A Vanilla Covenant for Ars Magica 5th Ed

After many seasons the folk who collaborated on the Vanilla Covenants project for Ars Magica now have a finished product! (available from the blog: http://david.berco.free.fr/wordpress/?p=690)

I’m exceedingly pleased it is released, and grateful to David Duke, aka The Man From Outerspace for continuing with dauntless faith through to the completion.

p.s. and the IronbondTome in the credits for a few bits is your truly. 

More Journal notes from Warhammer RPG

This session we recovered notes from a bandit camp, and rescued two halflings. Good times. No idea why all the bad guys used hammers. Wouldn’t be a good outcome if they were some strange Sigmarite outlaws.

WFRP Career Costs

I used to think that a Warhammer Fantasy characters with ballpark 6000 Xp was top tier; that’s probably based on the power level of 1st and 2nd edition games we played, and also due to how the careers looked in the previous editions.

Forth edition Warhammer Fantasy has increased the flexibly for character options (downtime tasks, career changes) which also means the players will want to spend xp more broadly. Pondering the various channels and discord servers I’m noting an advanced character might have 10-12k xp.

Quick note for reference in WFRP when setting a ballpark of how much xp a character needs to

HeroForge minis I’d love to print for Warhammer

Playing around with Hero Forge to mock-up some Warhammer Fantasy Roleplay miniatures. I’v used the gear and poses from the 4th edition book as vest i could, so some of them should be readily recognisable.

Its so easy, all credit to HF for creating an application which really takes the hassle out of designing stylistic characters. The only shame is these cost $20-$30 each which means there is no way I’ll be grabbing the lot.

Arcane Bridges – Tunnels between ACs in Ars Magica

I had a thought to trying forming an arcane tunnel between two thing which are arcane connections to each other, thereby allowing communication and spell casting between the two points at an equivalent of Range: Touch.

Why? Well those ACs might be enchanted devices which use spells to communicate.

So the “near” endpoint is not connected to the caster, but between two items that are already valid arcane connections to each other. Or the caster can target the endpoint near them as normal, and not be directly target-able from the other end. Or allow another Magus near one endpoint to target the other location. Or as a mechanism for two parts of an enchanted device to send signals to another without using the R: AC for the subsequent spells.

Opening the Intangible Bridge

Rego Vim Gen, R: Arcane Connection, D: Concentration, T: Individual

This spell opens a magical tunnel between two arcane connections, one of which is in the possession of the caster. Spells cast through this tunnel must be at least one magnitude less than the level of this spell.

(Base Gen, +4 Arc, +1 Conc, +1 additional Arcane target)

And a version to affect all the endpoints if multiple ACs are to be used, using target: Group.

Opening the Intangible Network

Rego Vim / Imaginem Gen, R: Arcane Connection, D: Concentration, T: Group

This spell opens a magical tunnel between either the caster and a set of up to ten arcane connections, or an arcane connection the caster posses and a set of endpoints. Spells cast through this tunnel must be at least two magnitudes less than the level of this spell, and may optionally use the target: Group to affect all endpoints at once.

(Base Gen, +4 Arc, +1 Conc, +2 Group)

These and other new Ars Magica spells are found in the Grimoire.

spells from an Oceanic Merinita

These spells were going to be invented by an ocean, wave and storm magus in a recent game hat I’ve had to exit.

Personal Ward Against Iron

Rego Terram 20, R: Personal, D: Diameter, T: Individual

The caster is warded against iron, which is deflected away automatically when it approaches their personal space.

(Base 5 to ward against dirt, +1 Diameter, +2 iron)

Swim Safely Among the Ice Flows

Muto Aquam / Ignem 5, R: Touch, D: Concentration, T: Special

The water immediately around the caster is warmed so it will no longer chill people or objects.

(Base 2, +1 Touch, +1 Concentration, +1 Unusual target surrounding the caster)

A few spells for a Magus with a strong focus in Aquam, a major virtue of Elemental Magic, and also a magical Vulnerability to Iron. On first look a boiling oil spell seems to need an additional requisite, however not for the elemental magus, who can ignore the effect of the Ignem requisite in the spell calculations. Harder for most magi to cast so they probably wouldn’t bother, but not for all magi.

I think these spells are justified as a CrAq spell could create water, optionally boiling water with an Ignem requisite at the same Base 4 as the base to boil water is also CrIg Base 4. Creating normal oil is equivalent to water as shown in the Creeping Oil spell in the Ars Magica book uses a Base 3.

I have also assumed that the example spells like Creeping Oil and the other Aquam spells show that boiling oil needs the Ignem requisite and a minimum level equivalent to CrIg4, instead of reducing the amount of oil produced downward by one more step in the base guidelines. That would make it similar to a strong acid and other highly corrosive Aquam or Terram based materials.

Jet of Bubbling Oil

Creo Aquam / Ignem 15, R: Voice, D: Momentary, T: Individual

Projects a large splash of boiling oil on a victim inflicting +12 damage.

(Base 4 “to create a liquid in an unnatural shape”, +2 Voice, +1 boiling liquid)

The Base amount created for oil is still a very large volume relative to the size of a human victim, so it is quite likely to cover a significant part of the victim which doubles the base damage of boiling oil from +6 to +12.

I initially started to consider allowing an athletics check to avoid some damage however the same should then apply to CrIg effects – and that just isn’t so. This is a conjured material so it can be automatically targeted as desired, and is resisted my MR or Parma Magica – again, just like Ignem spells.

A key risk for Aquam spells which isn’t really considered in the spell mechanics is the splash effects. A spray of oil will be potentially harmful to everything around it, and while that is not reflected in the rules in many places the same is true for many forms of direct damage.

Then moving on to more dangerous spells. Continue reading