Spells to Repair a Dwelling

Over time I’ve written a few new Perdo and Rego spells for Terram and Herbam to damage parts of objects or structures (often using Target: Part as it is slightly harder but far more versatile), so in support of a breadth of magical spells for Ars Magica, here are a few ways to repair buildings and structures.

There are two approaches: Creo rituals which might be thought of as healing or restoring damage, and Rego Crafting spells (Houses of Hermes: Societates, Rego and Creo Craft Magic p. 60) which reconstruct the building using available materials. In design I think both need to be specific to the base materials involved, and requisites which may be required.

For using Creo there is a canonical spell with a similar effect which can be used to benchmark the difficulty. The spell Seal the Breach (a CrTe20 Ritual, Lords of Men sourcebook, p.116) repairs a gap within one wall, however a new spell with a larger effect and broader applications is far more useful and no more complicated or powerful.

Recondition the Battered Castle

Creo Terram / Herbam 20, R: Touch, D: Momentary, T: Structure, Ritual

The targeted wood, stone, and glass structure is repaired of all structural damage, such breached walls, collapsed rooms, fallen ceiling, etc.

The repairs are basic and very likely obvious, so while they are functional they lack any ornate features, quality finish, or embellishments.

(Base 3, +1 Touch, +3 Structure, +1 complexity)

With every ritual having a minimum level 20, it makes sense to load as much scope into the effect if the spell will initially be lower than level 20.

Recondition the Battered Walkway

Creo Terram / Herbam 20, R: Touch, D: Momentary, T: Part, Ritual

The targeted wood, stone, and glass is repaired of all structural damage, such breached walls, collapsed rooms, fallen ceiling, etc. Or if the structure is too large for  a single casting, this spell can affect part of the greater whole and be applied many times.

The repairs are basic and very likely obvious, so while they are functional they lack any ornate features, quality finish, or embellishments.

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

Another higher level ritual is needed to include complexity of an ornate structure, such as a damaged Conjured Mystic Tower; written up below. I like the fact that casting another CtMT would be cheaper than using this ritual, because it makes a kind of sense that while the tower was once a single piece of stone, it now is better treated as a structure with all its content. Nice too that all the items within the tower have the option to be repaired.

Recondition the Mystic Tower

Creo Terram / Herbam 40, R: Touch, D: Momentary, T: Structure, Ritual

The targeted structure and all its content is repaired of all wood, glass, stone, and metal structural damage, such as breached walls, collapsed rooms, or fallen ceiling.

The repairs suitably match the quality of the base structure, making repairs invisible unless a requisite material is missing.

(Base 5, +1 Touch, +3 Structure, +3 complexity)

A version for a boundary might be a more simple solution to covenants which are initially in a state of disrepair.

Recondition the Ruined Township

Creo Terram / Herbam 35, R: Touch, D: Momentary, T: Boundary, Ritual

All dwellings within the defined boundary made from wood, stone, and glass are repaired of all structural damage, such breached walls, collapsed rooms, fallen ceiling, etc.

The repairs are basic and very likely obvious, so while they are functional they lack any ornate features, quality finish, or embellishments.

(Base 5, +1 Touch, +4 Boundary, +1 complexity)

For approaches using Rego more interpretation is needed as the Rego crafting kick-in, there is also a degree of complexity involved when trying to use Rego in large areas. Instead of a spell affecting an entire castle the Rego magic works better when it is targeted to a much smaller area, both in the volume of material needed and also the complexity and effort modifications in the Finesse skill checks.

Renovation of the Neglected Walkway

Rego Terram / Herbam 25, R: Touch, D: Momentary, T: Group

Using appropriate available materials the caster can repair damage to buildings and walls made from stone, metal, or wood. To ensure the reconstruction is suitable a successful Finesse check vs 12+ is required for each repaired segment. Detailed planning and assistance from expert sources may reduce the Finesse difficulty for a specific area.

This spell will not prepare the source materials or ensure they are fit for purpose, so other spells may be required.

(Base 5, +1 Touch, +2 Group, +1 group size)

Comprehend the Handwork of Dilapidation

Intellego Terram / Herbam 25, R: Touch, D: Momentary, T: Part

This spell allows the caster to examine a whole structure or segment, and understand its current state of disrepair. The information gleaned extends beyond basic damage to include the internal structures and how it might best be repaired.

(Base 15, +1 Touch, +1 Part)

These and over 552 other new spells for Ars Magica can be found here.

450 spells

Aside

The blog has now 450 spells for Ars Magica by year’s end, which means working in between work and family it’s possible to write roughly 50 new spells a season. Not sustainable, but possible.  Many are variations on a similar themes, so perhaps an inflated figure; still I think that’s a good result for 2016.

It’ll slow down in 2017. I’m drafting and writing far less than earlier in the year probably due to the Ars Magica games going on hold and work/life demands. Next year I’m also hoping to pickup another game to focus on, and still keep the Ars Magica rpg blog posts ticking over too. There is a Deathwatch module I’ve half written, and initial thoughts for a more streamlined fantasy rpg mechanics based upon some of Ars and some of d100.

Happy holidays folks, see you next year.

Bjornaer mystery spells

One of the most intriguing and rarely used style of spell in the Ars Magica RPG are those introduced as Sensory Magic (from Houses of Hermes: Mystery Cults, p.27-31). The source book contains very apt example spells however custom spells are rare. An exception is the book Through the Aegis, which has four Sensory Magic spells, relating to a lion heartbeast.

Until very recently I didn’t understand how they might be used (now a little more so).

