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.

Spells for a Magus with a Focus in Bronze

Here are a set of new and modified spells for an Ars Magica Verditius Magus with a minor magical focus in bronze. When I generated the Magus as a beginning Character it wasn’t possible to take all these spells, however they might represent future developments.

Bindings of Bronze from Robes of Silk

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

This spell turns an item of Animal based clothing or equipment worn by the target into bronze (typically a shirt, robe, etc), thereby hampering movement, affecting function, and increasing load. Exact effects will vary according to the articles worn by the target, ranging from no effect to practically complete immobilization.

(Base 4 to change a animal product to metal, +2 Voice, +1 Diameter, +0 Terram)

Bindings of Bronze from Clothes of Cotton

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

This spell turns an item of Herbam based clothing or equipment worn by the target into bronze (typically a shirt, robe, etc), thereby hampering movement, affecting function, and increasing load. Exact effects will vary according to the articles worn by the target, ranging from no effect to practically complete immobilization

(Base 4 to change a herbam product to metal, +2 Voice, +1 Diameter, +0 Terram)

I’m pleased with these two effects as they are not incredible in power level and might have some utility apart from being a defensive / hampering spell. A starting character probably only needs to take one of them too.

Wall of Bronze

Creo Terram 30, R: Voice, D: Sun, T: Individual

This spell creates a set of thick bronze walls, with an equivalent mass to 10 cubic paces in a configuration chosen by the caster. Multiple castings may be required to construct large battlements. The Voice range also allows for walls to be created beyond the reach of the caster potentially crushing opponents.

Asteria of Verditius intent was a defensive spell which would aid battles, or also used for other ad-hoc purposes such as impromptu bridges or fords. Her sigil requires spells display markings of construction or measurement was expressed as regular measurement marks along each edge of the walls.

(Base 5, +2 Voice, +2 Sun, +1 size)

Tower of Bronze, with Fear of the Dawn

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

This spell creates a heavily fortified tower made from pure bronze, with equivalent mass to 100 cubic paces of bronze. The multi-level building has thick walls, stairways between floors, a large lockable outer door, a ceiling hatch, battlements, four small internal rooms, a larger common, and storage pantries. While forming the platform will seek to anchor itself into the surrounding terrain either by wrapping around solid objects and digging into the ground.

Asteria of Verditius invented the spell as dwelling for her infrequent travel due to the extreme discomfort of staying in the wild, and her displeasure when trying to negotiate with mundane accomodation.

(Base 5, +1 Touch, +2 Sun, +2 size, +1 complexity)

Tower of Bronze

Creo Terram 25, R: Touch, D: Momentary, T: Individual, Ritual

This spell creates a raised and heavily fortified tower made from pure bronze, equivalent mass to 100 cubic paces of bronze. The multi-level building has thick walls, stairways between floors, a large lockable outer door, a ceiling hatch, battlements, four small internal rooms, a larger common, and storage pantries. While forming the platform will seek to anchor itself into the surrounding terrain. The size and internal configuration can be altered by the caster before initiating the ritual.

(Base 5, +1 Touch, +2 size, +1 complexity, Ritual)

An effect which allows the Verditius magus to test metals she may use, or those she might have created magically.

Measurement of Metal

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

This spell informs the caster of the purity and quality of an amount of metal.

(Base 5, +1 Touch)

A reworking of The Crystal Dart (Ars Magica core book) using bronze, and also increasing the damage output. It is not worth increasing the spell level further for more damage as the effect is still resisted, so the caster needs a reasonable penetration score.

The Bronze Dart

Muto Terram / Rego 20, R: Voice, D: Momentary, T: Individual

A 10 inch bronze dart rises from the earth and strikes an opponent within Voice range, inflicting +15 damage.

(Base 3, +1 increase damage, +1 Metal, +2 Voice, +1 Rego)

A version of The Phantom Blacksmith (from Covenants p 51) for working with bronze.

The Spell of Worked Bronze

Rego Terram 25, R: Touch, D: Momentary, T: Group

The magus may transform a piece of bronze into a finished form, as if a Bronzeworker had shaped and formed it. Up to ten cubic feet may be transformed.

The magus must pass a Perception + Finesse roll substituting for Craft: Bronzeworker against an Ease Factor at least 3 higher than the mundane Ease Factor. Failure reduces the bronze to a slumped lump as if an incompetent beginner had worked on it.

(Base 2, +1 Touch, +2 metal, +2 Group, +1 flexibility, +1 size)

This spell is intended for use when a mundane supply of quality bronze cannot be found.

Forge of Purest Bronze

Rego Terram 20, R: Touch, D: Momentary, T: Group

This spell smelts and purifies up to ten cubic feet of bronze source materials. The pieces may be existing bronze work or raw copper, zinc, or lead bars. To achieve a suitable final result the caster must succeed a Finesse difficulty check of 12+. Appropriate craft skills may be add to this roll.

