Enchanted Device: Paper Armour (stolen)

A neat idea lifted from Sea of Stars is a Paper Charm that gives the target better armour (that’s armor for you North American folks) by Sean Holland. In the example the AC is improved moderately, which implies the effect is overall shielding the target from harm; a form of damage reduction in non-DND speak.

The priestess walked slowly down the line of nervous villagers, each clutching a simple tool that they hoped to use as an effective weapon. Stopping in front of each, she placed a charm against each villagers chest and in a second, they were clad in white paper armor.  While the protection the charms gave was limited, it gave the villagers hope that they would be able to stand against those who would harm their homes and families.

These paper charm are marked with the symbols for protection and safety.  When the command words (or prayers) are spoken and the charm is placed on a person, it unfolds into a suit of paper armor to protect them for a short time.

The armor has no weight and causes no penalties, it lasts for three hours and then dissolves into a handful of shredded paper.

Here is the same effect written up as a device with charges (in effect a temporary magic device) for Ars Magica. Paper warrior from Kubo and the Two Strings
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Strange item – Wand of Cleaning

Inspired from a strange Atlas Games Ars Magica forum post, here is a Wand of Steam cleaning. Breakdown was:

  • CrAu base of 5 for slightly unnatural effect.
  • Rego sub-effect for the removal.
  • +1 Touch, Mom, Ind,
  • maybe +1 mag for the cleaning of an entire unspecified thing
  • Also requires a finesse check to use, botches might wreck the material.
  • It might also scold but do no real damage (perhaps +0 damage roll).

Wand of Steam Cleaning – (CrAu/Re25) a hardwood wand twisted by the warping effects of water and time, which is enchanted to activate when run across a targeted person or item of clothing.

Steamed to Perfection

Creo Auram / Rego 15, R: Touch, D: Momentary, T: Individual

The targeted item is steamed in a particular manner which removes all the dirt and muck from the item. Metals are cleaned and materials freshened. A Finesse check of 6+ is required to ensure the steaming is effective, and botched may indicate the damage. If used against a living target the steam inflicts +0 damage. The caster is protected from damage by the rego requisite.

(Base 5, +1 Touch, +1 for complex motion)

(As an enchanted wand: +10 unlimited uses)

Find the other enchanted devices for Ars.

More spells and items for lab improvement, p4

For November 2017 Ars Magica writing challenge – I’m doing one spell a day.

Warmth of the Cozy Solar

Creo Ignem 15, R: Touch, D: Concentration, T: Room

This room is provided a pleasant heat, granting the Superior Heating attribute to a lab (Cov p.114).

(Base 2 for warm to touch, +1 Touch, +2 Concentration, +2 Room)

Device effect total 14 (+1 for 2 Uses/day, +3 trigger: sunrise/sunset)

This spell is part of the free new spells compendium for Ars Magica.

More spells and items for lab improvement, p3

For November 2017 Ars Magica writing challenge – I’m doing one spell a day.

Touch of Daylight 

Creo Ignem 10, R: Touch, D: Concentration, T: Individual

The object touched shines like the sun on a cloudy day. If used often within a lab it grants the Superior Lighting attribute (Cov p.114) without the upkeep cost

(Base 4 for light of a cloudy day, +1 Touch, +1 Conc)

Device effect total 20 (+5 Device maintains concentration, +5 for 24 uses per day)

This spell is part of the free new spells compendium for Ars Magica.

More spells and items for lab improvement, p2

For November 2017 Ars Magica writing challenge – I’m doing one spell a day.

Insulation for the Dedicated Halls

Perdo Imagonem 25, R: Touch, D: Sun, T: Structure

This effect stops any sounds from entering or leaving the structure, granting the “Well Insulated” lab virtue (+1 Safety, +1 Aesthetics).

(Base 3 to remove sound, +1 Touch, +2 Sun, +3 Structure)

Device effect total 29 (2 uses per day +1, environmental trigger +3 = constant)

This spell is part of the free new spells compendium for Ars Magica.

