Useful Bind Wounds cantrip variant

For November 2017 Ars Magica writing challenge – A quick variant of Bind Wounds so a magus might use it upon themselves and not have to recast a few times each day.

Bind Wounds, Selfishly Protracted

Creo Corpus 10, R: Personal, D: Moon, T: Individual

The targets wound close and will become no worse for the duration of the spell.

(Base 3, +3 Moon)

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

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Ritual for Conjuring a Magical Wyrm

And then a mystical wyrm to demonstrate what other types of beasties might be possible.

Conjure the Mythical Wyrm

Creo Animal / Mentem Auram Vim 75, R: Touch, D: Momentary, T: Individual, Ritual

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.

Ritual for Conjuring a Magical Wolf

These next are two spells which indicate the complexity required for Hermetic magic in Ars Magica to create permanent magical creatures, as proposed through a discussion. This is not based upon a RAW guideline, rather some very logical forum discussions.

It’s worth noting that creating a normal wolf permanently is far easier; both these spells create creatures which could exist in the setting. If used in a saga I suggest that each spell become far more specific in terms of beast description, demeanor, and powers. A creature of the magic realm they should be closer to the idealised forms of their animal types.

Conjure the Majestic Wolf

Creo Animal 55, R: Touch, D: Momentary, T: Individual, Ritual

An adult wolf is created with 10 Magic Might and a small selection of powers, such as supernatural stealth and resilience. The magical beast is permanent and may have  Cunning or Intelligence. The creature will have a personality and traits of its own and is under no obligation to serve the caster.

(Base 50, +1 Touch)

This idea came from the Atlas Ars Magica forums thread:

If we look at the ‘Conjure the Walking Dead’ Ritual Spell from Hermetic Projects (Pg 117), it explains that the base level for creating a magical human is level 45; coincidentally the magical might of the revenant (pg 116) is 9; a simple ruling could be made that the magnitude of the spell is the amount of Magical Might that the creature would have.

Base level 50 for magical animal would make a magical might 10 creature, with +1 magnitude for +1 Magical Might

i.e a magical might 15 lion would be: Creo-Animal 80 ritual
(base 50, +1 Touch, +5 for higher might) with requisites for the powers that the lion has, Imaginum/Aurum for a super loud roar etc.

Find this spell and hundreds more for Ars Magica in my grimoire.

Lost Spells (part 9) Acids and Fire Water

Some spells based upon various supernatural liquid substances, and it appears acids especially have become slightly harder to create from older editions…

This first spell for conjuring a corrosive acid could be created upon the target without the Rego requisite, which technically makes it an easier spell to cast. In prior editions, there must have been some complexity for targeting and also for different material types, however in 5th edition it is far simpler to accept that the acid itself is resisted, so therefore the Rego component will hit automatically, or the acid may be created upon the target directly.

Globe of Corroding Waters

Creo Aquam / Rego 30, R: Voice, D: Momentary, T: Individual

Creates a globe of acid which is flung at the target inflicting 20 damage, and will corrode items and people alike.

(Base 20, +2 Voice)

This spell is cosmetically different, but essentially a very similar effect using concentration to constantly supply fresh acid.

Dragon’s Bile

Creo Aquam 35, R: Voice, D: Concentration, T: Individual

Creates a spray of acid that arcs out from the caster’s hand, covering the target. The spray is 1/2 foot across at the peak (the caster’s hand) and 2 paces across at the base 5 paces away. Damage from the acid is +20, and the acid damages everything it hits.

(Base 20, +2 Voice, +1 Concentration)

The last spell I changed from Sight/Conc to be Touch/Moon as I think it better suits how such a substance will be used. It might be a siege defense tool or a horrible bath. It becomes an unnatural fluid inflicting damage at the level, as per the Spell Guidelines.

Fire of the Deep

Muto Aquam / Ignem 20, R: Touch, D: Moon, T: Individual

This spell transforms about a barrel’s worth of water into a non-viscous fluid that burns and destroys like fire, inflicting +4 damage. It is not burning oil, as other spells produce, but a substance which itself is, in many respects, fire. It is more intense than ordinary fire, but similar in its effects – paper is burnt to ash, wood charred and eventually consumed, stone merely blackened and heated. Unlike ordinary fire, however, this does not spread (though it may light other fires), nor can it be doused by mundane means, so long as the spell is maintained.

(Base 4 for a highly unnatural substance, +1 Touch, +3 Moon)

Over 642+ new spells for Ars Magica can be found here.

Ice Spells (part four) Moving upon the ice

Another in a series of spells themed around Ice Spells and arctic magic, continuing from Ice Spells (part one, two, and three). There is fair probability that I’m just having fun with spells at some point through this post.

When writing the Ars Magica spells to mimic Eliza’s powers in Frozen I wrote Footstep upon the Fjord as a Perdo Ignem spell to freeze the surface of the water and missed a rather obvious version which uses Rego Aquam instead.

Footsteps upon the Glacier

Rego Aquam 15, R: Touch, D: Sun, T: Part

The water and snow beneath the targets feet is changed to a thick platform of ice as they move, and graded to provide more comfortable surface to walk on. The ice begins naturally melting when the target moves away.

(Base 3, +1 Touch, +2 Sun, +1 Part)

Sure Step of the Arctic Wanderer

Muto Aquam 15, R: Touch, D: Sun, T: Part

Gants the target more stability moving across ice by altering the surface beneath them to be more tactile and dry. The surface reverts to normal after the target passes.

(Base 3, +1 Touch, +2 Sun, +1 Part)

And then onto some quick small magnitude spells to make traveling easier.

