Finding Corpses, Necromancy part 13

Just a quick post to add a few more quasi-Necromancy spells. A reworking the Inexorable Search (Ars p.131) as suggested in the Core rule-book, for corpses of humans and for living and dead animals.

Tracing the Trail of Death’s Stench

Intellego Corpus 20, R: Arcane, D: Concentration, T: Individual

As per the spell The Inexorable Search designed to find dead human corpses.

(Base 3, +4 Arcane, +1 Concentration)

I can see an inquisitor asking “and why do you need this incantation?”.

The Inexorable Search for the Lost Companion

Intellego Animal 20, R: Arcane, D: Concentration, T: Individual

As per the spell The Inexorable Search designed to find a living animal.

(Base 3, +4 Arcane, +1 Concentration)

Tracing the Tracks of Death’s Companion

Intellego Animal 20, R: Arcane, D: Concentration, T: Individual

As per the spell The Inexorable Search designed to find an animal corpse.

(Base 3, +4 Arcane, +1 Concentration)

Inexorable Search keeps on giving. The free new spells compendium for Ars Magica.

Cantrip to warm a person

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

This spell is to warm a person, or as originally intended a corpse as a tangental necromancy spell.

Touch of Warmth

Muto Corpus / Ignem 5, R: Touch, D: Sun, T: Individual

The targeted human body is warmed to a comfortable temperature.

(Base 2, +1 Touch, +2 Sun, Ignem requisite free)

Over 650+ new spells for Ars Magica can be found here.

A necromancy spell to animate a Graveyard, part 12

Here is a doozy of a spell for a necromancer – to raise an entire bound area such as a graveyard as servants of the caster.

Raise Their Ancestors to Haunt Them 

Rego Corpus / Mentem 45, R: Touch, D: Sun, T: Boundary, Ritual

Each human corpse in the bound area is animated under the command of the caster. The corpses can obey simple instructions and perform rudimentary work without supervision.

(Base 10, +1 Touch, +2 Sun, +4 Boundary, Mentem req free)

 

Lost Spell (part 7) Resisting Final Rest

Another lost spell and I’m a little pleased that this is also a necromantic spell. There are canonical examples of spells which prohibit teleportation and scrying activity (Transforming Mythic Europe, p108), so prohibiting a specific type of hermetic effect seems very legitimate.

Base General –  Dispel effects of a specific type with a level less than the (level +4 magnitudes) of the Vim spell + stress die (no botch).

The Dead that Will Not Rest

Perdo Vim 20 (Gen), R: Touch, D: Moon, T: Individual

Causes a corpse to become immune to destruction spells unless they exceed the level of this spell + stress dice (no botch). Designed to resist the Dust to Dust (PeCo15) spell.

(Base Gen, +1 Touch, +3 Moon)

big list of custom/new Ars Magica spells

Necromancy spells, part 11

More strange quasi-Necromantic stuff extending from a prior post on detaching limbs, as a question was asked on the Ars Forums. Starting with a spell to detach and reattach a limb or part of the caster’s body, and a variant to do it to somebody else. Note that the somebody else does not need to be alive either, and Eyes from the Wizard Torn (MuCo/InReIm 15, MoH book p.84) is for having the casters eyes fly away and still see. 

I’m breaking the effects into parts for a slightly more autonomous approach. 

Disjoint the Hand of the Magi

Muto Corpus 10, R: Personal, D: Concentration, T: Part

The caster can disjoint a part of their body for the duration of the spell, and the affected body part is non-functional without further magic.

(Base 3 for an utter change, +1 Concentration, +1 for allowing de/reattachment, +1 Part)

Disjoint the Hand of the Debtor

Muto Corpus 20, R: Touch, D: Sun, T: Part

The target’s limb is disjointed from their body for the duration of the spell, and the affected body part is non-functional without further magic.

“You have till dawn Albertus, then it cannot be easily returned.”

(Base 3 for an utter change, +1 Touch, +2 Sun, +1 for allowing de/reattachment, +1 Part)

Then use Animation of the Creeping Hand (ReCo/Me 30) to grant a detected human body part some form of automation and intellect. And then give it the capability of speech, so you can question what it saw or did.

