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.

a-feast

 

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Magic for Traveling

Traveling is usually a major part of roleplaying games set in medieval times – a typical rule-set will give you some guidelines for walking, horses, carts, and perhaps ships. I think it is also fair to say that having accelerated travel is something that can give characters a major advantage in how stories are resolved and in moving the rpg story along.

The Ars Magica setting is almost a boilerplate medieval setting, with the magic system allowing wizards to completely disregard the limitations that mundane commoners live with in terms of travel. Within the magic system’s core rules are examples of transformation into birds, flight via wind, and a few variations on teleportation. That is all fine for the wizards, but it leaves the mundanes unchanged – and when a wizard needs mundane protection their companions being slow is an impact to them as well.

Here are some ideas for spells which will help transport and travel for both mundanes and magi. Some effects are purely designed for magi to get around, while others could be used on both magical and mundane targets.

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