A few spells inspired from Snow White for Ars Magica

Here are some spells based upon Snow White (as best as I can fit them) for Ars Magica. Some of the magical effect from the story are detailed in the core rules; such illusions, transformation, scrying, and forms of divination.

The Queen’s poisoned apple could be written many ways. A straight wounding poison, an extended sleep spell, and a faerie sleep spell. The trick with hermetic magic is to create a poison which knocks the target unconscious rather than wounding them. A Creo spell shouldn’t be able to replace the process for creating potions although by creating specific poisons within another substance is a work around. YSMV. My thought is that a toxin can wound, fatigue, sleep, or other effect; and the trick is really getting the target to eat it.

This means proposing a new Creo Aquam guideline for a fatiguing toxin instead of a wounding one. Not a huge leap.

  • Creo Aquam Guideline: Base 5, to inflict 1 level of fatigue if a Stamina check is failed against a difficulty of 3.
  • Each magnitude adds an additional fatigue level. Optionally each magnitude also increases the difficulty check by 3.

Draft of Weariness

Creo Aquam 20, R: Touch, D: Sun, T: Individual

The draft of toxin conjured inflicts a fatigue level if the imbiber fails a Stamina check vs 3.

(Base 5, +1 Touch, +2 Sun)

Which means a low powered spell matching the poison-apple using fatigue would be as below, noting that the higher of the two base effects is chosen; Base 1 CrHe to create a fruit, and Base 5 for the poison.

Fruit Created for Suffering

Creo Herbam / Aquam 20, R: Touch, D: Sun, T: Individual

The food conjured is tainted with a powerful magical toxin which inflicts a fatigue level on anyone who eats it if they fail a Stamina check vs 3. The spell may create a single discrete item of unprocessed food, such as fruits.

(Base 5, +1 Touch, +2 Sun, Herbam requisite free)

Fruit Imbued with Suffering

Muto Herbam / Aquam 20, R: Touch, D: Sun, T: Individual

The targeted food is tainted with a powerful magical toxin which inflicts a fatigue level on anyone who eats it if they fail a Stamina check vs 3. The taint becomes harmless when the spell expires.

(Base 5, +1 Touch, +2 Sun, Aquam requisite free)

The base for altering Herbam is MuHe3 however as the base for the toxin was CrAq5 that was used, which rationalised the free Aq requisite.

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

More Tidal Aquam spells

The following are spells for wizards who need to defend against water borne attackers, be those boats, mermen, swimmers, or natural creatures. For some of these effect there are several ways to reach the desired outcome, so a few similar spells might be included.

Drown the Floating Menace

Muto Aquam 25 / Auram, R: Voice, D:Momentary, T: Part

This spell alters the water in the target area so that it is briefly transformed into air, and then quickly back again. Anything within the target area will fall as they lack the support of the liquid.

If the spell is targeted beneath a specific spot, such as beneath a particular person or boat a targeting roll is required. The effect is designed to affect a cubic area, with a volume of up to 56,000 cubic feet of water (roughly 36 wide x 43 long x 36 ft deep). The difficulty of the targeting roll should be adjusted accordingly.

(Base 4 change a liquid to gas with Au req, +2 size increase, +2 Voice, +1 Part)

And a variant using Perdo Aquam.

Swallowed by the Sea

Perdo Aquam 35, R: Waterway, D: Momentary, T: Part, Atlantean

A large amount of water is destroyed; if targeted upon a ship it will drop into the hole and be crushed as water fills the void. It looks as if the sea opened its mouth and swallowed the ship whole.

If the spell is targeted beneath a specific spot, such as beneath a particular person or boat a targeting roll is required. The effect is designed to affect a cubic area, with a volume of up to 56,000 cubic feet of water (roughly 36 wide x 43 long x 36 ft deep). The difficulty of the targeting roll should be adjusted accordingly.

(Base: 5, R: Waterway +3, D: Momentary, T: Part +1, Size +2)

In design the spell is tricky for two reasons. Firstly the Base 5 is for greatly reducing the volume of water instead of destroying outright. Leaving an amount (be that a tiny fraction, or even a third) of water behind after the spell takes effect is moot when the overall effect is placed, and the base is smaller.

Secondly the choice of Range: Waterway was used here because it allows targeting of a craft that can be perceived upon the same waterway (according to RoP:M p 43), and certainly includes Sight range.

