The rant I wrote at the introduction to this series has been bothering me a little. The Ars Magica rules are fair and reasonable, and solid in terms of they’ve not had a large degree of change since the very early days in terms of how Magical Resistance (a.k.a. MR) and Parma Magica worked. The rant is a criticism of that design, but I openly acknowledge that the game gave fair open warning to that aspect.
So what options does a transformation wizard have to still have wonderful and exciting forms, but also actually attack and defend themselves against opponents with MR?
Firstly defense is very (mostly) simple. In most interpretations of the MR rules a creature not under an active magical effect, or using an effect which is part of their essential nature (say a passive regeneration power in a supernatural bear) will be able to ignore the defending Magi’s MR, as the effect is “natural enough” to it’s essential nature.
There are some variations in the edge casts regarding the Pink Dot effect, but generally most games ignore those who use the pink dot techniques.
For attacking the rules are very strict with regard to penetrating MR. Essentially the attacker cannot “touch” the target because their attack stops short because the magic of the transformation cannot work through the defenders MR.
But for a moment consider a sturdy shield grog who happens to be carrying a few nasty but mundane weapons. That grog can kill a person with MR if they can get close enough, and no amount of MR will assist. The grog simply has to hurt the person the old fashion way, using their weapon of choice – say a nice sharp axe. That grog can also be teleported by magic behind the target, enhanced with magic to be physically stronger or tougher (ala Gift of the Bear’s Fortitude), and also be wearing magical equipment and they can still swing and hit the defender as normal, because the axe isn’t enchanted. Seems a fair way to kill a wizard, or a creature with MR.
This means that a person transformed or enhanced using hermetic magic can still strike and harm a defender with MR when they use a weapon that is mundane, or a part of their body is specifically not transformed (say a fist, foot, or face), or a mundane weapon is incorporated into it the form but the magic is not active upon it.
Here is a scenario – a special set of steel bear claws are crafted, think of them like a large set of fighting claws. Then the crafty wizard designs a hermetic spell is specifically to transform the target into a large hulking giant, and uses the bear claws in the design. When the attacker swings the claws will not be resisted, as they are not part of the spell.
When this scenario is expanded for the use with huge transformation spells it means that the caster needs to have crafted weapons appropriate to the form and design the spell with them in mind; and also need to have them on hand when casting.
That could be a Rego based craft spell to customise them in short order depending on size needed; but generally the caster should do some prep. Or they could be crafted well in advance, and then use Muto magics as lesser enchanted devices to transform them into something small an innocuous, and the caster ends the spell when the huge weapons are needed.
It is complex, but it means the 40 foot long dragon might actually have teeth, tail and claws that can inflict real damage to any opponent, not just a mundane target. A weapon set could be crafted as always present, magically hidden, and then appear to hand when needed but then be a normal mundane item with no active magic.
A cheat for MR? Kind of. Certainly better than fusking around with the MR rules.