Lost Spells (part 2) Unnatural Fire

A strange and dangerous spell, although there are times when having a fire which burns while wet might be very handy. The original lasted for as long as the caster concentrated which makes sense as a demonstration of the transformation, but not as a true device of dangerous and unnatural fire. The spell is more dangerous than converting water to oil, as so many other water sources may be present which are uncontrolled.

Unquenched Flame

Muto Ignem / Aquam 20, R: Voice, D: Sun, T: Individual

This spell changes a fire of a size up to bonfire so it unnaturally consumes water as fuel, as though it were oil or wood. The fire would be particularly dangerous in a wet forest, or on a marsh, and could be used to actually burn a river.

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

Over 550+ new spells for Ars Magica can be found here.

A spell to Burn Down a Castle

This is a quick spell to burn a building down from the inside. In the design I wanted an effect which would allow a pyromancer to immolate parts of a building but not others. Picture a staircase and rooms burning, which directs the panicking inhabitants down the only “safe” passage. Nasty!

It means adding a dual-target adjustment in the spell design, to grant the flexibility and control desired. I thought about creating the spell as Diameter instead, but thematically liked the idea that the magus can at will cancel the effect, and once several rounds have passed the building will continue to burn even though the spell has expired.

Immolation of Harrenhal

Creo Ignem 40, R: Touch, D: Concentration, T: Structure

Heats an entire structure, or a sub-part chosen by the caster, and everything within it to melting point, which creates a devastatingly dangerous environment for the inhabitants and materials. All items including typically non-flammable items will catch fire, and likely continue to burn after the spell expires.

(Base 10 to melt an object, +1 Touch, +1 Concentration, +3 Structure, +1 Part flexibility)

This and over 505 other new spells for Ars Magica can be found here.

Simple spells for Glaring Sunlight

While walking through the city many months ago I was caught off guard by how bright the sun was; reminding me of how poor it would be to fight while looking into bright sunlight. So, lacking a hat, what would a wizard do? They’d spontaneously cast a spell to handle the problem of course!

A basic idea is to create a very small floating disk which blocks the direct spot in your field of vision where the sun is, and have the spot move to always stay between the person and the sun. It does not remove the vulnerability of an attack from the angle of the sun, but would assist with the blinding effect.

Then the second spell is probably a better solution, removing the need for an obstruction and reducing the effect of extreme light. The third is a variation using control magic instead of destruction magic for light. So three ways of achieving the same kind of result.

The design of the second effect uses a Voice range as it is destroying the light as it approached the target, which is different from the third effect which is acting as a ward against bright light. I’m not sure if the spell really needs to be Voice range or not, so defaulted to making it slightly higher level.

These spells are probably useful in harsh environments to avoid sunburn too, and demonstrate again how the magic system can do a similar thing in many ways.

Blessing of the Floating Dark Sun

Creo Imagonem 10, R: Voice, D: Sun, T: Individual

This spell creates a small dark disc which constantly floats close to the target, between the target’s eyes and the sun, thereby greatly reducing the chance they will be blinded by looking into direct sunlight.

(Base 1, +2 Voice, +2 Sun, +1 moves with target) 

A Less Radiant Glare

Perdo Ignem 10, R: Voice, D: Sun, T: Individual

Causes bright or harsh light falling upon the target to be reduced so that all glare and blinding levels of light are lowered to a comfortable level. The subject is unaffected by any extremely bright light, and may choose the degree of reduction when the spell is cast.

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

Ward Against Light and Glare

Rego Ignem 10, R: Touch, D: Sun, T: Individual

The person or object touched is warded against extreme light and glare, reducing each down to a comfortable level. The subject is unaffected by any extremely bright light, and may choose the degree of reduction when the spell is cast.

(Base 3, +1 Touch, +2 Sun)

These and others effects I’ve pondered over the past few years are part of the free new spells grimoire for Ars Magica.

Spells for Cold Climates

Here are more spells that suit a Magus specializing in frigid climates, many of the other CrAq & PeIg spells were inspired by Frozen across the blog posts last year, where these are instead effects that would be needed for life in the region.