Blessing of Speech

Muto Corpus 15,  R: Touch, D: Sun, T: Individual

Grants the targeted corpus material or person is granted the mechanical attributes needed to speak, although not the intellect to say anything intelligible unless they can otherwise do so. The caster’s sigil will determine the style and manner of speech.

(Base 5, +1 Touch, +2 Sun)

This spells are part of the free new spells compendium for Ars Magica, or more specifically for several pages of Necromancy spells (parts one, two, three, four, five, six, seven, eight, nine, ten), a discussion of necromancy breakthroughs, ramblings about zombies, and a sample necromancer.

who loves floating skulls? yes you do,

Necromancy spells, part 10

I couldn’t resist adding more spells involving physical necromancy. This post started as one spell specifically to assist a magus clean up a skeleton, and came about due to a story thread where the players need to find a skeleton to use in an enchanted device. Obviously the characters could create the skeletons they need, however skeletons in Mythic Europe can’t be impossible to find.

In Ars Magica there is more than one way to skin a cat:

Extirpate Dead Flesh Through Attrition 

Perdo Corpus 15, R: Touch, D: Momentary, T: Part

This spell destroys everything in the targeted human corpse except the skeleton.

(Base 5, +1 Touch, +1 Part)

Extirpate Dead Flesh Through Butchery

Rego Corpus 4, R: Touch, D: Momentary, T: Individual

This spell performs the work of striping the flesh away from a human corpse, leaving only the skeleton. The stripped materials are placed aside according to the caster’s desires; often into a container for disposal. A Finesse check vs 9+ is required to properly perform the work properly, and a botch may ruin the bones beneath.

(Base 3, +1 Touch)

Separation of Gore by Texture and Type

Rego Corpus 15, R: Touch, D: Momentary, T: Group

This spell separates corpus material according to the casters desire, such as all bones from flesh, all blood from other materials, etc. The spell affects up to a standard amount of dead corpus material (size +1 human).

(Base 4, +1 Touch, +2 Group)

Extirpate Dead Flesh Through Vermin

Creo Animal 30, R: Touch, D: Ring, T: Group

This spell creates hundreds of thousands of tiny insects of a type which consume the flesh of any dead animal, plant, or human remains they find. Insects (typically beetles) will scavenge to find whatever food they can and will disappear if they move outside the ring.

(Base 5, +1 Touch, +2 Ring, +2 Group)

Similar spells are needed to directly affect animal corpses.

Extirpate Dead Beasts Through Butchery

Rego Animal 2, R: Touch, D: Momentary, T: Individual

This spell performs the work of striping the flesh away from an animal corpse, leaving only the skeleton. The stripped materials are placed aside according to the caster’s desires; often into a container for disposal. A Finesse check vs 9+ is required to properly perform the work properly, and a botch may ruin the bones beneath.

(Base 1, +1 Touch)

Extirpate Dead Beasts Through Attrition 

Perdo Animal 10, R: Touch, D: Momentary, T: Part

This spell destroys everything in the targeted animal corpse except the skeleton.

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

These and many more new and creepy spells for Ars Magica in my grimoire of spells, and several other pages of Necromancy themed spells (parts one, two, three, four, five, six, seven, eight, nine), and a “Zharkune” a sample Magus Necromancer.

Necromancy spells, part 9

The run of new and tailored spells for Ars Magica themed for necromancy will probably cease playing though my mind soon, till then here are five more new spells. These are not directly necromantic, but were dreamed up with a necromancer in mind. Not all effects have to be about making skin and bone move unnaturally (fortunately).

Sight of the Pallbearer

Intellego Terram / Herbam 20, R: Personal, D: Concentration, T: Vision

This spell allows the caster’s vision to be unaffected by Terram and Herbam material. The caster can see through ten cubic paces of soil, a cubic pace of stone, and a few inches of wood or other Herbam material. The material appears translucent and almost completely transparent.

(Base 2, +1 Conc, +4 Vision, +1 Herbam)

Then same desire using a different method. With a level 20 version and a level 5 version, it’s an easy choice unless the Magi’s arts are particularly specialised.

Invisible Earth

Perdo Imagonem 5, R: Touch, D: Concentration, T: Part

This spell renders an a volume of earth or stone invisible, allowing the what is beneath, inside, or behind the affected material to be viewed. Up to 10 cubic paces of material can be affected with each casting, and the caster can choose the shape and orientation if the affected mass.

