Spells for cheating at dice and cards

These are spells which manipulate the outcome of games of chance. Perhaps more suited to grogs and companions, or given as enchanted effects in items, or for the utmost advantage to Gentle gifted Magi.

Gambler’s Favored Dice

Rego Terram 3, R: Touch, D: Momentary, T: Individual

The targeted dice, stick, or other random game tool will roll as the caster desires. Game pieces made from other materials require requisites at casting time.

(Base 2, +1 Touch)

It would make rpg games a bit too easy at least.

Gambler’s Favored Throw

Rego Terram 10, R: Voice, D: Momentary, T: Group

The targeted dice, sticks, or other random game tools will roll as the caster desires. Game pieces made from other materials require requisites at casting time.

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

Then as an item.

Fidget for the Unlucky Gambler – this small stone token is shaped like a knuckle  bone, and threaded with a loop of leather so it can be carried on a belt, wrist, or on the neck. It is enchanted with the Gambler’s Favoured Throw spell above, with unlimited uses (Final device level ReTe20; spell as above ReTe10 and Unlimited uses per day), and actived by rubbing the fidget in a particular way.

These are a few spells I’d like my Merinitia to create and use if the pbp game take off again, as it’s sneaky and suits his more subtle approach.

Gambler’s Desired Card

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

The targeted dice, stick, card, or other game piece is altered visibly to suit the desired outcome of the caster while they concentrate. With care this spell could significantly change the outcome in games of chance.

(Base 1, +1 Touch, +1 Concentration, +1 detailed image, +1 moving object)

Gambler’s Desired Hand

Muto Imagonem 20, R: Voice, D: Concentration, T: Group

The targeted dice, sticks, cards, or other game materials are altered visibly to suit the desired outcome of the caster while they concentrate. Up to ten discrete things may be affected; with care this spell could significantly change the outcome in games of chance.

(Base 1, +2 Voice, +1 Concentration, +2 Group, +1 detailed image, +1 moving object)

To find hundreds more new spells for Ars Magica check out the iron bound grimoire.

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Ice spells (part one) Transform ice

This quick post follows Ars Magica spells for the creation of The Wall from Game of Thrones, a series based on Frozen (posts 2, 3, 4), and a few spells for cold climates. These spells are more like the tools a wizard could have, rather than theatrical effects based upon TV and film.

Vacillate Between Earth and Ice

Muto Terram / Aquam 25, R: Voice, D: Diameter, T: Part

The Terram based material affected is briefly transformed into ice. The maximum target size is determined by material type, from ten cubic paces for earth, a cubic pace for stone, and a cubic foot for metals. If the selected material is larger than these limits, then only the smaller area is transformed.

(Base 3 to change earth to ice, +2 to effect metal, +2 Voice, +1 Diameter, +1 Part)

Transmute into Ice

Muto Terram / Aquam 15, R: Touch, D: Sun, T: Individual

The targeted object is transformed into ice, affecting up to a cubic foot of material. Requisites are required when cast for any non-terram components.

(Base 3, +1 for general approach, +1 Touch, +2 Sun)

Subsume the Frigid Beast

Rego Aquam 25, R: Sight, D: Concentration, T: Part

This spell alters the ice within the target area so that it is transformed into steam. Anything within the target area will fall as they lack support, and items resting upon these surfaces will be quickly encased when the spell is ended.

If the spell is targeted beneath a specific spot, such as beneath a particular creature a targeting roll is required. The effect is designed to affect a bowl shaped area, with a volume up to 5600 cubic feet, although the maximum volume is not required.

(Base 3, +3 Sight, +1 Conc, +1 Part, +1 size)

Object of Unbreakable Ice

Muto Aquam / Terram 15, R: Touch, D: Sun, T: Individual

The ice object touched is made very strong and non-brittle, gaining resistance to shattering and the resilience of stone. The object may be as large as a small pond.

(Base 4 for highly unnatural substance,+1 touch, +2 sun)

This might have been even lower level except using Concentration allows for the ice material to be moved as steam or have the spell end after only a moment and the ice returns.

Many hundred more new spells for Ars Magica are in the Grimoire.

A few Cloud spells

“When the clouds above the covenant shape themselves into my sigil it is time to strike as the mundane guards will have been subdued.”

