Six more Lava spells for Ars Magica, 30 Days of Magic

Continuing from the first few lava spells, here are 6x more based upon transforming other things into lava. It’s notable that lava is a high base difficulty, so spells quickly become high level. Toying with tricky lava spells is also easier for magi with either a suitable focus or the Elemental Mastery virtue.

Molten Instability

Muto Terram 30, R: Voice, D: Concentration, T: Part

Transforms an area of stone or rock up to 10 cubic feet into lava.

(Base 5 “to affect lava”, +2 Voice, +1 Concentration, +1 Part, +1 size)

Stability Across the Molten Floor

Muto Terram 30, R: Touch, D: Concentration, T: Part

Transforms an area of lava into rock and magically sustains the change, transforming up to 10 cubic feet into lava, which when arranged can create a large pathway across the otherwise dangerous material.

(Base 5 “to affect lava”, +2 Voice, +1 Concentration, +1 Part, +1 size)

This lava spell is akin to turning a room into a solid metal cube, as metals and lava are equivalent difficulty.

Chamber Plunged into the Inferno

Muto Auram / Terram 30, R: Touch, D: Diameter, T: Room

Transforms the air within the target room into lava, submerging all inhabitants and likely causing significant damage to all unprotected materials; which inflicts +60 damage.

(Base 4, +2 lava, +1 Touch, +1 Diameter, +2 Room)

And while its easy to create, a similar spell to encase the inside of a room in iron.

Chamber Encased in Iron

Muto Auram / Terram 35, R: Touch, D: Sun, T: Room

Transforms the air within the target room into iron, encasing all inhabitants and objects.

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

Then two laval pools of slightly different styles.

Pit of Lava

Muto Terram 35, R: Voice, D: Diameter, T: Part

Transforms the earth in the shape of cube 10 feet per side into lava. People or objects will slowly sink into the lava, suffering +15 damage per round, and then compounding into greater damage as they become partially covered (see Hermetic Projects p.14).

(Base 5 “to affect lava”, +2 Voice, +1 Diameter, +1 Part, +2 size)

This second version of a lava pit viciously drops the unfortunate victim into a watery lava pool.

Pit of Fluid Lava

Muto Terram / Aquam 40, R: Voice, D: Concentration, T: Part

Transforms the earth in the shape of cube 10 feet per side into very fluid lava. People or objects will quickly drop into the lava, suffering +15 damage per round, and then compounding into greater damage as they become partially covered (see Hermetic Projects p.14). Victims will also sink without a successful swim check.

(Base 5 “to affect lava”, +2 Voice, +1 Concentration, +1 Part, +2 size, Aquam requisite)

This spell is interesting as the same spell turning an area from earth to mud can target a much larger area cheaply, but does not inflict the intense damage of lava on the target when they drop within it.

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

Strange item – Wand of Cleaning

Inspired from a strange Atlas Games Ars Magica forum post, here is a Wand of Steam cleaning. Breakdown was:

  • CrAu base of 5 for slightly unnatural effect.
  • Rego sub-effect for the removal.
  • +1 Touch, Mom, Ind,
  • maybe +1 mag for the cleaning of an entire unspecified thing
  • Also requires a finesse check to use, botches might wreck the material.
  • It might also scold but do no real damage (perhaps +0 damage roll).

Wand of Steam Cleaning – (CrAu/Re25) a hardwood wand twisted by the warping effects of water and time, which is enchanted to activate when run across a targeted person or item of clothing.

Steamed to Perfection

Creo Auram / Rego 15, R: Touch, D: Momentary, T: Individual

The targeted item is steamed in a particular manner which removes all the dirt and muck from the item. Metals are cleaned and materials freshened. A Finesse check of 6+ is required to ensure the steaming is effective, and botched may indicate the damage. If used against a living target the steam inflicts +0 damage. The caster is protected from damage by the rego requisite.

(Base 5, +1 Touch, +1 for complex motion)

(As an enchanted wand: +10 unlimited uses)

Find the other enchanted devices for Ars.

Hermetic Recycling of Covenant Scrap, a sample magic items for Ars Magica

Goal in this blog post was to make an item which processes and separates substances into like types, and then allows them to reform as usable segments. Proposed as several “machine-like processes”, the first which separates different forms from one another, the second which separates substances within a form, and the third which removes a sub-type.

A tent was chosen to be portable and allow the magical effect to utilise Target: Room, and charms were used so they could be portable between tents and rooms – perhaps used in the same room or materials might be moved between them.

