A sense of calm, or sweet rest

Some days this spell would be very handy just to get some sleep for the spell a day challenge in November.

Sweet Restfulness

Muto Mentem 10, R: Touch, D: Diameter, T: Individual

The target’s emotional state becomes relaxed and calm and stays that way for the spell’s duration.

(Base 4, +1 Touch, +1 Diameter)

The spell guidelines for Muto Mentem allow base 3 to be used, but I chose base 4 because I wanted the target’s full emotional state to be altered instead of altering a single emotion. I also chose Muto Mentem to alter the active emotions instead of Perdo to remove the emotion, there are already spells in Perdo to do the same thing but they tend to be limited to removing the active emotion rather than changing for the spell duration. Muto seemed a better choice.

Many hundred of new spells for Ars Magica can be found here.

Cast Away by Grzegorz Rutkowski - an incredible Freelance Illustrator/Concept Artist

Advertisements

Lost spells (part 10) Speak the truth

As part of a November 2017 Ars Magica writing challenge – I’m doing one spell a day.

This spell is so obvious now that I think about it – ensuring that the target cannot lie. The Petitants’ Confession (HoH:TL, p73) forces the target to tell the entire truth without evasiveness, and extending this spell for a longer duration creates a person who is truthful to a fault to everyone.

Unwanted Blessing of Truth

Rego Mentem 35, R: Eye, D: Sun, T: Individual

The target is unable to deceive or lie for the duration, and will seek to tell the entire truth on all questions and topics. While their behaviourisms and demeanours are unchanged they must speak directly to answer any question asked.

(Base 20, +1 Eye, +2 Sun)

Over 645+ new spells for Ars Magica can be found here.

A Curse of Bliss

Mentem effect granting absolute bliss on a person for the duration, used as an alternative to Weight of a Thousand Hells (Ars p148); very dilapidating but the target may like it.

Fleeting Distraction of Heavenly Bliss

Creo Mentem 20, R: Voice, D: Diameter, T: Individual

Makes the target experience a sense of happiness and pleasure about someone or something of your choice, which is so powerful that all their other considerations are irrelevant – all they can feel is their own pleasure. Appropriate personality trait rolls suffer a -5 modifier, and a general -2 modifier on rolls that require thought and concentration.

(Base 4, +2 Voice, +1 Diameter, +1 extreme joy)

All the new spells for Ars Magica can be found here.

A selction of new spells to guide interaction, behaviour, and thoughts

A few spells for influencing the mindset of opponents. There are many spells in Rego Mentem which influence a target’s response or attitude for general interaction (to be authoritative, or to be ignored) but many other reactions are desirable and only powerful Magi would be able to cast desired effects spontaneously.

Focus of the Alert Guardsman

Rego Mentem 25, R: Voice, D: Sun, T: Individual

The target will be far more inclined to concentrate on watching, protecting, and guarding as instructed, gaining resistance to distractions or their own inherent laziness. This will temporarily neutralize a negative personality trait, or add and enhance a positive one by +3.

(Base 5, +2 Voice, +2 Sun)

Predilection for Steadfast Loyalty

Rego Mentem 25, R: Eye, D: Moon, T: Individual

The target becomes far more likely to behave in a loyal and supportive manner toward a person indicated when the spell is cast, altering their personality traits for the specific person by +3.

(Base 5, +1 Eye, +3 Moon)

Predilection for Aimless Wandering

Rego Mentem 30, R: Sight, D: Sun, T: Individual

Causes the target to make poor choices about their travel arrangements and any directions they give or follow. For the spells duration the target is highly unlikely to make any progress toward their destination and become confused when trying to follow instructions.

(Base 5, +3 Sight, +2 Sun)

Predilection for Paranoid Delusions 

Rego Mentem 30, R: Voice, D: Moon, T: Individual

The target is very inclined to suspect the worst in all situations, often looking for betrayal or lies in their interactions for the spells duration.

(Base 5, +2 Voice, +3 Moon)

Predilection for Aimless Wandering, till Moonrise

Rego Mentem 35, R: Sight, D: Moon, T: Individual

Causes the target to make poor choices about their travel arrangements and any directions they give or follow. For the spells duration the target is highly unlikely to make any progress toward their destination and become confused when trying to follow instructions.

