An odd spell to Craft Invisible Illusions

Yep, you read that right. The idea is to create an illusion which is normally not able to be perceived by a human, and then a second spell which then allows the wizard to perceive the special effect. Such as an illusion using ultrasonic sound or ultraviolet light and the caster has a second spell which detects them.

Why? Well I was thinking about how an Ars Magica Magus might create their own heads-up system, or mark allies before battle, or a way to tag people they meet as significant. This way their tags are not readily readable by everyone, and the target need not know. Alternatively the illusion might almost match the true image of the target, which is then highlighted by a special Intellego spell.

The complexity in building a HUD is effect duration and memory. Effect duration can be solved by investing the effect into an enchanted device, which then maintains concentration and can be enhanced with greater penetration. Memory cannot, and this is why the spell creates a marker on the target so they can see the detail.

As a stand alone spell, intended to be used over a longer time period.

Paint with Invisible Brushstrokes

Creo Imagonem / Muto 20, R: Voice, D: Moon, T: Individual

This spell creates a simple visual illusion using tailored species which are not normally perceivable by humans.

(Base 1 to create a visual illusion, +2 Voice, +3 Moon, +1 moves with the target, +1 for complexity)

Paint with Invisible Sigils

Creo Imagonem / Muto 20, R: Touch, D: Sun, T: Group

This spell creates a simple visual illusion upon all members of the group touched, using tailored species which are not normally perceivable by humans. The sigil is is a simple coloured marking, up to a pace in any direction. The intent is to mark allied companions and soldiers before battle which allows them to be easily differentiated, but it may also be used to mark any group.

(Base 1 to create a visual illusion, +1 Touch, +2 Sun, +1 moves with the target, +1 for complexity, +2 Group)

Then the spell to perceive the typically invisible illusions.

Perceive the Brushstrokes of Invisible Paint

Intellego Imagonem 15, R: Personal, D: Concentration, T: Vision

Allows the caster to perceive any normally invisible illusion or “brushstrokes” created with the associated spell.

(Base 1, +1 Concentration, +4 Vision, +1 for complexity)

Ref: A discussion thread on the topic in the official Ars Magica forums. This and other spells can be found in the Grimoire of New Spells for Ars Magica.

A few Cloud spells

“When the clouds above the covenant shape themselves into my sigil it is time to strike as the mundane guards will have been subdued.”

While drafting one spell to shape distant clouds a few more came to mind. The shaping spell might be used as a visual call to action which can be seen across a very wide area.

Conjure a Simple Cloud

Creo Auram 15, R: Sight, D: Sun, T: Individual

A cloud gathers high in the air, which will persist for the Spells duration reacting normally to the surrounding weather conditions.

(Base 2, +3 Sight, +2 Sun)

Theatrical Cloak of Black Tendrils

Creo Auram 25, R: Voice, D: Concentration, T: Group

Creates a voluminous and dark cloud of smoke which is filled with intertwining wisps and tendrils that surrounds the caster as they move. The cloud obscures all visibility within its core and then thins toward its edges; forming an opaque radius of 15 paces around the caster and thinning over 25 more paces.

(Base 3, +2 Voice, +1 Concentration, +2 Group, +1 unnatural locale)

An alternate for Rain of Stones (Ars p.127) which uses an acid instead of transformation to stone, with the General guideline for acidic air.

Rain of Viscous Acid

Muto Auram 20, R: Voice, D: Sun, T: Individual

Turns rain into a oily acid as it falls, causing +4 damage per round when it strikes an object or person. Continued exposure will cause significant damage.

(Base 4, +2 Voice, +2 Sun)

Cloudy Imaginings

Rego Auram 20, R: Sight, D: Concentration, T: Part

A selected cloud mass is reshaped to suit the designs of the caster, such as animal shapes, letters, or three dimensional faces. The shape can be slowly changed but will disburse as normal when the spell expires. A simple Finesse check vs 3 is required.

(Base 2, +3 Sight, +1 Concentration, +1 Part, +1 complexity in shape)

This and over 584 other new spells for Ars Magica can be found on the spells page.

