Lost Spells (part 9) Acids and Fire Water

Some spells based upon various supernatural liquid substances, and it appears acids especially have become slightly harder to create from older editions…

This first spell for conjuring a corrosive acid could be created upon the target without the Rego requisite, which technically makes it an easier spell to cast. In prior editions, there must have been some complexity for targeting and also for different material types, however in 5th edition it is far simpler to accept that the acid itself is resisted, so therefore the Rego component will hit automatically, or the acid may be created upon the target directly.

Globe of Corroding Waters

Creo Aquam / Rego 30, R: Voice, D: Momentary, T: Individual

Creates a globe of acid which is flung at the target inflicting 20 damage, and will corrode items and people alike.

(Base 20, +2 Voice)

This spell is cosmetically different, but essentially a very similar effect using concentration to constantly supply fresh acid.

Dragon’s Bile

Creo Aquam 35, R: Voice, D: Concentration, T: Individual

Creates a spray of acid that arcs out from the caster’s hand, covering the target. The spray is 1/2 foot across at the peak (the caster’s hand) and 2 paces across at the base 5 paces away. Damage from the acid is +20, and the acid damages everything it hits.

(Base 20, +2 Voice, +1 Concentration)

The last spell I changed from Sight/Conc to be Touch/Moon as I think it better suits how such a substance will be used. It might be a siege defense tool or a horrible bath. It becomes an unnatural fluid inflicting damage at the level, as per the Spell Guidelines.

Fire of the Deep

Muto Aquam / Ignem 20, R: Touch, D: Moon, T: Individual

This spell transforms about a barrel’s worth of water into a non-viscous fluid that burns and destroys like fire, inflicting +4 damage. It is not burning oil, as other spells produce, but a substance which itself is, in many respects, fire. It is more intense than ordinary fire, but similar in its effects – paper is burnt to ash, wood charred and eventually consumed, stone merely blackened and heated. Unlike ordinary fire, however, this does not spread (though it may light other fires), nor can it be doused by mundane means, so long as the spell is maintained.

(Base 4 for a highly unnatural substance, +1 Touch, +3 Moon)

Over 642+ new spells for Ars Magica can be found here.

Advertisements

Lost Spells (part 8) Uncontrolled Animals

Strange Animal-based effects are today’s blog post, reinvented from the list of old 3e Ars Magica spells.

Cloak Swirl

Rego Animal 5, R: Touch, D: Moon, T: Individual

This spell ensures that the targeted cloak always sits comfortably, and swirls and blows in an appropriately dramatic manner for entrances, exits, turning on your heel, and whatnot.

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

Obviously known and used by every important NPC in the game, including some non-magical ones. For instance, it is a little-known requirement of Arch-Mages that they know this spell or have a cloak with it built in.

Also very simple for almost any Magus to cast spontaneously.

Another converted spell is designed to make a domestic animal turn wild.

Break the Master’s Hold

Rego Animal 25, R: Voice, D: Diameter, T: Individual

Causes a domesticated animal to turn wild. Especially loyal animals, such as dogs, may resist with a Loyal personality trait roll of 10+.

(Base 10, +2 Voice, +1 Diameter)

Over 640+ new spells for Ars Magica can be found here.

Lost Spell (part 7) Resisting Final Rest

Another lost spell and I’m a little pleased that this is also a necromantic spell. There are canonical examples of spells which prohibit teleportation and scrying activity (Transforming Mythic Europe, p108), so prohibiting a specific type of hermetic effect seems very legitimate.

Base General –  Dispel effects of a specific type with a level less than the (level +4 magnitudes) of the Vim spell + stress die (no botch).

The Dead that Will Not Rest

Perdo Vim 20 (Gen), R: Touch, D: Moon, T: Individual

Causes a corpse to become immune to destruction spells unless they exceed the level of this spell + stress dice (no botch). Designed to resist the Dust to Dust (PeCo15) spell.

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

big list of custom/new Ars Magica spells

Ice Spells (part five) Conjuring, moving, and viewing ice

The last ice spell I think is required for my character allows the Magus to move the ice around. The intent is to be able to move almost anything by encasing it in ice, and for those materials which are heavy the ice can be strengthened by a previous spell. This allows a lot of material to be moved about.

Conjure Ice Temporarily

Creo Aquam 5, R: Touch, D: Diameter, T: Individual

Creates a block of ice a little over eight feet per side, totaling 560 cubic feet and weighing 14 tons. The spell was invented as the raw materials for other spells which manipulate ice, with a low level to assist with penetration.

(Base 3, +1 Touch, +1 Diameter)

Eye for the Treacherous Flow

Intellego Aquam 20, R: Personal, D: Sun, T: Vision

You can intuitively tell if any Aquam based natural terrain is treacherous, such as thin ice or a deep current.

(Base 2, +2 Sun, +4 Vision)

Cover of the Spooky Fens

Rego Aquam 15, R: Touch D: Mom T: Part

This spell changes the surface of a body of water into a thick obscuring mist; the larger the body the more coverage. A small pool surrounds only the point touched, a large lake or ocean may create an area hundreds of yards wide and spread onto land. The mist sits up to a pace above the surface and stays until naturally dispersed.

