Continuing from Stat Boosting Rituals, Part 1, 2, 3, 4, … to outline raising stats by more than +1 in each spell. This has the effect of creating very powerful and efficient boosting rituals.
A level 30 base effect can change a stat by +1 (to max 0), then maybe further magnitudes be added to raise it by more. It is a concept outside RAW, so some groups would say, “use the game as written fella” and ignore the suggestion. I can respect that choice and see that a reason to not do this is so that players won’t just create huge rituals to skip over multiple castings and seasons learning each step, and to avoid the vis costs. Frankly though that is a balance issue more than a game world issue. Ars Magica commonly uses extra magnitudes to enhance a base effect, so it deserves a discussion.
What increment for raising?
A single magnitude adds 10x the volume but there is not a direct correlation to stats. I first thought that a scale which uses the benefit to the dice roll of the increase might work, but the more I think on it the more it seems a very artificial and “mechanical” approach. Instead looking at the way it is potentially going to be abused, look at the impact to the setting.
Suggested Spell Guideline: Each additional magnitude adds a +1 boost to the stat, which must remain within the guideline of the base effect.
- A base effect 30 to raise a stat by +1, to a maximum of zero.
- Then add +1 mag for Range: Touch
- Then an additional 3 magnitudes to change the effect from +1 to +4.
- Final spell effect level 60: increases a stat by +4 to a maximum of +0.
When does it break?
Well rituals don’t really break, it’s more a question of game balance. Initially I debated many different costs and decided a mag per +1 increase as it’s the general rule. It allows for a little variety in non-permanent spells, however the spells at the higher baselines could potentially be unbalancing.
For example – A base 55 effect allows for a +1 stat boost to a limit of +5 Attribute, with +1 mag for R: Touch is a level 60 spell. Then adding another 4 mags allows a level 80 ritual to raise a stat increase to +5, to a limit of +5 final score. Then combined with another spell using base 30 for maximum of +0, at level 50 for a +5 gain.
Mass Infusion of Strength for Weaklings
Creo Corpus 50, R: Touch, D: Momentary, T: Circle, Ritual
The affected targets Strength is increased by +5 to a maximum of +0.
(Base 30, +1 Touch, +4 to boost by +5, Ritual)
Mass Infusion of Strength for Warriors
Creo Corpus 80, R: Touch, D: Momentary, T: Circle, Ritual
The affected targets Strength is increased by +5 to a maximum of +5.
(Base 55, +1 Touch, +4 to boost by +5, Ritual)
And a temporary version, allowing greater than +1 boosts.
Temporary Mass Infusion of Strength
Creo Corpus 50, R: Touch, D: Diameter, T: Circle
The affected targets Strength is increased by +2 to a maximum of +1.
(Base 35, +1 Touch, +1 to boost to +2 bonus, +1 Diameter)
Using +1 mag per +1 stat allows for a ritual to skip over many subsequent castings of the level 60 spell to raise an attribute permanently. It feels a little too easy, but using +2 mags per +1 feels far too punitive.
Closing… After writing this uber-boost concept and reflecting I’ve basically reversed my opinion – ultra-rituals would suit high-powered sagas, but not suit many groups. The temptation to raise stats gets far harder to resist if the vis investment is reduced, and that should be left to the troupe.
All the new spells for Ars Magica can be found here.