A few Lava spells for Ars Magica

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.

(Base 5, +2 Voice)

Spray of Fluid Lava

Creo Terram / Aquam 20, R: Voice, D: Momentary, T: Individual

A liquified spray of lava covers a small area within range. This inflicts +15 damage to items and people splashed by the lava. This spell creates 10 cubic feet of lava which burns then disapates. Aquam requisite allows the lava to flow more freely.

(Base 5, +2 Voice, +1 Size, Aquam free)

Shroud of Immolating Lava

Creo Terram 30, R: Voice, D: Diameter, T: Individual

This spell creates a blanket of lava 100 cubic feet in size, which remains for the spells duration, inflicting +15 damage each round.

(Base 5, +2 Voice, +1 Diameter, +2 Size)

Cast of Molten Lava

Creo Terram 35, R: Sight, D: Concentration, T: Individual

For as long as you concentrate a jet of lava springs from your outstretched hand, covering an area within range with 5 cubic feet of lava each round. This inflicts +15 damage to items and people splashed by the lava, +20 for those partially covered, and up to +60 damage for anyone fully enveloped by the stream. Over the duration this spell creates a maximum of 100 cubic feet of lava, enough to cover people or the side of a building. The lava disappears when the caster ceases concentrating.

(Base 5, +3 Sight, Voice, +1 Concentration, +2 size)

Erruption of Molten Lava

Creo Terram / Ignem 40, R: Voice, D: Momentary, T: Individual

A massive erruption of lava is created within the target area, inflicting +25 damage to items and people affected by the lava, +30 for those partially covered, and up to +70 damage for anyone fully enveloped by the stream. This spell creates a cube of lava up to 1000 cubic feet, enough to envelop a small building.

(Base 5, +2 Voice, +3 size, +2 inflicts +10 extra damage, Ignem Req)

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


Enchanted Device: Paper Armour (stolen)

A neat idea lifted from Sea of Stars is a Paper Charm that gives the target better armour (that’s armor for you North American folks) by Sean Holland. In the example the AC is improved moderately, which implies the effect is overall shielding the target from harm; a form of damage reduction in non-DND speak.

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. Paper warrior from Kubo and the Two Strings
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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.

Rapid growth of a natural grove, room, or wall

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.

(Base 15, +1 Touch, +2 Sun, +2 Group, +1 Rego sub-effect which dictates shape)

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

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.

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.