Ward Against Winter’s Cold

Rego Ignem 15, R: Touch, D: Sun, T: Individual

Target is protected against all normal cold and supernatural effects inflicting +5 damage.

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

This ward protects in the same manner as the Ward Against Heat and Flame (Ars p.143).

Then moving on to a more mythic spell which surround the caster in toughened armour of ice. I like the idea that a specialist will find benefits and alternatives which suit their magic rather than mundane or obvious means.

Armour of Unbreakable Ice

Creo Aquam / Muto Terram 15, R: Personal, D: Sun, T: Individual

The caster is encased in a thick armour of unnaturally resilient ice, which offers protection akin to skin of metal armour. The ice moves with the caster, adjusting to their movements which provides an additional 6 Protection and 3 Load.

Without some extra tolerance to cold conditions the caster will find themselves uncomfortably chilled, loosing a Fatigue level per diameter of exposure.

(Base 4 for highly unnatural substance with Muto requisite, +2 Sun, +1 very strong with Terram requisite)

Aside – I’m not sure what the correct adjustment for Protection and Load should be. Ice itself wouldn’t provide much additional Protection from damage  (base 3), but when the ice is further made highly unnatural (base 4 with Muto to have flexibility and become like armour), and then has additional mag for toughness with a Terram requisite it feels right to me that the strength of metal and the unnatural attributes would provide a benefit better than normal armour can offer.

There is also no steel full armour akin to a contiguous skin-suit, as even full plate has links, gaps, and problems of being a set of interconnected parts. This magical ice armour does not have these limitations. I also considered a Rego requisite to have the armour move with the wearer but am not convinced that it is needed.

Rather than special glasses this spell allows the caster to see in the worst snow storms and tough conditions.

Clear Sight of the Arctic Fox

Intellego Aquam 15, R: Personal, D: Sun, T: Vision

The caster can see through snow and ice, which appear as highly translucent shadows of their previous images. This allows the caster to see through barriers and obstructions, and clearly in snowstorms.

(Base 1, +2 Sun, +4 Vision)

Lastly a never melting ice block might be handy outside the region to provide an instant cold room in warmer lands. It’s a very simple and low level effect.

Persistent Circle of Ice

Creo Aquam 10, R: Touch, D: Circle, T: Individual

Conjures a block of ice within the drawn circle, shaped to the size of the circle. The ice will persist until the circle is broken. Anything else within the circle will be encapsulated.

(Base 3, +1 Touch, +2 Circle)

Find hundreds more new spells for Ars Magica in the Grimoire.

icehand

The Crucible of Wonder, an enchanted device

Magi in Ars Magica have the potential to create wondrous magical items all around them, to better enhance their magic. Initially a player’s mind might go to items like a Wand of Fire, however the real power in Ars is the long game, and the lab is where the long game shines for a character. With that as a basis – here is the Crucible of Wonder, an enhancement to a lab which is also nominally a forge and workshop.

The Crucible of Wonder is a massive stone bowl, with a matching cap roughly over three paces in diameter and height. It is held in an insulated frame of stone and metal, to allow the materials to be poured, and the crucible to be moved safely.

Within the crucible are many enchantments detailed below (there are not specifically designed as lab enchanted devices from the Covenants source-book, but may be useful as such). A magical crucible does not need to do much more than heat something efficiently and well, so this item has three effects – to heat, to be unbreakable, and to be moved safely. None of these effects are terrifically high level, meaning that crafting a similar device is probably viable for a player-character wizard.


Firstly, the crucible is enchanted to resist damage and breakage, based upon the Hardness of Adamantine (MuTe25, HoH:S p.37) spell reworked with reduced power to protect stone instead of metal.

Unbreakable Vessel of Stone (MuTe 24)

Muto Terram 20, R: Personal, D: Sun, T: Individual

A stone object is instilled with supernatural strength and hardness, becoming essentially unbreakable.

