paces across and 500 paces at its deepest. The shape and position of the ice is chosen by the caster. A Finesse targeting roll is required to place the ice around a ship or at a specific point within range, subject to the size of the object to be affected.

(Base 3 to create ice, +2 Voice, +2 Sun, +3 Size, +1 flexibility in size and shape)

These effects, like all the others I’ve pondered are part of a new spells compendium for Ars Magica.

Necromancy spells, part 8

A quasi-necromantic idea is to use dead body parts as a form of substitution for lost limbs, as it is a popular fantasy trope.  Many stories have similar myths, the one I like best is the Hand and Eye of Vecna from classic D&D.

Interestingly doing this in Ars Magica is not hard and might be achieve in a few ways depending on what the player wants. It is also probably better performed as an enchanted device.

Sensations of a New Hand

Intellego Imagonem 4, R: Touch, D: Concentration, T: Touch

This effect transfers the tactile stimulus experienced by the object touched (a replacement hand) to the caster; adding an additional source for tactile sensation. In effect the caster feels what the object would feel.

(Base 1 to use touch at a distance, +1 Touch, +1 Conc, +1 Touch sense)

Sensations of a New Eye

Intellego Imagonem 15, R: Touch, D: Concentration, T: Vision

This effect transfers the visual point of reference experienced by the object touched (a replacement eye) to the caster. In effect the caster can see magically from the eyeball, which is typically placed within an empty socket.

(Base 1 to use sight at a distance, +1 Touch, +1 Conc, +4 Vision sense)

The Obedient Hand

Rego Corpus / Intellego 20, R: Touch, D: Concentration, T: Individual

This spell allows a severed hand to be held against the stump and animated that hand as if it were a normal complete limb. The Intellego requisite allows the hand to respond in an intuitive manner to the needs of the body it is attached to.

(Base 4, +1 Touch, +1 Conc, +1 fine control, +1 Intellego)

I also started thinking how a Magus in Ars Magica might use a Rego spell and an illusion to replace their lost hand if healing spells were not their strength and necromancy was distasteful. The spell could be used for replacing any limb, or as an additional limb.

The Unseen Replacement Limb

Rego Terram 15, R: Voice, D: Concentration, T: Individual

This spell can manipulate objects at the caster’s desire, acting as a replacement or additional limb. The new limb has enough strength to pull against a resisting force or other object, with an equivalent strength of +0. The spell’s range allows for distant objects to be picked up and brought to the caster.

(Base 2, +2 Voice, +1 Conc, +1 additional strength, +1 living and non-living objects)

The Phantom Limb

Creo Imagonem 5, R: Touch, D: Concentration, T: Individual

This spell creates an illusion of a hand in the correct position for the target that moves appropriately for their actions.

(Base 1 for visual illusion, +1 Touch, +1 Conc, +1 for a moving illusion, +1 as directed by caster)

Each of the effects above are using Duration Concentration as the intent is to enchant a device to cast the spells and maintain concentration, or be a constant effect.

It is possible that a person could replace all their limbs with variations on these spells, or perhaps make a more complex variation which animated a group of arms and legs in one spell. The complexity (assuming it is +2 Group modifier from the hand animation spell above) becomes the same difficulty as animating a full corpse; which makes sense.

Enchanted Device – The NeverLost Hand

This enchanted device is designed to create the sense feeling and touch, which induces a deep sense of connection to the hand over time. The effect is cast by the hand onto the target who then feels that any movement made by the hand is as real as their own. In effect this makes the target feel as the hand would.

Spell: The Obedient Hand (above) modified as a constant effect (Ars Magica p.99), which alters the spell to ReCo/In 29 in the enchanted device.

Spell: Sensations of a New Hand (above) modified as a constant effect, which alters the spell to InIm8 in the enchanted device.

It is also possible that the enchanted device which holds these powers could be made to touch the objects to affect them rather than invested in the limb itself. It would not alter the spell designs, and would also allow the powers to be used on a variety of limbs or eyes, etc.

And lastly an unrelated effect to destroy an animal corpse.

Dust the Shambling Hound

Perdo Animal 15, R: Voice, T: Individual

This spell destroys an animal corpse, affects up to size +1 corpses which are not controlled by an independent spirit.

(Base 5, +2 Voice)

Find these and many more new spells for Ars Magica in my grimoire.