(Base 5, +3 Sight, +3 Moon)

Predilection for Drunken Revelry

Rego Mentem 35, R: Voice, D: Sun, T: Group

The group of targets of this spell will be strongly more inclined toward extreme inebriation, continuing festivities, and enjoying themselves.

(Base 5, +2 Voice, +2 Sun, +2 Group)

Rout the Cowardly Army

Rego Mentem 40, R: Voice, D: Sun, T: Group

The targets of this spell will be strongly more inclined toward being cowed, fleeing, routing, or thinking they are beyond their own capabilities. This spell will affect up to 1000 targets.

(Base 5, +2 Voice, +1 Diameter, +2 Group, +2 group size)

Bravery Within the Siege

Rego Mentem 45, R: Touch, D: Moon, T: Structure

The targets of this spell are granted bravery, and will be greatly inclined to defend themselves against attackers, and enthusiastic about their survival and performance. This spell will affect everyone within the targeted large structure.

(Base 5, +1 Touch, +3 Moon, +3 Structure, +1 structure size)

Many other new spells for Ars Magica can be found in my grimoire.

knight-on-patrol

Stat Boosting Rituals, Part 5 (Stacking Pluses)

Continuing from Stat Boosting Rituals, Part 1, 2, 3, 4, … to outline raising stats by more than +1 in each spell. This has the effect of creating very powerful and efficient boosting rituals.

A level 30 base effect can change a stat by +1 (to max 0), then maybe further magnitudes be added to raise it by more. It is a concept outside RAW, so some groups would say, “use the game as written fella” and ignore the suggestion. I can respect that choice and see that a reason to not do this is so that players won’t just create huge rituals to skip over multiple castings and seasons learning each step, and to avoid the vis costs. Frankly though that is a balance issue more than a game world issue. Ars Magica commonly uses extra magnitudes to enhance a base effect, so it deserves a discussion.

What increment for raising?

A single magnitude adds 10x the volume but there is not a direct correlation to stats. I first thought that a scale which uses the benefit to the dice roll of the increase might work, but the more I think on it the more it seems a very artificial and “mechanical” approach. Instead looking at the way it is potentially going to be abused, look at the impact to the setting.

Suggested Spell Guideline: Each additional magnitude adds a +1 boost to the stat, which must remain within the guideline of the base effect.

For example:

  • A base effect 30 to raise a stat by +1, to a maximum of zero.
  • Then add +1 mag for Range: Touch
  • Then an additional 3 magnitudes to change the effect from +1 to +4.
  • Final spell effect level 60: increases a stat by +4 to a maximum of +0.

When does it break?

Well rituals don’t really break, it’s more a question of game balance. Initially I debated many different costs and decided a mag per +1 increase as it’s the general rule. It allows for a little variety in non-permanent spells, however the spells at the higher baselines could potentially be unbalancing.

For example – A base 55 effect allows for a +1 stat boost to a limit of +5 Attribute, with +1 mag for R: Touch is a level 60 spell. Then adding another 4 mags allows a level 80 ritual to raise a stat increase to +5, to a limit of +5 final score. Then combined with another spell using base 30 for maximum of +0, at level 50 for a +5 gain.

Mass Infusion of Strength for Weaklings

Creo Corpus 50, R: Touch, D: Momentary, T: Circle, Ritual

The affected targets Strength is increased by +5 to a maximum of +0.

(Base 30, +1 Touch, +4 to boost by +5, Ritual)

Mass Infusion of Strength for Warriors

Creo Corpus 80, R: Touch, D: Momentary, T: Circle, Ritual

The affected targets Strength is increased by +5 to a maximum of +5.

(Base 55, +1 Touch, +4 to boost by +5, Ritual)

And a temporary version, allowing greater than +1 boosts.

Temporary Mass Infusion of Strength

Creo Corpus 50, R: Touch, D: Diameter, T: Circle

The affected targets Strength is increased by +2 to a maximum of +1.