(Base 4, +1 affect stone, +2 Sun, +1 size)

(Enchantment effect: Muto Terram 24 (Enchantment mods: Constant +3 Env trigger sunrise/set, +1 for 2 uses/day))

Written as a stand alone spell for use on other large stone objects this would be:

Hardness of Bedrock

Muto Terram 25, R: Touch, D: Sun, T: Individual

A stone object of up to ten cubic paces is instilled with supernatural strength and hardness, becoming essentially unbreakable for the duration.

(Base 4, +1 Touch, +1 affect stone, +2 Sun, +1 size)

Then, to ensure it can operate as intended in the lab efficiently, a heating enchantment is invested (CrIg/Re 30) on the inside of the crucible so it can be set to a temperature desired by the user, beyond the temperature to melt any metal.

Heat of the Conflagrant Forge (CrIg/Re 35)

Creo Ignem / Rego 25, R: Personal, D: Concentration, T: Individual

An area of the target up to three paces in each dimension can be set to a temperature chosen by the user, up to hot enough to melt any metal. Rego requisite is required to optionally keep the outside of the object cool while the inside is heated.

(Base 10 to melt lead, +1 increase heat to include melting any metals, +1 Conc, +1 size)

(+5 Device maintains concentration, +5 for 24 uses per day)

Lastly an effect to facilitate movement of the crucible. A buoyant bowl of molten metal isn’t a wise idea in a lab, so care is still needed (final effect as ReTe 19).

Pleasant Alleviation of the Weighty Burden

Rego Terram 10, R: Touch, D: Concentration, T: Individual

This spell allows a large primarily stone object to be moved easily. It will not move or float by itself but can be moved more easily, as if almost weightless due to the spell assisting the manual effort. The object can only be lifted a few paces of the ground and may only move at walking speed; exceeding these limitations ends the effect.

(Base 2, +1 Touch, +1 affect stone, +1 Concentration, +1 size)

(As constant effect +9 as: +1 mag for D:Sun, and +4 for two uses per day and an environmental trigger)

Happy smelting – see the other magical items and spells created for Ars Magica.

Two more fire spells

The first is inspired by the tactic of making your opponent face the sun while fighting, then a spell for providing bright flare-like light, and then a simple enchanted device.

Light at Dawn

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

This spell creates a clear bright light which shines like the sun on a clear day. The light will stay where it is placed within range.

(Base 5, +2 Voice, +2 Sun)

This effect is akin to an alert flare, allowing an area to be brightly lit, or also used to start larger fires. The intent is that the caster places the spell just behind them, so that opponents are sun blind.

Burst of Vibrant Flame

Creo Ignem 25, R: Sight, D: Sun, T: Individual

This spell creates a bright flare of flame which is launched into the air as the caster desires, and floats in place for the duration. It provides ample illumination equivalent to a bright lantern. If used as a weapon the flare inflicts +5 damage. The caster may choose the colour of the light when the spell is cast.

(Base 4, +3 Sight, +2 Sun)

The spell breakdown allows for the launching and floating of the light as a freebie effect, however it could be argued that a Rego requisite is needed but the real benefit is creating a light where the caster desires, so how the spell gets the flame there is cosmetic.

Device: Wand of Light (CrIg 20)

This solid oak wand is carved with directive sigils and runes, two of which control the wand’s invested magical power. Created as a simple enchanted device level 20.

Beam of Torchlight

Creo Ignem 5, R: Touch, D: Concentration,  T: Individual

The spell creates a focused beam of illumination to be projected from the item touched, equivalent to torchlight.

(Base 3, +1 Touch, +1 Conc)

(Device maintains concentration +5, unlimited uses per day +10)

May your cantrips never botch. This and over 395 other new spells for Ars Magica can be found here.

Spells from Frozen, part 3

Part three of the spells from Frozen has spells inspired from the film and also some derivations. While the film’s cartoon-ish style is fantastic it is not always what a magus might desire.

Firstly the wonderful ice castle which Elsa creates just at the end of the film’s signature song.

