Stat Boosting Rituals, Part 2 (Temporary Boosts)

Continuing from Stat Boosting Rituals, Part 1, … now looking at non permanent versions of the boosting rituals. The non-permanent versions of these spell’s are very limited as they will automatically become rituals if the level exceeds 50. That greatly limits the maximum effect possible for non-permanent non-ritual effects. For example:

The Gift of Reason, Encircled till Dusk

Creo Mentem 45, R: Touch, D: Sun, T: Circle

Permanently increases the affected targets Intelligence by 1 point, to no higher than 0.

(Base 30, +1 Touch, +2 Sun)

In an item the effect will end up as at least a level 55 effect:

The Blessing of Reason, Encircled for enchantment. 

Creo Mentem 50, R: Touch, D: Concentration, T: Circle

Permanently increases the affected targets Intelligence by 1 point, to no higher than 2.

(Base 40, +1 Touch, +1 Concentration)

(+5 Device maintains concentration, +0 for one use per day)

The enchanted device write up could also be used as a special creature power. Familiars can grant powers and boosting their masters is reasonable.

All the new spells for Ars Magica can be found here.

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Mentem Gestalts (part one)

These effects are based upon the premise that combative actions are partially instinctive and partially planned. As such an InMe effect which warns of hostile intent could allow the caster to better anticipate the actions of those around them.

It is basically scanning the minds of targets to gain advantage. These spells allow for a range so that the SG can decide, or an additional +1d3 might be added to the 1d10 rolls. In game these might be used by a magus to train the target as much as defeat them.

Precognition of the Magical Duelist

Intellego Mentem 30, R: Voice, D: Diameter, T: Individual

The caster instinctively understands the immediate tactics and intent of the target during a Certamen duel, granting them potential foresight into the targets actions. This grants a circumstantial Initiative and Defense bonus to the caster of +1 to +3, subject to the veracity of the information matches the targets actions and the degree of advance warning. It should be impossible for the target to catch the caster by surprise.

As normal, affecting another Magus with magic may be a breach of the Code, and caution is advised. The spell ignores thoughts and intent unrelated to Certamen, and has no capability to discern emotions or memories.

(Base 15 – akin to reading the surface thoughts, +2 Voice, +1 Diameter)

Precognition of the Masterful Duelist

Intellego Mentem 30, R: Voice, D: Diameter, T: Individual

The caster instinctively understands the immediate tactics and martial intent of the target, granting them potential foresight into the targets actions. This grants a circumstantial Initiative and Defense bonus to the caster of +1 to +3, subject to the veracity of the information matches the targets actions and the degree of advance warning. It should be impossible for the target to catch the caster by surprise.

The spell ignores thoughts and intent unrelated to hostile actions, and has no capability to discern emotions or memories.

(Base 15 – akin to reading the surface thoughts, +2 Voice, +1 Diameter)

Then created as sense to be used amid a battle or fray.

Precognition of the Alert Commander

Intellego Mentem 40, R: Personal, D: Sun, T: Hearing

The caster gains an additional magical sense so they instinctively understand the immediate tactics and martial intent of people encountered, granting them potential foresight into their actions. This grants a circumstantial Initiative and Defense bonus to the caster of +1 to +3, subject to the veracity of the information matches the targets actions and the degree of advance warning. It should be impossible for the target to catch the caster by surprise.

(Base 15, +2 Sun, +3 Hearing)

To what degree the bonus applies is the contentious point. I was thinking of a similar spell using both Cr and In amongst a group which allows for a “sixth sense” to others in terms of combat situational awareness.

All the new spells for Ars Magica can be found here.

Stat Boosting Rituals, Part 1 (using Circles)

Based upon The Gift of Reason (Ars Magica p.148) there is the potential to create a ritual using each of the Mentem and Corpus guidelines which increases the attributes for Ars Magica characters. As one of my characters is looking to invent some of these in play, below are some sample rituals and a discussion of the choices players have. And because the series became quite long they are separated into several blog posts.

This series of blog posts will cover thoughts in general about permanent and temporary stat spells:

  • Each variant could also have an Animal version. Animals have the capacity to have stats outside the +/-5 range too, although it is arguable that magic might not be able to boost beyond that even if creatures themselves could. Boosting animals physical stats and mental stats also uses Animal for both which means less arts are needed, although separate spells still need to be invented. Bjornaer magi could potentially get a lot of gain there.
  • To make a spell list easier to navigate, a naming convention would be useful. The spells are likely to be listed with each other, so the Gift of Int, Per, Pres and Com will line up for each of the stat boosts to the +0 limit.
  • Then the colorful phrasing might be +1 for Boon of Reason, +2 is called Blessing, +3 for Favor, +4 for Surge, +5 for Perfection.
  • … of Reason for Intelligence, of Foresight for Perception, of Gravitas for Presence, and of Elucidation for Communication.
  • … of Force for Strength, of Endurance for Stamina, of Celerity for Quickness, of Agility for Dexterity.
  • It is a reasonable assumption that reducing stats is the same difficulty, with a spell switched to Perdo rather than Creo, still at the same baseline level.
  • The negative versions to remove one point of stats might be called Lack (from 0 or lower), Loss (1), Forfeit (2), Raze (3), Waste (4), and Ruination (from 5),
  • Remember that these may invented as Target: Individual or Circle.
  • Spells should also be invented to not warp the caster and as many targets as the SG will allow.

