Finding Corpses, Necromancy part 13

Just a quick post to add a few more quasi-Necromancy spells. A reworking the Inexorable Search (Ars p.131) as suggested in the Core rule-book, for corpses of humans and for living and dead animals.

Tracing the Trail of Death’s Stench

Intellego Corpus 20, R: Arcane, D: Concentration, T: Individual

As per the spell The Inexorable Search designed to find dead human corpses.

(Base 3, +4 Arcane, +1 Concentration)

I can see an inquisitor asking “and why do you need this incantation?”.

The Inexorable Search for the Lost Companion

Intellego Animal 20, R: Arcane, D: Concentration, T: Individual

As per the spell The Inexorable Search designed to find a living animal.

(Base 3, +4 Arcane, +1 Concentration)

Tracing the Tracks of Death’s Companion

Intellego Animal 20, R: Arcane, D: Concentration, T: Individual

As per the spell The Inexorable Search designed to find an animal corpse.

(Base 3, +4 Arcane, +1 Concentration)

Inexorable Search keeps on giving. The free new spells compendium for Ars Magica.

Advertisements

Late Ars Magica presents

Bringing today that I picked up Ars Magica books Antagonists, Grogs, and The Cradle and the Crescent in hardcover as a late personal present. While they’re unlikely to dramatically change the material I write I have already found an odd snippet just by flicking through the physical books instead of using a pdf.

Granting Corporeal Forms to Spirits and Ghosts

Ars Magica (HoH;TL, p.140) has three spells to make parts of a ghost’s equipment corporeal, but I couldn’t find a spell for the ghost itself. I feel compelled to point out that the Vision of Haunting Spirits (MuMe/Im 40, Ars p.150) is far better for making a ghost visible, which might be all that is needed. Also the Penetration total needed to cast these spells on even a mid-power ghost is very significant, so these transformation spells are not spells for junior Magi.

Blessing the Incorporeal Host with Earthly Form

Muto Mentem / Corpus 40, R: Eye, D: Sun, T: Individual

This spell grants an incorporeal spirit or ghost a corporeal human form.

(Base 25, +1 Eye, +2 Sun)

Blessing the Incorporeal Council with Earthly Form

Muto Mentem / Corpus 50, R: Touch, D: Sun, T: Room

This spell grants all the incorporeal spirit or ghosts within the targeted chamber a corporeal human form.

(Base 25, +1 Touch, +2 Sun, +2 Room)

Free new spells compendium for Ars Magica.

List of Bjornaer Heartbeasts

I kept needing to find which Bjornaer magi are in which Ars Magica books, if they have detailed stats, and which heartbeasts they have. So here is a list by name.

From Publications,

Name, Heartbeast, Source, Detail



Adler, Eagle, TtA 155, Mention

Antunnos, Stag, Hooks 37, Stats

Ardea, Heron, GotF 97, Overview

Arelie, Eagle, HoH:MC 8, MentionBán Mac Tire, Wolf, TtA 118, Mention

Birna, Bear, HoH:MC 8, Mention

Bubulcus, Egret, F&F 121, Mention

Caprea, ?, GotF 97, Mention

Delfini, Dolphin, SE 83, Overview

Dyfrgi, Wolf, CI 60, Mention

Elornis One-Leg, Flamingo, F&F 121, Mention

Erica, Mole, LoH 78, Mention

Eule, Owl, GotF 84, OverviewFalke, Falcon, GotF 96, StatsFauho, Fox, HoH:MC 8, MentionFranka, Owl, TtA 155, MentionFreki, Wolf, TtA 140, StatsGunther Lupus, Wolf, GotF 84, MentionGulo Midusulfis, unknown ,LatL 114, MentionGyongy, Magpie, HoH:MC 15, MentionHeike, Boar, ToP 73, OverviewHérisson, Hedgehog, LoH 9, FeaturetteHilde Oddfish, Shark, TtA 13, Stats

Illfetu, Swan, HoH:MC 8, Mention

Istvan Padas, Stallion, GotF 97, Overview

Jon Arnsson, Lion, GotF 97, Overview

Krum, Stallion, SE 83, OverviewLarus Egg-Thief, Seabird, HoH:MC 13, Mention
Lexora, Lion, TtA 43, StatsLuna, Rat, L&L 74, Mention 
Mabsuthat, Lynx, Hooks 39, OverviewMaruhs, Stallion, HoH:MC 8, MentionMicropedus, Starling, L&L 76, MentionMidusulf, Wolf, HoH:MC 8, Mention

