spells Investigating Auras, 30 Days of Magic

Writing these spells out longform as I keep needing them in games and have been wanting to add these to the spell library for a long time. For the purposes of the 30 Days of magic its a bit of a cheat.

The core rules has a spell to identify if the caster is within a Magical aura (called Sense of Magical Power (InVi2) Ars p.157) and spells to help determine the strength of a Divine aura (called Sense the Weight of the Divine Power (InVi3) MoH p.102) then a magus then needs more.

Sense of Divine Power

Intellego Vim 2, R: Touch, D: Momentary, T: Individual

Caster knows if they are within a Divine aura.

(Base 1 for a magical aura, +1 Touch)

Sense of Faerie Power

Intellego Vim 2, R: Touch, D: Momentary, T: Individual

Caster knows if they are within a Faerie aura.

(Base 1 for a magical aura, +1 Touch)

Sense of Infernal Power

Intellego Vim 2, R: Touch, D: Momentary, T: Individual

Caster knows if they are within a Infernal aura.

(Base 1 for a magical aura, +1 Touch)

… and then…

Sense the Weight of the Faerie Power

Intellego Vim 3, R: Touch, D: Momentary, T: Individual

Caster knows the strength of the current Faerie aura.

(Base 2 for a magical aura, +1 Touch)

Sense the Weight of the Infernal Power

Intellego Vim 3, R: Touch, D: Momentary, T: Individual

Caster knows the strength of the current Infernal aura.

(Base 2 for a magical aura, +1 Touch)

Sense the Weight of the Magical Power

Intellego Vim 3, R: Touch, D: Momentary, T: Individual

Caster knows the strength of the current Magical aura.

(Base 2 for a magical aura, +1 Touch)

I think having a magus cast several spells to identify their auras isn’t overly interesting storytelling, but the InVi guidelines from Ars p.158 are clear; Garrumph.

Find hundreds of other new spells for Ars Magica on my New Spells page.

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Spell discussion: Sense the Feet that Tread the Earth, 30 Days of Magic

Now that I look at it “Sense the Feet that Tread the Earth” (InTe30, from Ars core rulebook p.154 – aka StFtTtE) is an interesting spell because it does not require an arcane connection and can grant information that would be otherwise very difficult to determine.

Within the spell design are three factors worth noting; (a) the InTe Base 4 which “sees” an object and immediately around it, (b) that the object touched can perceive without using requisites, and (c) the StFtTtE spell views a 1 mile radius around the object. It might also be argued that this spell is also not directly scrying, but is certainly indirect scrying – so should have some breadth for compassion in the in-game lore which strongly inhibits Magi scrying on one another.

The first factor has an interesting range to figure out – the base for InTe4 for earth is 10 cubic paces (Ars p.152), however this spell then adds +3 mags to expand the area of effect 100x times to a 1 mile radius. Logically then a base radius is a 100th of that, equivalent to 5.3 feet – so call it roughly 5 feet radius around the targeted point.

The second note on removing material requisites is due to the InTe note ” Intellego Terram spell levels are not affected by the material of the thing affected.” That is a very powerful hook to use in creating variations of this style of scrying.

To further clarify the spell a little, I suggest that StFtTtE cannot detect items which are not walking primarily upon the earth, not moving, and the information sought by the spell must be narrow in nature. i.e. The spell must answer a specific question. Just as “who is walking in the area?” is asked by StFtTtE. This would mean that StFtTtE has no ability to see what people are doing indoors, and also not perceive things that are not moving. Separate spells are needed for different types of information.

Lastly this highlights that other Forms could have similar effects, like this version for ice and snow written in late 2017, which uses the lower base MuAq3. Here are x5 more variations to be included in the 30 Days of Magic.

Sense the Vessels that Skim the Seas

Intellego Aquam 30, R: Touch, D: Concentration, T: Part

The caster gains abstract knowledge of all objects upon the surface of a body of water for 10 miles around them, allowing them to see objects such as boats, swimmers, or even wreckage in a manner identical to Sense the Feet that Tread the Earth.

(Base 3, +1 Touch, +1 Concentration, +1 Part, +4 Size)

Sense the Immediate Malign Steps

Intellego Terram 20, R: Touch, D: Concentration, T: Part

The caster gains abstract knowledge of what is moving upon the surface of the earth around them up to approximately 50 feet radius, in a manner identical to Sense the Feet that Tread the Earth.

(Base 4, +1 Touch, +1 Concentration, +1 Part, +1 Size)

Sense the Pathway that Twists through the Forest

Intellego Terram 35, R: Touch, D: Concentration, T: Part

The caster gains abstract knowledge of the layout and formations of trees and plants for 10 miles around them, allowing them to see pathways and groves in a manner identical to Sense the Feet that Tread the Earth.

(Base 4, +1 Touch, +1 Concentration, +1 Part, +4 Size)

It is also plausible to sense inside the earth or water as readily as what is upon the earth. For that kind of spell the area of effect returns to a more traditional scaling up of volumes, and quickly demonstrates how restricted those spells are at low level.

Sense the Denizens that Swim the Deep

Intellego Aquam 25, R: Touch, D: Concentration, T: Part

The caster gains abstract knowledge of all objects within an area of up to 235,000 cubic feet in size within a body of water (a cube 62 feet to a side), allowing them to see any moving creatures or objects in a manner identical to Sense the Feet that Tread the Earth.

(Base 3, +1 Touch, +1 Concentration, +1 Part, +3 Size)

Sense the Hollows that Confound the Earth

Intellego Terram 35, R: Touch, D: Concentration, T: Part

The caster gains abstract knowledge of the layout and formations within the earth equal to 100,000 cubic paces (or a cube 46 paces to a side), allowing them to see hollows, tunnels and routes in a manner identical to Sense the Feet that Tread the Earth.

(Base 4, +1 Touch, +1 Concentration, +1 Part, +4 Size)

Adding +3 extra magnitudes to these spells makes them more useful for scanning through mountains and oceans, however it makes their spell level very high:

  • InAq25 becomes InAq40 – allowing 235 million feet, or a cube 620 feet per side
  • InTe35 becomes InTe 50 – 100 million cubic yards, or a cube 460 paces per side.

These spells are part of the free new spells compendium for Ars Magica.

Lost Spells (part 15) to destroy vis

More lost spells from sources around the web which are updated for 5e Ars Magica. This spell destroys pawns of vis. I have to ask why a caster would do this (demonically tainted vis perhaps?), however it seems a legitimate use for Perdo Vim.

Burning Vis

Perdo Vim General, R: Voice, D: Momentary, T: Individual

Up to 1 pawn of Vis per 5 levels of this spell are destroyed.

(Base General, +2 Voice)

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

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 terms 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.

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.