My Simple Enchanted Items for Ars Magica, part 2

Part two of low powered sample magica items for Ars Magica (see part one, or many other items).

This is Not Your Horse

A lanyard which can be worn around an animal’s neck or a leg which causes the patterns on the skin or fur of the targeted animal to change colouring so it appears to be a different, although still normal beast. This effect is desirable for highly valuable animals, and less so for very common animals such as sheep – who may still look too familiar.

Muto Animal 15, (Base 2, +1 Touch, +2 Sun, +1 Size)( +5 for 24 uses a day)

Tantrum!

An amber stone is embedded inside a small momento which clicks when a recessed button is pressed whilst theitem is touching a wall or floor. When activated the room and all items made from terram, animal, and herbam materials inside are thrown a few paces away from the activator. Their movement will not inflict damage, but may damage the room and its contents. The amber stone adds a +3 lab bonus.

Rego Terram / Animal, Aquam, Herbam 15 (base 3, +1 Touch, +2 Room, requisites for An, Aq, He)(+1 level for 2x uses per day, +4 levels to add +8 penetration)

Wand of Candlelight

Each time this pine wand is moved in a figure eight while touching a surface it creates illumination equivalent to to candlelight. Pine adds a +3 lab bonus for light effects.

Creo Ignem 10 (Base 2, +1 Touch, +2 Sun)(+5 levels for 24 uses per day)

A lantern shape would have added a +7 lab bonus, however an apprentice is not going to be able to gain the full benefit of that bonus, and I wanted something overly portable. Two previous items were a lantern and a torch, this makes a third which is probably enough CrIg items around light for a while. Keeping the final effect level to 10 also means it only costs a pawn of vis to craft.

Miasma Kiss

This small iron vent is enchanted to change toxic air around it fluorescent green. The vent is activated by air passing through it. A vent grants a +7 lab bonus.

Intellego Auram / Muto 15, (Base 2, +1 Touch, +1 Muto sub-effect, +1 Part)(+10 levels for unlimited uses)

Poisoner’s Frustration
This long slightly eating knife has an upswept blade and blackwood handle inset with a pearl. When placed within a poisonous liquid the knife causes the liquid to swirl clockwise. The pearl grants a +5 lab bonus to detecting poisons.
Intellego Aquam / Rego 15 (base 3, +1 Touch, +1 Rego sub effect)(+10 levels for unlimited uses)

Because I didn’t want a maximum number of uses and the item can reactivate itself each turn if a poison is still present, and thought it might make a handy gift depending on who your friends are.

Shovel which disgorges the earth’s forgotten dinners
This hefty tool is made from wood and steel, inlaid with an electrum core hidden in the base of the blade. When activated by shoving the blade into the earth and uttering a rude command the enchantment causes 10 cubic paces of earth to be momentarily expel upward all foreign content. This allows far easier identification, collection and removal of debris, lost tokens, and dislodgement of plants and weeds in the affected area. The electrum grants a +3 lab bonus for MuTe.
Muto Terram 15 (base 4, +1 Touch, +1 Part)(+5 levels for 24 uses a day)

and

Fork which subsumes the irritating debris
Also a hefty work tool inset with electrum and crafted by a foul mouthed Magus, when activated by obscenity this fork will rapidly alter a patch of dirt 10 cubic paces in size into air and back again, which causes all debris and contents to fall well below the surface. The electrum grants a +3 lab bonus for MuTe.
Muto Terram / Auram 10 (Base 3, +1 Touch, +1 Part)(+5 levels for 24 uses a day)

Fan for the Becalmed Sailor

This small wooden fan decorated with knotted twine along its grip is enchanted so that once per day it will summon a wind which blows in a direction controlled by the caster. A fan grants a +4 lab bonus.

Creo Auram 15, (Base 2, +3 Sight, +1 Conc) (+5 levels for device maintains Conc)

Humble Axe of the Woodsman

When the wielder of this hickory handled tool utters a command “urr” the enchantment will destroy the dead wood struck in a manner chosen by the wielder. To strike true the wielder must succeed a finesse check. While this enchantment grants no real benefit to felling a living tree it will make short work of fallen wood of any size, or objects created from wood. An axe grants a +4 lab bonus.

Perdo Herbam 15 (Base 4, +1 Touch, +1 Part) ( +5 levels for 24 uses a day)

If the level limit was raised from 15 this would be an outstanding item crafted to affect both living and dead plants and wood with an unlimited about of times per day as:

Perdo Herbam 25 (Base 5, +1 Touch, +1 Part)( +10 levels for unlimited uses)

Cloak of Gloom and Shadow

This hooded cloak is made from layered folds of fine charcoal, grey and black silk, gathered and sewn gracefully at ankle length, and held with an obsidian clasp. When activated by pulling the cloak’s hood up and mumbling a hush, the light surrounding the wearer is reduced to near darkness, becoming deeply dark, gloomy, and shadowy for two to three paces around them, then lightening gradually to five or six paces. Obsidian provides a darkness +5 lab bonus.

