Crazy magic item – Hat of Many Eyes by d20monkey

I regularly enjoy d20MOnkey and this week there is a cartoon about starting up a tabletop session. Props and hats galore. As tribute to that webcomic I present the Hat of Many Eyes.

D20monkey’s great image for the hat of many eyesHat of Many Eyes – a tall bulbous brown leather hat (or is that fur, or both? yuk) which has been “treated” with ointments and solutions to retain peak moistness, elasticity, and shape of whatever foul creature was used to craft it. The hat is covered in palm sized green eyes with yellow highlights, which periodically blink and weep. The hat appears altogether unnatural and disturbing.

When activated the wearer may concentrate to shift their perspective to any direction around them. Inside the rim of the hat is a clear glass lense set in a silver frame, which grants a lab bonus of +5.

Intellego Imaginem 16 (Base 1, +1 Touch, +2 Sun, +3 Special Range (based upon Room +1 as used in Sight as through a Plethron Distant from MoH p.101))(+1 levels for 2 uses per day)

This could also be made as a small clear glass lense worn as jewelry or a nick nack if the hat is just too repulsive/silly, “Charm of the Watchful Parent”. Enjoy you day folks.

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Spear of Tempered Ice, a lesser enchanted device

This lesser device was designed to be a limited use and limited lifespan weapon against creatures with magical resistance.

Backstory – Crafted by the ice wizard Agnarr in preparation for returning to a dangerous and desolate locale where he previously fled a linorm wyrm. Agnarr expects that the staff will assist but not guarantee his future safety.

This hardwood staff has been carved with graceful arcs, circles, and scroll-work along its length, then stained and sealed with a black resin. The style was chosen as a nod of respect to the wind wizards in the arctic north who helped save him and his companions.

It makes use of the limited lifespan rules in Ars Magica device enchantment to provide an enchanted item within a single season, otherwise Agnarr could not craft the device in one season. After seeing how handy the boost is for characters enchanting a device, the 70 year limit isn’t really a limit in most sagas, as 70 years is a darn long time in game years.

The basic effect is an improved Dagger of Ice (HoH:S) spell which hurls the ice projectile far more quickly.

Effect: Spear of Tempered Ice (CrAq/Re 46)

Creo Aquam / Rego 20, R: Voice, D: Momentary, T: Individual

As per “Dagger of Ice” (HoH:S p35) altered to be sharper and stronger, inflicting +15 damage.

(Base 3, +2 Voice, +1 Rego requisite, +2 enhanced damage)

Device mods: +5 for 24 uses a day, 70 year lifespan from first use, +21 Pen grants +42 vs MR

A simple enchanted device – Daylight Lantern

The Daylight Lantern is a simple magic item which mimics the abilities of a standard lantern, created as a lesser enchanted device for an Ars Magica covenant.

Now assuming that the creator of this didn’t want to take the easy way out, and just use a Circle spell to make an indefinite small light – I’d almost always opt for the simple ring/circle spell.

Daylight Lantern – a lantern crafted from steel, inset with a ceramic core. The lantern may be turned on and off by command word, and also by turning the lid clockwise and counter-clockwise. It provides a bright soft light equivalent to daylight which shines all around.

Shine as the Day – CrIg 18 (Base 4 for light of a cloudy day, +1 Touch, +1 Conc), 6 uses per day +3, device maintains concentration +5.

Created with Shape and Material bonus of a lamp (+7 to produce light). If being reproduced from a labtext the lantern could be created by junior wizards or perhaps an apprentice. 

Items and spells of Wind and Water for Covenants

An ice and winter themed wizard I’m writing will be joining a newly founded covenant soon, so I’m pondering how he might contribute toward the covenant’s establishment, development, and well-being. He already has spells which might be handy to defend against mundane attackers, so in this blog post I am thinking more utility effects.

Some of these spell effects make more sense when invested into items, and despite being forewarned by the theme of the game my Magus is currently ill equipped for starting a hidden or independent covenant.