Ars spells to assist with Navigation

Many wizards in the Ars Magica setting have powerful spells and clever tricks for making travel faster and a lot easier (and here are some other custom travel spell ideas too). For most in-play discussions the effects tend to be hand-waved as small effects, cast spontaneously, and the story moves on.  These effects are short discussions and samples to help fill the gap – to assist the traveler in either finding something or heading in the right direction.

An item or set of items with these effects might be more useful than learning the spell in earnest, mainly due to the low level, the benefit of the lab total in creating the effect in a single season, and the fact it grants a device with wonderful utility that could be used by grogs and companions.

Spells To Find Something

If a wizard has an arcane connection to something, the technique to finding it is obvious (an Intellego effect for the Form of the target) but it is not always easy. Typically the wizard will spont cast an Intellego spell specific for the type of thing being scryed, but that spont cast can be moderate in level (at least level 25) due to the need to use the arcane connection. There is an alternative work around to that high level effect by using Opening the Intangible Tunnel first, as demonstrated below by these two effects.

Sense for the Wandering Whimsy

Intellego Terram 25, R: Arcane, D: Momentary, T: Individual

The caster gains a sense of direction and distance to the item or person to which he has an arcane connection. The information provided is specific enough to allow the item to be followed and tracked, but does not provide knowledge of specific pathways or obstacles which may be encountered. The effect is designed as a general spell, so casting requisites for the form of the target item are requires when cast.

(Base 4, +4 R: Arc, +1 for complexity of a general approach)

Rather than creating an effect for each form, the spell is designed to be used with a diverse range of targets, subject to a cast-time Form requirement. The desire to make a generic spell rather than a form specific spell is not new in Ars Magica, and while it might be viewed as a quasi-munchkin approach it is no different from the levitation effects and shrinking effects already provided in the core rules, which use Terram as a base Form.

An Intellego Terram of Base 4 is “learn one mundane property of an object” which matches well with divination and location effects. That base is slightly more difficult than guidelines within other forms (base 1 to locate a fire with InIg, or base 2 for InAq, base 3 for InCo) which is why I think it is still fine for application to the spell here. It seems overly expensive to assign a base 5 for the effect.

The complexity modifier of +1 is to reflect the degree in complexity of the general effect. This style of effect could be written up as a separate Intellego spell for each form, and potentially for each sub-type (say dirt or clay vs metal) of thing, but that is a terrible waste of many seasons of spell invention, where one effect will suffice. Conversely at such low final levels for many different forms (Ignem, Corpus, etc), many wizards probably would never invent the various spells in a formulaic manner to begin with.

Hay_WagonAn alternate option for wizards which lower arts in Intellego, but reasonable Rego and Vim scores is for the Magus to learn or know Opening the Intangible Tunnel (ReVi gen, Ars p. 162), which opens the magical conduit through to the subject of the spell, and allows casting of Range:Touch effects through the conduit. Alas it requires the casting of two spells to do the work of one, but also dramatically lowers the level of the final detection effect. In this case it lowers the effect level from InTe25 to InTe10. I suggest this as my current character in a saga has a significant deficiency in Intellego magic and reasonable scores elsewhere and Opening the Intangible Tunnel is one of the most useful effects in the core spell list.

So first cast OtIT, and then this:

Tunnel to the Wandering Whimsy

Intellego Terram 10, R: Touch, D: Momentary, T: Individual

The caster gains a sense of direction and distance to the item or person to which he can touch, which is intended to be used along with the Opening The Intangible Tunnel spell, utilising an arcane connection, and is pointedly superfluous without it.

The information provided is specific enough to allow the item to be followed and tracked, but does not provide knowledge of specific pathways or obstacles which may be encountered. The effect is designed as a general spell, so casting requisites for the form of the target item are requires when cast.

(Base 4, +1 R: Touch, +1 for complexity of a general approach)

Spells to Find North

Something as simple as finding north is thankfully not overly difficult.

The base 4 is used as it is akin to seeing the location of an item, and more difficult than determining a single physical property, however as the target is the earth itself a T: Part is needed. I’d be surprised if a Magus couldn’t also opt for using an easy Artes Liberales skill check combined with watching where the sun is at the time of day, but it is a simple enough effect to spontaneously cast. Failing that, asking a grog might be far easier.

Sense for the Cardinal Path

Intellego Terram 5,  R: Personal, D: Momentary, T: Part

This spell grants the caster a sense for which way true north is.

(Base 4, with +1 T: Part)

A suggested alternative (credit to Silveroak) was to use Muto Terram to make a stone which is highly unnatural so that it floats and is magnetic enough to react to the magnetic poles, so it functions as a compass. Clever. In this write-up I’ve added a requisite of Rego to allow the stone to float in the air, and also align itself as the spell dictates.