(Base 2, +1 Touch, +2 Group, +2 metal, +1 size)

Then to move the massive gathering of pure bronze another spell is needed; at the maximum size the volume of metal is larger than a modern wrecking ball.

Ominous Levitation of the Weighty Anvil

Rego Terram 25, R: Voice, D: Concentration, T: Individual

This moves any metal up to ten cubic feet in volume as fast as a bird flies, which can be used to move and then drop the object on targets. A volume of ten cubic feet will cause significant damage (approx +25 damage), and requires a successful Finesse targeting roll.

(Base 3, +2 Voice, +1 Concentration, +2 metal, +1 size)

A basic ritual to create a huge mass of bronze, so that the magus has all she ever needs.

Conjure the Enormous Cube of Bronze

Creo Terram 25, R: Touch, D: Momentary, T: Individual

This spell creates a 1000 cubic feet of bronze, in roughly cubic proportions.

(Base 5, +1 Touch, +3 size, Ritual)

A reworking of Rock of Viscid Clay (Ars Magica p.154) for use with metals. I chose to forgo the benefits of the specialization in bronze for the benefit of working with any metal.

Metal of Viscid Clay

Muto Terram 20, R: Touch, D: Sun, T: Part

Softens metal to become like clay, which may be sculpted or molded, and becomes slightly sticky. The spell affects a one foot cube of material.

(Base 3, +1 Touch, +2 Sun, +1 Part, +1 metal)

Lastly a spell to assist in transporting large volumes of bronze items.

Minuscule Thing of Bronze

Muto Terram 20, R: Touch, D: Sun, T: Individual

Reduces an item made primarily or wholly made of bronze by three quarters in each dimension, with an sixty-four-fold decrease in weight. Requisites are required for non bronze components.

(Base 4, +1 Touch, +2 Sun, +1 further reduction)

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

bronze-art

Silly Gardening spells

Here are some spells I wish I had in daily life to get more omph from the weekend. Admittedly it is an absurd list of desired special spell powers, but your mind goes to strange places mid way through a gardening marathon.

Gather the Unwanted Scraps

Rego Terram 15 / Animal Corpus Herbam Aquam, R: Sight, D: Momentary, T: Group

This spell collects up to a cubic pace of non-living refuse within the caster’s line of sight, scraps, dirt, stones, off-cuts, or other leftovers from the surrounding area which the caster can see and collects them into either a pile or a designated container.

A simple finesse check determines how well the area is swept clean of unwanted materials. As sweeping and cleaning is a rudimentary task the finesse difficulty is 3 or higher. Botch results may be very unsightly.

(Base 2, +2 Sight, +2 Group, +1 size)

Compost the Unwanted Scraps

Rego Terram / Perdo Herbam Animal Corpus Aquam 10, R: Touch, D: Momentary, T: Room

This spell accelerates the decomposition of a container or room with wide variety of non-living ingredients within it into a useful compost. Composting is simple work but lacks appeal often due to the source of the ingredients. The Perdo requisite significantly assists the decomposition in a timely and efficient manner, and also removes undesirable elements permanently.

A finesse check determines the quality of the resulting product, with a 6 or higher producing a passable compost. Botch results may create a useless product or even a compost which is toxic.

(Base 3, +1 Touch, +2 Room)

Discern the Gardener’s Delight

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

This spell determines the quality of soil, earth, or compost in terms of it’s fitness for use in a garden. The caster learns the general quality and suitability of the material for use in gardening.

(Base 2, +2 Voice, +1 Part)

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

Spell to Slowly Deconstruct a Castle

Rego spells can build things and perform the work of a craftsman in an instant. I’m certain they could deconstruct a complex thing as well as build one. Or wreck something in a manner consistent to the skills of a craftsman. Why? Well materials are expensive and also not always abundant. Deconstruct a castle into reusable materials and then build a new one elsewhere.

Starting with a spell which performs the work of a laborer for one day, we have to decide how hard it is to knock out bricks. Let’s say it’s an Easy task, which requires a base Finesse difficulty check of 6+. Then we see check that a Rego Terram effect can manipulate a cubic pace of material, which sounds reasonable for a day’s work.

In the spell design it’s plausible to increase the amount of work performed, or increase the materials affected; however that raises both the Finesse difficulty and the effect level. It is better to create a lower level simple effect and use an item to allow it to be used repeatedly.

Deconstruct the Obtrusive Wall

Rego Terram 10, R: Touch, D: Momentary, T: Part

This spell removes, cleans, and stacks Terram based materials from a targeted structure. The spell makes no account for the structural integrity of the affected surface, but will remove the bricks safely and stacks them neatly to the side. A finesse check of 6+ is required to perform the spell neatly and quickly.