Effect: Charm of Separation of Four Types (Re Te / Mu He An Aq 40)

The small silver charm shaped as one pointed cross set within a circle, is pinned into place on the inside of the targeted room, and activated to separate materials into their art type. Some uses will see the charm displayed along side its brethren on handing strips. If present, the materials are sorted into barrels or shelves in each location.

Separation of Stone, Stakes, Solvent and Sinew

Rego Terram / Muto Herbam Animal Aquam 30, R: Touch, D: Momentary, T: Room

This effect alters the physical properties of all the affected materials to become malleable, allowing the base type of elements to be separated from each other toward the edges of the room. All materials in the room are separated according to their Hermetic Art type to the cardinal points in the room, with the remaining materials left in the centre.

(Base 4, +1 Touch, +2 Room, +1 Muto sub-effect, +2 affect processed and crafted materials, reqs free) 

(+10 Unlimited uses)

Then a charm for sub-division by Art type is needed. For simplicity, only one is presented here, assuming a similar level is needed with different requisites. Continue reading

Lost Spells (part 11b) Protecting a ship

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

Another spell to assist or hinder a ship at sea.

Eye of the Hurricane

Rego Auram 40, R: Voice, D: Sun, T: Group

The caster directs the winds and rain surrounding a precise location, such as surrounding a ship within range, regardless of the prevailing conditions around it. This is useful to guide a ship through very severe weather as it can ignore the surrounding conditions.

(Base 5, +2 Voice, +2 Sun, +2 Group, +1 precise location)

Over 645+ new spells for Ars Magica can be found here.

Lost Spells (part 11a) Protecting a ship

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

A spell to assist or hinder a ship at sea.

Stealing of the Wind from the Sails

Perdo Auram 45, R: Voice, D: Sun, T: Group

The winds and rain surrounding a precise location are neutralised, such as a ship within range become calm and still regardless of the prevailing conditions around it. This is useful to becalm a ship or protect it during a vicious storm.

(Base 10, +2 Voice, +2 Sun, +2 Group, +1 precise location)

Over 645+ new spells for Ars Magica can be found here.

A few Cloud spells

“When the clouds above the covenant shape themselves into my sigil it is time to strike as the mundane guards will have been subdued.”

While drafting one spell to shape distant clouds a few more came to mind. The shaping spell might be used as a visual call to action which can be seen across a very wide area.

Conjure a Simple Cloud

Creo Auram 15, R: Sight, D: Sun, T: Individual

A cloud gathers high in the air, which will persist for the Spells duration reacting normally to the surrounding weather conditions.

(Base 2, +3 Sight, +2 Sun)

Theatrical Cloak of Black Tendrils

Creo Auram 25, R: Voice, D: Concentration, T: Group

Creates a voluminous and dark cloud of smoke which is filled with intertwining wisps and tendrils that surrounds the caster as they move. The cloud obscures all visibility within its core and then thins toward its edges; forming an opaque radius of 15 paces around the caster and thinning over 25 more paces.

(Base 3, +2 Voice, +1 Concentration, +2 Group, +1 unnatural locale)

An alternate for Rain of Stones (Ars p.127) which uses an acid instead of transformation to stone, with the General guideline for acidic air.

Rain of Viscous Acid

Muto Auram 20, R: Voice, D: Sun, T: Individual

Turns rain into a oily acid as it falls, causing +4 damage per round when it strikes an object or person. Continued exposure will cause significant damage.

(Base 4, +2 Voice, +2 Sun)

Cloudy Imaginings

Rego Auram 20, R: Sight, D: Concentration, T: Part

A selected cloud mass is reshaped to suit the designs of the caster, such as animal shapes, letters, or three dimensional faces. The shape can be slowly changed but will disburse as normal when the spell expires. A simple Finesse check vs 3 is required.

(Base 2, +3 Sight, +1 Concentration, +1 Part, +1 complexity in shape)

This and over 584 other new spells for Ars Magica can be found on the spells page.

New spells to Prevent Rain

Here are some inconsequential weather related spells for Ars Magica. Often small or innocuous spells will have additional subtle applications or ways to bend them circumstantially, however I enjoyed writing these are they are what they say they are. A weather wizard might have one or two of these in their grimoire.

Perhaps these were invented by a powerful and particular Auram specialist who disliked the whinging and procession of excuses the grogs used during rainstorms and showers at his home in the highlands. These spells gave temporary relief to the covenfolk, and would make simple useful enchanted items.

