An odd spell to Craft Invisible Illusions

Yep, you read that right. The idea is to create an illusion which is normally not able to be perceived by a human, and then a second spell which then allows the wizard to perceive the special effect. Such as an illusion using ultrasonic sound or ultraviolet light and the caster has a second spell which detects them.

Why? Well I was thinking about how an Ars Magica Magus might create their own heads-up system, or mark allies before battle, or a way to tag people they meet as significant. This way their tags are not readily readable by everyone, and the target need not know. Alternatively the illusion might almost match the true image of the target, which is then highlighted by a special Intellego spell.

The complexity in building a HUD is effect duration and memory. Effect duration can be solved by investing the effect into an enchanted device, which then maintains concentration and can be enhanced with greater penetration. Memory cannot, and this is why the spell creates a marker on the target so they can see the detail.

As a stand alone spell, intended to be used over a longer time period.

Paint with Invisible Brushstrokes

Creo Imagonem / Muto 20, R: Voice, D: Moon, T: Individual

This spell creates a simple visual illusion using tailored species which are not normally perceivable by humans.

(Base 1 to create a visual illusion, +2 Voice, +3 Moon, +1 moves with the target, +1 for complexity)

Paint with Invisible Sigils

Creo Imagonem / Muto 20, R: Touch, D: Sun, T: Group

This spell creates a simple visual illusion upon all members of the group touched, using tailored species which are not normally perceivable by humans. The sigil is is a simple coloured marking, up to a pace in any direction. The intent is to mark allied companions and soldiers before battle which allows them to be easily differentiated, but it may also be used to mark any group.

(Base 1 to create a visual illusion, +1 Touch, +2 Sun, +1 moves with the target, +1 for complexity, +2 Group)

Then the spell to perceive the typically invisible illusions.

Perceive the Brushstrokes of Invisible Paint

Intellego Imagonem 15, R: Personal, D: Concentration, T: Vision

Allows the caster to perceive any normally invisible illusion or “brushstrokes” created with the associated spell.

(Base 1, +1 Concentration, +4 Vision, +1 for complexity)

Ref: A discussion thread on the topic in the official Ars Magica forums. This and other spells can be found in the Grimoire of New Spells for Ars Magica.

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Lost Spells (part 6) Detecting Supernatural Creatures

Detecting supernatural creature is often as simple as just observing. There are times however when knowing if a creature is magical, fae, or something else would be beneficial, and guidelines to do just that (like RoP:M p.111).

The lost spell which started this post was called Scarlet Flash of the Demon, and caused a demon to shimmer. Detecting demons however in 5th edition is tricky as Hermetic magic can’t do that. There are other ways to determine that though, using less subtle means.

Reveal Alignment to the Fae

Intellego Vim 15, R: Voice, D: Momentary, T: Individual

Determines if the target creature is aligned to the Faerie realm, as a supernatural creature.

(Base 5, +2 Voice)

Reveal Alignment to the Infernal

Intellego Vim 15, R: Voice, D: Momentary, T: Individual

Determines if the target creature is aligned to the infernal realm, as a supernatural creature. Note that a demon may choose to hide its realm alignment, however other infernally aligned creatures may not possess this ability.

(Base 5, +2 Voice)

Reveal Alignment to the Magical

Intellego Vim 15, R: Voice, D: Momentary, T: Individual

Determines if the target creature is aligned to the Magic realm, as a supernatural creature.

(Base 5, +2 Voice)

Betraying Lament of the Infernal

Perdo Vim 15, R: Voice, D: Concentration, T: Individual

The targeted creature aligned to the Infernal realm experiences pain, but suffers no real damage. A Corpus or Animal casting requisite may be required depending on the targets current form.

(Base 4, +2 Voice, +1 Concentration)

See all the new spells for Ars Magica here.

Mentem Gestalts (part two)

From spell effects directly influencing combat (part one) now we move onto spells which are more like real gestalts.

Joining of Two Minds

Intellego Mentem / Creo 35, R: Touch, D: Concentration, T: Individual

More than just facilitating a two way conversation, this spell additionally links the thought processes, emotions, and the associated memories between the caster and the target. Each participant can see the deeper thoughts of the other, allowing a heightened awareness of personal perspectives and making subterfuge impossible.

