Lost Spells (part 14) Destroying the Gift

It is questionable if it is possible and within the Ars Magica setting the loss of the Gift is a story based event (read forums discussions here, here, and here). As there is no spell guideline to match to this effect or any real reference in the material for how this is done in-play – these spells are pure conjecture. So what would a spell designed to mangle or destroy a person’s gift look like?

Some factors to consider are:

  • For a Magus removing the Gift is equivalent to death, so has to have a high base, say similar to Perdo Corpus 30 to kill a person. There is no related Vim guideline to draw from.
  • It is very powerful but perhaps does not need to be a Ritual. Although I could see an argument that killing somebody with magic is removing their life, which might be less complex than removing their magical essence. I decided to make the spell a ritual so it would have a long casting time and to reflect the meta-power it should have in the setting. So while it is not exceedingly high level it will cost vis to cast.
  • If the spell is allowed in-game it can be set wherever the troupe like. A level 35 or 65 version isn’t going to stop a major NPC threatening to use it, or make it beyond casting for a player.

Suggested spells:

Shattering the Gift of the Magus

Perdo Vim 35, R: Touch, D: Momentary, T: Individual, Ritual

Destroys the Gift of magic within the target irrevocably. The target is unable to use any aspect of magic but retains their theoretical knowledge.

(Base 30, +1 Touch)

Handicapping the Gift of the Magus

Perdo Vim 35, R: Touch, D: Momentary, T: Individual, Ritual

Damages beyond repair the gift of magic within the target irrevocably. The target is still able to perform some rudimentary service to a gifted Magus (such as assisting in a lab) but is otherwise unable to directly use any aspect of magic. They retain their theoretical knowledge.

(Base 30, +1 Touch)

These spells were based upon an older French resource, so these spells are not at all RAW. Over 650+ of my new spells for Ars Magica can be found here.

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What can be done within the Muto Vim guidelines? p1

As part of a November 2017 Ars Magica writing challenge – I’m doing one spell a day.

This post is a convoluted mix of ideas around Muto Vim meta-magic borne out into potential spell mechanics. Many of the points will only suit some players, and this is meant more as a discussion and example for MuVi in Ars Magica, rather than concrete assured spells for immediate use in a saga.

Many of the published MuVi spells are invented at Range: voice with the intent of casting against others or to assist others, there are many other permutations. The MuVi guidelines also indicate that a spell which modifies another by more than two magnitudes is possible but needs either Creo or Perdo requisites to add or subtract the magical power, and a Base level to totally change a spell is equal to or less than (half level +1 mag). It is interesting that the guidelines indicate adding a requisite Creo or Perdo, rather than plainly insisting the spell isn’t possible.

Here are samples I can see as useful MuVi modifications of Wizard’s Reach (Ars p.160) which steps the range in different ways, which demonstrates how the difficulty in MuVi spells increases dramatically.

Wizard’s Reach “Downward” for lowering the target range instead of increasing because canonical Ars Magica spell guidelines require very specific effects for Muto Vim. This might be desirable to work around the MR of an opposing caster from Range: Touch to Range: Personal. “Across the Span” for effects moving upward by 2 magnitudes, and “To Distant Shore” for an extreme example of spell extensions to a range, e.g. Personal to Sight, or Touch to Arcane. There is also the potential for the caster to affect their own spells rather than intend to work cooperatively, which are slightly easier due to one less in-built magnitude, indicated by “Sorcerer” to separate the effects.

Wizard’s Reach (Form) Downward

Muto Vim Gen, R: Voice, D: Momentary, T: Individual

This spell alters the targeted spell by reducing the Target range by one magnitude less, with the same limitations of Wizard’s Reach (Ars p.160). The target spell must be no higher than (level -5) of this spell.

(Base Gen, +2 Voice)

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

Oh gosh my arms, the magic, it hurts

Ice Spells (part twelve) More strange ice spells

As part of a November 2017 Ars Magica writing challenge – I’m doing one spell a day.

Reduction of Ice to a Movable Block

Muto Aquam 25, R: Touch, D: Sun, T: Individual

Targeted ice is shrunk down in volume by 512 times (each dimension reduced to one eighth its size), up to 560 cubic feet of ice is reduced to around 1 cubic foot in size.

(Base 4, +1 Touch, +2 Sun, +2 increased reduction)

All the 650+ new spells for Ars Magica can be found here.

Ice Spells (part eleven) More strange ice spells

As part of a November 2017 Ars Magica writing challenge – I’m doing one spell a day. Here are more spells which a Magus might need when they travel in icy climates.

A False and Frozen Coin

Muto Aquam / Terram 25, R: Touch, D: Moon, T: Individual

A bundle of ice is transmuted into a handful of silver slivers and ingots which are useful for trade and barter. The caster may opt to make a finesse roll of 9+ to mimic more truly the detail of a real coin’s shape and engravings.

(Base 4, +1 Touch, +3 Moon, +1 complexity in shape)

All the 650+ new spells for Ars Magica can be found here.

Spell for an improved signal fire, with Fae duration

I was excited with the idea of creating an animated sentient fire until I discovered a similar spell already existed in the Magi of Hermes Ars Magica book – can’t be helped.

Instead here is a fire utility spell – perhaps useful to cast upon a signal fire, to create a diversion, or to fill a chamber with mundane smoke. The Faerie Fire Duration is handy here as the signal fires can remain effective for as long as needed, controlled by fuel rather than magic.

Smoking Fire

Muto Ignem 10, R: Voice, D: Fire, T: Individual, Faerie

Smoke from the targeted fire is always rich and potent, producing strikingly obvious smoke.

(Base 1, +2 Voice, +3 Fire)


Ice Spells (part ten) More strange ice spells

As part of a November 2017 Ars Magica writing challenge – I’m doing one spell a day. Here is a spell which a Magus might need when they travel in icy climates; which extends on previous parts.

Sense the Feet that Tread the Ice

Intellego Aquam 30, R: Touch, D: Sun, T: Individual

You touch an expanse of snow and ice and feel what is moving within a mile of where you stand.  You can discern the same useful information as Sense the Feet which Treat the Earth (InTe30, Ars p154).

(Base 4, +1 Touch, +1 Concentration, +1 part, +3 size)

All the 650+ new spells for Ars Magica can be found here.

Cantrip to warm a person

As part of a November 2017 Ars Magica writing challenge – I’m doing one spell a day.

This spell is to warm a person, or as originally intended a corpse as a tangental necromancy spell.

Touch of Warmth

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

The targeted human body is warmed to a comfortable temperature.

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

Over 650+ new spells for Ars Magica can be found here.