Strike Dry the Rainclouds

Perdo Auram 30, R: Sight, D: Momentary, T: Group

This spell stops rain from a set of clouds within sight. The clouds move and intermix in the sky as normal after the spell is cast.

(Base 5, +2 Group, +3 Sight)

It has the specific advantage of not warping the recipients when used to ensure covenant chores are unhindered.

Continue reading

Two Lightning Ward spells

As The Incantation of Lightning is a dramatic, well known, and flavorsome spell in the setting it makes sense that a defense might be created. Personal wards are not cumbersome to create but they have to be specific, so a paranoid wizard in Ars Magica needs to create a range of them and activate them proactively.

Personal Ward Against Lightning

Rego Auram 20, R: Personal, D: Sun, T: Individual

The caster is warded against all natural lightning, and magical lighting effects must be at least double the level of this spell to affect the target.

(Base 10, +2 Sun)

As a core guideline the Base 10 to allow the Target to be protected against a type of very severe weather, such as lightning.

What is odd in this spell is to allow magically generated lighting to also be warded. The intent is to have a defense against Incantation of Lightning and a rego wards is appropriate way to do that. As a very specific ward I think it is reasonable to allow a lot of protection.

Circular Ward Against Lightning

Rego Auram 25, R: Touch, D: Ring, T: Circle

The targets within the warded circle are protected against all natural lightning, and magical lighting effects must be at least double the level of this spell to affect the target.

(Base 10, +1 Touch, +2 Ring, +0 Circle)

This and over 390 other new spells for Ars Magica can be found here.

Charged devices for sailors

Here are some charged devices for sailors and marines; a portable wind, and a magical auger. In the write-up there is the spell effect using common Ars Magica notation and also any enchanted device modifications which might be needed. 

Charged devices are better when they are kept low level so that the excess magic can create more of them in a single season – so each effect is basic. More dramatic spells are plausible but would result in less uses.

For example: a junior Magus might be able to generate a lab total around 20 in arts which they have some passing knowledge but no specialisation. (Int 2, Aura 5, Form 4, Tech 4, Magic Theory 3, shape and materials bonus 2). A junior specialist using their chosen arts will be able to generate around a level 25-40 lab total, depending on their arts and if they have an applicable magical focus.

This means a season creating a charged device might grant a few uses, but then working from the lab text created in the previous season creates far more uses. Very useful, especially if the characters can purchase the lab text instead of creating it, or if the work can be repeated by an apprentice.

While knots in string which capture the wind are the traditional folk witch style, a hermetic magus might make use of the shape and materials bonuses to use a fan (+3) or sail (+6) bonus to an lesser device.

A Creo Auram 15 lab total isn’t a high level, especially if a few seasons would be spent. It seems something which an apprentice might even be able to construct in their later years and requires no vis investment.

Captain’s Tiny Sail – this miniature sail contains a spell to summon a normal wind. By turning the sails facing the direction of the wind may be altered.

Summon the Unbound Wind

Creo Auram 10, R: Sight, D: Concentration, T: Individual

This spell summons a normal light wind which blows in a direction controlled by the caster.

(Base 2, +3 Sight, +1 Conc)

Final device level 15 (+5 levels for device maintains Conc)

Woodworker’s Tiny Twigs – these small twigs are each enchanted with a single effect which causes warping and damage to any wooden item, either living or dead.  To active the holder targets the device to be affected and snaps them between thumb and finger.

Wrath of Turned Wood

Rego Herbam 10, R: Voice, D: Momentary, T: Part

This spell twists and tears at wooden items, which may warp them beyond use or break them; emulating the changes a disgruntled woodworker could inflict. Chairs are broken, walls holed, and boats ruined. Many successive castings may be required to inflict major damage.

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

The target was specifically chosen as to allow part of a greater object to be affected, such as the hull of a ship.

A slightly odd spell for combative purposes, but one which might have mundane applications is conjuring a large volume of clay for just long enough to impact a battle. The same very simple spell could be changed to an of the CrTe base 1 guideline materials (sand, dirt, etc).

A Wishing Stone – this small egg shaped stone has the power to conjure a large mass of clay where the user desires, by being tapped five times on a hard surface.

Flood of Clay

Creo Terram 5, R: Voice, D: Diameter, T: Individual

This spell floods the area with clay, creating 100 cubic paces.