Perfection of Tidal Wrath

Rego Aquam 40, R: Sight, D: Concentration, T: Individual

A tall churning tidal wave is created from a body of water. Once invoked the wave may be directed by the caster to crash upon specific targets, change direction, or flow back into the background water source.

At maximum the wave is ten miles wide and 100 paces wide and 15 paces high. The wave will decimate coastlines and wreck swimmers, vessels, or creatures caught within it.

(Base 10, +3 Sight, +2 size, +1 Concentration)

And finally, for a true crushingly powerful spell which is boosted (from the Ars Magica Core p125) to horrible proportions.

Neptune’s Wrath Unbound

Rego Aquam 50, R: Sight, D: Momentary, T: Individual, Ritual

A terribly large wave is created in a very large body of water. Once invoked the wave is uncontrolled, and needs 15 miles of water surface to gather into full height. At maximum the wave is ten miles wide and 200 feet high. The wave will destroy coastlines for miles inland, and potentially wipe clean islands or flat countryside.

(Base 10, +3 Sight, +5 size, ritual for large effect)

It is unlikely that a magus would actually need this spell… All the new spells for Ars Magica can be found here.

Spells for Cold Climates

Here are more spells that suit a Magus specializing in frigid climates, many of the other CrAq & PeIg spells were inspired by Frozen across the blog posts last year, where these are instead effects that would be needed for life in the region.

Ward Against Winter’s Cold

Rego Ignem 15, R: Touch, D: Sun, T: Individual

Target is protected against all normal cold and supernatural effects inflicting +5 damage.

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

This ward protects in the same manner as the Ward Against Heat and Flame (Ars p.143).

Then moving on to a more mythic spell which surround the caster in toughened armour of ice. I like the idea that a specialist will find benefits and alternatives which suit their magic rather than mundane or obvious means.

Armour of Unbreakable Ice

Creo Aquam / Muto Terram 15, R: Personal, D: Sun, T: Individual

The caster is encased in a thick armour of unnaturally resilient ice, which offers protection akin to skin of metal armour. The ice moves with the caster, adjusting to their movements which provides an additional 6 Protection and 3 Load.

Without some extra tolerance to cold conditions the caster will find themselves uncomfortably chilled, loosing a Fatigue level per diameter of exposure.

(Base 4 for highly unnatural substance with Muto requisite, +2 Sun, +1 very strong with Terram requisite)

Aside – I’m not sure what the correct adjustment for Protection and Load should be. Ice itself wouldn’t provide much additional Protection from damage  (base 3), but when the ice is further made highly unnatural (base 4 with Muto to have flexibility and become like armour), and then has additional mag for toughness with a Terram requisite it feels right to me that the strength of metal and the unnatural attributes would provide a benefit better than normal armour can offer.

There is also no steel full armour akin to a contiguous skin-suit, as even full plate has links, gaps, and problems of being a set of interconnected parts. This magical ice armour does not have these limitations. I also considered a Rego requisite to have the armour move with the wearer but am not convinced that it is needed.

Rather than special glasses this spell allows the caster to see in the worst snow storms and tough conditions.

Clear Sight of the Arctic Fox

Intellego Aquam 15, R: Personal, D: Sun, T: Vision

The caster can see through snow and ice, which appear as highly translucent shadows of their previous images. This allows the caster to see through barriers and obstructions, and clearly in snowstorms.

(Base 1, +2 Sun, +4 Vision)

Lastly a never melting ice block might be handy outside the region to provide an instant cold room in warmer lands. It’s a very simple and low level effect.

Persistent Circle of Ice

Creo Aquam 10, R: Touch, D: Circle, T: Individual

Conjures a block of ice within the drawn circle, shaped to the size of the circle. The ice will persist until the circle is broken. Anything else within the circle will be encapsulated.

(Base 3, +1 Touch, +2 Circle)

Find hundreds more new spells for Ars Magica in the Grimoire.

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Spells from Game of Thrones, part 1 (The Wall)

Here are some of the awesome set pieces and magical effects from A Song of Ice and Fire (a.k.a. Game of Thrones) written up as hermetic spells for Ars Magica. This particular post is all about “The Wall“.

The Wall is a colossal fortification which stretches for 100 leagues (300 miles) along the northern border of the Seven Kingdoms, defending the realm from the wildlings who live beyond.

