I’ve liked the idea of a flying companion in Ars Magica for a long time, and only now have a write up. This effect is the classic: “grant a man wings of a bird” and as such is such a wonderful match to the imagery of the Icarus and Daedalus legend. Daedalus certainly paid for his hubris is a most vicious way, and while his crafting of waxen wings wasn’t his only great achievement in the legends (i.e. the labyrinth was a wonder too), it is one that he is most famous for.
Grants the target a pair of wings and the ability to fly.
(Base 5, +1 Touch, +2 Sun, +1 Part, +1 Requisite)
Obviously the MuCo5 guideline requires Target: Part to be effective, and Sun is a desirable duration as Concentration is just too risky. As a story suggestion – an Athletics ability check might be used for maneuvering at the story-guide’s discretion.
It’s been a while since I started blogging spells for Ars Magica – in fact several years. Recently I published my 102nd spell which I’m proud to have reached. If Ars blogging was a game an Achievement icon would have pop’ed onscreen, ding! All the spells can be found on this page.
What is intended by the term “unnatural” material in Ars Magica’s magic system, with regard to Creo of unnatural items? Well a long while back the 5e line editor clarified the intent, and I found it the other day while reading a tangential forum post.
The intent was for “unnatural” to have the same meaning in all guidelines. You can Creo flammable water. However, since it isn’t natural, you can’t use vis to make it endure; it’s only sustained by the magic, like Muto. There is no form for it; that’s what makes it unnatural. It wasn’t written as requiring a Muto requisite because you aren’t changing anything; you are bringing something into existence with those properties. Looking at it now, the magnitude boost is probably too small, however.
I don’t think this got heavily playtested, because looking at the rules shows that they aren’t as clear as they should be. That probably indicates that I and all the playtesters thought that the meaning was perfectly clear, without actually agreeing on what that meaning was. But since no-one saw a problem, no-one raised it for discussion.
Great answer and fair enough. Considering the implications of this statement, they directly match to the behaviour of spell effects that are traditionally in the purview of Muto, but also may be performed with Creo with an increase in spell level. IMHO Creo was never restricted to only creating things that were “real”, as we know when spells can create mythical creatures and all sorts of wonderful things outside a peasant’s mindset.
This does give Creo a wider scope than I first thought though to give it, which is a nice enhancement to it’s role intertwined amongst the 5x techniques.
When you have an Ars Magica character with Flexible Formulaic Magic (FFM) every opportunity to lean a new Range, Duration, or Target adds significant leverage into a character. It may not add game shattering raw power, but instead add breadth of options which is why FFM is such an interesting virtue.
Duration: Tide – effect lasts until the tide changes twice.
I though that Duration: Tide might make an interesting new Duration for a magus. I see it as equivalent to Sun (+2), as the guideline would require the tide to change twice for the duration to expire. This makes it slightly less powerful than Sun during part of the day, and slightly more powerful afterward. A nice match.
A water or ocean oriented Magus could even replace all their typical Sun duration spells with Tide as a quirk of their magic to add flavour. There is an argument to make that use of this duration would require a certain level of magical experimentation and discovery, or that it should be a +3 mag adjustment just to be “harder” than Sun, and if required by the troupe this would be a simple discovery. The counter argument would be to let the Magus create a series of formulaic spells with Tide as the duration, as an ad-hoc way of learning the deeper aspects of tides, and that is certainly already allowed in the new spell creation guidelines of Ars.
As a story guide I’d dread trying to ponder when the tides would change twice, so I suggest using a tide checker site for the story location and take that as a broad brush solution.
p.s. the artwork is a wonderful piece by Bill Sharp. It’s a very clever image, simple on first look, but there is a lot of character to it as you look. Please take a look at the rest of his work.
I chuckled happily when wandering through the roleplaying section of St Kilda library, and found a copy of Ars Magica 5th edition. Ars is a niche game and not a book I’d expect to see aside Pathfinder, DnD, and some of the other larger games they had.
That said, the core rules give you all you need, so why not!