A simple Terram spell – Overload of Sand and Clay

A quick and simple Terram effect, for dropping earthen material on a spot or person. Invented as a spell for various mischiefs; drop into battles, disrupt horses, or onto inbound ships.

Overload of Sand and Clay

Creo Terram 10, R: Sight, D: Diameter, T: Individual

This spell creates a pile of dirt, sand, or clay of up to ten cubic paces in size. Dropping from a specific location may require a finesse targeting roll.

(Base 1, +3 Sight, +1 Diameter, +1 flexibility in materials)

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

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A selection of spells for a Terram Wizard

What type of spell effects would a Terram mage desire? I’m glad you asked. Here a few spells involving Terram magic in one way or another.

Portentous Levitation of the Mighty Obelisk

Rego Terram 30, R: Sight, D: Concentration, T: Group

Move an exceptionally large volume of stone as directed by the caster. A single block of up to 10 cubic paces in volume, or any smaller combination of stones may be moved, with the massive blocks moving at walking pace and smaller blocks moving as fast as a bird flies. The spell’s normal behavior is to float the mass a pace above the ground so that it follows behind the caster for the spell’s duration, and the stones will do so unless controlled otherwise.

The effect can be used to make the stone float high into the air up to the range of the spell.

When the effect is cancelled the stone will be have naturally, which may be used as a targeted attack using Finesse to crush a target. Dropping the stone or cancelling the spell above a target may crush them, inflicting +5 for a fist sized rock, +10 for a building stone, +21 for a large boulder, and up +35 for a massive obelisk or a massive volume of rocks.

A successful Finesse roll is required to strike a target. Particularly large blocks or a large number of blocks will be easier to target, and can inflict structural damage to buildings. It may however take more than one combat round to place the blocks above a target. The sheer volume of rock moved with the spell could also lift small modest sized stone dwellings from the ground, or slowly tear walls apart.

(Base 3 to move earth in a very unnatural fashion, +1 affect stone, +3 Sight , +1 Concentration, +2 Group)

This effect is similar to the Ominous Levitation of the Weighty Stone (HoH:S p38), and can be used to guide damage effects for different sized slabs. The intent was to provide a utility spell for moving stone, which also has far more combative potential.

This spell uses the Target Group so that many dangerously large stones can be moved around. On a battlefield that will make a very effective difference.

Aside – I had to google to find out what a cubic pace was, and how large it might be. It’s a disused measure which is wonderfully medieval. A cubic pace is cube with three feet to each side (forum discussion). Anything which is made from 10 cubic paces of stone is large and very heavy (approx 25 tons); crushingly so for squishy things like men and beasts.

The spell is intimidating but not very subtle. To rectify that an invisibility effect is needed.

Hide the Frightening Mass

Perdo Imagonem 25, R: Touch, D: Concentration, T: Group

Render the target object or creature invisible (any combination of mass up to 100 standard Corpus sized images) for the spell’s duration. The image destroyed could be a single large object, or many small ones.

(Base 4, +1 Touch, +1 Concentration, +2 Group, +1 size increase)

To make the spell more battle worthy the Terram specalist might employ a few cancellation effects, using Perdo Vim; and a Muto or Rego Vim spell to maintain it longer than concentration.

Any self respecting Terram wizard should be able to conjure sand, stone, mud, clay, or steel. Conceptually the style of spell to do so is very similar to each other, but according to the way Hermetic magic works separate spells are needed.

Conjuration of the Sand and Clay Deluge

Creo Terram 15, R: Voice, D: Sun, T: Individual

This spell creates up to 100 cubic paces of clay, dirt, mud, or sand. The caster can choose the volume of material, the shape it initially appears, and the point it appears when the spell is cast. This flexibility has a range of uses such as burying opponents, quickly summoning barriers, or even dampening fires.

(Base 1 for 10 cubic paces, +2 Voice, +2 Sun, +1 size, +1 flexibility in material and volume)

Then a variation to show how massive proportions of material are possible but probably unneeded; 100 or 10,000 cubic paces is a significant change, but I think the first spell will be enough.

Conjuration of the Sand and Clay Tide

Creo Terram 25, R: Voice, D: Sun, T: Individual

This spell creates up to 10,000 cubic paces of clay, dirt, mud, or sand. The caster can choose the volume of material, the shape it initially appears, and the point it appears when the spell is cast. This flexibility has a range of uses such as burying opponents, quickly summoning barriers, or even dampening fires.

(Base 1 for 10 cubic paces, +2 Voice, +2 Sun, +3 size, +1 flexibility in material and volume)

A spell to conjure a big stone, perhaps to drop on people, or quickly create a defensive wall, or bridge.

Conjure the Crushing Slab

Creo Terram 25, R: Voice, D: Sun, T: Individual

The spell conjures a mass of stone, up to 100 cubic paces in size. Size and shape are determined by the caster. The final shape can be deliberate, but must be inelegant, as the spell design has no allowance for significant complexity in the shape.

(Base 3, +2 Voice, +2 Sun, +2 Size)

A Terram magus will need some permanent materials to work with. This effect carves smaller segments of stone from a larger mass, subject to the size whim of the caster. It could be cast upon statues, other segments, walls, or a mountainside. Given a moderate sized stone block, the caster could cut thousands of suitable projectiles, and the effect is low level enough that most specialists could spontaneously cast the spell.