The Wall is reported to be over 700 feet tall and is made of solid ice. It was supposedly constructed using both magic and mundane means some eight millennia ago, in the aftermath of the Long Night to defend the realm against the White Walkers who apparently dwell in the far north, though they are now considered myths by most.

Source: Game of Thrones Wiki

Aside – when your GM says “these creatures are thought to be a myth” you should expect to gear up to fight them; its a pen and paper rpg thing.

wall Continue reading

Spells from Frozen, part 4

Carrying on from the previous posts for Ars Magica spell’s themed from Frozen (part onetwo, three), here are some more spells inspired from the film of interest for a Magus with a specialisation in ice and snow.

Javelin of Sharpened Ice

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

This spell creates a javelin of ice and hurls it at a creature within Voice range. The barb inflicts +10 damage.

(Base 3 to create ice, +2 Voice, +1 unnaturally shaped and strong, +1 Rego)

Inflicting damage with a created medium has been done in the core rules and discussed at length in the Ars Magica forums. In keeping with the spell levels used in those discussions a spell (like The Crystal Dart, MuTe/Re10, doing +10 damage) this new spell isn’t the best damage spell, but it is probably a good one for an ice wizard.

Then a version increasing the level to allow for a more forceful impact.

Lance of Horrific Ice

Creo Aquam / Rego 30, R: Voice, D: Momentary, T: Individual

This spell creates a lance of ice and hurls it at a creature within Voice range with great force. The barb inflicts +25 damage.

(Base 3 to create ice, +2 Voice, +1 unnaturally shaped and strong, +1 Rego, +3 extra force)

Dominion Over Ice and Snow

Rego Aquam 40, R: Sight, D: Concentration, T: Part

Allows the caster to move a volume of water, snow or ice, up to the volume of a large pond (56,000 cubic feet) according to their will within range. Target: Part allows for movement from within a larger source, such as drawing a large wave on top of a ship from the ocean around it.

(Base 5 to control in a violent way, +3 Sight, +1 Conc, +2 size increase, +1 Part)

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

disney-frozen-castle-concept-artwork-wallpaper

Spells of Tailored Poisons

Here are a few more poison oriented spells, starting with a lethal dose and then getting into some weirder options, and one very good way to kill a specific wizard.

The Ars Magica spell guidelines tell us that a lethal dose of poison is base 25 with an ease factor of 3 to resist, and each additional magnitude increases the ease factor by 3. Yet an Incapacitating wound is 20 and a Heavy wound is 15. I like that the potency and severity are balanced in the guidelines.

A Sip of Consummate Ruin

Creo Aquam 50, R: Touch, D: Diameter, T: Individual

This spell creates a single dose of a lethal poison, enhanced to be highly potent; which requires a Stamina check against an ease factor of 12 to resist.

(Base 25, +1 Touch, +1 Diam, +3 for an additional 9 to the ease factor to resist)

With a duration so short the caster would have to know it will be used soon, perhaps on a blade or in a drink. And with such a high level spell it is unlikely to penetrate another Magi’s magical resistance.

The alternative to the poison having a duration is to design a spell which conjures an exceptionally virulent poison permanently with vis. As a permanent creation it no longer is resisted by Parma Magica.

A Quaff of Absolute Havok

Creo Aquam 45, R: Touch, D: Momentary, T: Individual, Ritual

This spell creates ten doses of a poison which inflicts an Incapacitating wound, enhanced to be highly potent; which requires a Stamina check against an ease factor of 12 to resist.

(Base 20, +1 Touch, +3 for an additional 9 to the ease factor to resist, ritual, +1 size)

On to stranger and more magical poisons. Firstly spells designs for poisons to affect a specific person. A poison spell, which only affects one person, designed as a mild poison so it could be boosted as desired.

As the options get more diverse the complexity increases which really makes these spells very particular.

A Sip for My Oldest Nemesis

Creo Aquam 35, R: Touch, D: Sun, T: Individual

This spell creates a single dose of poison with enhanced potency, which will only affect Sir Dion of Alexandria. It requires a Stamina check against an ease factor of 6 to resist. The poison inflicts a medium wound.

(Base 10, +1 Touch, +2 Sun, +1 for an additional 3 to the ease factor to resist, +1 for a specific person)

A poison spell, which only affects a Bloodline.