Perdo Ignem 16 (Base 2, +1 Touch, +2 Sun, +1 Individual, +1 modifier for an unusual Target) (+1 level for 2 uses a day)

..

Easing Balm

A yellow waxy balm made with infused amber which when applied the target’s wounds are treated as one category less serious for the purposes of activities while injured. Amber adds a +3 lab total.

Creo Corpus 5 (Base 1, +1 Touch, +3 Moon)

Could also be created within an trinket as:
– Easing Token, Creo Corpus 10 (Base 1, +1 Touch, +2 Sun)(+5 levels device maintains, +1 level for two uses per day)
– Or created to help with injured animals as CrAn of the same levels.

Drying Staff
A short walking stick of oiled oak inset with a jade stone. The staff can once per day completely dry a room and all its contents. Jade adds a +4 “aquam” lab bonus.
Perdo Aquam 15, (Base 4, +1 Touch, +2 Room)

A work replacement item to dry clothes and items, or perhaps to recover spills and mistakes in an aquam lab.

Hat of Many Eyes (written here)

A tall bulbous brown leather hat (or is that fur, or both? yuk) which has been “treated” with ointments and solutions to retain peak moistness, elasticity, and shape of whatever foul creature was used to craft it. The hat is covered in palm sized green eyes with yellow highlights, which periodically blink and weep. The hat appears altogether unnatural and disturbing.

When activated the wearer may concentrate to shift their perspective to any direction around them. Inside the rim of the hat is a clear glass lense set in a silver frame, which grants a lab bonus of +5.

Intellego Imaginem 5 (Base 1, +1 Touch, +2 Sun)(+1 levels for 2 uses per day)

Image by Lou Romano, Copyright Pixar, from the Pixar Art Collection, from the movie Up. Darn great film and a beautiful concept illustration.

As always, check out some of the other new Ars Magica items created over the years.

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Simple Enchanted Items for Ars Magica, part 1

The Ars community came together on the Ars Magica forums “Let’s Make Apprentice Created Enchantments” thread to contribute low powered devices and potions which could be manufactured by an apprentice. Many might be useful as covenant labour saving devices, which reduces the covenant expenses.

All powers are limited to a maximum power of level 15, which is achievable by an apprentice character and costs 2 pawns of vis to invest. There are great ideas in the forum thread, far more than an average game needs! Go read them.

Sometimes I’ve added contextual notes or added an alternative as I could see these items as basis for quick and dirty items readable on the hermetic market, or the types of low power devices which might be sold through proxies to mundanes.

Below in no logical order are my contributions and a few extra ideas thrown in for good measure. This blog post covers the items added in the first few weeks, and I’ll follow-up with a part-two to show all the madness I end up contributing.

(ps. Have a look at the other new Ars Magica items created over the years too)

Chalk of Observation

This chalk is a simple potion which moves part of the visual image of the affected object one pace. This can be used to assist targeting foes on the other side of walls.

Rego Imaginem 5 (Rego Imagonem base 2, +1 Touch, +1 Diameter, +1 Part)

… the idea is to draw a circle on a wall and move the image of that bit aside to target spells to the other side. It could be used to move the image of a soldier aside too, which should add a defensive bonus. Continue reading

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
Continue reading

A simple enchanted device – Daylight Lantern

The Daylight Lantern is a simple magic item which mimics the abilities of a standard lantern, created as a lesser enchanted device for an Ars Magica covenant.

Now assuming that the creator of this didn’t want to take the easy way out, and just use a Circle spell to make an indefinite small light – I’d almost always opt for the simple ring/circle spell.

Daylight Lantern – a lantern crafted from steel, inset with a ceramic core. The lantern may be turned on and off by command word, and also by turning the lid clockwise and counter-clockwise. It provides a bright soft light equivalent to daylight which shines all around.

Shine as the Day – CrIg 18 (Base 4 for light of a cloudy day, +1 Touch, +1 Conc), 6 uses per day +3, device maintains concentration +5.

Created with Shape and Material bonus of a lamp (+7 to produce light). If being reproduced from a labtext the lantern could be created by junior wizards or perhaps an apprentice. 

Magical device: Libram of Imaginary Pages

A quick idea for an item which would be useful in the lab to assist with cost savings on upkeep and also an Imaginem specialisation. 

Libram of Imaginary Pages

(Lesser enchanted device: Cr/Mu/Re/Im 30)

The libram appears to be a piece of treated oak carved to look like a very small closed notebook. Upon command the libram will create an illusory sheet of writing paper, which can be used to scribe notes. Created as a level 25 spell effect, modified for +5 levels to allow 24 uses per day.

