Spell to regrow an animal limb

A quick variant on an Ars Magica base effect, to restore the injured limb to a beast. I drafted a version for humans a while ago, and thought an animal equivalent is fair.

Regrow the Misplaced Limb for Beasts

Creo Animal 30, R: Touch, D: Momentary, T: Individual, Ritual

This spell allows the target to regenerate a lost segment of their body. The spell can restore a single missing aspect of the targets body, be that a limb, hand, nose,  or whatever.

(Base 25, +1 Touch, Ritual)

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

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Spell for restoring a missing body part

A core rulebook spell in Ars Magica is The Severed Limb Made Whole which allows a limb to be reattached, but it cannot assist if the limb has been lost. The spell below addresses the times when the part of the target is missing and will need to be regrown.

Regrow the Misplaced Limb

Creo Corpus 30, R: Touch, D: Momentary, T: Individual, Ritual

This spell allows the target to regenerate a lost segment of their body. The spell can restore a single missing aspect of the targets body, be that a limb, hand, nose,  or whatever.

(Base 25, +1 Touch, Ritual)

Aside – I imagine this spell would be a must have for games inspired from GRRM’s A Song of Ice and Fire or Star Wars as both those stories have character with missing limbs all over the place. You’d think there was a secondary market.

As far as complexity is concerned it seems as difficult to heal a major wound as it would be to reattach a limb, so the base of the spell is the same as SLMW. And nice for a change to write a quick and useful effect which doesn’t need a lot of interpretation of the spell guidelines.

The Severed Limb Made Whole is an odd spell as it contains a negative complexity modifier; which is exceedingly rare in Ars Magica. Generally that is not done at all, and I’ve no idea why a core spell would do that unless it was to keep it in line with a version from a previous edition.

This and over 300 other new spells for Ars Magica can be found here.

Necromancy spells, part 8

A quasi-necromantic idea is to use dead body parts as a form of substitution for lost limbs, as it is a popular fantasy trope.  Many stories have similar myths, the one I like best is the Hand and Eye of Vecna from classic D&D.

Interestingly doing this in Ars Magica is not hard and might be achieve in a few ways depending on what the player wants. It is also probably better performed as an enchanted device.

Sensations of a New Hand

Intellego Imagonem 4, R: Touch, D: Concentration, T: Touch

This effect transfers the tactile stimulus experienced by the object touched (a replacement hand) to the caster; adding an additional source for tactile sensation. In effect the caster feels what the object would feel.

(Base 1 to use touch at a distance, +1 Touch, +1 Conc, +1 Touch sense)

Sensations of a New Eye

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

This effect transfers the visual point of reference experienced by the object touched (a replacement eye) to the caster. In effect the caster can see magically from the eyeball, which is typically placed within an empty socket.

(Base 1 to use sight at a distance, +1 Touch, +1 Conc, +4 Vision sense)

The Obedient Hand

Rego Corpus / Intellego 20, R: Touch, D: Concentration, T: Individual

This spell allows a severed hand to be held against the stump and animated that hand as if it were a normal complete limb. The Intellego requisite allows the hand to respond in an intuitive manner to the needs of the body it is attached to.

(Base 4, +1 Touch, +1 Conc, +1 fine control, +1 Intellego)

I also started thinking how a Magus in Ars Magica might use a Rego spell and an illusion to replace their lost hand if healing spells were not their strength and necromancy was distasteful. The spell could be used for replacing any limb, or as an additional limb.

The Unseen Replacement Limb

Rego Terram 15, R: Voice, D: Concentration, T: Individual

This spell can manipulate objects at the caster’s desire, acting as a replacement or additional limb. The new limb has enough strength to pull against a resisting force or other object, with an equivalent strength of +0. The spell’s range allows for distant objects to be picked up and brought to the caster.

(Base 2, +2 Voice, +1 Conc, +1 additional strength, +1 living and non-living objects)

The Phantom Limb

Creo Imagonem 5, R: Touch, D: Concentration, T: Individual

This spell creates an illusion of a hand in the correct position for the target that moves appropriately for their actions.

(Base 1 for visual illusion, +1 Touch, +1 Conc, +1 for a moving illusion, +1 as directed by caster)

Each of the effects above are using Duration Concentration as the intent is to enchant a device to cast the spells and maintain concentration, or be a constant effect.

It is possible that a person could replace all their limbs with variations on these spells, or perhaps make a more complex variation which animated a group of arms and legs in one spell. The complexity (assuming it is +2 Group modifier from the hand animation spell above) becomes the same difficulty as animating a full corpse; which makes sense.

Enchanted Device – The NeverLost Hand

This enchanted device is designed to create the sense feeling and touch, which induces a deep sense of connection to the hand over time. The effect is cast by the hand onto the target who then feels that any movement made by the hand is as real as their own. In effect this makes the target feel as the hand would.

Spell: The Obedient Hand (above) modified as a constant effect (Ars Magica p.99), which alters the spell to ReCo/In 29 in the enchanted device.

Spell: Sensations of a New Hand (above) modified as a constant effect, which alters the spell to InIm8 in the enchanted device.

It is also possible that the enchanted device which holds these powers could be made to touch the objects to affect them rather than invested in the limb itself. It would not alter the spell designs, and would also allow the powers to be used on a variety of limbs or eyes, etc.

And lastly an unrelated effect to destroy an animal corpse.

Dust the Shambling Hound

Perdo Animal 15, R: Voice, T: Individual

This spell destroys an animal corpse, affects up to size +1 corpses which are not controlled by an independent spirit.

(Base 5, +2 Voice)

Find these and many more new spells for Ars Magica in my grimoire.