Cut from Stone the Projectiles of Vilano

Perdo Terram 15, R: Touch, D: Momentary, T: Group

This effect carves segments of stone from a larger mass. The shape and size of the segments is chosen when cast, from as small as tiny pellets or up to a cubic pace of stone. It is not possible for this spell to create intricate detail, form and shape of the result must be utilitarian.

The spell design allows it to produce the segments from a much larger mass by using a Target: Part within the design, although Target: Group is needed in the final level so that multiple projectiles can be cut at once.

(Base 4, +1 Touch, +2 Group)

Then a spell to carve a giant obelisk so it is essentially natural and won’t be stopped by magical resistance in combat scenarios.

Cut from Stone the Titanic Obelisk

Perdo Terram 20, R: Touch, D: Momentary, T: Part

This spell cuts a segment of stone from a larger mass, up to 100 cubic paces in size. Exact shape and size is determined by the caster, but is limited to basic shapes and forms without intricacy.

(Base 4, +1 Touch, +1 Part, +2 Size increase)

Lastly two more pragmatic effects, to make short work of disarming an enemy warrior.

Vacillate the Soldier’s Arms Between Steel and Sand

Muto Terram 10, R: Voice, D: Momentary, T: Individual

The metal weapons and armor of all members in a group are temporarily changed from metal to sand. As sand has no cohesive strength it dissipates and the items are misshapen and ruined when they return to their normal state.

(Base 3 to change stone to earth, +1 to effect metal, +2 Voice)

Vacillate the Company’s Arms Between Steel and Sand

Muto Terram 20, R: Voice, D: Momentary, T: Group

The metal weapons and armor of all members in a group are temporarily changed from metal to sand. As sand has no cohesive strength it dissipates and the items are misshapen and ruined when they return to their normal state. This spell can affect up to 10 standard individuals.

(Base 3 to change stone to earth, +1 to effect metal, +2 Voice, +2 Group)

More custom spells can be found in the New Spells for Ars Magica page.

 

A set of tantalising Ars Magica spells for hungry wizards

This post is inspired by those zombie and survival games and tv shows where a major part of the story thread revolves around keeping well fed. If a wizard in Ars Magica has vis they can conjure a great meal that will last forever, otherwise conjured food does not nourish in the medium to long term. Therefore here is an alternative – change the target so they can freely live from the land around them.

Tantalising Feast of the Omnivore

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

The spell target can ingest and gain nourishment from all manner of materials which are normally only palatable and nourishing to animals, such as plants, raw meat, or even worms. This includes materials that would be eaten by avians, carnivores, and herbivores.

While not as graceful or elegant as conjuring a bountiful feat, this solution it is better than starving. A Sun duration is required so that the materials can be fully processed before the spell ends.

(Base 2 to change someone to give them a minor ability, +1 Touch, +2 Sun)

A quick aside – the name of the spell was chosen due to a suitable symmetry to Tantalus, and is part of the origin for the word tantalising. Tantalus was a son of Zeus, an ancient greek figure who stolen ambrosia from the gods and offered his own son to avoid punishment. He was tortured for eternity by lovely food just beyond his reach.

If the environment is very unforgiving other solutions might be needed, such as:

Tantalising Feast of the Earth

Muto Corpus / Terram 10, R: Touch, D: Sun, T: Individual

The spell target can ingest base materials relating to the Terram Form, such as dirt, sand, and mud.

While not as graceful or elegant as conjuring a bountiful feat, this solution it is better than starving. A Sun duration is required so that the materials can be fully processed before the spell ends.

(Base 2 to change someone to give them a minor ability, +1 for being unnatural, +1 Touch, +2 Sun)

Taking the idea to an illogical conclusion allows for consuming anything.

Tantalising Feast of Adephagia’s Desire

Muto Corpus 20, R: Touch, D: Sun, T: Individual

This spell allows the target to consume any material, both living and non-living and gain sustenance from it. The volume of material required to sate the appetite should be proportional to the material consumed; with water offering almost no sustenance and animal and plant products offering near instant gratification.

Material are also softened when consumed, so that even hard substances can be eaten. Casting requisites are mandatory when cast to suit the materials to be consumed. Adephagia is a greek goddess of gluttony.

(Base 2, +1 for being unnatural, +1 for manufactured products, +1 Muto sub-effect to soften materials, +1 Touch, +2 Sun)

After the target has accepted the short term solution to their food dilemma, a kind Magus might offer a simple illusion to make the materials look, feel, and smell a little tastier. This next spell is an enhancement to the Taste of Spice and Herbs, from ArM p.145, so that the materials are far more palatable. The senses of sight and touch are as important as smell and taste when eating sand, worms, and the like.

Taste of Anything But This

Muto Imagonem 10, R: Touch, D: Diameter, T: Ind

A setting’s worth of miscellaneous materials looks, tastes, smells, and feels like real food for a short time; exactly as the caster designates.

(Base 4, +1 Touch, +1 Diameter)

Conversely some Magi may not be bothered by eating unusual materials, or enjoy the reaction of others when they do so. After reading all this I’m no longer hungry. More spells are listed in the new spells for Ars Magica page.

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