A Stone that Speaks of Winter’s Home

Muto Terram / Rego 10, R: Touch, D: Momentary, T: Individual

The spell alters the stone touched so that it now floats a pace from the ground, and points to north in the same way as a compass.

(Base 4 for a highly unnatural change, +1 Touch, +1 affect rock)

Spells to Find Where You Are

Personally I’d be alarmed if I didn’t know roughly where I was all the time, but perhaps a wizard has a need to find their exact location, or has teleported with some unknown margin for error and now is in need of a way to orient themselves. An effect like The Inexorable Search is perfect for such purposes, but relies on the caster having a map for everywhere where they are, or an arcane connection to their target. Although a magus who carries a map of Europe will at the very least be able to use The Inexorable Search if they are totally lost. So a very good effect but requires a fair amount of time and preparation.

As an aside – a spell to dynamically conjure an accurate map is probably a set of combined spell effects, perhaps better as crafted/enchanted item, and certainly more space than I have write up here. I’m not even sure that dynamically generating a map of the surrounding in real time is even plausible.

Depending on how the effect was executed it could be limited by the current boundary the caster is within, the extent and complexity of all the different forms which it must encompass, might need to be ritual, and the perception that the material being scryed will understand (what do rocks really know about trees vs wooden huts?). Such an effect will also be risky if used near a covenant, due to the rules involving spying on members of the Order. The spell Exactly to Scale (HoH:TL 139) allows an image to be drawn using Rego magic, and is mentioned explicitly for map creation.

Perhaps it’s possible to use beasts or animated things as a way to alter the caster’s sight, like birds who scan and map terrain (like Saruman’s spying in Lord of the Rings using Crebain crows). Or have those creatures provide visual stimulus back to another item instead of directly to the caster. And then layer more effects to draw the views and impressions into a map, perhaps permanently or perhaps only for the current surrounding league or two. Or perhaps invisible permanently floating spy satellites linked to a scrying mirror, such that the user can change their perspective as they alternate between different points of reference.

Magic used in this manner can provide an answer to where the caster is, but only by context to a known location. This means that a spell to determine where you are is troublesome; well darn close to impossible actually. Magic itself really has no inherent knowledge to understand what county name, sub-region, or even country the caster is within, so it becomes necessary for the spells to communicate to the caster in a manner which means something useful.

A simple starting effect would be to alter the caster’s perception so that they can see as if they were high in the sky, thereby viewing all around them.

Eyes in the Distance

Intellego Imagonem 5,  R: Sight, D: Concentration, T: Ind

This spell alters the caster’s point of visual perception to another location which they can see. The direction and angle of their view can be moved through concentration, or moved at walking pace as long as the point of perception remains within range.

(InIm base 1 to use one sense at a distance, +3 R: Sight, +1 Duration: Conc)

One solution is for the effect to provide information with reference to known

  • InTe effect, or perhaps InCo effect, as it should provide context
  • InVi 5 guideline from TMRE, p. 51 “Discern and measure a single Astrological factor in the environment”

A strange alternative suggested during the forum discussion by Marko Marko, adds a very large amount of mundane complexity and preparation required to then use a very simple spell gather location information. I really like it, it’s a Rube-Goldberg-machine solution that actually works.

Compass of the Vigilant Flame

Intellego Ignem 5,  R: Personal, D: Momentary, T: Individual

This spell tells you the location, direction and distance, to a fire which you possess an Arcane Connection to.

(Base 1 Locate a Fire, +4 Arcane)

Such a madman approach works really well for wizards who have time to prep a few eternal flames at different locations (which are very simple CrIg effects created on Circles/Rings, see below), gather arcane connections, and set about casting the effect several times and triangulating their position. Such madness is brilliance.

Circle of Sustained Flame

Creo Ignem 5, R: Touch, D: Ring, T: Circle

This spell creates a candle flame which endures until the circle is broken.

(Base 2 for candle flame, +1 Touch, +2 Ring)

Then all the wizard needs is a small stick to burn the end of with this fire, and it establishes an arcane connection from the fire to the stick, lasting days or weeks depending on how permanent you view the link (see Ars page 84).

And as you ponder he approach, it is a healthy to construct an permanent device to inform the user where they are. If permanent arcane connected way-points were set across Europe, then a spell effect could triangulate against those to allow the user to approximate their location.