While drafting one spell to shape distant clouds a few more came to mind. The shaping spell might be used as a visual call to action which can be seen across a very wide area.

Conjure a Simple Cloud

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

A cloud gathers high in the air, which will persist for the Spells duration reacting normally to the surrounding weather conditions.

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

Theatrical Cloak of Black Tendrils

Creo Auram 25, R: Voice, D: Concentration, T: Group

Creates a voluminous and dark cloud of smoke which is filled with intertwining wisps and tendrils that surrounds the caster as they move. The cloud obscures all visibility within its core and then thins toward its edges; forming an opaque radius of 15 paces around the caster and thinning over 25 more paces.

(Base 3, +2 Voice, +1 Concentration, +2 Group, +1 unnatural locale)

An alternate for Rain of Stones (Ars p.127) which uses an acid instead of transformation to stone, with the General guideline for acidic air.

Rain of Viscous Acid

Muto Auram 20, R: Voice, D: Sun, T: Individual

Turns rain into a oily acid as it falls, causing +4 damage per round when it strikes an object or person. Continued exposure will cause significant damage.

(Base 4, +2 Voice, +2 Sun)

Cloudy Imaginings

Rego Auram 20, R: Sight, D: Concentration, T: Part

A selected cloud mass is reshaped to suit the designs of the caster, such as animal shapes, letters, or three dimensional faces. The shape can be slowly changed but will disburse as normal when the spell expires. A simple Finesse check vs 3 is required.

(Base 2, +3 Sight, +1 Concentration, +1 Part, +1 complexity in shape)

This and over 584 other new spells for Ars Magica can be found on the spells page.

More spells and items for a Magus with a Focus in Bronze

Continuing from the Verditius sample character, and spells for a magus who specialises in bronze; here are a few more spells. The goal is to create several moderate power spells which allow the specialty in bronze to be more widely used. When implemented many will be useful in items rather than spells to be cast.

Thematically I like Verditius who appear to have tools and foci scattered all over them, or carry a set of pristine tools, suitable for their spell casting and crafting. As such these effects have been proposed in lesser enchanted devices, which are exceptionally cheap (in terms of vis) for a Verditius to create.

Scalpel for Bronze (Lesser Enchanted Device) – A thin steel knife with a small one sided dull blade, mounted on a long thin handle.

Invested effect: Destroying Bronze (PeTe 35).

Destroy Bronze

Perdo Terram 25, R: Voice, D: Momentary, T: Part

This spell utterly destroys up to ten cubic feet of bronze, the amount chosen by the caster. Delicate or fine destruction may require a Finesse check.

(Base 5, +2 Voice, +1 Part, +1 size)

(+10 unlimited uses)

Bulbous Shovel Ornament (Lesser Enchanted Device) – a finger sized fat silver shovel with a small leather loop on one end for attaching to belts and equipment.

Invested effect: Change Terram to Bronze (MuTe35, effect with unlimited uses).

Rocks and Rubble of Bronze

Muto Terram 25, R: Voice, D: Sun, T: Part

The Terram based material such as metals, rock, or dirt, are transformed to bronze. Up to ten cubic paces of dirt, a cubic pace of stone, or a cubic foot of metal may be affected, and is transformed into a cubic foot of material.

(Base 4, +2 Voice, +2 Sun, +1 Part) (+10 unlimited uses)

A particular use for this effect might be to change part of the ground creating a gap or hole, as the transformation will also reduce the volume of material, changing 10 cubic paces of soil to 1 cubic foot of bronze. Continue reading

Arms at the ready, creating weapons and armour with Muto

These spells transmute the earth into a set of arms and armor. This might suit poorly equipped grogs, or combatants who have changed in size due to another spell. All have the limitations of conjured items attacking opponents with MR, which is also why minor qualities have been included – if the weapon is going to be resisted its no disadvantage to have a further power. Other small variations could replace the examples below.

Draw from Dust a Skin of Steel

Muto Terram 35 / Animal Herbam, R: Touch, D: Sun, T: Individual

This spell raises a fully formed set of mail armour sized to the desires of the caster from the ground, which must be donned before use. The full suit of armour is unnaturally light and strong, granting Protection 9 and Load 3. However as the full mail suit is magically created it will be resisted by MR as normal.