A Sip for That Cursed Family

Creo Aquam 45, R: Touch, D: Sun, T: Bloodline, Faerie

This spell creates a single dose of poison with enhanced potency, which will only affect members of Sir Dion of Alexandria’s bloodline. It requires a Stamina check against an ease factor of 6 to resist. The poison inflicts a medium wound.

(Base 10, +1 Touch, +2 Sun, +3 Bloodline, +1 for an additional 3 to the ease factor to resist, Faerie spell)

A poison spell, which affects the person you have an AC to, or you are touching.

A Sip for My Newest Nemesis

Creo Aquam 40, R: Touch, D: Sun, T: Individual

This spell creates a single dose of poison with enhanced potency, which will only affect a person the caster is touching or has an arcane connection to. It requires a Stamina check against an ease factor of 6 to resist. The poison inflicts a medium wound.

(Base 10, +1 Touch, +2 Sun, +1 for an additional 3 to the ease factor to resist, +1 for a specific person, +1 for flexibility)

There is no reason that the poison crafted by any of these spells cannot vary in nature, perhaps made into inks to emulate the terrible ink from the novel and film The Name of the Rose. As spell it could be identical, and crafting the poison as an ink is a very insidious way to distribute it. Especially if that ink also affects only a Bloodline or an individual, or the recipient is not protected by magical resistance.

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

More spells for Sea-going Wizards

Here are a few more useful spells for sea-going wizards in Ars Magica; using Aquam and Auram arts. For some spells there are two versions of each effect for short term effects and daily effects, or different ways of achieving the same result.

Purify the Flasks of Neptune

Perdo Aquam 25, R: Touch, D: Momentary, T: Circle

This spell removes the saltiness from all water within the circle. The spell can affect an equivalent volume of 5 paces wide by 2 paces deep.

(Base 15, +1 Touch, +1 Circle)

Distill Water

Rego Aquam 5, R: Voice, D: Momentary, T: Individual

This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.

To be effective the caster must succeed a moderate Finesse check vs 9.

(Base 3, +2 Voice)

Forceful Wave at the Stern, from Afar

Rego Aquam 25, R: Sight, D: Concentration, T: Individual

A wave forms against the chosen target, powerfully pushing against it. Depending on how the caster orients the effect, this can be used to significantly hasten travel, or to hinder or immobilise a target ship.

Designed with extended range, the spell is useful to hold off or escape pursuit.

(Base 4, +3 Sight, +1 Concentration, +1 with increased force)

Forceful Wave at the Stern, till Dusk

Rego Aquam 25, R: Voice, D: Sun, T: Individual

A powerful wave forms against the chosen target, pushing against it. Depending on how the caster orients the effect, this can be used to hasten travel or to hinder it.

(Base 4, +2 Voice, +2 Sun, +1 with increased force)

Summon the Wind, Briefly

Creo Auram / Rego 20, R: Sight, D: Concentration, T: Individual

This spell creates a powerful wind which the caster can direct by concentrating. The wind is powerful enough to blow over objects, extinguish flames, and propel a boat’s sail.

(Base 3 for gale force wind, +3 Sight, +1 Concentration, +1 Rego)

Summon the Wind, till Dusk

Creo Auram / Rego 25, R: Sight, D: Sun, T: Individual

This spell creates a powerful wind which the caster can direct by concentrating. The wind is powerful enough to blow over objects, extinguish flames, and propel a boat’s sail.

(Base 3 for gale force wind, +3 Sight, +2 Sun, +1 Rego)

Cloak of Fog, Briefly

Creo Auram / Rego 20, R: Touch, D: Concentration, T: Individual

This spell creates a large obscuring fog centered the item touched, which then travels with the target. The fog totally obscures vision in a 25 pace radius, then thins gradually over the next 100 paces from the center of the fog cloud.

(Base 3, +1 Touch, +1 Conc, +1 Rego requisite, +2 unnatural presence)

Cloak of Fog, till Dawn

Creo Auram / Rego 30, R: Voice, D: Sun, T: Individual

This spell creates a large obscuring fog centered the target, which then travels with the target. The fog totally obscures vision in a 25 pace radius, then thins gradually over the next 100 paces from the center of the fog cloud.

(Base 3, +2 Voice, +2 Sun, +1 Rego requisite, +2 unnatural presence)

These effects and many others are part of the free new spells compendium for Ars Magica, containing over 350 new spells.

happy seaside covenant