A simple wizards dwelling

The canonical Creo Terram spell for creating a covenant’s tower is excellent, however it is also expensive in vis in the caster only wishes a smaller dwelling. This is a version which creates a simpler and smaller keep.

Conjuring the Magi’s Home

Creo Terram 20, R: Touch, D: Mom, T: Individual, Ritual

A simplification on  the Conjuring the Mystic Tower to create a modest keep with ample space as a home and laboratory. The keep has a battlement on top, three generously proportioned levels above ground, adjoining stairs, and a small cellar in the foundations below.

The spell provides 100 cubic paces of stone, which allows for walls 6 inches to one foot thick, stairwells, multiple rooms for a solar and servants, corridors, and a standard sized Magi’s lab on the upper floor. The complexity modifier allows for the structure to be a single piece of stone with shutters, doors and such built in. When small parts are needed they are created within the single piece using thin stone slivers.

(Base 3 to create stone, +1 Touch, +2 size, +2 complex design, ritual)

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

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Keep only 10 RPG books

Distractingly good blog questions: If you could only keep ten of your printed RPG books, which would you pick? Well darn it, that is hard.

Not so much picking 10 systems, that is easy. But 10 books is hard. Consider too that I’d also say none, as I am getting happier every season with using digital versions of RPG books.

I feel like the guys in the film High Fidelity – top 10 songs to ……

  1. Ars 5e core book.
  2. DeathWatch core book.
  3. An ArM5e source book, but I cannot choose which as yet. Probably the Bestiary.
  4. Ars 4e Grimoire, as it contains a stack of stuff that was great for its time, but failing that then probably the Ars 4e core book.
  5. DnD 4e DMG. To be frank I think I’ll be able to buy a copy of any edition cheaply, so keeping a 3.x or any of the expansion books is probably a waste.
  6. DnD 4e PHB.
  7. Shadowrun core book. I have an edition from the late 90s and am keeping it for the flavour.
  8. Cthulhu core rules.
  9. GURPS core rules (I don’t care what edition).
  10. Rifts core rules. Many folks hate Rifts, and in some part I understand that the system is a bit janky. That said it contains as much lore and fluff to make 10 great games in every book.

Vampire core rules almost made it except it would have been only because of the fun history, not the actual value of the system. Heroes Unlimited is darn good too, but there are many hero systems out there that can compete. I have an old Earthdawn copy somewhere, and a copy of Rus too – both read but never played.

via Untimately: Only Ten.