Conjure the Castle of Perfect Ice

Creo Aquam 35, R: Touch, D: Momentary, T: Individual, Ritual

This spell conjures a large castle formed from a single block of ice. The base of the tower is shaped to merge into the surrounding landscape, providing a broad base for stability which thins to a small upper chamber at the top. The tower contains eleven large levels, with the internal design chosen by the caster.

The design of castle exterior and interior makes heavy use of reflective and transparent surfaces, graceful arcs, and bold

(Base 3 to create ice, +1 Touch, +4 size, +3 elaborate shape and design, ritual)

An easier to learn and non-permanent habitat might be more useful, especially for travelers in arctic regions; and then with an illusion to it does not appear out of place in any environment. The illusion wasn’t used in the film, but would be needed to not draw attention to a creation of ice in other climates. As written the illusory change for a structure might also be cast upon the largest of dwellings.

Conjure the Refuge from Ice and Snow

Creo Aquam 20, R: Touch, D: Sun, T: Individual

This spell conjures a simple single room shelter for protection against the elements, large enough to hold 10 travelers with their gear. The refuge has solid walls and roof, a long curved entryway, and a thin chimney.

(Base 3 to create ice, +1 Touch, +1 size, +2 Sun, +1 complex shape)

Illusion of the Humble Dwelling

Muto Imagonem 15, R: Touch, D: Sun, T: Structure

This spell changes the appearance of a building to the desires of the caster, within the same approximate size as the original.

(Base 1 for visual illusion, +1 Touch, +2 Sun, +3 Structure)

And there is also the stairway Elsa creates in the snow to reach the spot where the ice castle is created.

Conjure the Translucent Bridge

Creo Aquam 25, R: Touch, D: Sun, T: Individual

This spell conjures a pathway of ice between two points. The path will adjust dynamically to appear as a bridge, stairway, or ramp subject to the elevation between the points and desire of the caster. The bridge can be up to 500 feet long and is strong enough for very large creatures to walk upon without issues of cracking or breakage.

(Base 3 to create ice, +1 Touch, +2 size, +2 Sun, +1 flexible design)

It seems thematic that a magus would be able to move a large volume of existing snow or ice to their will.

Gathering of the Winter’s Harvest

Rego Aquam 25, R: Sight, D: Momentary, T: Group

This spell casters together all ice and snow around the caster and brings it together in one location. Up to 2500 cubic feet can be affected with each casting.

(Base 4, +3 Sight, +2 Group)

The following spells are alternatives to using  two version of the Perdo Vim spell from the core book called Unravelling the Fabric of Form (Aquam or Ignem). I think it is more thematic to have spells which reflect a specialist in ice and snow.

Break in the Wall of Ice

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

This spell destroys a segment of snow or ice, up to 250 cubic feet of material, which may be part of a larger shape.

(Base 10 to destroy a liquid, +2 Voice, +1 Part)

Shatter the Veil of Ice

Perdo Aquam 40, R: Voice, D: Momentary, T: Group

This spell destroys a grand amount of snow or ice, up to 25,000 cubic feet of material, either a single piece, or many smaller segments combined.

(Base 10 to destroy a liquid, +2 Voice, +2 Group, +2 size)

Revoke the Endless Winter

Perdo Auram 50, R: Sight, D: Momentary: T: Part

This spell destroys a weather phenomenon which can be severe and large, including rains, snows such as a huge hurricane or expansive  lightning strike. The spell can target part of a larger weather event.

(Base 15, +3 Sight, +3 size, +1 Part)

The effect of hurting those around her, in a ring effect.

Nova of Frost

Perdo Ignem 25, R: Touch, D: Momentary, T: Special

This spell chills the area around the caster out to 5 paces so that any creatures within the area take +10 damage. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell.

(Base 5, +1 Touch, +1 extra +5 damage, +2 Special AoE around the caster akin to group/room)

I’ve no idea how to create the “frozen heart” spell which is used initially on Anna’s mind and then her heart. It feels far more like a curse, or a faerie spell with a funky non-standard Duration and Target. If I get an idea I’ll post it as a Spells from Frozen, part 4.

These effects, like all the others I’ve pondered are part of a new spells compendium for Ars Magica.