Two simple items for covenant defence

Two small charms, invested as lesser enchanted devices for a play-by-post Ars magica forum game. Both small items will be created using a bulb of iron with a small amount of mercury locked away inside it. Marking on each item will help the holder know which bulb has which power.

Each item is an iron bulb sized as a flat skipping pebble, with a small hole in one end. The hole is intended to allow the bulb to be worn as an ornament on a string of leather, or tied to a belt. Sealed inside each bulb is a heart of mercury. The inventing magus intended the commander to wear the bulbs on a belt so they are readily accessible, but unobtrusive.

The power of each bulb is activated simply by touching the target with one hand and rubbing a finger or thumb across the bulb with the other hand, and each device is crafted with multiple uses per day so that the user can cast the spells on all members of the watch or a unit of soldiers.

Gaze of the Perceptive Watchman – the effect grants the target sharp night-vision of a cat, able to see in all but total darkness.

  • Gaze of the Perceptive Watchman – As per Eyes of the Cat (Ars p.131) (MuCo/An 10), (Base 2, +1 Touch, +2 Sun), with +5 for 24 uses per day.

Strength of the Resilient Gambeson – the effect grants the target a +3 soak bonus.

  • Strength of the Resilient Gambeson – As per Doublet of Impenetrable Silk (Ars p.118) (MuAn 20), (Base 4, +1 Touch, +2 Sun), with +5 for 24 uses per day.

Then some guff-guff stats for the Magus’ stats for crafting…

  • Stats = Int 3 + MT 9 + Aura 6 + Mu 21 + An/Co +11, InventiveG +3, Lab-Muto +1, Lab-Items +1, General Quality +1, Similar spells +1 = LT of 57.
  • However to invest both items in a season the Magus needs a Lab Total 60 … (10+20)*2 = 60.
  • The crafting magus also knows the Eyes of the Cat spell, so grants a +1 LT for one spell, and also knows the Doublet of Impenetrable Silk spell for a +3 LT. Takig the minimum bonus of both is another +1.
  • Crafted with a iron bulb inset with mercury +5 bonus, which applies to both items.
Advertisements

Seven Lesser Enchanted Devices for Guards and Watchmen

These are a few enchanted items for Ars Magica grogs, intended to increase their effectiveness. The goal of these items is to make the grogs more efficient without compromising their capacity to respond, which means a range of situational powers is better than one large dramatic one. The powers have many uses per day as they can be used by every member of the guard, if these were designed for a single user they would be slightly lower level.

For example a power which affects the weapons of the grog would be avoided. Powers which affect the grog’s equipment are better as they also avoid warping.

The Seven Charms of the Earnest Guardsmen – this set of steel charms is set upon a life sized oak bust of a grizzled guardsman who is helmed and armored in scratched and worn gear. Each charm is held in place and enchanted separately as a lesser enchanted device. The bust is anchored in place in the watch-house or garrison of the covenant. The charms place enchantments upon the user, allowing a each charm to be used by many members of the covenant.

The items were designed as lesser devices and set together, this way further enhancements could be added over time and items could be replaced if another power was preferred. Each item could also be taken and worn, and each is a two way arcane connection to the wooden bust.

Each power is activated by touching the selected charm with one hand and the target’s chest with the other.

Charm of the Bear’s Hide – a steel chain around the neck of the statue, with a small bear shaped token attached. As per Gift of the Bears Fortitude (Ars p.131) (MuAn 35), (Base 15, +1 Touch, +2 Sun), with +5 for 24 uses per day.

Twin Charms of the Perceptive Hound – two steel cloak pins, shaped for a leaping dog and a sniffing dog, when worn together one jumps the other.

First pin’s effect is Nose of the Bloodhound (MuCo/An 10), (Base 2, +1 Touch, +2 Sun), with +5 for 24 uses per day. This effect changes the target’s nose to be that of a hound, greatly increasing their ability to track by scent and notice unusual odours.

Second pin’s effect is Ears of the Bloodhound (MuCo/An 10), (Base 2, +1 Touch, +2 Sun), with +5 for 24 uses per day. This effect changes the target’s ears to be that of a hound, greatly increasing their hearing abilities.

Charm of the Perceptive Watchman – a full steel helm. As per Eyes of the Cat (Ars p.131) (MuCo/An 10), (Base 2, +1 Touch, +2 Sun), with +5 for 24 uses per day.

Charm of the Resilient Gambeson – a steel brooch set upon the bust’s chest, shaped as a round-shield and decorated with a gauntlet symbol. As per Doublet of Impenetrable Silk (Ars p.118) (MuAn 20), (Base 4, +1 Touch, +2 Sun), with +5 for 24 uses per day.

Charm of Preternatural Growth – a steel pauldron strapped to the shoulder of the bust. As per Preternatural Growth and Shrinking (Ars p.131) (MuCo/AnTeHe 15), (Base 3, +1 Touch, +2 Sun), with +5 for 24 uses per day. The target and their equipment increases in size by one category to a maximum of size +1.

Charm of the Allied Turb – a diamond shaped steel badge worn over the bust’s heart which signifies the covenant symbol. (MuIm 10) (Base 1, +1 Touch, +2 Sun, +1 detailed), with +5 for 24 uses per day. The target’s appearance is altered to match their untransformed form (for those with some of the effects above), and also to be wearing a tunic of covenant colors and symbol. This effect is used in combination with the others to indicate those on duty and also the expiry of the other effects.

Final note: beware the warping some of these items will cause if used regularly. Initially I had a goal to create all the items with no warping, however it proved too difficult.