An Imaginary Page

Creo Imagonem / Muto / Rego 25, R: Touch, D: Moon, T: Individual

The virtual paper includes a tactile illusion so that slight resistance is felt by the writer when being changed. When written upon the illusion reacts to the motions of the writing implement, so that ink is not needed to write on the surface.

The illusory pages can be moved about or placed in mid air, and altered as pleases the writers just like a normal piece of paper. The illusory pages can be created in three sizes: note/palm sized, large book sized, and table sized.

(CrIm base 2 for visual and tactile illusion, +1 Touch, +3 Moon, +1 can be moved around, +1 intricate text and drawings, +1 changeable image)

Erasmus_hands

A small assortment of enchanted devices

Here is a selection of magical devices from an Ars Magica play-by-post game starting shortly. The devices are not overly different from the core spells they’re based on before being used in lesser enchanted devices, however as written there are a few key differences.

The intent of the first item is to provide a very dangerous spell effecting terms of the damage it inflicts, which is done by extending the duration of the normal lightning spell from a momentary lightning strike to a prolonged effect which surrounds the target. A +30 damage is very harmful already, with this effect that damage continues for 2 minutes.

Ring of Enveloping Lightning

The ring is enchanted as lesser device, with a “Prolonged Incantation of Lightning“, as a total effect level 60.

(CrAu40 – Base 5, +2 Voice, +4 unnatural, +1 Diameter), then Pen 34 (+17), 6 Uses per day (+3). Inflicts +30 damage per round for Diameter, knockdown effect as per spell in Ars p126.

The device shape is a small precious gem hidden within a plain silver ring, activated by touching the thumb to the ring and speaking the phrase “no more” in Latin.

The second ring is a defensive tool. As a ghost the wearer is removed from almost all typical sources of harm.

Ring of Ghostly Form

Enchanted as a lesser device, with “Form of the Lost Ancestor“, effect level 50.

MuCo/Me 40 (Base 30, +1 Conc, +1 Touch), Device Conc (5), 24 Uses (5). Form is a precious gem hidden within silver ring.

Effect will make the target insubstantial, similar to a ghost. They are unaffected by physical things such as weapons, beasts, the elements, and likewise cannot touch physical things, but remains visible. The target can move themselves at running speed.

The third device was invented to be thematic. It has no real game mechanical advantage.

An Illustrative History of the Order

A tapestry several paces wide and floor to curling tall, woven with the symbol of the Order of Hermes as a large central emblem which is surrounded by a sigil of each art, and then each house.

The Weave of Lore and Whimsy – effect Creo Imagonem 20 (CrIm 1, +1 moving, +2 variety of images, +1 complex high quality art, +2 Sun), +2 for 6 use/day, Env trigger +3 for sunrise and sunset. Tapping the edge of the tapestry three times in quick succession will also stop or begin the cycle.

The device’s effect shows a cycle of complex moving images which represent major stages and personalities in the history of the Order. Each image moves slightly to lend a depth, shadow, and movement. Each depiction still looks as if it was crafted in tapestry form, and also moves with it’s own animation.

E.g. The fire around Flambeau moves, as he stands in place. Akin to the Harry Potter portraits, stylised for medieval art. The symbol of Tytalus slowly turns clockwise and counter clockwise, the Bjornaer symbol morphs between cone, circle, triangle. Etc.

Events include The Founding, the Sundering, the Fight against the Spider, the war against Diedne, and thematic visualisation of each Founder, and many more (to suit a 2 mag increase in complexity!)

The last device is specifically chosen for communications and because the spell is apparently not viewed as scrying by the Order in the strictest sense.

The Orb of Telepresence

An orb of white marble one span in diameter, held in a rosewood and brass box.

Device level 60. Effect as per Haunt of the Living Ghost (CrIm/In 35) Ars Magica p.144, modified as a lesser device as: +5 Device maintains conc, +2 for 6 use/day, +18 Pen bonus +36.

Lesser magical device – Silence the Heckler’s Dissent

Another low powered but useful item for a starting covenant, created for the Ars Magica RPG. I can see this item being carried by those who have to interact with normal folks, but wish to keep the upper hand during negotiation.

Silence the Heckler’s Dissent

Created as a lesser enchanted device which allowed the user to force the target to stutter and slur words. All Communication rolls are at -3, all spoken spells are at -6 and include an extra botch dice (as per Curse of the Unruly Tongue. ArM p 134).

  • R: Voice, D: Conc, T: Ind
  • Base effect: Rego Corpus 2, R: Voice (+2), D: Conc (+1), 24 uses per day (+5)
  • Form and Material: a small wooden baton.
  • Effect level 5, Item level 10. Crafted as a lesser enchanted device.
  • Item activation: The wooden baton is tapped three times quickly by the user.