(Base 1, +2 Voice, +1 Diameter, +1 size)

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

Spells from Frozen, part 1

This is a whimsical post which seeks to convert the spells which Elsa uses in the movie Frozen into Ars Magica hermetic spells. ‘Twas fun (and I still think it’s a great film despite how many times I’ve watched it as a young parent).

Sorrow for Agnarr and Iduna

Perdo Ignem 25, R: Touch, D: Concentration, T: Room

This spell causes the room and everything within to snap freeze. Ice forms across surfaces, the air becomes cold, water freezes, and frost to cover everything within. The freezing condition is maintained while the caster concentrates, and then disapates normally.

Inhabitants not protected against the cold will be very uncomfortable and eventually suffer severe exposure. Objects within the room may be ruined by the frost and cold, taking equivalent of +5 damage.

The spell is named from Elsa’s first experience with the effect which came upon her during a deep sorrow at the loss of her parents.

(Base 5, +1 Touch, +1 Conc, +2 Room)

I don’t see this spell being used ever, and doing it hermetically is very difficult. There are far better ways to get to the same result, but those would not be reflecting what we saw in the film; unless that was just an accompanying illusion. Hmm.

Your Own Personal Flurry

Creo Auram 50, R: Voice, D: Moon, T: Individual

This effect creates a floating snow cloud above the target which follows them, keeping their temperature to just below freezing. The flurry is sophisticated enough to generally only affect the target.

(Base 5 which is exceedingly unnatural, +2 Voice, +2 Moon, +4 divorced from its normal context)

A basic effect to reflect the times in the film that Lesa’s touch started to freeze objects. I’ve tweaked it to make it part specifically for the movie scene where she also touches the window sill.

Frostbite’s Touch

Perdo Ignem 20, R: Touch, D: Concentration, T: Part

The object touched is snap frozen and remains so while the caster concentrates, or if the object is large then the immediate section touched is frozen; with a size equivalent of a large individual (size +1). This inflicts +5 damage to living targets.

(Base 5, +1 Touch, +1 Conc, +1 Part)

Creating a winter snow is actually pretty easy using Auram guidelines, as they presume that the spells will be cast at extreme range. The two effects below represent the first snows which while dangerous are not especially supernatural, and the second is the severe storm at the movie’s climax.

Curse of Arendelle’s Winter

Creo Auram 35, R: Sight, D: Moon, T: Individual

This spell creates conditions of a freezing winter snow storm blanketing the surrounding landscape. Properly prepared travels can still move through the spell’s effects.

(Base 3, +3 Sight, +3 Moon, +2 size to affect 10,000 paces, or aprox 4.5 miles wide)

Curse of Arendelle’s Freeze

Creo Auram 30, R: Sight, D: Sun, T: Individual

This spell creates a severe localized storm of ice and snow, which is  blanketing the area surrounding the caster. The storm is powerful enough to partially obscure vision, hamper movement, and is very cold.

(Base 3, +1 increased severity in effect, +3 Sight, +2 Sun, +1 size to affect 1,000 paces wide)

During the final scene the castle itself becomes dangerous; full of spikes and chilling air.

Frozen Halls of Arendelle

Perdo Ignem 35, R: Touch, D: Sun, T: Structure

This spell causes the structure to become extremely cold; water freezes, ice spars to form, and frost covers everything within. Inhabitants not protected against the cold will be uncomfortable and eventually suffer severe exposure. Unprepared people and objects within the room may be harmed by the frost and cold, taking equivalent of +5 damage.

(Base 5, +1 Touch, +2 Sun, +3 Structure)

When surprised and upset by her sister Elsa’s powers express themselves as a spiked ring of ice, blocking the way of others.

Barrier of Sharpened Ice

Creo Aquam 20, R: Voice, D: Diameter, T: Individual

This spell creates an ice wall with sharp and pointed barbs along one side. The sides of the wall are 5 feet high, and the wall can be up to 20 feet long, and 2 feet deep. The caster may choose the shape of the barrier when cast.

(Base 3 to create ice, +2 Voice, +1 Diameter, +1 size, +1 flexibility in shape)

When defending herself Elsa uses a shield-like barrier to stop crossbow bolts and push opponents.

Shield of Ice

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

This spell conjures a small barrier of ice which can block missiles and can be moved about by the caster. The shield is large enough to fully interpose itself between two individuals.

(Base 3 to create ice, +2 Voice, +1 Diameter, +1 Rego)

These effects, like all the others I’ve pondered are part of a new spells compendium for Ars Magica.