Taking a gigantism spell a few magnitudes too far?

I started thinking that Magic Resistance might (almost) be irrelevant if the attacking creature is huge enough – say far larger than Form of the Lumbering Jotunn written previously.

What happens if a creature is so large that it affects the environment and not a single Magus? Perhaps large enough to scoop a room or building sized patch of ground around an opponent in their hand. Or uproot an ancient oak tree and use it as a club? The opponents magical protections are moot, just like when a spell transforms the ground beneath their feet.

It might be akin to Gulliver from Gulliver’s Travels – so large that normal sized humans are like fingers.

Form of the Titanic Colossus

Muto Corpus 40, R: Personal, D: Sun, T: Individual

This spell monumentally enlarges the caster up to a size rank 22 version of themselves, so large that the caster’s fingers are larger than a normal person.

At this size the Magus is around 120 feet tall, and weighs over 5.5 million tons. The character’s combat mechanics are greatly enhanced, adding +22 Strength, +22 to Soak, -22 to Quickness, and radically shifting the amount of damage for each wound category. The character also gains the reach and leverage associated with the truly massive stance.

Requisites are required when cast to transform clothes and equipment, and not all equipment will be included in the transformation. The effect is designed with a girdle as the focus, which is removed to end the effect prematurely.

(Base 3 to utterly change the size of a person although still human up to size +1, +2 Sun, +7 for an additional 21 size ranks)

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The Colossal Guardian, a crazy spell inspired from artwork for 30 Days of Magic

This artwork is outstanding, yep, it’s not Ars Magica centric or in the correct period, or even remotely logical, but when I saw it I thought it might make a great spell. I’m not afraid of this effect being very high level, and very impractical. Then I got to thinking that the base to create an animal is CrAn10 or 15 while transforming earth into an animal is only MuTe/An5; and turning an animal into earth is MuAn15.

Something to help with chores around the covenants and castles…

Invoke the Docile Mule

Muto Terram / Animal 25, R: Touch, D: Sun, T: Part

The targeted earth is transformed into a docile mule, which is unaffected by the gift.

(Base 5 to change earth into an animal, +1 Touch, +2 Sun, +1 Part)

Something to cast after a Pit of Gaping Earth has swallowed a foe…

Invoke the Knot of Venomous Serpents

Muto Terram / Animal 35, R: Voice, D: Sun, T: Group

The targeted earth within range is transformed into hundreds of venomous snakes.

(Base 5 to change earth into an animal, +2 Voice, +2 Sun, +2 Group)

Something to terrify a defending force, watch them flee when their own buildings rise to murder them…

Invoke the Colossal Guardian

Muto Terram / Animal Herbam 50, R: Voice, D: Sun, T: Structure

The structure is reconfigured and transformed into a ferocious ape-like beast, sized to match the overall mass of the targeted structure.The structure will attack anyone present, remaining hostile for the duration. The contents and inhabitants of the structure are likely wrecked by the transformation. If the caster is present inside the building they are held safe within, although all others are not. At the end of the spell the structure will attempt to return to it’s normal form, again without consideration to the inhabitants or content.

(Base 5 to change earth into an animal, +2 complexity in components, +2 Voice, +2 Sun, +3 Structure, +0 Herbam req)

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

Make an army slaughter themselves, piecemeal

Today’s spell is a quick Rego Mentem effect for Ars Magica designed to turn a single opponent into a violent rage-filled berserker. The approach is more subtle than raining down fire on an opponent, very effective in destroying a fighting unit, and would also have a nasty effect on morale. I could see the spell used very well for a few soldiers guarding a door, a cohort on patrol, or even a shield grog of another Magus.

Incite the Traitorous Villain

Rego Mentem 30, R: Voice, D: Diameter, T: Individual

The target of the spell is driven into a violent blood-lust causing them to immediately attack any person or creature around them. If an opponent is not present they will seek one out for the duration of the spell. The effect increases their natural ferocity which grants a personality trait based bonus to combat damage, and renders them incapable of recognizing friend from foe.

(Base 15 to control a human as long as you can see them, +2 Voice, +1 Diameter)

The spell is a quick way to create revolt within a group, very insidious, and difficult for the target to undo their actions. The spell may also be dangerous for the caster if they happen to still be in close proximity to the target. The effect is intended for use against targets within an organized group to create disarray and chaos, thereby breaking any unit cohesion. The vanguard of the group does not need to be targeted, just a member.

When using the spell against very large units it might be useful to use a R:Sight based Opening the Intangible Tunnel so that individuals can be easily picked from the crowd. As such the spell might be written up as:

Incite the Traitorous Mob

Rego Mentem 35, R: Touch, D: Diameter, T: Group

The targeted group of the spell is driven into a violent blood-lust which causes them to immediately attack any person or creature around them. If a target is not present they will seek out a target for the duration of the spell. This increases their natural ferocity which grants a personality trait based bonus to combat damage, but also renders them incapable of recognizing friend from foe.

It is intended that the effect not be directly touched due to risk of harm, instead the spell can be delivered through an Opening the Intangible Tunnel or artifact.

(Base 15 to control a human as long as you can see them, +1 Touch, +1 Diameter, +2 Group)

41816_1272686400See further custom spells for Ars Magica can be found in the summary spells page.