The first important point: perhaps the Gift of Reason missed an optimization opportunity and should be using Target: Circle. As circle spells can affects more than one target with no increase in level, that means the same amount of vis for the ritual could affect a much larger amount of targets. In my opinion the spells should have been written using a Circle target.

For example – A mature wizard is probably needed to create these rituals as they are all approx level 40 or higher. That wizard is best served getting a familiar, a lab assistant, and perhaps an apprentice. Raising just the casters Intelligence score is nice, but gaining a multiplicative effect in their own lab is far better. The level 60 ritual will raise Int up to +5 which could add an extra 6 to lab totals depending on starting Int score and how many wizards it affects. It will cost a huge amount of vis, but that is worth the investment in a long game. Another consideration is first creating a level 35 or 40 version which might take a few seasons for a younger wizard, and then subsequent versions gain the +7-8 lab total boost from knowing a similar spell.

As generated these spells also do not strictly need to be rituals in the basic versions, instead they might also be made into items to grant temporary bonuses. Rituals are far better in the long term for managing warping, however an enchanted device might make a wonderful and expensive gift.

As written the spell guidelines for raising abilities has the same baseline difficulty from -5 through to 0 (base level 30). It seems slightly illogical to reduce the stats of a person using a baseline 30 effect, when a similar level effect can do far worse damage – which is why these spells have been probably regarded as moot.

As an example, the Gift of Reason is all but identical when rewritten as with a Circle Target. Spending 7 pawns of vis for one person or many people is an easy choice.

The Gift of Reason, Encircled

Creo Mentem 35, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Intelligence by 1 point, to no higher than 0.

(Base 30, +1 Touch)

mind-of-stars

As my wizard has to choose which style of rituals to create and at what level, he’d design one which allows him an immediate gain. Going from Int +2 to Int +3 permanently is worth 10 pawns of vis. Likewise for the additional seasons it will take to craft, a 12 pawn ritual is reasonable too.

The Favor of Reason, Encircled

Creo Mentem 50, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Intelligence by 1 point, to no higher than +3.

(Base 45, +1 Touch)

The Perfection of Reason, Encircled

Creo Mentem 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Intelligence by 1 point, to no higher than +5.

(Base 55, +1 Touch)

All the new spells for Ars Magica can be found here.

More Tidal Aquam spells

The following are spells for wizards who need to defend against water borne attackers, be those boats, mermen, swimmers, or natural creatures. For some of these effect there are several ways to reach the desired outcome, so a few similar spells might be included.

Drown the Floating Menace

Muto Aquam 25 / Auram, R: Voice, D:Momentary, T: Part

This spell alters the water in the target area so that it is briefly transformed into air, and then quickly back again. Anything within the target area will fall as they lack the support of the liquid.

If the spell is targeted beneath a specific spot, such as beneath a particular person or boat a targeting roll is required. The effect is designed to affect a cubic area, with a volume of up to 56,000 cubic feet of water (roughly 36 wide x 43 long x 36 ft deep). The difficulty of the targeting roll should be adjusted accordingly.

(Base 4 change a liquid to gas with Au req, +2 size increase, +2 Voice, +1 Part)

And a variant using Perdo Aquam.

Swallowed by the Sea

Perdo Aquam 35, R: Waterway, D: Momentary, T: Part, Atlantean

A large amount of water is destroyed; if targeted upon a ship it will drop into the hole and be crushed as water fills the void. It looks as if the sea opened its mouth and swallowed the ship whole.

If the spell is targeted beneath a specific spot, such as beneath a particular person or boat a targeting roll is required. The effect is designed to affect a cubic area, with a volume of up to 56,000 cubic feet of water (roughly 36 wide x 43 long x 36 ft deep). The difficulty of the targeting roll should be adjusted accordingly.

(Base: 5, R: Waterway +3, D: Momentary, T: Part +1, Size +2)

In design the spell is tricky for two reasons. Firstly the Base 5 is for greatly reducing the volume of water instead of destroying outright. Leaving an amount (be that a tiny fraction, or even a third) of water behind after the spell takes effect is moot when the overall effect is placed, and the base is smaller.

