Spell for restoring a missing body part

A core rulebook spell in Ars Magica is The Severed Limb Made Whole which allows a limb to be reattached, but it cannot assist if the limb has been lost. The spell below addresses the times when the part of the target is missing and will need to be regrown.

Regrow the Misplaced Limb

Creo Corpus 30, R: Touch, D: Momentary, T: Individual, Ritual

This spell allows the target to regenerate a lost segment of their body. The spell can restore a single missing aspect of the targets body, be that a limb, hand, nose,  or whatever.

(Base 25, +1 Touch, Ritual)

Aside – I imagine this spell would be a must have for games inspired from GRRM’s A Song of Ice and Fire or Star Wars as both those stories have character with missing limbs all over the place. You’d think there was a secondary market.

As far as complexity is concerned it seems as difficult to heal a major wound as it would be to reattach a limb, so the base of the spell is the same as SLMW. And nice for a change to write a quick and useful effect which doesn’t need a lot of interpretation of the spell guidelines.

The Severed Limb Made Whole is an odd spell as it contains a negative complexity modifier; which is exceedingly rare in Ars Magica. Generally that is not done at all, and I’ve no idea why a core spell would do that unless it was to keep it in line with a version from a previous edition.

This and over 300 other new spells for Ars Magica can be found here.

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A quick spell – The Chirurgeon’s Healing Circle

Just a quick spell that will be included in a summary of a powerful healer in Ars Magica. This is a quick reworking of the default healing spell from the core rulebook, so that everyone with a drawn circle can be healed a body level, not just one person.

Same level, much wider application, but then it also has the constraint of needing all the targets together and not being able to be cast without vis. I think that is pretty neat.

The Chirurgeon’s Healing Circle

Creo Corpus 20, R: Touch, D: Mom, T: Circle, Ritual

As per The Chirurgeon’s Healing Touch, modified to Target all creatures within a drawn circle. Spell will permanently restore one light body level of damage permanently.

(Base 15, R: Touch +1)

If a character of mine ever takes the Chirurgeon’s Healing Touch then I think Ill take this one instead. Now off to try to finish some of the other roleplaying projects on my plate. Silly real life distractions.

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.

Lesser magical device – The Chiurgeon’s Gewgaw

A low powered but useful item for a starting covenant, created for the Ars Magica RPG.

The Chiurgeon’s Gewgaw

The Chiurgeon’s Gewgaw is a rectangular palm sized smooth rock crystal. This is a lesser enchanted device which allowed the user to understand the general health of a single person (as per Physician’s Eye, ArM core rulebook). Intended for use during triage.

  • Base effect: Intellego Corpus 4, R: Touch (+1), 24 uses per day (+5)
  • R: Touch, D: Mom, T: Ind
  • Form and Material: a small sample of rock crystal (+3 to healing) which can rest in the palm.
  • Effect level 5, Item level 10. Crafted as a lesser enchanted device.
  • Item activation: Touch the rock crystal to the target’s forehead, and hold momentarily.

Spells: Selfish Rest of the Injured Magus

As getting hurt is almost unavoidable in role playing games, there are often spells which assist in healing or repairing damage. Ars Magica has a very long recovery time in the core rules, and it serves to give after combat effects to the lives of the characters. A brute force healing spell to just remove wounds are expensive, but improving the general healing of a target is an option which can greatly assist characters.

This spell was created by an NPC in the current saga, and demonstrates a use of the Creo Corpus (create/heal the body) spell guidelines.

Selfish Rest of the Injured Magus

Creo Corpus 15, R: Personal, D: Moon, T: Individual

This spell grants the Magus a +9 bonus to all wound recovery rolls made while the spell is in effect, as long as the spell is maintained during the recovery time.

(Base 4, +3 D: to Moon)

The Magus who crafted the spell has fundamental limitations in how powerful spells and effects he can create, and while a more powerful version could be crafted to help others as well, it would be beyond his skill to create quickly. Raising the spell to Range: Touch makes the final level 20.

True Rest of the Injured Custos

Creo Corpus 20, R: Touch, D: Moon, T: Individual

This spell grants the target touched a +9 bonus to all wound recovery rolls made while the spell is in effect, as long as the spell is maintained during the recovery time.

(Base 4, +1 R: to Touch, +3 D: to Moon)