Maintenance and Cleaning spells

Replacing the work based activities of servants and grogs with magic is interesting. It can be argued that it helps keep covenant costs or staff numbers down, but also that the vis spent is really wasted as it could be used for so much more (spend silver instead of vis). Simple work replacement devices can turn menial life of the Middle Ages into something akin to our lives in modern times.

These are work replacement spell effects, and some parts are based upon the enchanted devices such as the Abluere Magica (presented in Covenants sourcebook p 52), with parameters changed to affect larger volumes, add extra materials, or to provide more efficiency.

The spells also demonstrate changing the normal spell Target from Individual to Circle or Room.

Work of the Wooden Tub

Rego Herbam / Animal Terram 5, R: Touch, D: Momentary, T: Circle

Clothes and equipment within the circle are cleaned and laundered, as if cleaned by a skilled servant. A very simple Finesse check is required to ensure success (3+), otherwise damage maybe done, items missed, or remain soiled.

(Base 4, +1 Touch, +0 Circle)

Tidy Room of the Pedantic Servant 

Rego Herbam / Animal Terram 20, R: Touch, D: Momentary, T: Room

The room and all its contents are ordered, squared away, and stacked neatly, as if performed by a skilled servant. A basic Finesse check is required to ensure success (3+ to 6+), otherwise damage maybe done, items missed, or remain unordered.

(Base 4, +1 Touch, +2 Room, +1 complex materials)

Many hundred of new spells for Ars Magica can be found here.

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Ritual for Conjuring a Magical Wyrm

And then a mystical wyrm to demonstrate what other types of beasties might be possible.

Conjure the Mythical Wyrm

Creo Animal / Mentem Auram Vim 75, R: Touch, D: Momentary, T: Individual, Ritual

A magical drake is created with 11 Magic Might, +7 size, and a selection of powers such as fire-breathing, fire-immunity, and supernatural toughness. The magical beast is permanent and intelligent. The creature will have a personality and traits of its own and will initially serve the caster in a loyal manner.

(Base 50, +1 Touch, Mentem for intellect, Ignem / Auram for powers and resistance to fire, +2 size increase, +1 Rego for loyalty to caster, +1 Might increase)

Find this spell and hundreds more for Ars Magica in my grimoire.

Ritual for Conjuring a Magical Wolf

These next are two spells which indicate the complexity required for Hermetic magic in Ars Magica to create permanent magical creatures, as proposed through a discussion. This is not based upon a RAW guideline, rather some very logical forum discussions.

It’s worth noting that creating a normal wolf permanently is far easier; both these spells create creatures which could exist in the setting. If used in a saga I suggest that each spell become far more specific in terms of beast description, demeanor, and powers. A creature of the magic realm they should be closer to the idealised forms of their animal types.

Conjure the Majestic Wolf

Creo Animal 55, R: Touch, D: Momentary, T: Individual, Ritual

An adult wolf is created with 10 Magic Might and a small selection of powers, such as supernatural stealth and resilience. The magical beast is permanent and may have  Cunning or Intelligence. The creature will have a personality and traits of its own and is under no obligation to serve the caster.

(Base 50, +1 Touch)

This idea came from the Atlas Ars Magica forums thread:

If we look at the ‘Conjure the Walking Dead’ Ritual Spell from Hermetic Projects (Pg 117), it explains that the base level for creating a magical human is level 45; coincidentally the magical might of the revenant (pg 116) is 9; a simple ruling could be made that the magnitude of the spell is the amount of Magical Might that the creature would have.

Base level 50 for magical animal would make a magical might 10 creature, with +1 magnitude for +1 Magical Might

i.e a magical might 15 lion would be: Creo-Animal 80 ritual
(base 50, +1 Touch, +5 for higher might) with requisites for the powers that the lion has, Imaginum/Aurum for a super loud roar etc.

Find this spell and hundreds more for Ars Magica in my grimoire.

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.