(Base 1, +1 Touch, +1 Conc, +1 Part, +1 flexibility in shape and material)

And now some creepy spells using corpses and the dead as material, to exploit a focus in Necromancy.

Wall of Desecrated Dead

Creo Corpus 40, R: Voice, D: Sun, T: Group

This spell creates a large wall-like barricade made from 100 large human bodies, which are bound around each other to form a solid obstruction. The caster can choose the position and size of the wall.

(Base 5, +2 Voice, +2 Sun, +2 Group, +1 Size)

The Danse Macabre

Rego Corpus 20, R: Voice, D: Momentary, T: Group

This spell gathers all the non-living human remains (equivalent mass of 10 large human bodies) from around the caster and places it at a location chosen within the spells range.

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

Order According to Owner

Intellego Corpus / Rego 20, R: Voice, D: Momentary, T: Group

This spell separates a mass of human remains so that the parts of each individual are unmixed from the other.

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

Find all my new Ars Magica Necromancy spells by using the Necromancy tag.

And here are some useful resources from around the internet: Project Redcap’s Corporeal Necromancer TemplateRPG Net on Necromancers, The Ancient Magic fro Ars Magica book, and a bit on the TV Tropes. These and other spells can be found in the now darn large list of custom and new Ars Magica spells. Now 400 new spells!

Necromancy spells, part 8

A quasi-necromantic idea is to use dead body parts as a form of substitution for lost limbs, as it is a popular fantasy trope.  Many stories have similar myths, the one I like best is the Hand and Eye of Vecna from classic D&D.

Interestingly doing this in Ars Magica is not hard and might be achieve in a few ways depending on what the player wants. It is also probably better performed as an enchanted device.

Sensations of a New Hand

Intellego Imagonem 4, R: Touch, D: Concentration, T: Touch

This effect transfers the tactile stimulus experienced by the object touched (a replacement hand) to the caster; adding an additional source for tactile sensation. In effect the caster feels what the object would feel.

(Base 1 to use touch at a distance, +1 Touch, +1 Conc, +1 Touch sense)

Sensations of a New Eye

Intellego Imagonem 15, R: Touch, D: Concentration, T: Vision

This effect transfers the visual point of reference experienced by the object touched (a replacement eye) to the caster. In effect the caster can see magically from the eyeball, which is typically placed within an empty socket.

(Base 1 to use sight at a distance, +1 Touch, +1 Conc, +4 Vision sense)

The Obedient Hand

Rego Corpus / Intellego 20, R: Touch, D: Concentration, T: Individual

This spell allows a severed hand to be held against the stump and animated that hand as if it were a normal complete limb. The Intellego requisite allows the hand to respond in an intuitive manner to the needs of the body it is attached to.

(Base 4, +1 Touch, +1 Conc, +1 fine control, +1 Intellego)

I also started thinking how a Magus in Ars Magica might use a Rego spell and an illusion to replace their lost hand if healing spells were not their strength and necromancy was distasteful. The spell could be used for replacing any limb, or as an additional limb.

The Unseen Replacement Limb

Rego Terram 15, R: Voice, D: Concentration, T: Individual

This spell can manipulate objects at the caster’s desire, acting as a replacement or additional limb. The new limb has enough strength to pull against a resisting force or other object, with an equivalent strength of +0. The spell’s range allows for distant objects to be picked up and brought to the caster.

(Base 2, +2 Voice, +1 Conc, +1 additional strength, +1 living and non-living objects)

The Phantom Limb

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

This spell creates an illusion of a hand in the correct position for the target that moves appropriately for their actions.

(Base 1 for visual illusion, +1 Touch, +1 Conc, +1 for a moving illusion, +1 as directed by caster)

Each of the effects above are using Duration Concentration as the intent is to enchant a device to cast the spells and maintain concentration, or be a constant effect.

It is possible that a person could replace all their limbs with variations on these spells, or perhaps make a more complex variation which animated a group of arms and legs in one spell. The complexity (assuming it is +2 Group modifier from the hand animation spell above) becomes the same difficulty as animating a full corpse; which makes sense.

Enchanted Device – The NeverLost Hand

This enchanted device is designed to create the sense feeling and touch, which induces a deep sense of connection to the hand over time. The effect is cast by the hand onto the target who then feels that any movement made by the hand is as real as their own. In effect this makes the target feel as the hand would.

