Spells to Observe Through Fire

A few spells akin to Eyes of the Flame (InIg35, ArM p.141) which enhance the range of observation a Magus can perform, and also demonstrate a fair use for the Faerie Duration: Fire. When writing these spells I found the Fire duration limiting and overtly expensive in tersm of how many levels it adds to spells. It really should not be a +3 Magnitude adjustment given how limited the mechanics of its use are, and how rarely it is used in-play.

Ears of the Flame

Intellego Ignem 35, R: Arcane, D: Concentration, T: Individual

Lets you hear a fire and anything within its radius of heat and light up to the size of a large campfire which you have an Arcane Connection to.

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

And then,

Ears of the Faerie Flame

Intellego Ignem 45, R: Arcane, D: Fire, T: Individual, Faerie

Lets you hear a fire up to the size of a large campfire within its radius of heat and light which you have an Arcane Connection to, while it still burns.

(Base 10, +4 Arc, +3 Fire)

Then two variants designed for use with an Intangible Tunnel which makes the spell far lower level.

Eavesdrop by the Fire

Intellego Ignem 25, R: Touch, D: Concentration, T: Individual

Lets you see and hear a fire up to the size of a large campfire within its radius of heat and light which you can touch. The intention is to combine this spell with an Intangible Tunnel to a particular fire.

(Base 10, +1 Touch, +1 Conc, +1 additional sense)

Eavesdrop by the Faerie Fire

Intellego Ignem 35, R: Touch, D: Fire, T: Individual, Faerie

Lets you see and hear a fire up to the size of a large campfire within its radius of heat and light which you can touch. The intention is to combine this spell with an Intangible Tunnel to a particular fire.

(Base 10, +1 Touch, +3 Fire, +1 additional sense)

Over 650+ new spells for Ars Magica can be found here.

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Lost Spells (part 13) Understand how something was made

A quick spell to allow the caster to understand how a complex item was crafted. I feel the base level could have been lower, 10 instead of 15 and still impart the same information – however I wanted to ensure that overly complex crafted items were supported. I also wanted the casting requisites included so that it is clear the spell can be used on any crafted item.

The Craftsman’s Eye

Intellego Terram 25, R: Touch, D: Concentration, T: Individual

Tells the caster how a complex object was physically crafted or repaired. The spell has no effect for an object which was not crafted, and gives no hint as to purpose, creator; and grants no information about secondary damage. More complex crafting processes require extended concentration time. Casting requisites apply for non-Terram components or items.

(Base 15, +1 Touch, +1 Concentration)

Perhaps the spell might be used to gain a circumstantial bonus to craft similar items with Rego crafting magic. E.g. Caster spends time inspecting a normal sword, and gains a minor bonus to their Finesse check, as they now understand some parts of the process.

Over 650+ new spells for Ars Magica can be found here, and posted as part of a spell-a-day in November.

Lost Spells (part 12) Watching Aging

Viewing a person’s potential likeness from an Arcane Connection is canonical (The Whole From the Part, InCo2, HoH:TL p72), so viewing a bodies likeness at a different age is likewise possible.

View the Juggernaut’s Trail

Intellego Corpus 15, R: Touch, D: Concentration, T: Individual

Touching a person or corpse, you see a rapid sequence of images showing how they might look in each year of their life and their potential appearance as they continue to age. As the spell cannot view the past or future it will instead extrapolate from the target’s current body.

(Base 5, +1 Touch, +1 Concentration)

Over 650+ new spells for Ars Magica can be found here.

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.

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.