Variations for disrupting magic

Cancelling spells are a great tool in a wizard’s grimoire, so much so that I think most older Magi have variations on the basic magical disruption spells. Wind of Mundane Silence serves a very specific purpose but isn’t useful when the caster only wishes to remove one spell in the room.

Breath of Mundane Silence

Perdo Vim Gen, R: Voice, D: Momentary, T: Individual

Cancels a single spell if it is level is less than half the level of this spell + 10 + stress dice.

(Base Gen, +2 Voice)

Then a reworking of Unraveling the Fabric of (form) (Ars Magica p.161) for the caster’s own spells. There was no direct guideline for using Perdo on the caster’s own spells, so I’ve taken a slight liberty. An Intellego Imagonem effect can allow a caster to see their own illusions, so there is a precedent.

Unraveling the Fabric of My Own Art

Perdo Vim Gen, R: Voice, D: Momentary, T: Individual

Cancels another of the caster’s spells if it’s level is less than level of this spell + 10 + stress dice.

(Base Gen, +2 Voice)

This spells are part of the free new spells compendium for Ars Magica.

Spells of Tailored Poisons

Here are a few more poison oriented spells, starting with a lethal dose and then getting into some weirder options, and one very good way to kill a specific wizard.

The Ars Magica spell guidelines tell us that a lethal dose of poison is base 25 with an ease factor of 3 to resist, and each additional magnitude increases the ease factor by 3. Yet an Incapacitating wound is 20 and a Heavy wound is 15. I like that the potency and severity are balanced in the guidelines.

A Sip of Consummate Ruin

Creo Aquam 50, R: Touch, D: Diameter, T: Individual

This spell creates a single dose of a lethal poison, enhanced to be highly potent; which requires a Stamina check against an ease factor of 12 to resist.

(Base 25, +1 Touch, +1 Diam, +3 for an additional 9 to the ease factor to resist)

With a duration so short the caster would have to know it will be used soon, perhaps on a blade or in a drink. And with such a high level spell it is unlikely to penetrate another Magi’s magical resistance.

The alternative to the poison having a duration is to design a spell which conjures an exceptionally virulent poison permanently with vis. As a permanent creation it no longer is resisted by Parma Magica.

A Quaff of Absolute Havok

Creo Aquam 45, R: Touch, D: Momentary, T: Individual, Ritual

This spell creates ten doses of a poison which inflicts an Incapacitating wound, enhanced to be highly potent; which requires a Stamina check against an ease factor of 12 to resist.

(Base 20, +1 Touch, +3 for an additional 9 to the ease factor to resist, ritual, +1 size)

On to stranger and more magical poisons. Firstly spells designs for poisons to affect a specific person. A poison spell, which only affects one person, designed as a mild poison so it could be boosted as desired.

As the options get more diverse the complexity increases which really makes these spells very particular.

A Sip for My Oldest Nemesis

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

This spell creates a single dose of poison with enhanced potency, which will only affect Sir Dion of Alexandria. It requires a Stamina check against an ease factor of 6 to resist. The poison inflicts a medium wound.

(Base 10, +1 Touch, +2 Sun, +1 for an additional 3 to the ease factor to resist, +1 for a specific person)

A poison spell, which only affects a Bloodline.

A Sip for That Cursed Family

Creo Aquam 45, R: Touch, D: Sun, T: Bloodline, Faerie

This spell creates a single dose of poison with enhanced potency, which will only affect members of Sir Dion of Alexandria’s bloodline. It requires a Stamina check against an ease factor of 6 to resist. The poison inflicts a medium wound.

(Base 10, +1 Touch, +2 Sun, +3 Bloodline, +1 for an additional 3 to the ease factor to resist, Faerie spell)

A poison spell, which affects the person you have an AC to, or you are touching.

A Sip for My Newest Nemesis

Creo Aquam 40, R: Touch, D: Sun, T: Individual

This spell creates a single dose of poison with enhanced potency, which will only affect a person the caster is touching or has an arcane connection to. It requires a Stamina check against an ease factor of 6 to resist. The poison inflicts a medium wound.

(Base 10, +1 Touch, +2 Sun, +1 for an additional 3 to the ease factor to resist, +1 for a specific person, +1 for flexibility)

There is no reason that the poison crafted by any of these spells cannot vary in nature, perhaps made into inks to emulate the terrible ink from the novel and film The Name of the Rose. As spell it could be identical, and crafting the poison as an ink is a very insidious way to distribute it. Especially if that ink also affects only a Bloodline or an individual, or the recipient is not protected by magical resistance.