(Base 35, +1 Touch, +1 to boost to +2 bonus, +1 Diameter)

Using +1 mag per +1 stat allows for a ritual to skip over many subsequent castings of the level 60 spell to raise an attribute permanently. It feels a little too easy, but using +2 mags per +1 feels far too punitive.

Closing… After writing this uber-boost concept and reflecting I’ve basically reversed my opinion – ultra-rituals would suit high-powered sagas, but not suit many groups. The temptation to raise stats gets far harder to resist if the vis investment is reduced, and that should be left to the troupe.

All the new spells for Ars Magica can be found here.

calm-wow-art

Stat Boosting Rituals, Part 4 (Reduction)

Continuing from Stat Boosting Rituals, Part 1, 2, 3, … to discuss Perdo versions to reduce character attributes.

There is also a fair argument to say that as a Creo ritual can permanently increase the starts of a person, so to another Perdo spell could decrease their stats. As this is a baseline, the spell only has to be a ritual if it will be permanent, so temporary beneficial and punitive spells are also possible.

What isn’t clear is how the incremental base difficulties should work for Perdo based reductions. For Creo the base 30 increases any stat below 0 by +1, which is telling us that it is harder to raise higher stats. Likewise it is probably harder to make a very low stat worse than a higher one. There is also the Muto Corpus guidelines which imply that it is easier to shrink a target than grow.I could also see the logic of an argument which says the base should be the same, as it is affecting the body whole, but the same isn’t true for game mechanic reasons in Creo.

Overall I think it makes most sense (because it is a simplistic approach) to use the same guidelines as CrCo and CrMe for PeCo and PeMe except with -1 instead of +1 in the description.

For example, in Perdo Animal, Perdo Corpus, or Perdo Mentem :

  • Base 30 to reduce a stat by -1, on a stat which is equal to or less than 0.
  • Base 35 to reduce a stat by -1, on a stat which is equal to or less than 1.
  • Base 40 to reduce a stat by -1, on a stat which is equal to or less than 2.
  • Base 45 to reduce a stat by -1, on a stat which is equal to or less than 3.
  • Base 50 to reduce a stat by -1, on a stat which is equal to or less than 4.
  • Base 55 to reduce a stat by -1, on a stat which is equal to or less than 5.

Then as spell samples, although a level 60 ritual may as well just kill a person.

The Loss of Reason, Encircled

Perdo Mentem 35, R: Touch, D: Momentary, T: Circle, Ritual

Permanently decreases the affected targets Intelligence by 1 point, to a stat equal or less than 0.

(Base 30, +1 Touch)

The Withering of Reason, Encircled

Perdo Mentem 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently decreases the affected targets Intelligence by 1 point, to a stat equal or less than 5.

(Base 55, +1 Touch)

All the new spells for Ars Magica can be found here.

Stat Boosting Rituals, Part 3 (Maximum Boost)

Continuing from Stat Boosting Rituals, (Part 1, 2) … to outline versions of the most powerful a ritual can be to boost a characters attribute stats, to +5. The maximum versions for each stat are listed below. Both Creo Corpus and Creo Mentem are needed to cover all eight attributes.

For the Mentem based effects (note that the Intelligence based enhancements were covered in an earlier post):

The Perfection of Foresight, Encircled

Creo Mentem 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Perception by 1 point, to no higher than +5.

(Base 55, +1 Touch)

The Perfection of Gravitas, Encircled

Creo Mentem 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Presence by 1 point, to no higher than +5.

(Base 55, +1 Touch)

The Perfection of Elucidation, Encircled

Creo Mentem 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Communication by 1 point, to no higher than +5.

(Base 55, +1 Touch)

For the Corpus based effects:

The Perfection of Force, Encircled

Creo Corpus 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Strength by 1 point, to no higher than +5.

(Base 55, +1 Touch)

The Perfection of Endurance, Encircled

Creo Corpus 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Stamina by 1 point, to no higher than +5.

(Base 55, +1 Touch)

The Perfection of Celerity, Encircled

Creo Corpus 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Quickness by 1 point, to no higher than +5.

(Base 55, +1 Touch)

The Perfection of Agility, Encircled

Creo Corpus 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Dexterity by 1 point, to no higher than +5.

(Base 55, +1 Touch)

All the new spells for Ars Magica can be found here.