Spells Using Others

In finding a solution I did consider spells that would open the mind of a target and get answers, but those effects are already present in the core book – a typical Q&A spell will cover it. Assuming that the wizard can find a target who might know, the Intellego Mentum effects in the core rules will garner the information in a wonderful manner.

As part pondering the wider aspects of how a few travel and location based effects fit within the medieval paradigm, I asked the official forums – and a wonderful discussion developed. These effects, like all the others I’ve pondered are part of a new spells compendium for Ars Magica.

Spells from Frozen, part 3

Part three of the spells from Frozen has spells inspired from the film and also some derivations. While the film’s cartoon-ish style is fantastic it is not always what a magus might desire.

Firstly the wonderful ice castle which Elsa creates just at the end of the film’s signature song.

Conjure the Castle of Perfect Ice

Creo Aquam 35, R: Touch, D: Momentary, T: Individual, Ritual

This spell conjures a large castle formed from a single block of ice. The base of the tower is shaped to merge into the surrounding landscape, providing a broad base for stability which thins to a small upper chamber at the top. The tower contains eleven large levels, with the internal design chosen by the caster.

The design of castle exterior and interior makes heavy use of reflective and transparent surfaces, graceful arcs, and bold

(Base 3 to create ice, +1 Touch, +4 size, +3 elaborate shape and design, ritual)

An easier to learn and non-permanent habitat might be more useful, especially for travelers in arctic regions; and then with an illusion to it does not appear out of place in any environment. The illusion wasn’t used in the film, but would be needed to not draw attention to a creation of ice in other climates. As written the illusory change for a structure might also be cast upon the largest of dwellings.

Conjure the Refuge from Ice and Snow

Creo Aquam 20, R: Touch, D: Sun, T: Individual

This spell conjures a simple single room shelter for protection against the elements, large enough to hold 10 travelers with their gear. The refuge has solid walls and roof, a long curved entryway, and a thin chimney.

(Base 3 to create ice, +1 Touch, +1 size, +2 Sun, +1 complex shape)

Illusion of the Humble Dwelling

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

This spell changes the appearance of a building to the desires of the caster, within the same approximate size as the original.

(Base 1 for visual illusion, +1 Touch, +2 Sun, +3 Structure)

And there is also the stairway Elsa creates in the snow to reach the spot where the ice castle is created.

Conjure the Translucent Bridge

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

This spell conjures a pathway of ice between two points. The path will adjust dynamically to appear as a bridge, stairway, or ramp subject to the elevation between the points and desire of the caster. The bridge can be up to 500 feet long and is strong enough for very large creatures to walk upon without issues of cracking or breakage.

(Base 3 to create ice, +1 Touch, +2 size, +2 Sun, +1 flexible design)

It seems thematic that a magus would be able to move a large volume of existing snow or ice to their will.

Gathering of the Winter’s Harvest

Rego Aquam 25, R: Sight, D: Momentary, T: Group

This spell casters together all ice and snow around the caster and brings it together in one location. Up to 2500 cubic feet can be affected with each casting.

(Base 4, +3 Sight, +2 Group)

The following spells are alternatives to using  two version of the Perdo Vim spell from the core book called Unravelling the Fabric of Form (Aquam or Ignem). I think it is more thematic to have spells which reflect a specialist in ice and snow.

Break in the Wall of Ice

Perdo Aquam 25, R: Voice, D: Momentary, T: Part

This spell destroys a segment of snow or ice, up to 250 cubic feet of material, which may be part of a larger shape.

(Base 10 to destroy a liquid, +2 Voice, +1 Part)

Shatter the Veil of Ice

Perdo Aquam 40, R: Voice, D: Momentary, T: Group

This spell destroys a grand amount of snow or ice, up to 25,000 cubic feet of material, either a single piece, or many smaller segments combined.

(Base 10 to destroy a liquid, +2 Voice, +2 Group, +2 size)

Revoke the Endless Winter

Perdo Auram 50, R: Sight, D: Momentary: T: Part

This spell destroys a weather phenomenon which can be severe and large, including rains, snows such as a huge hurricane or expansive  lightning strike. The spell can target part of a

(Base 15, +3 Sight, +3 size, +1 Part)

The effect of hurting those around her, in a ring effect.

Nova of Frost

Perdo Ignem 25, R: Touch, D: Momentary, T: Special

This spell chills the area around the caster out to 5 paces so that any creatures within the area take +10 damage. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell.