This spells are part of the free new spells compendium for Ars Magica.

A spell to make objects sentient, like Pinocchio

After writing the Ars Magica spells about Frozen, there are a plenty more movie based spell effects to ponder. I started writing this post with Pinocchio in mind, but an actual tree would also be a suitable target, as it’s branches could conceivably act as hands of a sort (as demonstrated in one of the of the Ars sourcebooks on a massive tree).

Pinocchio’s animation spell needs to be more advanced than a simple Rego Herbam effect. I wrote up a spell called The Subservient Lumber to animate wooden objects without too much intelligence, however a sentient object needs a mind. 

We can see from the Rego Corpus/Mentem spells that adding Mentem can do just that, granting autonomy to the object’s movements and quasi-intelligence. Likewise the vehicles in the movie Cars have a mind and purpose all of their own.

So to mimic the basics of Pinocchio, Cars, and all those other films where an animated object gains sentience, here is a variation on The Subservient Lumber to allow that.

The Sentient Lumber

Rego Herbam / Mentem 40, R: Touch, D: Moon, T: Individual

The spell grants animation and sentience to an item made of wood. Items can move as directed and follow the caster’s complex commands.

Different items can move with various degrees of mobility directly related to how they might utilise their physical form. Chairs can walk well, cupboards less so, and statues with sufficient detail can often move identically to a person.

The spell can be cast on any wooden item up to 10 cubic paces in volume, which allows for animation of large objects (such as wagons or boats) or massive trees. Casting requisites are required for compound items.

(Base 10, +1 Touch, +3 Moon, +1 extra size, +1 Mentem)

Changing that animated wooden doll into a real boy permanently isn’t a spell which Ars Magica has in the hermetic guidelines at all, and would take a significant fundamental breakthrough – it would be creating life.

A faerie glamour is probably better suited to this effect, as it could be written up using the Duration: Until, which might grant a much longer duration. However getting past that duration into true animation needs an enchanted object (probably similar to the Corpus example for animating a Corpse in Hermetic Projects), a warped object which gains awareness, or a magical object (using the rules in Realms of Power: Magic).

A variation for metals and stone have been written up in the New Spells too – as The Animated Statue, of Bronze, or The Animated Statue, of Stone. They appear as ReTe/Mu/Me spells of level 40 and 45. 

This effect, like all the others I’ve pondered over the past few years are part of the free new spells compendium for Ars Magica.

More spells for Sea-going Wizards

Here are a few more useful spells for sea-going wizards in Ars Magica; using Aquam and Auram arts. For some spells there are two versions of each effect for short term effects and daily effects, or different ways of achieving the same result.

Purify the Flasks of Neptune

Perdo Aquam 25, R: Touch, D: Momentary, T: Circle

This spell removes the saltiness from all water within the circle. The spell can affect an equivalent volume of 5 paces wide by 2 paces deep.

(Base 15, +1 Touch, +1 Circle)

Distill Water

Rego Aquam 5, R: Voice, D: Momentary, T: Individual

This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.

To be effective the caster must succeed a moderate Finesse check vs 9.

(Base 3, +2 Voice)

Forceful Wave at the Stern, from Afar

Rego Aquam 25, R: Sight, D: Concentration, T: Individual

A wave forms against the chosen target, powerfully pushing against it. Depending on how the caster orients the effect, this can be used to significantly hasten travel, or to hinder or immobilise a target ship.

Designed with extended range, the spell is useful to hold off or escape pursuit.

(Base 4, +3 Sight, +1 Concentration, +1 with increased force)

Forceful Wave at the Stern, till Dusk

Rego Aquam 25, R: Voice, D: Sun, T: Individual

A powerful wave forms against the chosen target, pushing against it. Depending on how the caster orients the effect, this can be used to hasten travel or to hinder it.

(Base 4, +2 Voice, +2 Sun, +1 with increased force)

Summon the Wind, Briefly

Creo Auram / Rego 20, R: Sight, D: Concentration, T: Individual

This spell creates a powerful wind which the caster can direct by concentrating. The wind is powerful enough to blow over objects, extinguish flames, and propel a boat’s sail.

(Base 3 for gale force wind, +3 Sight, +1 Concentration, +1 Rego)

Summon the Wind, till Dusk

Creo Auram / Rego 25, R: Sight, D: Sun, T: Individual

This spell creates a powerful wind which the caster can direct by concentrating. The wind is powerful enough to blow over objects, extinguish flames, and propel a boat’s sail.