To create functional gear the caster must succeed a Finesse check of 9 or higher, and a botched result indicates the equipment is unknowingly sub-standard and will probably fail basic use or at a critical moment.

(Base 4 for dirt to stone, +1 for metal, +1 unnatural qualities, +1 Touch, +2 Sun, +2 complexity of material form, Herbam and Animal requisites free)

Draw from Dust a Blade of Steel and Fire

Muto Terram 30, R: Touch, D: Sun, T: Individual

This spell raises a fully formed sword sized to the desires of the caster from the ground. The blade is unnaturally resistant to fire and heat, allowing it to be used with other common weapon enhancing magic. However as the weapon is magically created it will be resisted by MR as normal.

To create functional weapon the caster must succeed a Finesse check of 9 or higher, and a botched result indicates the item is unknowingly sub-standard and will probably fail basic use or at a critical moment.

(Base 4 for dirt to stone, +1 for metal, +1 unnatural qualities, +1 Touch, +2 Sun, +1 complexity of material form)

All the 550+ new spells for Ars Magica can be found here.

A Minuscule Immovable Lab

Edit: this should be called “Minuscule Movable Lab”, clearly I missed the title. 

A quick post with an odd purpose – to shrink a room or lab down to a tiny size so it is easier to transport. For this to work the lab or building would need to be constructed specifically as a container, so that once it is very small it can be picked up like a storage box. Another spell then follows to ensure the room’s contents stay intact as it is carried.

What I really love about using a Target of Structure or Room is that the complexity of all the content is in-built in the effect. There is no additional scaling needed to target everything within the room. My reservation is that these spells are very high level, which means only more advanced PCs might be able to have them.

Chamber as Ornament

Muto Terram 40, R: Touch, D: Moon, T: Room

The target room and all its non-living contents is shrunk to a tiny size; a standard room is shrunk to a thumbnail, with the content also reducing proportionally. The caster can opt to affect only the room’s contents. Requisites are required when cast on non-Terram materials.

(Base 4, +1 Touch, +3 Moon, +2 Room, +2 incredibly small)

For the design of Chamber as Ornament picking the base level was normally for a doubling of each dimension, or an increase of mass by eight times. In Ars Magica it is also generally easier to shrink a thing than to enlarge a thing. When reducing a 16x reduction is reasonable at the base, and for a room that turns a chamber into a chest. A further reduction by adding another magnitude makes that chest into a cup, then another for a cup to a thumbnail.

Another design consideration was the Duration of Moon which is how I see the spell being effective, however both these spells are better as enchanted devices which can be turned on and off.

Then to keep the items in place when the room is shrunk this spell is needed. It might also serve to ensure a lab is slightly harder to break into and ransack. The caster must also have a way to remove it if they need to – which is where the power is probably best as a complex enchanted item.

Keep Everything in Place

Rego Terram 40, R: Touch, D: Moon, T: Room

The target room and all its contents is fixed in place so that nothing can move. Objects stay as placed, doors are held, and pots of water will stay full even if disoriented.

This spell does not affect living targets such as trees, animals, or people. Requisites are required when cast on non-Terram materials.

(Base 5, +1 Touch, +3 Moon, +2 Room)

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

Experimenting with Unusual Qualities of Sand

I’m not sure when or why these spells would be handy, or why sand was chosen. Perhaps as base components of a lab with an experimental specialisation. Or a Magus with a minor magical focus in sand, akin to a focus in bronze, stone, or ice – as sand is not quite as versatile as other focuses but still has many applications.

Remarkably Magnetic Sand

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

The targeted sand is made magnetic, gathering together and allowing moulding into unusual shapes.

(Base 3 for slightly unnatural, +1 Touch, +2 Sun)

Remarkably Bright Sand

Muto Terram / Ignem 15, R: Touch, D: Sun, T: Individual

The targeted sand glows with an eerie luminescence, while noticeable it is not bright enough to replace a useful source of light.

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

Transmutation Between Oil and Sand

Muto Terram / Aquam 10, R: Touch, D: Sun, T: Individual

The targeted sand is changed to oil, and oil to sand.

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

All the 544+ new spells for Ars Magica can be found here.