(Base 20, +1 Touch, +1 Concentration, +1 two way communications with Creo sub-effect)

Joining of Many Minds

Intellego Mentem / Creo 45, R: Touch, D: Concentration, T: Group

This spell mentally links all people in the group facilitating rapid communication, thought processes, emotions, and the associated memories. Each participant can see the deeper thoughts of the others, allowing a heightened awareness of the other all perspectives and making subterfuge within the group impossible.

(Base 20, +1 Touch, +1 Concentration, +2 Group, +1 two way communications with Creo sub-effect)

All the new spells for Ars Magica can be found here.

Mentem Gestalts (part one)

These effects are based upon the premise that combative actions are partially instinctive and partially planned. As such an InMe effect which warns of hostile intent could allow the caster to better anticipate the actions of those around them.

It is basically scanning the minds of targets to gain advantage. These spells allow for a range so that the SG can decide, or an additional +1d3 might be added to the 1d10 rolls. In game these might be used by a magus to train the target as much as defeat them.

Precognition of the Magical Duelist

Intellego Mentem 30, R: Voice, D: Diameter, T: Individual

The caster instinctively understands the immediate tactics and intent of the target during a Certamen duel, granting them potential foresight into the targets actions. This grants a circumstantial Initiative and Defense bonus to the caster of +1 to +3, subject to the veracity of the information matches the targets actions and the degree of advance warning. It should be impossible for the target to catch the caster by surprise.

As normal, affecting another Magus with magic may be a breach of the Code, and caution is advised. The spell ignores thoughts and intent unrelated to Certamen, and has no capability to discern emotions or memories.

(Base 15 – akin to reading the surface thoughts, +2 Voice, +1 Diameter)

Precognition of the Masterful Duelist

Intellego Mentem 30, R: Voice, D: Diameter, T: Individual

The caster instinctively understands the immediate tactics and martial intent of the target, granting them potential foresight into the targets actions. This grants a circumstantial Initiative and Defense bonus to the caster of +1 to +3, subject to the veracity of the information matches the targets actions and the degree of advance warning. It should be impossible for the target to catch the caster by surprise.

The spell ignores thoughts and intent unrelated to hostile actions, and has no capability to discern emotions or memories.

(Base 15 – akin to reading the surface thoughts, +2 Voice, +1 Diameter)

Then created as sense to be used amid a battle or fray.

Precognition of the Alert Commander

Intellego Mentem 40, R: Personal, D: Sun, T: Hearing

The caster gains an additional magical sense so they instinctively understand the immediate tactics and martial intent of people encountered, granting them potential foresight into their actions. This grants a circumstantial Initiative and Defense bonus to the caster of +1 to +3, subject to the veracity of the information matches the targets actions and the degree of advance warning. It should be impossible for the target to catch the caster by surprise.

(Base 15, +2 Sun, +3 Hearing)

To what degree the bonus applies is the contentious point. I was thinking of a similar spell using both Cr and In amongst a group which allows for a “sixth sense” to others in terms of combat situational awareness.

All the new spells for Ars Magica can be found here.

Spells for Perceiving People as Music

Adding new supernatural senses through hermetic magic is not low level, and is also often very effective. Spell effects have to be specific and purposeful. Here are two spells which perceive dead and then living humans as musical tones and notes.

Music for the Earthly Remains

Intellego Corpus / Terram 25, R: Personal, D: Concentration, T: Hearing

Caster gains an additional hearing sense for dead humans and is able to hear when they are close by through musical notes and chords. The corpses appear to speak and sing to the caster, with their style and manner reflecting the casters sigil.

(Base 4 for general information about a body, +1 Concentration, +3 Hearing, +1 hearing through solid earth)

Music for the Sneaking Assassin

Intellego Corpus 25, R: Personal, D: Sun, T: Hearing

Caster gains an additional magical sense for living humans, and is able to hear their presence when they are close by through musical notes and chords. Targets appear to speak and sing to the caster, with their style and manner reflecting the casters sigil.