(Base 3, +1 Touch, +1 Part, +1 stone)

Then modified in an item as: +10 unlimited uses; for a final device level 20.

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

A simple wizards dwelling

The canonical Creo Terram spell for creating a covenant’s tower is excellent, however it is also expensive in vis in the caster only wishes a smaller dwelling. This is a version which creates a simpler and smaller keep.

Conjuring the Magi’s Home

Creo Terram 20, R: Touch, D: Mom, T: Individual, Ritual

A simplification on  the Conjuring the Mystic Tower to create a modest keep with ample space as a home and laboratory. The keep has a battlement on top, three generously proportioned levels above ground, adjoining stairs, and a small cellar in the foundations below.

The spell provides 100 cubic paces of stone, which allows for walls 6 inches to one foot thick, stairwells, multiple rooms for a solar and servants, corridors, and a standard sized Magi’s lab on the upper floor. The complexity modifier allows for the structure to be a single piece of stone with shutters, doors and such built in. When small parts are needed they are created within the single piece using thin stone slivers.

(Base 3 to create stone, +1 Touch, +2 size, +2 complex design, ritual)

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

304 spells today

Today’s blog post with more Necromancy spells bumps up the total number of new spells for Ars Magica to over 300. I’m hunting for inspiration for more from all over, still holding to the goal to get 400 published by end of the year and have added steady since having 250 spells posted in late March; although that target is getting hard to hit. I’m also finding that writing about Ars Magica characters or events is distracting from just globing together spells; so the material posted is scattered between observations, spells, characters, and items.

I’ve got some very problematic spell ideas in draft at present, which need work and are potentially controversial, probably leading to observations on new Ars spell guidelines.

Necromancy spells, part 7

The following spells are not strictly necromantic, but may be very useful additions for wizards with that inclination.

Animated corpses may also be a useful tool of reconnaissance, by making the animation a vehicle of remote exploration. An interesting similar canonical spell to start as a base is Arachne’s Tuition (Magi of Hermes, p 101) which allows the caster to assume control the targets body.

Assumedly the control allows the caster to perceive with the targets senses as well as control their fine motion; otherwise the caster is really going to struggle to perform crafting style activities with any degree of accuracy. This is the same desired effect, except on an animated corpse under the control of the caster which still should be a valid target. Corpus is corpus after all.

Assume the Dominant Sentience

Rego Corpus 25, R: Touch, D: Moon, T: Individual

This spell allows the caster to directly control a target touched, and is designed for use with an animated corpse but will function with a living target as well.

To maintain control beyond their reach the caster should have an arcane connection to the target, so it can move beyond his presence and still be controlled. The caster can pause and resume the control of the target.

(Base 4, +1 fine movements, +1 Touch, +3 Moon)

I’ve altered the duration to Moon to a greater allowance for prolonged activity, and added a requirement for an AC if the corpse is going to be maneuvered beyond the casters presence.

This effect might be best either in a device using Concentration or via a Rego Vim effect to maintain it. It’s also possible that the spell could be invented as a Sun effect and recast even if the corpse is beyond the reach of the caster by using an Intangible Tunnel. Again this is one of many potential variations.

Magi may also wish to watch what a corpse does while animated without directly taking control, and maintain that view. Such a a spell would be:

Experiences of the Shambling Servant

Intellego Imagonem / Creo 15, R: Touch, D: Sun, T: Individual

The caster can see, hear, smell, and feel at the location touched. The spell is intended to be used with an Intangible Tunnel or on a target creature touched.

(Base 4 to use four senses at a distance, +1 Touch, +2 Sun)

Another odd effect for moving corpses around without raising suspicion or ire. Arguably the baseline to shrink a corpse is lower than to shrink a living target, due to the difference in other guidelines when working with living or dead materials. It seemed safer to keep the level the same as a living target and allow the spell to affect a body regardless of if it is living or dead.

The Diminutive Advisor

Muto Corpus 25, R: Touch, D: Sun, T: Individual

This spell shrinks a human down to a fraction of its normal size, down to size -11. This ensures unobtrusive transport is possible and makes the target almost no threat in ordinary combat.

The spell was designed with corpses in mind, but can also affect living targets.

(Base 3, +1 Touch, +2 Sun, +3 for shrinking 9 more sizes ranks)

There is a spell in Houses of Hermes: True Lineages which allows a Quaesitor to gain a visual impression of the target from a scrap of material. Here is a necromantic version which is essentially creating a specific corpse assisted by an arcane connection.

Semblance of the Trespasser’s Corpse

Creo Corpus / Intellego 20, R: Touch, D: Ring,  T: Individual

This spell uses a small amount of human remains to conjure a fresh corpse which appears as the person does.