Spell: The Obedient Hand (above) modified as a constant effect (Ars Magica p.99), which alters the spell to ReCo/In 29 in the enchanted device.

Spell: Sensations of a New Hand (above) modified as a constant effect, which alters the spell to InIm8 in the enchanted device.

It is also possible that the enchanted device which holds these powers could be made to touch the objects to affect them rather than invested in the limb itself. It would not alter the spell designs, and would also allow the powers to be used on a variety of limbs or eyes, etc.

And lastly an unrelated effect to destroy an animal corpse.

Dust the Shambling Hound

Perdo Animal 15, R: Voice, T: Individual

This spell destroys an animal corpse, affects up to size +1 corpses which are not controlled by an independent spirit.

(Base 5, +2 Voice)

Find these and many more new spells for Ars Magica in my grimoire.

Necromancy spells, part 7

The following spells are not strictly necromantic, but may be very useful additions for wizards with that inclination.

Animated corpses may also be a useful tool of reconnaissance, by making the animation a vehicle of remote exploration. An interesting similar canonical spell to start as a base is Arachne’s Tuition (Magi of Hermes, p 101) which allows the caster to assume control the targets body.

Assumedly the control allows the caster to perceive with the targets senses as well as control their fine motion; otherwise the caster is really going to struggle to perform crafting style activities with any degree of accuracy. This is the same desired effect, except on an animated corpse under the control of the caster which still should be a valid target. Corpus is corpus after all.

Assume the Dominant Sentience

Rego Corpus 25, R: Touch, D: Moon, T: Individual

This spell allows the caster to directly control a target touched, and is designed for use with an animated corpse but will function with a living target as well.

To maintain control beyond their reach the caster should have an arcane connection to the target, so it can move beyond his presence and still be controlled. The caster can pause and resume the control of the target.

(Base 4, +1 fine movements, +1 Touch, +3 Moon)

I’ve altered the duration to Moon to a greater allowance for prolonged activity, and added a requirement for an AC if the corpse is going to be maneuvered beyond the casters presence.

This effect might be best either in a device using Concentration or via a Rego Vim effect to maintain it. It’s also possible that the spell could be invented as a Sun effect and recast even if the corpse is beyond the reach of the caster by using an Intangible Tunnel. Again this is one of many potential variations.

Magi may also wish to watch what a corpse does while animated without directly taking control, and maintain that view. Such a a spell would be:

Experiences of the Shambling Servant

Intellego Imagonem / Creo 15, R: Touch, D: Sun, T: Individual

The caster can see, hear, smell, and feel at the location touched. The spell is intended to be used with an Intangible Tunnel or on a target creature touched.

(Base 4 to use four senses at a distance, +1 Touch, +2 Sun)

Another odd effect for moving corpses around without raising suspicion or ire. Arguably the baseline to shrink a corpse is lower than to shrink a living target, due to the difference in other guidelines when working with living or dead materials. It seemed safer to keep the level the same as a living target and allow the spell to affect a body regardless of if it is living or dead.

The Diminutive Advisor

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

This spell shrinks a human down to a fraction of its normal size, down to size -11. This ensures unobtrusive transport is possible and makes the target almost no threat in ordinary combat.

The spell was designed with corpses in mind, but can also affect living targets.

(Base 3, +1 Touch, +2 Sun, +3 for shrinking 9 more sizes ranks)

There is a spell in Houses of Hermes: True Lineages which allows a Quaesitor to gain a visual impression of the target from a scrap of material. Here is a necromantic version which is essentially creating a specific corpse assisted by an arcane connection.

Semblance of the Trespasser’s Corpse

Creo Corpus / Intellego 20, R: Touch, D: Ring,  T: Individual

This spell uses a small amount of human remains to conjure a fresh corpse which appears as the person does.

(Base 5 to create a corpse, +1 Touch, +2 Ring)

After opening a grave it’s desirable to close it up neatly. A spell simple in concept but difficult in design as it could be achieved in several ways and is likely to be better used as an adhoc spont spell (I had trouble deciding how to get the right outcome for this spell).

An illusion with a longish duration might also achieve the same end.

Restore the Restful Earth

Rego Terram / Herbam 4, R: Touch, D: Momentary, T: Individual

This spell makes an area of earth smooth and clear from any signs of disturbance, including restoring the grass and topsoil in the correct patterns.