(Base 4 for general information about a body, +2 Sun, +3 Hearing)

Animal Communications spells

An odd scenario I read in another pbp rpg game gave me the idea to write up these animal based spells for Ars Magica. Sometimes making a beast understand that you mean no harm, understanding it’s mood might be valuable.

There are two styles of spell effect, and two versions of each. The first intended for use with an Intangible Tunnel and the second with the arcane connection factored into the spell. I also chose to create the lower versions with a range of Voice, as touching animals might still be very difficult for a magus due to the negative effects of the gift. The difference in level really highlights why Intangible Tunnels are so darn powerful.

Speak to the Beast at Hand

Creo Animal 10, R: Voice, D: Concentration, T: Individual

Allows the caster to speak directly inside an animal’s mind.

(Base 3 (see Mentem), +2 Voice, +1 Conc)

Speak to the Distant Beast

Creo Animal 20, R: Arcane Connection, D: Concentration, T: Individual

Allows the caster to speak directly inside an animal’s mind.

(Base 3 (see Mentem), +4 Arcane Connection, +1 Conc)

Intent of the Beast at Hand

Intellego Animal 25, R: Voice, D: Concentration, T: Individual

Allows a magus to read the surface thoughts of an animal they have an arcane connection to.

(Base 10, +2 Voice, +1 Conc)

Intent of the Distant Beast

Intellego Animal 35, R: Arcane Connection, D: Concentration, T: Individual

Allows a magus to read the surface thoughts of an animal they have an arcane connection to.

(Base 10, +4 Arc Connection, +1 Conc)

For many more new Ars Magica spells see the quickly growing grimoire.

Necromancy spells, part 9

The run of new and tailored spells for Ars Magica themed for necromancy will probably cease playing though my mind soon, till then here are five more new spells. These are not directly necromantic, but were dreamed up with a necromancer in mind. Not all effects have to be about making skin and bone move unnaturally (fortunately).

Sight of the Pallbearer

Intellego Terram / Herbam 20, R: Personal, D: Concentration, T: Vision

This spell allows the caster’s vision to be unaffected by Terram and Herbam material. The caster can see through ten cubic paces of soil, a cubic pace of stone, and a few inches of wood or other Herbam material. The material appears translucent and almost completely transparent.

(Base 2, +1 Conc, +4 Vision, +1 Herbam)

Then same desire using a different method. With a level 20 version and a level 5 version, it’s an easy choice unless the Magi’s arts are particularly specialised.

Invisible Earth

Perdo Imagonem 5, R: Touch, D: Concentration, T: Part

This spell renders an a volume of earth or stone invisible, allowing the what is beneath, inside, or behind the affected material to be viewed. Up to 10 cubic paces of material can be affected with each casting, and the caster can choose the shape and orientation if the affected mass.

(Base 1, +1 Touch, +1 Conc, +1 Part, +1 flexibility in shape and material)

And now some creepy spells using corpses and the dead as material, to exploit a focus in Necromancy.

Wall of Desecrated Dead

Creo Corpus 40, R: Voice, D: Sun, T: Group

This spell creates a large wall-like barricade made from 100 large human bodies, which are bound around each other to form a solid obstruction. The caster can choose the position and size of the wall.

(Base 5, +2 Voice, +2 Sun, +2 Group, +1 Size)

The Danse Macabre

Rego Corpus 20, R: Voice, D: Momentary, T: Group

This spell gathers all the non-living human remains (equivalent mass of 10 large human bodies) from around the caster and places it at a location chosen within the spells range.

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

Order According to Owner

Intellego Corpus / Rego 20, R: Voice, D: Momentary, T: Group

This spell separates a mass of human remains so that the parts of each individual are unmixed from the other.

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

Find all my new Ars Magica Necromancy spells by using the Necromancy tag.

And here are some useful resources from around the internet: Project Redcap’s Corporeal Necromancer TemplateRPG Net on Necromancers, The Ancient Magic fro Ars Magica book, and a bit on the TV Tropes. These and other spells can be found in the now darn large list of custom and new Ars Magica spells. Now 400 new spells!