Paws of the Polar Bear, for Beasts

Muto Animal 10, R: Touch, D: Sun, T: Individual

The targeted animal’s feet are transformed into the paws of a polar bear, which are suited for travel across icy surfaces and in cold climates.

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

Paws of the Polar Bear

Muto Corpus / Animal 5, R: Touch, D: Sun, T: Individual

The target’s feet are changed into paws of a polar bear, which are suited for travel across icy surfaces and in cold climates.

(Base 2, +1 Touch, +2 Sun, requisite free)

Boots of the Polar Bear

Muto Animal / Herbam 5, R: Touch, D: Sun, T: Individual

The target’s boots are changed to mimic attributes of the paws of a polar bear, becoming broader with small claws for grip.

(Base 2, +1 Touch, +2 Sun)

 

All the new spells for Ars Magica can be found here.

Ice Spells (part three) Enduring ice and ice hounds

Continuing from Ice Spells (part one and two), these are utility and empowerment spells.

Circle of Unbreakable Ice

Muto Aquam / Terram 15, R: Touch, D: Ring, T: Circle

All ice within the circle is made very strong and non-brittle, gaining resistance to shattering and the resilience of stone.

(Base 4 for highly unnatural substance,+1 Touch, +2 Ring)

Enduring Ice

Perdo Ignem 25, R: Touch, D: Moon, T: Part

The ice touched will not melt for the spell duration, remaining below freezing. The spell can effect up to 560 cubic feet of ice.

(Base 4, +1 Touch, +3 Moon, +1 Part)

By way of servants I wanted a spell which allowed the caster to get reasonable utility for a servant, and the idea of a guard dog and sled dog came to mind immediately. There have been spells created for animating stone bears, statues and the like and ice is very similar in terms of complexity.

Shape the Frozen Hound

Creo Aquam / Rego Animal 25, R: Touch, D: Moon, T: Individual

This spell creates a size +0 dog shaped from ice, and animates it under the caster’s control so it can follow simple commands. The Animal requisite grants the animation the behaviours and habits instinctive to trained sled dogs.

(Base 3, +1 Touch, +3 Moon, +1 detailed shape, +1 Rego)

Shackles of Frozen Ice from Houses of Hermes: Societies is a great spell however I wanted something with more utility which allows the caster to choose the size of the area, and also has a far greater area.

Cirque of the Frozen Ice

Rego Aquam 25, R: Voice, D: Sun, T: Part

The targeted area of water is turned into ice and will remain frozen for the duration. When the spell expires the ice will begin to melt normally. The caster can choose how much of the water to affect and what simple shape, up to 5,600 cubic feet of water can be changed. If an object is targeted refer to Shackles of Frozen Ice (HoH:S p35).

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

In the last post there was a spell which made ice tougher, and now this is a spell which makes it soft and dry- it is certainly unnatiral ice, but perhaps more useful for equipment and sleeping on.

Object of Malleable Ice

Muto Aquam 25, R: Touch, D: Moon, T: Part

The ice targeted becomes unnaturally soft, dry, and flexible, but still retains its basic shape. The force required to break the ice remains unchanged.

(Base 4, +1 Touch, +3 Moon, +1 Part)

 Perhaps this last effect for dry and soft ice is getting a little crazy. All the new spells for Ars Magica can be found here.


Wizard’s Obstinance, a Muto Vim spell to Resist Disruption

I was thinking about the Ars Magica Vim, and the meta-magic spell effects in Rego, Muto, and primarily Perdo Vim, which suspend or dispel a magical effect. Generally speaking these effects must exceed the level of the target spell to affect them, and they are very effective in totally neutralising the target spell. Through clever design there are also Rego Vim spells which remove magic for their duration in a target area, or suspend it (see Wind of Mundane Silence, p161 and Suppressing the Wizard’s Handiwork, p162).

So a trisky magus might design a Muto Vim effect which is cast along side another effect to strengthens the spell against such disruptions, but does not alter the target spell’s effect description, or range, duration, or target. The effect is cast as normal, and the additional Muto Vim spell raises the base level of the effect for the purposes of being suspended or dispelled by other spells.

This effect would be similar to a Wizard’s Boost (Ars p.160), but with no material change of effect. Just like Wizard’s Boost there could be a different version for each form, and there also could be a less powerful more general spell for any Hermetic Form.

The rationale for Muto Vim spell guidelines are sometimes difficult to apply, as there is a tendency to say that almost all alterations to an effect are at least considered significant, and as degree of change in this effect adds two magnitudes, it must be considered a total change according to the MuVi guidelines.

The issue I struggled with was deciding if this effect needed to be designed as a Form specific effect, or if it could be a more general spell. I decided that the best choice was to closely match the Wizard’s Boost and Wizard’s Reach spells from the Muto Vim section of the core rules, which both add +5 levels in a specific manner at a base effect: level equal to the effect +1 mag.

In the design considerations I also looked at how the desired effect of “resisting disruption” might be handled mechanically in the game. These meta-magic spells have a similarity in design, where almost any of them could be used for this effect, and I see that as not meeting the goal of this effect. The extra +5 levels should do something of note.

The version of the spell designed for specific forms, designed as a basic effect:

Wizard’s Obstinance of (Form)

Muto Vim Gen, R: Touch, D: Mom, T: Ind

This spell is cast with another spell of a level less than the level of this one. The effective level of the other spell increases 5 levels in power, but not past the level of the Wizard’s Obstinance, and the altered spell is treated as being twice it’s new level for the purposes of resisting spells to alter it further, or dispel it.

A Wizard’s Obstinance may never affect a single spell more than once. There are ten variants of this spell, one for each Hermetic Form.

(Base effect of Significant change to a spell – at level +1, +1 Touch)

Refs and links:

Strange female wizard kid spell