…Hmm, and that is also kind of the point of the game to me – having a character who is great at setting up a remote covenant would be tricking the meta-game and just be a call to the GM to raise the difficulty level higher.

These spells and item are part of my brainstorming for ways to assist.

Hidden Hypocaust – (CrIg 24) is a charm placed at a central location within the main structure which warms the structure. This enhances the living conditions for the inhabitants due to the warmth provided; grants the Magical Heating – Superior Heating lab virtue. The charm has been crafted with many variations in shape, popular recently is investment in decorative items such as mirrors and tapestries as they are wall mounted.

A Pleasantly Warmed Tower

Creo Ignem 20, R: Touch, D: Sun, T: Individual

The floors, walls and ceilings of the targeted structure are warmed to the touch, providing a pleasant environment.

(Base 2, +1 Touch, +2 Sun, +3 size)

As an item add (+3 environmental trigger for sunrise and sunset, +1 for two uses per day) although not designed as a constant item so it can be moved to different building if required. 

Note: There has been a lot of discussion on using back to back Sun duration vs Constant effects on the Ars Magica forums and my 2c is that both options are fine; it is the designers intent which determines how the item works. Given that the alternative is for the device to be D: Conc with +5 Maintain Conc – thus requiring somebody to trigger it – its almost moot.

And as a spell for a single room lab…

A Pleasantly Warmed Sancta

Creo Ignem 15, R: Touch, D: Sun, T: Individual

The floors, walls and ceilings of the room touched are warmed to the touch, providing a pleasant environment.

(Base 2, +1 Touch, +2 Sun, +2 size)

Another side affect of living in colder climates is the freezing affect on books. This spell could be used as is as an enchantment for a travelling trunk, or used in a lab.

Librarians Dehumidifier – (PeAu21) a small brass sigil in the shape of a fire inset with a book, which when placed upon a wall or inside a container will dehumidify the contained space.

Dry the Damp Storeroom

Perdo Auram 15, R: Touch, D: Concentration, T: Room

Reduces the ambient humidity in the chamber to be dry, making it a useful effect for libraries and potentially healthier for inhabitants.

(Base 4, +1 Touch, +1 Concentration, +2 Room)

As an item add (+5 device maintains concentration, +1 for two uses per day).

The Protective Weathervane – An oak and iron eagle with platinum and agate highlights designed to be set atop a tall building so it can “see” the surrounding weather. The weathervane is very high quality workmanship and is made up of many interconnected parts, some enchanted. The parts are Head, Wings, Tail, Body, and Whistle; with the head and wings currently enchanted.

These item effects are intended to be combined into a multi-part item to assist a covenant have healthier living conditions and better weather all year round. The intent is to use Creo Auram to push the poor or hazardous weather away from the covenant, so it appears that only mild weather falls there. The Protective Weathervane device was made as several lesser items so that the overall crafting time avoided the seasons to open the device for enchantment and reduce vis costs.

Item: Wings of the Protective Weathervane (CrAu28), a set of iron and oak eagle wings, inset with platinum tips (oak +7 protection from storms, platinum +4 air), which are bolted together with the other weathervane parts. When triggered the conjured gale force wind blows the detected weather event away from the weathervane out to sea. The Wings have unlimited uses so that they may be triggered multiple times during severe weather, and activate any number of times each day.

Item: Head of the Protective Weathervane (In19), an eagle head shaped from oak and iron with agate (agate +3 air) eyes and a platinum beak (+4 air), which is bolted onto a weathervane. The constant effect can detect powerful weather and will trigger the other effects.

Item: Whistle of the Protective Weathervane, a thumb sized platinum and oak bird whistle which can be used to trigger each of the other powers. Although it is very high quality it is not enchanted yet.

Sweep Away the Wayward Stormclouds

Creo Auram 15, R: Sight, D: Diameter, T: Individual

This spell creates a single gale force wind high up in the air which blows in a direction the caster chooses. This is intended to push away other weather phenomenon within sight, but may have other uses.

