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