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 much 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.

(Base 5, +1 Touch, +1 for complex motion)

(As an enchanted wand: +10 unlimited uses)

Find the other enchanted devices for Ars.

Advertisements

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.

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.