Neculai, Pern, AtD 103, Overview

Odorpes, Bear, GotF 82, Mention

Panthera, Lion, TtA 44, Mention

Phyllia, Polecat, GotF 97, Overview

Retetarius, Salmon, HoH:MC 15, MentionRagna, Raven, SubRosa-18 32, Stats

Schwall, Fish, GotF 40, Overview

Sirnas, Stag, HoH:MC 8, Mention 

Simium Arileins, Raven, AtD 94, Overview

Tasso Agricola Areleins, Badger, LoH 78, Overview

Ulf, Wolf, HoH:MC 28, Mention
Unnamed, Camel, C&C 170, Mention

Unnamed Covenant, Predatory birds, SE 23, Mention 
Unnamed Scapegoat, Goat, RoP:F 117, Mention 

Unnamed Sample Character, Wolf, ArM 24, Stats

Unammed Three Magyar Shapechangers, Horse, GotF 11, Mention

Urgen, Bear, GotF 95 82 83, Mention

Ursula Sharptooth, Wolf, HoH:MC 12, Mention

Varina, Owl, LoH 78, Mention

Wilkis, Wolf, HoH:MC 8, Mention

Continue reading

Taking a gigantism spell a few magnitudes too far?

I started thinking that Magic Resistance might (almost) be irrelevant if the attacking creature is huge enough – say far larger than Form of the Lumbering Jotunn written previously.

What happens if a creature is so large that it affects the environment and not a single Magus? Perhaps large enough to scoop a room or building sized patch of ground around an opponent in their hand. Or uproot an ancient oak tree and use it as a club? The opponents magical protections are moot, just like when a spell transforms the ground beneath their feet.

It might be akin to Gulliver from Gulliver’s Travels – so large that normal sized humans are like fingers.

Form of the Titanic Colossus

Muto Corpus 40, R: Personal, D: Sun, T: Individual

This spell monumentally enlarges the caster up to a size rank 22 version of themselves, so large that the caster’s fingers are larger than a normal person.

At this size the Magus is around 120 feet tall, and weighs over 5.5 million tons. The character’s combat mechanics are greatly enhanced, adding +22 Strength, +22 to Soak, -22 to Quickness, and radically shifting the amount of damage for each wound category. The character also gains the reach and leverage associated with the truly massive stance.

Requisites are required when cast to transform clothes and equipment, and not all equipment will be included in the transformation. The effect is designed with a girdle as the focus, which is removed to end the effect prematurely.

(Base 3 to utterly change the size of a person although still human up to size +1, +2 Sun, +7 for an additional 21 size ranks)

Continue reading

Ars Magica house rule – Capping MT scores in labs?

Aside

Some characters in ars magica seem to create very specialised characters and in turn, very specialised aides and familiars. This can lead to a slew of high stat NPCs in the game and that adds to both good and bad inflation of lab totals.

One way to curb the growth is to rule that the effective Magic Theory (MT) of each assistant is capped at the lab leaders MT score.

As normal the leader needs to have the gift and also needs to follow the guidelines for how many lab aides they can have according to their Leadership score.

This additional cap would discourage familiars being used as MT xp dumps, and force player Magi to raise their MT as a higher priority. That is certainly a double-edged sword in terms of how a saga might play out.

My Simple Enchanted Items for Ars Magica, part 2

Part two of low powered sample magica items for Ars Magica (see part one, or many other items).

This is Not Your Horse

A lanyard which can be worn around an animal’s neck or a leg which causes the patterns on the skin or fur of the targeted animal to change colouring so it appears to be a different, although still normal beast. This effect is desirable for highly valuable animals, and less so for very common animals such as sheep – who may still look too familiar.

Muto Animal 15, (Base 2, +1 Touch, +2 Sun, +1 Size)( +5 for 24 uses a day)

Tantrum!

An amber stone is embedded inside a small momento which clicks when a recessed button is pressed whilst theitem is touching a wall or floor. When activated the room and all items made from terram, animal, and herbam materials inside are thrown a few paces away from the activator. Their movement will not inflict damage, but may damage the room and its contents. The amber stone adds a +3 lab bonus.

Rego Terram / Animal, Aquam, Herbam 15 (base 3, +1 Touch, +2 Room, requisites for An, Aq, He)(+1 level for 2x uses per day, +4 levels to add +8 penetration)

Wand of Candlelight

Each time this pine wand is moved in a figure eight while touching a surface it creates illumination equivalent to to candlelight. Pine adds a +3 lab bonus for light effects.

Creo Ignem 10 (Base 2, +1 Touch, +2 Sun)(+5 levels for 24 uses per day)

A lantern shape would have added a +7 lab bonus, however an apprentice is not going to be able to gain the full benefit of that bonus, and I wanted something overly portable. Two previous items were a lantern and a torch, this makes a third which is probably enough CrIg items around light for a while. Keeping the final effect level to 10 also means it only costs a pawn of vis to craft.

Miasma Kiss

This small iron vent is enchanted to change toxic air around it fluorescent green. The vent is activated by air passing through it. A vent grants a +7 lab bonus.