(Base 3 “gale force”, +3 Sight, +1 Diameter)

As item add (+10 Unlimited uses, triggered by a high pitched whistle, or linked trigger +3 from the InAu spell below)

Sailor’s Blindingly Obvious Opinion

Intellego Auram 5, R: Sight, D: Momentary, T: Individual

Detects if the weather within sight which is stronger than mild wind or rain will approach the caster.

(Base 2 “detect one property of air”, +3 Sight)

As an item add (+14 constant)

Snow Shovel’s Touch – a reuseable rod of oak which transforms fallen snow, gathered ice, and frost, and then gathers it elsewhere as ice.

Lift the Blanket of Winter

Rego Aquam 20, R: Voice, D: Momentary, T: Special
The targeted snow, ice, and frost covering all materials in the target area is lifted away to a place the caster chooses, and converted to ice. A simple Finesse check of 6+ is required to lift the covering and place it elsewhere.

Regular timely use will assist plant survival and decrease maintenance needs on dwellings and pathways in wintertime. The spell affects a 5 pace radius surrounding the targeted point within range.

(Base 3, +2 Voice, +2 Special Area Target, +1 move away as directed)

As an item add (+10 unlimited uses)

 Note: this item could just as easily be Perdo Aquam, or even Muto/Rego Aquam – however that does not suit my ice wizard. This gives the covenant a little extra icy water.

Route the Turbulent River

Rego Aquam 25, R: Touch, D: Moon, T: Part

The targeted river is rerouted to a new pathway chosen by the caster for the duration of the spell. The caster may opt to shift all the river or a part to create a split path for the water. The affected water is also moved at a rapid speed to better create a permanent channel.

(Base 4, +1 Touch, +3 Moon, +1 Part)

The intent of the spell was to allow a new stream to be cut from an existing river, so that a covenant could gain a water supply. The spell might also be used to cutoff a water supply to a downstream village or flood through a village.

Fantasy tower in rain

Coin of the Wolf, a simple stolen enchanted device

From the excellent Ancient Vaults & Eldritch Secrets-An oldschool gaming blog, comes an interesting item which I decided to refit into Ars Magica.

The Coin of the Wolf – by Ancient Vaults (on May 10th 2017) writes the item as a D&D magical  item:

‘Are you going to lose that thing?’ Chalk asked Valance as the two adventurers strolled down the uneven cobblestones of Ird.

‘I intended to lose this coin and a few others if indeed Jarks is going into the deep woods in a few days,’ the priest of the Spider God said with a smile.

‘It isn’t like you to willingly lose, can’t you just drop it on his person?’ the wizard asked.

‘Too risky with all of his goons around, besides, spiders will lead us to the bodies to fetch the coins,’ Valance replied.

Chalk nodded as he saw a trio of chickens skitter nervously out of their path.

Forged by a dwarven forge-master at the request of a mischievous druid the Coin of the Wolf has lead to some interesting and sometimes unfortunate situations, almost all of which have been totally unexpected, except for that one strange fellow that defiantly carried one of these everywhere….

Benefit: This magical coin causes the one bearing it to give off the scent of an alpha wolf to all animals around. Domestic animals will panic when within 30′ of the bearer of the strange coin, attempting to flee whenever possible. Creatures of Animal to Semi- Intelligence (1-4) with 4HD or more that have aggressive natures will attack the one with the cursed coin 80% of the time. Even after getting rid of this dread item the effects last for one hour afterward.

For Ars magica it can be created as a basic MuIm device & effect.

Coin of the Wolf (Muto Imagonem 10, as CrIm base 1 to modify one sense, +1 Touch, +2 Sun, +1 moving image. Then device mods: +5 for 24x uses per day). Changes the target’s scent of an alpha male wolf. Device requires a pawn of vis to create.

The Crucible of Wonder, an enchanted device

Magi in Ars Magica have the potential to create wondrous magical items all around them, to better enhance their magic. Initially a player’s mind might go to items like a Wand of Fire, however the real power in Ars is the long game, and the lab is where the long game shines for a character. With that as a basis – here is the Crucible of Wonder, an enhancement to a lab which is also nominally a forge and workshop.

