30 Days of Magic for November completed

Well that’s the November challenge completed – the blog has added 80 spells over the 30 days through the month. I’ll be updating these into the main grimoire shortly.

Found via a reddit thread on imaginary behemoths

Leg of the Newborn Lamb, 30 Days of Magic

As a quick and effective spell usable against animals, this effect might have a chance to have a decent Penetration against a magical beast.

Leg of the Newborn Lamb

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

Momentarily Shrinks an animal’s limb to the size of a newborn. A stress roll of Dexterity + Athletics vs. a difficulty of 12 must be made to stay upright if the animal is moving quickly or in combat. As T: Part is used the overall size of the best is less of a consideration for large animals.

(Base 3 to change an animal limb, +2 Voice, +1 Diameter, +1 Part)

As justification and discussion on the Ars Magica forums, and the free new spells compendium for Ars Magica.

Iron manacles, 30 days of Magic

These two spells combined make manacles which are impossible to unlock.

Conjure Bands of Iron

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

Creates a set of interlocked thick iron bands similar in size and style to manacles, although designed to be heavier and with no opening mechanism.

(Base 5, +1 Touch, +3 Moon)

Iron as Viscid Clay

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

Alters an iron object touched so it may be reshaped like clay while the spell is in effect. Initially desired to reshape iron bands for captured foes, the Magus also found this spell useful to create impromptu tools or devices of iron.

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

These spells are part of the free new spells compendium for Ars Magica.

Squaring a Circle of magic, 30 Days of Magic

This Muto Vim spell outlines an infrequently handy and superficial change to other spells, so that their area of effect becomes cubic. It is plausible to have many versions of this spell altering other spells to other geometric shapes such as spheres, pyramids, walls, or domes.

Thaumaturgical Adjustment of the Cube

Muto Vim General, R: Touch, D: Momentary, T: Individual

This spell modifies the shape of the effect of another Hermetic spell so that its area of effect is a cube, orientated to the caster desires. To be a valid, the targeted spell must create, change, or destroy something in a three dimensional area, and altering the area to the new shape and orientation must be plausible.

This effect may change a spell of equal to or less than twice the level of this spell.

(Base Gen “as a superficial change”, +1 Touch)

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

Profound Magnification of the Beasts, 30 Days of Magic

Another transformation spell, this time designed to give a significant change to the caster but reducing the utility from the higher level variation. This is to allow better Penetration for the caster fighting in the enhanced form against supernatural creatures and other Magi. In a pbp forum game Magus Fray of Bonisagus first transforms into a lion, then becomes a fearsome in size.

Profound Magnification of the Beasts

Muto Animal 20. R: Personal, D: Diameter, T: Individual

The caster’s animal form increases in size by up to 7 size ranks, and can target base creatures of up to size 4.

(Base 4 for increasing a creatures size by 1x size rank, +1 Diameter, +1 mag to affect creatures of up to size 4, +2 for an additional 6 size ranks)

Ps. This is absolutely another spell very similar to a barrage of other Animal and Corpus spells I’ve written over the years, so it’s cheeky to include it as “new” for the 30 Days of Magic series, but phooey sir or madam! It’s hard to ponder new spells these days. To make up for this gross misconduct I’ve added a few other spells today to make up for this one based on coal and salt. This spell is part of the free new spells compendium for Ars Magica.

Spells using Salt and Coal, 30 Days of Magic

Adding a few effects using salt and coal as they are materials with great importance to Mythic Europe but not used often in Ars Magica spells. Salt is ever controversial because it was a luxury commodity and was a historically tightly controlled. Coal was not mined in deep mines rather it was collected or dug from shallow sources. For both coal and salt I’m assuming the base amount is the same as clay, sand and other low magnitude terram materials. I thought to make coal slightly higher due to it being closer to a mined product, but that view is likely influenced by a more modern view of coal, and certainly not as difficult as stone and glass which are the next “rank-up” of terram materials.

To create and modify either with Hermetic magic is simple and low level, and Muto really has a lot going for it. Creo Terram is also very effective, although just as expensive as every other ritual if it was to be a true source of magically created material, and gold is far better if the characters are creating wealth magically.

These salt spells are not about generating income using salt, but instead about destroying crops and fields with it.

Unwanted Distribution of Salt

Creo Terram 20, R: Voice, D: Moon, T: Individual

This spell spreads up to 100 cubic paces of salt across a wide area as desired within range. The caster can opt to create less or fill a vessel if present.

(Base 1, +2 Voice, +3 Moon, +1 Size, +1 flexibility in amount)

Transformation of Soil to Salt

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

This spell transforms the top six inches of soil in a large field into salt. This will have a disastrous impact on crops and livestock.

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

Fuel for the Hungry Forge

Creo Terram 15, R: Touch, D: Moon, T: Group

Creates a mass of coal up to an equivalent of 100 cubic paces of material, segregated into fist sized briquettes.

(Base 1, +1 Touch, +3 Moon, +2 Group, flexibility in amount and shapes)

The coal spell is inefficient by design – it could be a CrTe5 effect to create a huge lump of coal, however I wanted a spell which would be used to fill a warehouse or could be easily separated for a variety of uses while the duration lasts.

These spells are part of the free new spells compendium for Ars Magica.

Drawing water from far away, 30 Days of Magic

The spell started as a way to draw water from a remote river, where a covenant or traveller might need fresh water. I thought it would be a low level spell, however the rules for teleportation are very unforgiving. This spell could be used to fill a large reservoir repeatedly as needed, as long as the water source far away was still plentiful.