(Base 3, +1 Touch, +1 Part, +2 Size)

Ominous Levitation of the Frozen Obelisk

Rego Aquam 35, R: Sight, D: Sun, T: Part

Allows the caster to control and direct ice using unnaturally rapid movement, equivalent to as fast as a bird flies. As the spell includes Target: Part it may manipulate items which are covered in ice, or push and direct part of a larger mass of ice. The caster must direct the movement through concentration and the ice object will remain where it is placed or floats for the spell duration. The spell affects up to 35,000 cubic feet of ice.

(Base 3, +3 Sight, +2 Sun, +1 Part, +2 size)

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

Ice Spells (part four) Moving upon the ice

Another in a series of spells themed around Ice Spells and arctic magic, continuing from Ice Spells (part one, two, and three). There is fair probability that I’m just having fun with spells at some point through this post.

When writing the Ars Magica spells to mimic Eliza’s powers in Frozen I wrote Footstep upon the Fjord as a Perdo Ignem spell to freeze the surface of the water and missed a rather obvious version which uses Rego Aquam instead.

Footsteps upon the Glacier

Rego Aquam 15, R: Touch, D: Sun, T: Part

The water and snow beneath the targets feet is changed to a thick platform of ice as they move, and graded to provide more comfortable surface to walk on. The ice begins naturally melting when the target moves away.

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

Sure Step of the Arctic Wanderer

Muto Aquam 15, R: Touch, D: Sun, T: Part

Gants the target more stability moving across ice by altering the surface beneath them to be more tactile and dry. The surface reverts to normal after the target passes.

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

And then onto some quick small magnitude spells to make traveling easier.

Paws of the Polar Bear, for Beasts

Muto Animal 10, R: Touch, D: Sun, T: Individual

The targeted animal’s feet are transformed into the paws of a polar bear, which are suited for travel across icy surfaces and in cold climates.

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

Paws of the Polar Bear

Muto Corpus / Animal 5, R: Touch, D: Sun, T: Individual

The target’s feet are changed into paws of a polar bear, which are suited for travel across icy surfaces and in cold climates.

(Base 2, +1 Touch, +2 Sun, requisite free)

Boots of the Polar Bear

Muto Animal / Herbam 5, R: Touch, D: Sun, T: Individual

The target’s boots are changed to mimic attributes of the paws of a polar bear, becoming broader with small claws for grip.

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

 

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

Ice Spells (part three) Enduring ice and ice hounds

Continuing from Ice Spells (part one and two), these are utility and empowerment spells.

Circle of Unbreakable Ice

Muto Aquam / Terram 15, R: Touch, D: Ring, T: Circle

All ice within the circle is made very strong and non-brittle, gaining resistance to shattering and the resilience of stone.

(Base 4 for highly unnatural substance,+1 Touch, +2 Ring)

Enduring Ice

Perdo Ignem 25, R: Touch, D: Moon, T: Part

The ice touched will not melt for the spell duration, remaining below freezing. The spell can effect up to 560 cubic feet of ice.

(Base 4, +1 Touch, +3 Moon, +1 Part)

By way of servants I wanted a spell which allowed the caster to get reasonable utility for a servant, and the idea of a guard dog and sled dog came to mind immediately. There have been spells created for animating stone bears, statues and the like and ice is very similar in terms of complexity.

Shape the Frozen Hound

Creo Aquam / Rego Animal 25, R: Touch, D: Moon, T: Individual

This spell creates a size +0 dog shaped from ice, and animates it under the caster’s control so it can follow simple commands. The Animal requisite grants the animation the behaviours and habits instinctive to trained sled dogs.

(Base 3, +1 Touch, +3 Moon, +1 detailed shape, +1 Rego)

Shackles of Frozen Ice from Houses of Hermes: Societies is a great spell however I wanted something with more utility which allows the caster to choose the size of the area, and also has a far greater area.

Cirque of the Frozen Ice

Rego Aquam 25, R: Voice, D: Sun, T: Part

The targeted area of water is turned into ice and will remain frozen for the duration. When the spell expires the ice will begin to melt normally. The caster can choose how much of the water to affect and what simple shape, up to 5,600 cubic feet of water can be changed. If an object is targeted refer to Shackles of Frozen Ice (HoH:S p35).

(Base 3, +2 Voice, +2 Sun, +1 Part, +1 size)

In the last post there was a spell which made ice tougher, and now this is a spell which makes it soft and dry- it is certainly unnatiral ice, but perhaps more useful for equipment and sleeping on.

Object of Malleable Ice

Muto Aquam 25, R: Touch, D: Moon, T: Part

The ice targeted becomes unnaturally soft, dry, and flexible, but still retains its basic shape. The force required to break the ice remains unchanged.

(Base 4, +1 Touch, +3 Moon, +1 Part)

 Perhaps this last effect for dry and soft ice is getting a little crazy. All the new spells for Ars Magica can be found here.