(Base 5, +1 Touch, +1 extra +5 damage, +2 Special AoE around the caster akin to group/room)

I’ve no idea how to create the “frozen heart” spell which is used initially on Anna’s mind and then her heart. It feels far more like a curse, or a faerie spell with a funky non-standard Duration and Target. If I get an idea I’ll post it as a Spells from Frozen, part 4.

These effects, like all the others I’ve pondered are part of a new spells compendium for Ars Magica.

Spells from Frozen, part 2

This post is more oddball spells inspired from Frozen. An aspect I found interesting was how similar in make-up all the spells are. Very often the base effects were the same (Perdo Ignem 5 or Creo Aquam 3 or 4) and the variance was in the description and duration. It makes a lot of sense in Ars Magica mechanics but also felt strange.

I also think that a character with a focus in snow, cold, and ice would also be rather effective at destroying those things as well which we only see at the end of the film.

Ward Against Cold and Frost

Rego Ignem 20, R: Personal, D: Sun, T: Individual

This spell protects the caster with a personal ward against cold and frost, providing full protection against natural cold and +15 additional soak against unnatural cold.

“The cold never bothered me anyway.”

(Base 4, 2 Sun, 2 for up to +15 cold damage)

An effect to ensure that the conjured snow and ice will not melt. Freezing and object and keeping it frozen are just different duration on the same effect, and at this level a beginning Magus would have incredible difficulty learning this spell. Using a size +4 modifier is larger than the modifier for T: Structure, so another variant of this spell might sustain a castle properly, however that effect couldn’t affect non-structural targets so I’ve opted for Individual.

Sustain Frozen Ice and Snow

Perdo Ignem 45, R: Touch, D: Moon, T: Individual

This spell freezes and then sustains an item touched at below freezing temperature so that it will resist melting. The spell can sustain a very large objects, akin to a large castle.

(Base 5, +1 Touch, +3 Moon, +4 Size)

This is the spell that Elsa and Anna use whilst playing as children in the great hall, and would also be a useful spell to block roadways, bridges, or bury opponents.

The Playful Snow Drift

Creo Aquam 20, R: Voice, D: Concentration, T: Individual

This spell creates a large snow drift at the spot designated by the caster, the snow can be any shape, with a mass up to roughly 50 feet wide and 20 feet at it’s highest.

(Base 3 to create snow, +2 Voice, +1 Conc, +1 Size, +1 flexibility in shape and mass)

This is a version of the effect style which Elsa uses to flee across the fjord.

Footsteps Upon the Fjord

Perdo Ignem 20, R: Touch, D: Diameter, T: Part.

This spell freezes the water below the caster’s feet which allows them to run across a lake or river as the surface solidifies below them as they move. The ice melts at a normal pace.

(Base 5, +1 Touch, +1 Diameter, +1 Part)

And the spray of frost and cold air Elsa uses to skim around on the frozen floor of the great-hall as a child.

Jet of Air and Frost

Creo Auram 25, R: Voice, D: Concentration, T: Individual

This spell allows the caster to project a jet of freezing cold air from their outstretched arm, which will chill any object it touches. The jet can reach as far as the caster’s voice, is 5 feet wide at its end, and is sufficiently powerful so it will propel the caster if they are upon water or another smooth surface.

(Base 5, +2 very unnatural, +2 Voice, +1 Conc)

Floor of Slippery Ice

Creo Aquam 10, R: Touch, D: Concentration, T: Individual

This spell creates a smooth layer of ice across the ground in an area surrounding the caster.

(Base 3 to create ice, +1 Touch, +1 Conc, +1 size)

The two quasi-sentient servants that Elsa conjures might be creates using a spell like:

Shape the Servant of Snow

Creo Aquam / Rego Mentem 20, R: Touch, D: Sun, T: Individual

This spell conjures a snowman, grants it a simple intellect, and allows it to move to obey the caster’s commands. The figure can be made up to a typical humaniod in size.

While the servant can be cut apart or separated into pieces this does very little to permanently hurt the servant, as they can reconnect limbs and patch holes.

(Base 3 to create snow, +1 a complex shape, +1 Touch, +2 Sun, +1 Rego)

Shape the Hulking Golem of Snow

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

This spell conjures a huge (size +6) golem of snow and ice, and allows it to move and follow very simple commands.

While the servant can be cut apart or separated into pieces this does very little to permanently hurt the servant, as they can reconnect limbs and patch holes.

(Base 3 to create snow, +1 a complex shape, +1 Touch, +2 Sun, +1 Rego, +2 size)

These effects, like all the others I’ve pondered are part of a new spells compendium for Ars Magica.