Drawing the Wholesome Draft of Poseidon

Rego Aquam 45, R: Arcane, D: Momentary, T: Part

Water is drawn from a remote locale within seven leagues to the caster who may fill whatever container or reservoir is present with the water. The use of T:Part in the design ensures that the water can be drawn from a much larger source and also that only enough to fill the container is transported.

Spell was invented by a Magus living in the remote wilderness where fresh water was scarce, so instead gathered water from far away.

(Base 4 to teleport water 5 paces, +4 to boost to seven leagues, +4 Arcane, +1 Part)

The spell Bag of Teeth (MuAq/An20, Magi of Hermes, p.12) is a better option as it is far lower level, although not as portable. If a covenant was looking to create a device to move water then a solution based upon Bag of Teeth requires a grog to walk to and fro with the teeth and adds a lot of uncertainty, but it also will cost far less vis and is far easier to create.

River Hidden in the Rocks is an item based upon the Bag of Teeth, specifically for transporting water within a sunrise/sunset. The item could have the duration extended, or the user must concentrate on the water transformation effect during the change of the sun.

River Hidden in the Rocks – MuAq/Te 20 (Base 4, +1 Touch, +1 Concentration)(+5 for 24 uses a day, +5 device maintains concentration). A small clear crystal (+5 water) set within a silver mount and necklace, which when touched to water will convert it to a smooth pebble. The pebble can then be picked up and moved easily.

Then an enchanted device for the effect above to transport water without the need for a Magus to cast spells. This too could be changed to suit the actual distance from the source of the water – hopefully downward to a more manageable level to enchant into an item (this item could reduce down to around ReAq40 but not much lower).

Draw Water from Poseidon – ReAq 50 (Base 4, +4 to boost to seven leagues, +4 Arcane, +1 Part)(+5 for 24 uses a day). This tile is made from fired clay inset with a crystal illustration of several intersecting waves, which is activated by placing an open palm upon the tile.

These spells are part of the free new spells compendium for Ars Magica.

A few Ice Spells (part fourteen) Shaping caves in Ice, 30 Days of Magic

Two more spells for ice, with flexibility built in to make them more likely to be useful. A tunnel could be a single room, or used to carve of a chunk, or shape a drain or ramp.

Tunnel Through the Ice

Perdo Aquam 30, R: Touch, D: Momentary, T: Part

Creates a passage within an ice flow. The tunnel defaults to a few paces wide by three paces tall by 100 paces long, however the shape may be modified by the caster into another simple geometric shape.

(Base 10, +1 Touch, +1 Part, +1 flexibility in shape, +1 size)

Then a similar effect which requires a Finesse skill check which counterbalances the lower base effect.

Hew a Dwelling Within the Ice

Rego Aquam 20, R: Touch, D: Momentary, T: Part

Carves a passage into a larger volume of ice, shaped to the caster’s desire, which requires a finesse check to determine the accuracy and potential safety of the hollow area.

(Base 4, +1 Touch, +1 Part, +1 flexibility in shape, +1 size)

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

Sample crafting spells, 30 Days of Magic

Spell to create impromptu weapons, improving the abilities of families and animals, and helping villages. Making weapons and tools available is a significant way to improve the quality of life for struggling communities, these spells offer the caster some ability to assist.

Barbarian’s Lost Tools

Rego Animal 10, R: Touch, D: Momentary, T: Group

The targeted animal bone and hides are shaped into a narrow variety of weapons or tools, such as pins, knives, pegs, frames, spools or sheaths. Caster must succeed a Int + Finesse 6+ check to create serviceable tools, and have enough raw materials at hand. Weapon statistics should be slightly worse than their normal counterparts, and optionally may be considered weaker than a standard weapon.

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

Barbarian’s Welcome Shelter

Rego Animal / Herbam 10, R: Touch, D: Momentary, T: Group

The targeted wood and hides are shaped into their choice of a narrow variety of covers, blinds, lean-tos, tents, and shelters. Caster must succeed a 9+ Finesse check, and have enough raw materials at hand.

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

These spells are part of the free new spells compendium for Ars Magica.

Spells to investigate potential apprentices and familiars in Ars Magica, 30 Days of Magic

Here are a few spells which are useful when a Magus seeks an apprentice or familiar; both for detecting gifted people and also for determining the raw physical attributes the apprentice or familiar might have. In many games these characters are generated just like another character to suit the desires of the story, so there is basically no need to determine the NPCs characteristics – however it’s an interesting idea for a character to cast spells to understand the potential of another person. Perhaps evaluating grogs, lab assistants, servants, etc. Please note due credit to Cuchulainshound from the Ars forums for the spells and inspiration for his magus concept of an apprentice hunter.

Firstly to determine if a person has the Gift “The Numbness of the Gift” (InCo20, Hedge Magic, p.6) is the canonical example spell. It uses the Intellego Vim base 10 guideline for detecting the traces of powerful magic and combined with sensory Touch magic. It is constrained in use by design, not too high level, and an excellent spell for subtle investigations.

That spell is useful for individuals close at hand, but a higher version is far better for detecting by hearing or sight for scanning larger areas, although would need to be cast forcelessly so that it would not anger other Magi, and would probably still count as scrying – so not without in-game risks. A Magus named Solomon in another pbp game a long time ago created a ritual to be cast on a town using Target: Boundary as a way to find the gifted people; that is grant overkill but very effective for surveying towns in a single casting.

The Chimes of the Gift

Intellego Vim 30, R: Personal, D: Concentration, T: Hearing

The caster can hear individuals with the gift as the tones playing from wind chimes.

(Base 10, +1 Concentration, +3 Hearing) Continue reading