Road spells, because they’re a tad rare

The Faerie Range: Road is somewhat enigmatic. It can facilitate some interesting effects but is not well represented in the core spells. Some effects are very useful when rewritten as range Road but are often just as useful as range Sight or Voice. Road comes into it’s own strength when it can exploit the physical distance to the target beyond R: Voice. The Magi of Hermes book for Ars Magica added a few spells for R:Road and triggered all sorts of other spell ideas.

Here are a few odd spells either affecting the actual road so that the greater range can be used, or using the Faerie range Road specifically.

Many of the effects assume that the caster has some way (like a R: Road Intellego spell) which allows for the awareness of things upon the road to be performed. A sample spell doing just that is in the page of other custom spells in the Intellego Imagonem section. It’s a spell that every user of this Virtue should learn, and it’s extremely low level.

The other nice way for Faerie Magi to target people on the road is to use a range extension Muto Vim spell on an effect which is approx range Touch. Most troupes will also allow a Muto Vim spell to modify the spell to the same difficulty; meaning changing a Voice spell to Road using MuVi as well.

Firstly a sort of mystical cheat. The road may end before the caster desires, or not approach a place where they wish to connect it to. This first spell could potentially be used to remotely extend a road.

The Never Ending Road

Rego Terram 15, R: Road, D: Momentary, T: Part

This spell targets a point on the road which the caster is in contact with and allows the construction of a continuing piece of roadway, a change, a segway, or an alteration of the road up to the limit of the target size. A finesse check is needed when cast to determine the quality of the spell’s work, 6 or higher for dirt, and 9 or higher for stone as building roadways is not complex work. Special structures such as archways or bridges may require 12 or higher, subject to the complexity of the task.

The spell effect draws construction materials available in the target area of the altered section of road, or within a pace of the nearest edge of the road. The spell may also be used for improvement and maintenance on an existing part of a roadway, such as removing obstacles, fixing degradation, or upgrading a section.

Roads made from dirt, clay, or sand can alter up to 100 cubic paces of material, and stone 10 cubic paces. The spell’s designer placed any extra materials to be used in the construction by using other spells, or mundane means.

(Base 3 for both dirt and stone, +2 Road, +1 Part, +1 for extra size)

This next spell I s a rework of Ten Thousand Graceful Steps previously published, for use with R: Road (coincidentally I have also removed the Rego part of that spell, as it’s rather unneeded)

Ten Thousand Graceful Steps, My Traveling Friend

Muto Terram 30, R: Road, D: Sun, T: Part

The earth beneath the target’s feet is changed so that they are always moving upon a stable and solid surface made of stone. The modified surface moves with the target for the duration of the spell. This facilitates excellent traveling conditions, akin to always traveling on well maintained paved roads.

This spell will affect most paths and road surfaces including any rocks or other Terram based materials. It will use the cubic pace allowed in the spell effect to smooth inclines, and improve broken pathways. The effect will not alter any wooden or metal components in the road surfaces, but may allow items to be covered completely by the artificial roadway. The spell does not remove the need for the traveler to pay attention to their footing.

(Base 3, +1 moving effect, +2 Road, +2 Sun, +1 Part)

Ten Thousand Vicious Steps, My Traveling Foe

Muto Terram 30, R: Road, D: Sun, T: Part

The earth beneath the target’s feet is changed so that they are always moving upon an unstable, shifting, and sharp mess of dirt and stone. The modified surface moves with the target for the duration of the spell. This facilitates terrible traveling conditions, which will dramatically increase travel time if the target persists.

This spell will affect most paths and road surfaces including any rocks or other Terram based materials. It will use the cubic pace allowed in the spell effect to wreck inclines, and break pathways. The effect will not alter any wooden or metal components in the road surfaces.

(Base 3, +1 moving effect, +2 Road, +2 Sun, +1 Part)

Here also are two ways to create an indicator on the road which points to the caster or to a place they have an AC. These are invented here with two durations – firstly to give a flash of insight which can be used by the traveler, and secondly to guide the traveler all day. In these spells the use of Road is “paid for” within the more expensive range of Arc which is similar to spells using an R: Arc spell with R: Touch within it.

A Path Clearly Marked, Momentarily

Creo Imagonem  5, R: Road, D: Mom, T: Individual

This spell creates a visual marker in front of the target indicating the direction and approximate distance to either the caster, or a place or thing for which the caster has an arcane connection. The caster must know this information, and any errors in judgement are carried to the target.

The style of the marker will vary with the caster’s sigil. Additional appropriate casting requisites may be required.

(Base 1, +4 Arc, +0 Road)

A Path Clearly Marked, Till Dusk

Creo Imagonem 20, R: Road, D: Sun, T: Individual

This spell creates a visual marker in front of the target indicating the direction and approximate distance to either the caster, or a place or thing for which the caster has an arcane connection. The caster must know this information, and any errors in judgement are carried to the target.

The style of the marker will vary with the caster’s sigil. Additional appropriate casting requisites may be required.

(Base 1, +1 image moves with target, +4 Arc, +0 Road, +2 Sun)

A Path Made Certain, Momentarily

Creo Mentem 25, R: Road, D: Momentary, T: Individual

Target is granted the knowledge of the direction and approximate distance to either the caster, or a place or thing for which the caster has an arcane connection. The caster must know this information, and any errors in judgement are carried to the target.

Additional appropriate casting requisites may be required.

(Base 3, +4 Arc, +0 Road)

A Path Made Certain, Till Dusk

Creo Mentem 35, R: Road, D: Sun, T: Individual

Target is granted the knowledge of the direction and approximate distance to either the caster, or a place or thing for which the caster has an arcane connection. The caster must know this information, and any errors in judgement are carried to the target.

Additional appropriate casting requisites may be required.

(Base 3, +4 Arc, +0 Road, +2 Sun)

And then some miscellaneous spells to move items around remotely on roads and gather items to the caster.

Skipping Down the Road

Rego Terram 20, R: Road, D: Momentary, T: Individual

Instantly teleports the target of the spell 500 paces in a direction chosen by the caster.

If the item chosen is not Terram based then additional appropriate casting requisites are needed. The object to be teleported must be present upon the road.

(Base 10, +2 Road)

The Bonded Road

Rego Terram 35, R: Road, D: Momentary, T: Individual

Targets an item from a road and teleports that item to the caster, or to another location to which the caster has an arcane connection, so the item can be used as an Arcane Connection to the place it was drawn from.

If the item chosen is not Terram based then additional appropriate casting requisites are needed. The object to be teleported must be present upon the road.

(Base 25, +2 Road)

The Incredulous Highwayman

Rego Terram 35, R: Road, D: Momentary, T: Individual

Instantly teleports the target of the spell one league a direction chosen by the caster. The spell design allows for large items.

If the item chosen is not Terram based then additional appropriate casting requisites are needed. The object to be teleported must be present upon the road.

(Base 15 for teleportation one league, +2 Road, +1 for size of target, +1 for more complex materials in the form)

These and many more custom spells can be found in the New Spells for Ars Magica page.

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