(Base 5 to create a corpse, +1 Touch, +2 Ring)

After opening a grave it’s desirable to close it up neatly. A spell simple in concept but difficult in design as it could be achieved in several ways and is likely to be better used as an adhoc spont spell (I had trouble deciding how to get the right outcome for this spell).

An illusion with a longish duration might also achieve the same end.

Restore the Restful Earth

Rego Terram / Herbam 4, R: Touch, D: Momentary, T: Individual

This spell makes an area of earth smooth and clear from any signs of disturbance, including restoring the grass and topsoil in the correct patterns.

The spell can also be used to superficially transplant earth or plants into decorative patterns.

A finesse roll of 6+ is needed to properly conceal a significant event, such as a grave being disturbed.

(Base 2, +1 Touch, +1 complexity)

Illusion of the Undisturbed Grave

Muto Imagonem 10, R: Touch, D: Moon, T: Individual

This spell makes a large area of ground or flooring look unchanged and like its surroundings, and if cast before an excavation is performed will retain the perfect undisturbed appearance. The caster must succeed a finesse check, particularly to mimic a very specific appearance.

Intended to hide the nighttime activities of grave robbers, the spell will also conceal holes, traps, or significant markings.

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

Lastly a spell intended to turn foes upon each other during a monstrous outbreak, potentially to be cast upon members of the same fighting force to incite panic.

Aura of Ghoulish Malice

Muto Imagonem 15, R: Voice, D: Sun, T: Individual

The target appears rotting, horrible, and befouled; essentially appearing as if they are the walking dead. Many very obvious changes are made in the subject’s appearance, sound, and smell. This includes hallowed eyes, rotting or wounded flesh, pasty skin, gravely and broken voice, moaning, bent posture, and swaying gait.

It is impossible to gain a normal reaction while under the effects of this spell, as the changes are so gross and pervasive.

(Base 3, +2 Voice, +2 Sun)

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

Necromancy spells, part 6

The Ars Magica Hermetic Projects sourcebook contains a robust section which deals with aspects of Living Corpses, Necromancy, and details of binding ghosts (p96-118). Many of the more flamboyant spells that a Magus might develop later in their necromantic career are present in this book; so much so that repeating material here would be basically copying it. Hermetic Projects is one of the best Ars Magica books for deep investigation into how wizards might advance special interests.

Amongst other “creepy and dead” things it covers huge animations of human corpses, animating zombie armies of many sizes, conjuring human corpses in large numbers, and the creation of permanent quasi-sentient undead animals and humans. It is great material to aspire to.

Aside from that material which I was going to post variations for, here are a few ancillary spells which may be useful for Ars Magica Necromancers.

There is a fair rationale for an experimenting necromancer to use Ring and Circle version of these spells for their investigations. A set of niche effects, but perhaps worthy for devices within the necromancer’s lab.

Circle to Conjure the Remains of Man

Creo Corpus 20, R: Touch, D: Ring, T: Individual

This spell creates a corpse of up to size +1, with an appearance subject to the desires of the caster. Matching to a specific individual is possible with a successful Finesse check of 12+, with an optional familiarity adjustment between +/-3 depending on how well the caster knows the subject.

(Base 5, +1 Touch, +2 Ring)

Circle of Walking Servants

Rego Corpus Mentem 25, R: Touch, D: Ring, T: Circle

Turns all corpses in the circle into a nearly mindless servants that can follow your simple verbal commands faithfully but unimaginatively. Unless the corpses are preserved with Charm Against Putrefaction or the equivalent, the bodies will decay normally, but even a skeleton can be animated.

(Base 10, +1 Touch, +2 Ring, Mentem req free)

Circle Against the Putrefaction of Man

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

The human materials within the target circle remain fresh, and are protected from rotting and purification.

(Base 2, +1 Touch, +2 Ring)

All these zombies are dangerous if there isn’t a way to deal with them (especially those not in circles). A typical undead ignores fatigue penalties and may also ignore some wound penalties depending on how the damage is inflicted. It would be very difficult to use pain as an attack on an animated foe. Dust to Dust (PeCo15) is the core rulebook spell for destroying a corpse and it is very effective on animated dead.

A variant to ensure a necromancer never gets the drop on a magus might be crafted to destroy both animal and human corpses and also to destroy a group of targets.

Dust the Unwanted Remains

Perdo Corpus / Animal 30, R: Voice, D: Momentary, T: Group 

This spell destroys a selection of human and animal corpses, up to 10 size +1 corpses which are not controlled by an independent spirit.

(Base 5, +2 Voice, +2 Group, +1 Animal corpses)

As a level 30 effect it is significant to learn however most animated dead do not have any magical resistance so it is likely to be effective.

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