The spell can also be used to superficially transplant earth or plants into decorative patterns.

A finesse roll of 6+ is needed to properly conceal a significant event, such as a grave being disturbed.

(Base 2, +1 Touch, +1 complexity)

Illusion of the Undisturbed Grave

Muto Imagonem 10, R: Touch, D: Moon, T: Individual

This spell makes a large area of ground or flooring look unchanged and like its surroundings, and if cast before an excavation is performed will retain the perfect undisturbed appearance. The caster must succeed a finesse check, particularly to mimic a very specific appearance.

Intended to hide the nighttime activities of grave robbers, the spell will also conceal holes, traps, or significant markings.

(Base 1, +1 Touch, +3 Moon, +1 size)

Lastly a spell intended to turn foes upon each other during a monstrous outbreak, potentially to be cast upon members of the same fighting force to incite panic.

Aura of Ghoulish Malice

Muto Imagonem 15, R: Voice, D: Sun, T: Individual

The target appears rotting, horrible, and befouled; essentially appearing as if they are the walking dead. Many very obvious changes are made in the subject’s appearance, sound, and smell. This includes hallowed eyes, rotting or wounded flesh, pasty skin, gravely and broken voice, moaning, bent posture, and swaying gait.

It is impossible to gain a normal reaction while under the effects of this spell, as the changes are so gross and pervasive.

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

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

Necromancy spells, part 6

The Ars Magica Hermetic Projects sourcebook contains a robust section which deals with aspects of Living Corpses, Necromancy, and details of binding ghosts (p96-118). Many of the more flamboyant spells that a Magus might develop later in their necromantic career are present in this book; so much so that repeating material here would be basically copying it. Hermetic Projects is one of the best Ars Magica books for deep investigation into how wizards might advance special interests.

Amongst other “creepy and dead” things it covers huge animations of human corpses, animating zombie armies of many sizes, conjuring human corpses in large numbers, and the creation of permanent quasi-sentient undead animals and humans. It is great material to aspire to.

Aside from that material which I was going to post variations for, here are a few ancillary spells which may be useful for Ars Magica Necromancers.

There is a fair rationale for an experimenting necromancer to use Ring and Circle version of these spells for their investigations. A set of niche effects, but perhaps worthy for devices within the necromancer’s lab.

Circle to Conjure the Remains of Man

Creo Corpus 20, R: Touch, D: Ring, T: Individual

This spell creates a corpse of up to size +1, with an appearance subject to the desires of the caster. Matching to a specific individual is possible with a successful Finesse check of 12+, with an optional familiarity adjustment between +/-3 depending on how well the caster knows the subject.

(Base 5, +1 Touch, +2 Ring)

Circle of Walking Servants

Rego Corpus Mentem 25, R: Touch, D: Ring, T: Circle

Turns all corpses in the circle into a nearly mindless servants that can follow your simple verbal commands faithfully but unimaginatively. Unless the corpses are preserved with Charm Against Putrefaction or the equivalent, the bodies will decay normally, but even a skeleton can be animated.

(Base 10, +1 Touch, +2 Ring, Mentem req free)

Circle Against the Putrefaction of Man

Creo Corpus 5, R: Touch, D: Ring, T: Circle

The human materials within the target circle remain fresh, and are protected from rotting and purification.

(Base 2, +1 Touch, +2 Ring)

All these zombies are dangerous if there isn’t a way to deal with them (especially those not in circles). A typical undead ignores fatigue penalties and may also ignore some wound penalties depending on how the damage is inflicted. It would be very difficult to use pain as an attack on an animated foe. Dust to Dust (PeCo15) is the core rulebook spell for destroying a corpse and it is very effective on animated dead.

A variant to ensure a necromancer never gets the drop on a magus might be crafted to destroy both animal and human corpses and also to destroy a group of targets.

Dust the Unwanted Remains

Perdo Corpus / Animal 30, R: Voice, D: Momentary, T: Group 

This spell destroys a selection of human and animal corpses, up to 10 size +1 corpses which are not controlled by an independent spirit.

(Base 5, +2 Voice, +2 Group, +1 Animal corpses)

As a level 30 effect it is significant to learn however most animated dead do not have any magical resistance so it is likely to be effective.

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