Lost Spells (part 6) Detecting Supernatural Creatures

Detecting supernatural creature is often as simple as just observing. There are times however when knowing if a creature is magical, fae, or something else would be beneficial, and guidelines to do just that (like RoP:M p.111).

The lost spell which started this post was called Scarlet Flash of the Demon, and caused a demon to shimmer. Detecting demons however in 5th edition is tricky as Hermetic magic can’t do that. There are other ways to determine that though, using less subtle means.

Reveal Alignment to the Fae

Intellego Vim 15, R: Voice, D: Momentary, T: Individual

Determines if the target creature is aligned to the Faerie realm, as a supernatural creature.

(Base 5, +2 Voice)

Reveal Alignment to the Infernal

Intellego Vim 15, R: Voice, D: Momentary, T: Individual

Determines if the target creature is aligned to the infernal realm, as a supernatural creature. Note that a demon may choose to hide its realm alignment, however other infernally aligned creatures may not possess this ability.

(Base 5, +2 Voice)

Reveal Alignment to the Magical

Intellego Vim 15, R: Voice, D: Momentary, T: Individual

Determines if the target creature is aligned to the Magic realm, as a supernatural creature.

(Base 5, +2 Voice)

Betraying Lament of the Infernal

Perdo Vim 15, R: Voice, D: Concentration, T: Individual

The targeted creature aligned to the Infernal realm experiences pain, but suffers no real damage. A Corpus or Animal casting requisite may be required depending on the targets current form.

(Base 4, +2 Voice, +1 Concentration)

See all the new spells for Ars Magica here.

List of Major and Minor Magical Foci

A long while ago I was hunting for a good reference list of example magical foci, for the Major Magical Focus or Minor Magical Focus (MFF and mMF) in Ars Magica. There wasn’t one so this is a bashed together version. Note: I was re-ordering these, but it has become convoluted and strict book keeping isn’t a hobby – enjoy as is.

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A few spells for heating halls, for Ars Magica

I’ll hopefully be playing an apprentice character soon, who specialises in creating fire. Creo Ignem is not a combination of Arts in Ars Magica which gives a breadth of utility (not like Rego), but I’m pondering some small useful spells anyway. The spell below would be handy in the field while camping and also in a castle.

A Hearth Both Comfortable and Warm

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

Creates a warm and healthy campfire or hearth fire which sustains itself without fuel for the duration of the spell. The fire emits light and heat, but will not emit fumes, and has difficulty burning other substances. For combative purposes the fire will not inflict damage unless it is applied for a prolonged period.

(Base 4 for an unnatural fire, +1 Touch, +2 Sun)

The base effect level here is a little hard to grasp. You’d think it would be easier. Creating a fire like Palm of Flame (Ars p139) is an unnatural fire which is hand sized, so I used that as a basis and increased it slightly. That also matches to the Muto Ignem guideline which deals with unnatural fire having a base of 4 as well. I first thought the guideline should have been level 2. Ah well.

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The same effect might be enchanted into a magical device, to sustain an entire castle. It would have been nice to have the final effect level be a multiple of 10 to save a little Vis. The effect could be reduced to Target: Room, and increase the number of uses, or even kept down at a single hearth per use and been lower – but that is sacrificing utility for Vis, which was not my aim. There are also spells which might heat the air in the castle directly (MuAu/Ig), or warm all the inhabitants, but they are less desirable as they may cause warping.

Enchantment: Every Hearth Both Comfortable and Warm

Creo Ignem 30, R: Touch, D: Sun, T: Structure

Final Effect Total: 31

Creates a warm and healthy hearth fire in every hearth throughout an entire structure, which sustains itself without fuel for the duration of the spell. The fire emits a pleasant light and strong heat, but will not emit fumes, has difficulty burning other substances, and can not inflict damage. A single hearth within the structure must be touched by the item when the power is invoked.

With this effect a hearth can be added into any room within the structure and it will automatically gain the benefit of the safe fire when the item is next used.

(Base 4 for an unnatural fire, +1 Touch, +2 Sun, +3 Structure)

Effect modifications (+1 for 2 users per day)

Once the item is present wizards might decide to heat up a room a little more by adding extra hearths. This is more an effect that a Master wizard might cast spontaneously.

Conjure the Cozy Hearth

Creo Terram 10, R: Touch, D: Sun, T: Individual

Conjure a fireplace, hearth, and flue made from dressed stone at the location touched. The hearth is not automatically connected to any ventilation, but will stand stable and sturdy. The exact dimensions are chosen when the spell is cast, but the fireplace is not ornate unless a suitable finesse roll is made.

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

As a side use, the caster could easily block a door with this spell, or conjure them off the side of a wall to crush invaders. More custom spells can be found in the New Spells for Ars Magica page.