Spells to Control Animals

The core spell String of the Unwilling Marionette allows for controlling human targets and there is no core spell to do the same to animals. In the Rego Animal guidelines the level 5 will paralyze an animal, 10 makes an animal passive, and 15 will allow commands to be issues and followed. Similar but not the same. Although it is not RAW I think a level 10 base is reasonable to control the major movements of an animal.

Leash for the Unwilling Puppet

Rego Animal 30, R: Voice, D: Concentration, T: Individual

The caster concentrates to control the movements of the target animal, including walking, running, or moving in place. If the animal tries to resist the movements appear jerky. This spell affects creatures up to size +4.

(Base 10, +2 Voice, +1 Concentration, +1 increase target size)

Leash for the Unwilling Herd

Rego Animal 40, R: Voice, D: Concentration, T: Group

The caster concentrates to control the movements of a group on animals, who must all be controlled in the same way. Movement includes walking, running, or moving in place. If the animals try to resist the movements appear jerky. This spell affects creatures up to size +4.

(Base 10, +2 Voice, +1 Concentration, +2 Group, +1 increase target size)

This and many other new spells for Ars Magica can be found here.

A Mass Teleportation spell

Getting a large volume of stuff from one place to another is tricky in Ars Magica, well tricky unless your group of wayward wizards has access to some darn heavy duty transportation magic.

This spell is an example of a powerful spell which might be used to teleport all sorts of items, animal herds, or people to or from the covenant. The use of the Target: Circle allows for larger volumes of mixed products to be sent, rather than individuals effects.

Mass Arcane Teleportation

Rego Animal Aquam Corpus Herbam Terram 40, R: Touch, D: Momentary, T: Circle

Teleport the contents of the circle to the place of the AC.

(Base 35, +1 Touch, +0 Circle)

In the saga our wizards have raised a new island far off the western coast of Spain and getting materials to and from the island is tougher than I first thought it would be. This spell assists that purpose.

Along with the spell itself a magical item with the same effect would be handy. This might allow non-wizards to assist with the coordination of moving gear around. I also think that creating a circle via a spell might be handy too, or having designated points marked with circles as way-points for transfer. They could be designed to be ten to fifteen paces in diameter, allowing for a large volume of material to be transferred at once.

Circle’s Keystone (ReAnAqCoHeTe50)  – a large grey stone tile invested with as the Mass Arcane Teleportation spell above, altered for unlimited uses per day. The stone is set touching the rim of the circle to be targeted, the arcane connection is set in a small depression atop the stone, and then a command phrase is spoken to activate. In this way the stone is reusable at multiple sites.

This and many other new spells for Ars Magica can be found in the grimoire page.

A spell and item for a Gentle School or Flock of Animals

The intent of this spell is to allow manipulation of a large group of animals as a herd of cows or a school of fish will often exceed a normal group of 10. It is a useful spell for calming raging beasts or monsters if the effect can penetrate their magical resistance.

The Gentle School

Rego Animal 30, R: Voice, D: Concentration, T: Group

Targeted animals are rendered placid and docile even during unusual or violent circumstances. Up to 10 size +4 animals may be affected by each casting; potentially allowing for a great many smaller animals to be affected.

(Base 4, 2 Voice, +1 Conc, +2 Group, +1 beast size to +4)

Based upon The Gentle Herd, from Covenants page 51.

Shepherd’s Crook (Enchanted device – ReAn 40)

This crook is a simple twisted wooden staff with a knobbly protruding head. It has been enchanted as a lesser device with the spell The Gentle School (ReAn30, above), and further altered as to Maintains Concentration, and allow a few uses per day.

This is be set as an overall 10 increase in level; as +5 to maintain concentration, +2 for five uses per day, and +3 to allow a penetration score of 6 which should affect many simple magical creatures.

If purchased at build time for a covenant it has a purchase price as a spell lab text of 7 BPs. This and over 470 other new spells for Ars Magica can be found here.