Spells from Frozen, part 1

This is a whimsical post which seeks to convert the spells which Elsa uses in the movie Frozen into Ars Magica hermetic spells. ‘Twas fun (and I still think it’s a great film despite how many times I’ve watched it as a young parent).

Sorrow for Agnarr and Iduna

Perdo Ignem 25, R: Touch, D: Concentration, T: Room

This spell causes the room and everything within to snap freeze. Ice forms across surfaces, the air becomes cold, water freezes, and frost to cover everything within. The freezing condition is maintained while the caster concentrates, and then disapates normally.

Inhabitants not protected against the cold will be very uncomfortable and eventually suffer severe exposure. Objects within the room may be ruined by the frost and cold, taking equivalent of +5 damage.

The spell is named from Elsa’s first experience with the effect which came upon her during a deep sorrow at the loss of her parents.

(Base 5, +1 Touch, +1 Conc, +2 Room)

I don’t see this spell being used ever, and doing it hermetically is very difficult. There are far better ways to get to the same result, but those would not be reflecting what we saw in the film; unless that was just an accompanying illusion. Hmm.

Your Own Personal Flurry

Creo Auram 50, R: Voice, D: Moon, T: Individual

This effect creates a floating snow cloud above the target which follows them, keeping their temperature to just below freezing. The flurry is sophisticated enough to generally only affect the target.

(Base 5 which is exceedingly unnatural, +2 Voice, +2 Moon, +4 divorced from its normal context)

A basic effect to reflect the times in the film that Lesa’s touch started to freeze objects. I’ve tweaked it to make it part specifically for the movie scene where she also touches the window sill.

Frostbite’s Touch

Perdo Ignem 20, R: Touch, D: Concentration, T: Part

The object touched is snap frozen and remains so while the caster concentrates, or if the object is large then the immediate section touched is frozen; with a size equivalent of a large individual (size +1). This inflicts +5 damage to living targets.

(Base 5, +1 Touch, +1 Conc, +1 Part)

Creating a winter snow is actually pretty easy using Auram guidelines, as they presume that the spells will be cast at extreme range. The two effects below represent the first snows which while dangerous are not especially supernatural, and the second is the severe storm at the movie’s climax.

Curse of Arendelle’s Winter

Creo Auram 35, R: Sight, D: Moon, T: Individual

This spell creates conditions of a freezing winter snow storm blanketing the surrounding landscape. Properly prepared travels can still move through the spell’s effects.

(Base 3, +3 Sight, +3 Moon, +2 size to affect 10,000 paces, or aprox 4.5 miles wide)

Curse of Arendelle’s Freeze

Creo Auram 30, R: Sight, D: Sun, T: Individual

This spell creates a severe localized storm of ice and snow, which is  blanketing the area surrounding the caster. The storm is powerful enough to partially obscure vision, hamper movement, and is very cold.

(Base 3, +1 increased severity in effect, +3 Sight, +2 Sun, +1 size to affect 1,000 paces wide)

During the final scene the castle itself becomes dangerous; full of spikes and chilling air.

Frozen Halls of Arendelle

Perdo Ignem 35, R: Touch, D: Sun, T: Structure

This spell causes the structure to become extremely cold; water freezes, ice spars to form, and frost covers everything within. Inhabitants not protected against the cold will be uncomfortable and eventually suffer severe exposure. Unprepared people and objects within the room may be harmed by the frost and cold, taking equivalent of +5 damage.

(Base 5, +1 Touch, +2 Sun, +3 Structure)

When surprised and upset by her sister Elsa’s powers express themselves as a spiked ring of ice, blocking the way of others.

Barrier of Sharpened Ice

Creo Aquam 20, R: Voice, D: Diameter, T: Individual

This spell creates an ice wall with sharp and pointed barbs along one side. The sides of the wall are 5 feet high, and the wall can be up to 20 feet long, and 2 feet deep. The caster may choose the shape of the barrier when cast.

(Base 3 to create ice, +2 Voice, +1 Diameter, +1 size, +1 flexibility in shape)

When defending herself Elsa uses a shield-like barrier to stop crossbow bolts and push opponents.

Shield of Ice

Creo Aquam / Rego 15, R: Voice, D: Diameter, T: Individual

This spell conjures a small barrier of ice which can block missiles and can be moved about by the caster. The shield is large enough to fully interpose itself between two individuals.

(Base 3 to create ice, +2 Voice, +1 Diameter, +1 Rego)

These effects, like all the others I’ve pondered are part of a new spells compendium for Ars Magica.