Intellego Auram / Muto 15, (Base 2, +1 Touch, +1 Muto sub-effect, +1 Part)(+10 levels for unlimited uses)

Poisoner’s Frustration
This long slightly eating knife has an upswept blade and blackwood handle inset with a pearl. When placed within a poisonous liquid the knife causes the liquid to swirl clockwise. The pearl grants a +5 lab bonus to detecting poisons.
Intellego Aquam / Rego 15 (base 3, +1 Touch, +1 Rego sub effect)(+10 levels for unlimited uses)

Because I didn’t want a maximum number of uses and the item can reactivate itself each turn if a poison is still present, and thought it might make a handy gift depending on who your friends are.

Shovel which disgorges the earth’s forgotten dinners
This hefty tool is made from wood and steel, inlaid with an electrum core hidden in the base of the blade. When activated by shoving the blade into the earth and uttering a rude command the enchantment causes 10 cubic paces of earth to be momentarily expel upward all foreign content. This allows far easier identification, collection and removal of debris, lost tokens, and dislodgement of plants and weeds in the affected area. The electrum grants a +3 lab bonus for MuTe.
Muto Terram 15 (base 4, +1 Touch, +1 Part)(+5 levels for 24 uses a day)

and

Fork which subsumes the irritating debris
Also a hefty work tool inset with electrum and crafted by a foul mouthed Magus, when activated by obscenity this fork will rapidly alter a patch of dirt 10 cubic paces in size into air and back again, which causes all debris and contents to fall well below the surface. The electrum grants a +3 lab bonus for MuTe.
Muto Terram / Auram 10 (Base 3, +1 Touch, +1 Part)(+5 levels for 24 uses a day)

Fan for the Becalmed Sailor

This small wooden fan decorated with knotted twine along its grip is enchanted so that once per day it will summon a wind which blows in a direction controlled by the caster. A fan grants a +4 lab bonus.

Creo Auram 15, (Base 2, +3 Sight, +1 Conc) (+5 levels for device maintains Conc)

Humble Axe of the Woodsman

When the wielder of this hickory handled tool utters a command “urr” the enchantment will destroy the dead wood struck in a manner chosen by the wielder. To strike true the wielder must succeed a finesse check. While this enchantment grants no real benefit to felling a living tree it will make short work of fallen wood of any size, or objects created from wood. An axe grants a +4 lab bonus.

Perdo Herbam 15 (Base 4, +1 Touch, +1 Part) ( +5 levels for 24 uses a day)

If the level limit was raised from 15 this would be an outstanding item crafted to affect both living and dead plants and wood with an unlimited about of times per day as:

Perdo Herbam 25 (Base 5, +1 Touch, +1 Part)( +10 levels for unlimited uses)

Cloak of Gloom and Shadow

This hooded cloak is made from layered folds of fine charcoal, grey and black silk, gathered and sewn gracefully at ankle length, and held with an obsidian clasp. When activated by pulling the cloak’s hood up and mumbling a hush, the light surrounding the wearer is reduced to near darkness, becoming deeply dark, gloomy, and shadowy for two to three paces around them, then lightening gradually to five or six paces. Obsidian provides a darkness +5 lab bonus.

Perdo Ignem 16 (Base 2, +1 Touch, +2 Sun, +1 Individual, +1 modifier for an unusual Target) (+1 level for 2 uses a day)

..

Easing Balm

A yellow waxy balm made with infused amber which when applied the target’s wounds are treated as one category less serious for the purposes of activities while injured. Amber adds a +3 lab total.

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

Could also be created within an trinket as:
– Easing Token, Creo Corpus 10 (Base 1, +1 Touch, +2 Sun)(+5 levels device maintains, +1 level for two uses per day)
– Or created to help with injured animals as CrAn of the same levels.

Drying Staff
A short walking stick of oiled oak inset with a jade stone. The staff can once per day completely dry a room and all its contents. Jade adds a +4 “aquam” lab bonus.
Perdo Aquam 15, (Base 4, +1 Touch, +2 Room)

A work replacement item to dry clothes and items, or perhaps to recover spills and mistakes in an aquam lab.

Hat of Many Eyes (written here)

A tall bulbous brown leather hat (or is that fur, or both? yuk) which has been “treated” with ointments and solutions to retain peak moistness, elasticity, and shape of whatever foul creature was used to craft it. The hat is covered in palm sized green eyes with yellow highlights, which periodically blink and weep. The hat appears altogether unnatural and disturbing.

When activated the wearer may concentrate to shift their perspective to any direction around them. Inside the rim of the hat is a clear glass lense set in a silver frame, which grants a lab bonus of +5.

Intellego Imaginem 5 (Base 1, +1 Touch, +2 Sun)(+1 levels for 2 uses per day)

Image by Lou Romano, Copyright Pixar, from the Pixar Art Collection, from the movie Up. Darn great film and a beautiful concept illustration.

As always, check out some of the other new Ars Magica items created over the years.