Secondly the choice of Range: Waterway was used here because it allows targeting of a craft that can be perceived upon the same waterway (according to RoP:M p 43), and certainly includes Sight range.

Perfection of Tidal Wrath

Rego Aquam 40, R: Sight, D: Concentration, T: Individual

A tall churning tidal wave is created from a body of water. Once invoked the wave may be directed by the caster to crash upon specific targets, change direction, or flow back into the background water source.

At maximum the wave is ten miles wide and 100 paces wide and 15 paces high. The wave will decimate coastlines and wreck swimmers, vessels, or creatures caught within it.

(Base 10, +3 Sight, +2 size, +1 Concentration)

And finally, for a true crushingly powerful spell which is boosted (from the Ars Magica Core p125) to horrible proportions.

Neptune’s Wrath Unbound

Rego Aquam 50, R: Sight, D: Momentary, T: Individual, Ritual

A terribly large wave is created in a very large body of water. Once invoked the wave is uncontrolled, and needs 15 miles of water surface to gather into full height. At maximum the wave is ten miles wide and 200 feet high. The wave will destroy coastlines for miles inland, and potentially wipe clean islands or flat countryside.

(Base 10, +3 Sight, +5 size, ritual for large effect)

It is unlikely that a magus would actually need this spell… All the new spells for Ars Magica can be found here.

Necromancy spells, part 11

More strange quasi-Necromantic stuff extending from a prior post on detaching limbs, as a question was asked on the Ars Forums. Starting with a spell to detach and reattach a limb or part of the caster’s body, and a variant to do it to somebody else. Note that the somebody else does not need to be alive either, and Eyes from the Wizard Torn (MuCo/InReIm 15, MoH book p.84) is for having the casters eyes fly away and still see. 

I’m breaking the effects into parts for a slightly more autonomous approach. 

Disjoint the Hand of the Magi

Muto Corpus 10, R: Personal, D: Concentration, T: Part

The caster can disjoint a part of their body for the duration of the spell, and the affected body part is non-functional without further magic.

(Base 3 for an utter change, +1 Concentration, +1 for allowing de/reattachment, +1 Part)

Disjoint the Hand of the Debtor

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

The target’s limb is disjointed from their body for the duration of the spell, and the affected body part is non-functional without further magic.

“You have till dawn Albertus, then it cannot be easily returned.”

(Base 3 for an utter change, +1 Touch, +2 Sun, +1 for allowing de/reattachment, +1 Part)

Then use Animation of the Creeping Hand (ReCo/Me 30) to grant a detected human body part some form of automation and intellect. And then give it the capability of speech, so you can question what it saw or did.

Blessing of Speech

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

Grants the targeted corpus material or person is granted the mechanical attributes needed to speak, although not the intellect to say anything intelligible unless they can otherwise do so. The caster’s sigil will determine the style and manner of speech.

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

This spells are part of the free new spells compendium for Ars Magica, or more specifically for several pages of Necromancy spells (parts one, two, three, four, five, six, seven, eight, nine, ten), a discussion of necromancy breakthroughs, ramblings about zombies, and a sample necromancer.

who loves floating skulls? yes you do,

A spell for a small covenant – Conjuring the Arcane Watchtower

Almost as grand as a true wizard’s tower (Conjuring the Mystic Tower), this spell is for a covenant start-up or a small expansion. It is large enough to house multiple magi but not so massive as to house a large covenant. The size was chosen to limit the vis needed, and also to be the basis for an outpost covenant or a chapter house. Alternatively the spell could be cast multiple times to create a full covenant worth of space.

Conjuring the Arcane Watchtower

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

This spell creates a watchtower, subject to the desire and designs of the caster. The standard tower has five above ground floor levels, a battlement on top, adjoining stairs, internal stone features, a single reinforced door, windows in the mid and upper floors, a small cell in the foundations below, and walls 3-4 feet thick at the base. It is also surrounded by a 2 pace tall wall set 5 paces from the outer edge of the watchtower. The tower has room to accommodate three wizards labs, and their supporting staff dwellings, supplies and meeting places.

The spell provides 1000 cubic paces of stone. 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. The overall design of the tower cannot be ornate, as the spell complexity has allowed for internal complexity rather than artistic merit.

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

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

arcanewatchtower

Tephromancy, for those who think Necromancy is soft

Aside – I came across the term Tephromancy – “a form of divination involving the examination of the ashes remaining after a sacrifice“. It is perfect for one of the forms of divination that a seer themed Criamon Magus might indulge, and one that is not come across. Finding a sacrifice of suitable type, age, condition, and assuredly an animal. Then burn it to ashes. Then divine something.

I know necromancy is creepy, but I find this amazing and just as odd. Happy gaming.

seer