Due to a discussion on the Ars forums I drafted some lava based spells for Ars Magica. The spells are a little rough, as I’m unfamiliar with lava as part of the Terram Form. It is worth noting that creating lava is Creo Terram, however making it any hotter requires Ignem to assist as a requisite (see Hermetic Projects p.12 for more details on lava in Ars). Base 5 CrTe is 1 cubic foot of lava, which flows very slowly, and inflicts +15 damage (see Hermetic Projects p.14).
Please note – Lava as written at Base 5 inflicting +15 damage is exceedingly powerful. This is better than CrIg Base 5 (+10 damage), and should be pondered seriously by players before being used. As noted in the comments below it is a little broken in terms of game balance, but I cannot (yet) find an explanation which contradicts the book references.
Ball of Burning Lava
Creo Terram 15, R: Voice, D: Momentary, T: Individual
A ball of lava covers a small area within range. This inflicts +15 damage to items and people splashed by the lava. This spell creates 1 cubic foot ball of lava.
The priestess walked slowly down the line of nervous villagers, each clutching a simple tool that they hoped to use as an effective weapon. Stopping in front of each, she placed a charm against each villagers chest and in a second, they were clad in white paper armor. While the protection the charms gave was limited, it gave the villagers hope that they would be able to stand against those who would harm their homes and families.
These paper charm are marked with the symbols for protection and safety. When the command words (or prayers) are spoken and the charm is placed on a person, it unfolds into a suit of paper armor to protect them for a short time.
The armor has no weight and causes no penalties, it lasts for three hours and then dissolves into a handful of shredded paper.
Here is the same effect written up as a device with charges (in effect a temporary magic device) for Ars Magica. Continue reading →
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.
This is a spell which rapidly grows a set of trees, cast on an existing seeds or saplings, allowing their branches to intertwine to the caster’s design. The intent is to cast upon many plants at once to imitate rooms, walkways, barriers, etc. Spells which do this are frequently high level as the smallest base effect is level 15, and from there the magnitudes stack quickly. A subtle caster may mark trees amongst a wider set with a sigil or paint so they can be easily identified as a Target: Group.
Although it would only be a note in the setting, the same spell could be used to guide the rapid growth of plants such as grape vines or fruit trees on farms in a manner which makes them easier to manage.
Growth of the Structured Grove
Creo Herbam / Rego 45, R: Touch, D: Sun, T: Group
The targeted seeds and saplings mature over the day duration to their adult size in an alignment and layout to suit the casters desire. Branches may be intertwined, leaves given favorable angles, and limited only to the broad fundamentals of their plant type.
A magical drake is created with 11 Magic Might, +7 size, and a selection of powers such as fire-breathing, fire-immunity, and supernatural toughness. The magical beast is permanent and intelligent. The creature will have a personality and traits of its own and will initially serve the caster in a loyal manner.
(Base 50, +1 Touch, Mentem for intellect, Ignem / Auram for powers and resistance to fire, +2 size increase, +1 Rego for loyalty to caster, +1 Might increase)
Find this spell and hundreds more for Ars Magica in my grimoire.