A frozen castle, but not in a cartoony way

In Ars Magica a fire might not be considered magical (and therefore resisted by magic resistance) if it does not have fuel. Although it’s circumstantial, once an item is set on fire it may burn normally and harm everyone just like abnormal fire. A spell I wrote a little while ago to burn a castle (Immolation of Harrenhal) plays with this demonstrating how dangerous an entire building might be to both magical and mundane inhabitants. Once it is burning naturally the environment is deadly.

So the same is perhaps true of freezing things. Trapping a foe in a freezing chamber that they cannot escape from will chill, fatigue and maybe incapacitate them as long as it stays cold enough.

Freezing of Harrenhal

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

This spell cools an entire structure, or a sub-part chosen by the caster, and everything within it to below freezing, which creates a dangerous environment for the inhabitants and materials. All items inside will be affected either by the initial freezing or the remaining chilling temperatures which likely continue after the spell expires. Whilst active the spell inflicts +5 cold damage per round.

(Base 5 to freeze water, +1 Touch, +1 Concentration, +3 Structure, +1 Part flexibility)

These and others effects I’ve pondered over the past few years are part of the new spells grimoire for Ars Magica.

Advertisements

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.

icehand