The Crucible of Wonder is a massive stone bowl, with a matching cap roughly over three paces in diameter and height. It is held in an insulated frame of stone and metal, to allow the materials to be poured, and the crucible to be moved safely.

Within the crucible are many enchantments detailed below (there are not specifically designed as lab enchanted devices from the Covenants source-book, but may be useful as such). A magical crucible does not need to do much more than heat something efficiently and well, so this item has three effects – to heat, to be unbreakable, and to be moved safely. None of these effects are terrifically high level, meaning that crafting a similar device is probably viable for a player-character wizard.


Firstly, the crucible is enchanted to resist damage and breakage, based upon the Hardness of Adamantine (MuTe25, HoH:S p.37) spell reworked with reduced power to protect stone instead of metal.

Unbreakable Vessel of Stone (MuTe 24)

Muto Terram 20, R: Personal, D: Sun, T: Individual

A stone object is instilled with supernatural strength and hardness, becoming essentially unbreakable.

(Base 4, +1 affect stone, +2 Sun, +1 size)

(Enchantment effect: Muto Terram 24 (Enchantment mods: Constant +3 Env trigger sunrise/set, +1 for 2 uses/day))

Written as a stand alone spell for use on other large stone objects this would be:

Hardness of Bedrock

Muto Terram 25, R: Touch, D: Sun, T: Individual

A stone object of up to ten cubic paces is instilled with supernatural strength and hardness, becoming essentially unbreakable for the duration.

(Base 4, +1 Touch, +1 affect stone, +2 Sun, +1 size)

Then, to ensure it can operate as intended in the lab efficiently, a heating enchantment is invested (CrIg/Re 30) on the inside of the crucible so it can be set to a temperature desired by the user, beyond the temperature to melt any metal.

Heat of the Conflagrant Forge (CrIg/Re 35)

Creo Ignem / Rego 25, R: Personal, D: Concentration, T: Individual

An area of the target up to three paces in each dimension can be set to a temperature chosen by the user, up to hot enough to melt any metal. Rego requisite is required to optionally keep the outside of the object cool while the inside is heated.

(Base 10 to melt lead, +1 increase heat to include melting any metals, +1 Conc, +1 size)

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

Lastly an effect to facilitate movement of the crucible. A buoyant bowl of molten metal isn’t a wise idea in a lab, so care is still needed (final effect as ReTe 19).

Pleasant Alleviation of the Weighty Burden

Rego Terram 10, R: Touch, D: Concentration, T: Individual

This spell allows a large primarily stone object to be moved easily. It will not move or float by itself but can be moved more easily, as if almost weightless due to the spell assisting the manual effort. The object can only be lifted a few paces of the ground and may only move at walking speed; exceeding these limitations ends the effect.

(Base 2, +1 Touch, +1 affect stone, +1 Concentration, +1 size)

(As constant effect +9 as: +1 mag for D:Sun, and +4 for two uses per day and an environmental trigger)

Happy smelting – see the other magical items and spells created for Ars Magica.

Shackles for Unfriendly Wizards

I was trying to design a set of magical shackles based upon the Perdo Vim effects which limit casting totals, but then a new thought occurred to me. A sufficiently powerful Mentem spell can change the targets memories completely, or limit use of a power or ability.

A spell which temporarily rewrites the targets memories so that they forget they’ve learned magic, or perhaps prohibits access to how to use those skills will be just effective. Unfortunately that level of memory alteration is also a effect base 25 and means a spell utilizing that effect will be exceedingly high.

As an alternative the spell Blessing of Childlike Bliss does exactly this (Ars Magica p.151), so is perfect. When placed in an enchanted device to neutralize a magus it might look like:

Shackles for the Non-compliant Magus

Perdo Mentem 50 Enchanted device.

The wearer of these shackles has their metal capacity reduced to that of a child, akin to the effect Blessing of the Childlike Bliss. They cannot cast spells, and will problem solve and reason like a child.

(Base 10, +1 Touch)(+14 levels for constant effect, +21 for +42 penetration)

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