More spells and items for a Magus with a Focus in Bronze

Continuing from the Verditius sample character, and spells for a magus who specialises in bronze; here are a few more spells. The goal is to create several moderate power spells which allow the specialty in bronze to be more widely used. When implemented many will be useful in items rather than spells to be cast.

Thematically I like Verditius who appear to have tools and foci scattered all over them, or carry a set of pristine tools, suitable for their spell casting and crafting. As such these effects have been proposed in lesser enchanted devices, which are exceptionally cheap (in terms of vis) for a Verditius to create.

Scalpel for Bronze (Lesser Enchanted Device) – A thin steel knife with a small one sided dull blade, mounted on a long thin handle.

Invested effect: Destroying Bronze (PeTe 35).

Destroy Bronze

Perdo Terram 25, R: Voice, D: Momentary, T: Part

This spell utterly destroys up to ten cubic feet of bronze, the amount chosen by the caster. Delicate or fine destruction may require a Finesse check.

(Base 5, +2 Voice, +1 Part, +1 size)

(+10 unlimited uses)

Bulbous Shovel Ornament (Lesser Enchanted Device) – a finger sized fat silver shovel with a small leather loop on one end for attaching to belts and equipment.

Invested effect: Change Terram to Bronze (MuTe35, effect with unlimited uses).

Rocks and Rubble of Bronze

Muto Terram 25, R: Voice, D: Sun, T: Part

The Terram based material such as metals, rock, or dirt, are transformed to bronze. Up to ten cubic paces of dirt, a cubic pace of stone, or a cubic foot of metal may be affected, and is transformed into a cubic foot of material.

(Base 4, +2 Voice, +2 Sun, +1 Part) (+10 unlimited uses)

A particular use for this effect might be to change part of the ground creating a gap or hole, as the transformation will also reduce the volume of material, changing 10 cubic paces of soil to 1 cubic foot of bronze. Continue reading

A Curse of Bliss

Mentem effect granting absolute bliss on a person for the duration, used as an alternative to Weight of a Thousand Hells (Ars p148); very dilapidating but the target may like it.

Fleeting Distraction of Heavenly Bliss

Creo Mentem 20, R: Voice, D: Diameter, T: Individual

Makes the target experience a sense of happiness and pleasure about someone or something of your choice, which is so powerful that all their other considerations are irrelevant – all they can feel is their own pleasure. Appropriate personality trait rolls suffer a -5 modifier, and a general -2 modifier on rolls that require thought and concentration.

(Base 4, +2 Voice, +1 Diameter, +1 extreme joy)

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

A Lightning Shield

Magi of Tom has created a sample Flambeau who is focused in lightning. That’s a great character concept. It reminded me of a love for lightning spells, especially thematic ones – like the ball lightning which surrounds Shaman characters in WoW. So extending on the two other lightning based blog posts with spells (a ward and improved lightning bolt spells) – here is a lightning shield.

Shield of Crackling Lightning 

Creo Auram / Rego 35, R: Personal, D: Diameter, T: Individual

The caster is surrounded by webs of interlaced lightning which will not harm them but will damage anything directly interacting with their body. The lightning inflicts +30 damage.

(Base 5, +1 Diameter, +4 unnatural, +1 Rego protection)

This and over 551 other new spells for Ars Magica can be found here.

Jack’s Beanstalk in Ars Magica

With all the Game of Thrones, Frozen, and Snow White I thought to give Jack and the Beanstalk a try too. First among the fantastic elements in Jack and the Beanstalk is the beanstalk itself.

Conjure a Beanstalk to the Clouds

Creo Herbam 45, R: Touch, D: Sun, T: Individual

The beanstalk created by this spell is enormous, as wide as several oak trees at its base and reaches far into the clouds. The beanstalk must be rooted into solid earth for the spell to work.

(Base 1, +1 Touch, +2 Sun, +8 size, +1 unnaturally strong)

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

Spells to Repair a Dwelling

Over time I’ve written a few new Perdo and Rego spells for Terram and Herbam to damage parts of objects or structures (often using Target: Part as it is slightly harder but far more versatile), so in support of a breadth of magical spells for Ars Magica, here are a few ways to repair buildings and structures.

