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.

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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!