(Base 3 for gale force wind, +3 Sight, +2 Sun, +1 Rego)

Cloak of Fog, Briefly

Creo Auram / Rego 20, R: Touch, D: Concentration, T: Individual

This spell creates a large obscuring fog centered the item touched, which then travels with the target. The fog totally obscures vision in a 25 pace radius, then thins gradually over the next 100 paces from the center of the fog cloud.

(Base 3, +1 Touch, +1 Conc, +1 Rego requisite, +2 unnatural presence)

Cloak of Fog, till Dawn

Creo Auram / Rego 30, R: Voice, D: Sun, T: Individual

This spell creates a large obscuring fog centered the target, which then travels with the target. The fog totally obscures vision in a 25 pace radius, then thins gradually over the next 100 paces from the center of the fog cloud.

(Base 3, +2 Voice, +2 Sun, +1 Rego requisite, +2 unnatural presence)

These effects and many others are part of the free new spells compendium for Ars Magica, containing over 350 new spells.

happy seaside covenant

Can’t See the Forest for the Trees

I have no real explanation or use for this spell except overhearing the cliche on the train home. Chasing somebody through thick shrubs, or flying over a forest while trying to follow an animal below? Perhaps a huntsman or tracker.

Vision of the Forest Without the Trees

Intellego Herbam 15, R: Personal, D: Concentration, T: Vision

This spell allows the caster’s vision to be unaffected by both living and dead Herbam based materials. The effects extend to trees, shrubs, fences, building, or weapon hafts, which all appear translucent and ghost-like.

(Base 2, +1 Conc, +4 Vision)

I chose Base 2 as it matches the base for a similar Terram spell, and is slightly harder than Aquam or Auram baseline. This effect, like all the others I’ve pondered over the past few years are part of the free new spells compendium for Ars Magica. Enjoy.

The Ironbound Grimoire – an updated pdf of 354 new spells for Ars Magica

Mid 2015 I published 117 spells for Ars Magica as a Pdf, and now that mid 2016 has rolled past here is a new version of the Spells Pdf. It also has a new name this year – The Ironbound Grimoire, and contains 354 spells for Ars Magica, covering all the spells from this blog through to June 30th 2016.

Hope it is useful.

In terms of publishing and presentation the layout is very basic. Eventually I’d love to find a way to have all the spells in a database and create PDFs and extracts directly from it. For now that is in the too hard basket – time, skill, and software costs are Devils. 

A really self indulgent version would be leather bound, inscribed, and contain everything I’ve written for Ars Magica; but I think I’d be the only audience wanting the expensive version. 

A Thin Curse, a Fat spell

It’s one of those posts where I’ve been pondering stories again and thinking about Ars Magica spells for the effects; this started from Thinner by Stephen King.

The Curse of Limos

Muto Corpus 15, R: Touch, D: Moon, T: Individual

The target is unable to gain more than a trivial amount of sustenance from food and drink, and as days pass will find themselves lethargic and their hunger never satiated.

When applied to a target over many months they will become unnaturally gaunt and thin, so much so their visage is disturbing to others. Repeated application will also eventually cause a wasting death.

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

Being a range Touch means either knowing the target directly, or cursing them from afar using a magical tunnel. This is an effect that can be worked into a very thematic Faerie spell using the Faerie Until range too, but above I’ve kept it to a standard hermetic non-ritual spell. Below is the fae ritual. 

The Pact of Limos

Muto Corpus 20, R: Touch, D: Until, T: Individual, Ritual, Faerie

The target is unable to gain more than a trivial amount of sustenance from food and drink, and will find themselves lethargic and their hunger never satiated.

When applied to a target over many months they will become unnaturally gaunt and thin, so much so their visage is disturbing to others. The spell will also eventually cause a wasting death.
The effect continues until the caster speaks a specific word aloud, typically performed when the target has performed their side of a pact.

(Base 3, +1 Touch, +4 Until, ritual, faerie)

I also wanted an opposite effect but also wanted some utility from the spell. This effect is immediate rather than long term on the target.

Paralysis of Gluttony

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

The target of this spell is made unnaturally heavy and obese, so much so they are no longer able to move; with a final size two levels larger than their original size, or a maximum size of +4. Clothes will become painful and may burst their seams as the target grows in size.

(Base 3, +2 Voice, +1 Diam, +1 for three extra size categories)

Others effects I’ve pondered over the past few years are part of the free new spells compendium for Ars Magica.