More spells and items for lab improvement, p1

For November 2017 Ars Magica writing challenge – I’m doing one spell a day. This set of posts are spells and items for comforts in a magi’s lab which expand on lab protections a few years ago and illusions in last year’s post.

Insulation for the Dedicated Solar

Perdo Imagonem 20, R: Touch, D: Sun, T: Room

This effect stops any sounds from entering or leaving the room, granting the “Well Insulated” lab virtue (+1 Safety, +1 Aesthetics).

(Base 3 to remove sound, +1 Touch, +2 Sun, +2 Room)

Device effect total 24 (2 uses per day +1, environmental trigger +3 = constant)

This spell is part of the free new spells compendium for Ars Magica.

Fantasy Runeblade built for Ars Magica

“The runeblade is an extension of your being. A death knight cannot battle without a runeblade.”

– Instructor Razuvious

Q. What would a runeblade be like if made using Ars Magica mechanics?

A. Incredibly nasty, especially if used against mundanes. As an-ex Wow’er this post has been a long time coming and I’ve enjoyed throwing all sorts of power descriptions below, and seeing which ones suit it best. For the purposes of this post the powers have been created using the Hermetic magic rules, while in-game an infernal equivalent is very reasonable. WoW and Ars Magica deal with

Runeblades are usually swords inscribed with magical or demonic runes that grant certain powers to the wielder. All high-ranking death knights wield their own personal, named runeblade, called vampiric runeblades. However, runeblades are not unique to the Scourge. Although Frostmourne was undoubtedly the most prominent runeblade in existence, there are quite a few additional ones.

– Wowikia

In game mechanically there is a magic resistance (MR) consideration for the invested powers which alter the runeblades but to not affect anyone hit with it; normally these would also be resisted by MR which in turn mean the weapon would be useless against any creature or person with MR. In my opinion and frequent house-rule is the non-material powers do not get stopped by MR. Likewise a power can be resisted and the physical sword blade can still hurt the opponent. The supernatural effect is resisted, but the steel is not. This is so that magical weapons do not need to be over engineered for the game and interactions with MR are simpler. YSMV.

Some sample powers might be:

Arcane Link – 1x pawn vis, as the runeblade is a fixed arcane connection to the owner.

Cause Fatigue – PeIg 38, (Base 4, +1 Touch, +1 Animal targets, +5 for 24 uses per day, +20 for Penetration +40, +3 specific owner only), if being held by the owner the next creature struck suffers a Fatigue level of exhaustion.

Dance and Float – ReTe28, (Base 4, +1 Concentration, +2 extra strength to stay in place, +5 device maintains concentration, +5 for 24 uses per day, +3 specific owner only), the sword may be commanded to float and dance in place, and cannot be moved by anyone else.

Dark Whispers – CrMe 43, (Base 3, +4 Arcane, +3 Moon, +5 for 24 uses per day, +5 for +10 penetration, +3 cannot affect owner), after touching blood the sword will whisper to the target who hears an eerie and disturbing voice in their mind speaking of their downfall or death.

Destruction of Men and Beasts – PeCo45, (Base 15, +1 Touch, +1 Animal targets, +10 unlimited uses, +10 for Penetration +20, +3 cannot affect the owner), inflicts a heavy wound on any human touched by the blade. This power may be resisted by powerful opponents, however it is designed to be devistating to lesser creatures.

Encase in Ice – CrAq30, (Base 3, +1 Touch, +1 Diameter, +5 for 24 uses per day, +17 for Penetration +34, +3 specific owner only), the next target touched with the blade is encased in ice, likely stopping all movement and soon to suffocate. Creature up to size +1 can be encased.

Eerie Light – CrIg17, (Base 3, +14 Constant effect), the blade always glows with an eerie blue and white light akin to torchlight.

Indestructible – MuTe24, (Base 4, +2 metal, +14 Constant effect), the blade is all but indestructible.

Wracking Pain – PeCo40, (Base 4, +1 Touch, +2 Sun, +3 specific user not affected, +10 unlimited uses, +17 for +34 Penetration), if touched by anyone except the owner the power inflicts pain upon them until the next sunrise or sunset.