There are two approaches: Creo rituals which might be thought of as healing or restoring damage, and Rego Crafting spells (Houses of Hermes: Societates, Rego and Creo Craft Magic p. 60) which reconstruct the building using available materials. In design I think both need to be specific to the base materials involved, and requisites which may be required.

For using Creo there is a canonical spell with a similar effect which can be used to benchmark the difficulty. The spell Seal the Breach (a CrTe20 Ritual, Lords of Men sourcebook, p.116) repairs a gap within one wall, however a new spell with a larger effect and broader applications is far more useful and no more complicated or powerful.

Recondition the Battered Castle

Creo Terram / Herbam 20, R: Touch, D: Momentary, T: Structure, Ritual

The targeted wood, stone, and glass structure is repaired of all structural damage, such breached walls, collapsed rooms, fallen ceiling, etc.

The repairs are basic and very likely obvious, so while they are functional they lack any ornate features, quality finish, or embellishments.

(Base 3, +1 Touch, +3 Structure, +1 complexity)

With every ritual having a minimum level 20, it makes sense to load as much scope into the effect if the spell will initially be lower than level 20.

Recondition the Battered Walkway

Creo Terram / Herbam 20, R: Touch, D: Momentary, T: Part, Ritual

The targeted wood, stone, and glass is repaired of all structural damage, such breached walls, collapsed rooms, fallen ceiling, etc. Or if the structure is too large for  a single casting, this spell can affect part of the greater whole and be applied many times.

The repairs are basic and very likely obvious, so while they are functional they lack any ornate features, quality finish, or embellishments.

(Base 3, +1 Touch, +1 Part, +3 size)

Another higher level ritual is needed to include complexity of an ornate structure, such as a damaged Conjured Mystic Tower; written up below. I like the fact that casting another CtMT would be cheaper than using this ritual, because it makes a kind of sense that while the tower was once a single piece of stone, it now is better treated as a structure with all its content. Nice too that all the items within the tower have the option to be repaired.

Recondition the Mystic Tower

Creo Terram / Herbam 40, R: Touch, D: Momentary, T: Structure, Ritual

The targeted structure and all its content is repaired of all wood, glass, stone, and metal structural damage, such as breached walls, collapsed rooms, or fallen ceiling.

The repairs suitably match the quality of the base structure, making repairs invisible unless a requisite material is missing.

(Base 5, +1 Touch, +3 Structure, +3 complexity)

A version for a boundary might be a more simple solution to covenants which are initially in a state of disrepair.

Recondition the Ruined Township

Creo Terram / Herbam 35, R: Touch, D: Momentary, T: Boundary, Ritual

All dwellings within the defined boundary made from wood, stone, and glass are repaired of all structural damage, such breached walls, collapsed rooms, fallen ceiling, etc.

The repairs are basic and very likely obvious, so while they are functional they lack any ornate features, quality finish, or embellishments.

(Base 5, +1 Touch, +4 Boundary, +1 complexity)

For approaches using Rego more interpretation is needed as the Rego crafting kick-in, there is also a degree of complexity involved when trying to use Rego in large areas. Instead of a spell affecting an entire castle the Rego magic works better when it is targeted to a much smaller area, both in the volume of material needed and also the complexity and effort modifications in the Finesse skill checks.

Renovation of the Neglected Walkway

Rego Terram / Herbam 25, R: Touch, D: Momentary, T: Group

Using appropriate available materials the caster can repair damage to buildings and walls made from stone, metal, or wood. To ensure the reconstruction is suitable a successful Finesse check vs 12+ is required for each repaired segment. Detailed planning and assistance from expert sources may reduce the Finesse difficulty for a specific area.

This spell will not prepare the source materials or ensure they are fit for purpose, so other spells may be required.

(Base 5, +1 Touch, +2 Group, +1 group size)

Comprehend the Handwork of Dilapidation

Intellego Terram / Herbam 25, R: Touch, D: Momentary, T: Part

This spell allows the caster to examine a whole structure or segment, and understand its current state of disrepair. The information gleaned extends beyond basic damage to include the internal structures and how it might best be repaired.

(Base 15, +1 Touch, +1 Part)

These and over 552 other new spells for Ars Magica can be found here.