The Sensory Magic (SM) mechanics allow the magus to target people who perceive them in one way or another instead of the Magus perceiving the target. SM must deliver the magical effect via a sense, and it has both very specific limitations around the magic being linked to the bestial style of the magus, and the style of effects possible. A major limitation is SM spell effects may not be placed in enchanted devices.

Being a House Bjornaer mystery virtue also means that any SM spells are likely to be only known by a sub-set of House Bjornaer; which again limits their adoption by players.

E.g. A spell based upon a peacock’s beautiful plume which is cast by the Bjornaer upon themselves might allow them to seduce or impress those who see them. The presence of a peacock is used as the basis for the glamour, as relates thematically to the effect, and also reflects the spells delivery.

Wonderfully specific uses, and dangerously powerful as the spells do not need to be recast when the targeted creatures around them change – as it is by their presence that the magic may affect them.

Evasion of the Alley Cat

Rego Corpus / Animal 5, R: Personal, D: Diameter, T: Texture, Sensory Magic

Those who touch the caster or their personal items find their hand, limb, or mouth uncontrollable. This grants the caster a significant bonus to resisting grappling or constriction attacks, and grabbing the caster is all but impossible. The spell is designed to affect beast and people alike.

(Base 2 – to loose control of a body part, +1 Diameter, +1 Texture, +1 Animal)

Flavour of the Dripping Toad

Creo Mentem / Animal 10, R: Personal, D: Diameter, T: Flavor, Sensory Magic

Those who taste the caster or their personal items are rendered confused, unable to take clear action for the duration of the spell. This spell is designed to affect beast and people alike.

(Base 4, +1 Diameter, +0 Flavor, +1 Animal)

Lilt of the Gentle Songbird

Creo Mentem 15, R: Personal, D: Momentary, T: Sound, Sensory Magic

Those who hear the caster’s voice are sent to sleep.

(Base 4, +3 Sound)

Revulsion of the Pungent Skunk

Rego Corpus 20, R: Personal, D: Diameter, T: Scent, Sensory Magic

Those who smell the caster or their personal items are find themselves struck with vomiting and ill-health, and may recover only after purging their bodies.

(Base 5 – to invoke vomiting, +1 Diameter, +2 Scent)

Poise of the Magnificent Peacock

Creo Mentem 35, R: Personal, D: Sun, T: Spectacle, Sensory Magic

Anyone who sees the caster will be more inclined to be attracted and impressed by their manner, dress, and poise. This greatly influences reactions in suitable scenarios by granting a +3-6 bonus to the caster for suitable rolls.

(Base 5, +2 Sun, +4 Spectacle)

These spells are part of the free new spells compendium for Ars Magica.

More spells from a Mentem Magus

As part of designing a senior wizard in an Ars Magica play-by-post game, I’ve written up some spells specific to his interests. While Constantine has a focus in Mentem, there are a few others spells gathered here which he has designed before play starts or intends to invent during play.

tower on a hill To command a person to a specific task, created with the longest duration possible without being a ritual. A ritual version would be overly expensive for the potential gain, it would be better to create the effect in an item which could maintain the dominance permanently.

Compel the Malevolent Deed

Rego Mentem 50, R: Sight, D: Moon, T: Individual.

Mentally commands the subject to perform a complex command, regardless of its danger or suitability, which they must carry out to the best of their ability.

(Base 20, +3 Sight, +3 Moon)

A nasty spell designed to ruin the target’s mind irrevocably.

An Empty Husk

Perdo Mentem 35, R: Voice, D: Mom, T:Individual

The target’s mind is utterly destroyed. What remains is a mindless husk.

(Base 25 to destroy a mind, +2 voice)

Enchantment of Emotionlessness

Perdo Mentem 5, R: Personal, D: Diameter, T:Individual

The target is rendered emotionless and unable to feel emotion for the duration. This is both an blessing and curse as the removal of emotional bias can be an advantage, but it also will remove emotional responses for compassion.

(Base 4 remove all emotions, +1 Diameter)

Many Mentem effects are not subtle, as the target will at the very least remember interaction with the caster. This spell seeks to hold the target frozen so other actions can be performed, and then delete the memory of the event from their mind.

The Long Forgotten Stare

Rego Mentem / Perdo 30, R: Eye, D: Concentration, T: Individual.

The target is paralyzed while the caster concentrates and also has their memories of the event removed.

(Base 15 to paralyse a target mentally, +1 Eye, +1 Conc, +1 Perdo sub-effect so they don’t remember anything)

A quick effect to inflict a small about of harm prolonged. As this is an Ignem effect, it can be used on all manner of targets to significantly burn them. A secondary use might be to ignite wet campfire fuel, or destroy some incriminating evidence.

Searing Burn

Creo Ignem 10, R: Touch, D: Diameter, T: Individual.

The effect inflicts +5 dam over 2 minutes to the item touched by enveloping it in flame.

(Base 4 to create fire doing +5 damage, +1 Touch, +1 Diameter)

And not at all for a Mentem focus, the other small spells are also useful. These two were developed primarily because of the time to also invent the Searing Burn, and would be handy for travelers.

Blessing of Torchlight

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

The object touched glows as brightly as a torch.

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

Blessing of Warmth

Creo Ignem 5, R: Touch, D: Sun, T:Individual

The object touched becomes comfortably warm. A simple and effective cantrip for traveling or cold winter’s nights.

(Base 2, +1 touch, +2 sun)

A simple effect, using a range available via the Atlantean Virtue (RoP:M). The idea being that the caster can scan the ocean and waterways around them, by quickly moving their point of reference. A key advantage is the combined effect when a Range ignores the size of the target for Intellego spells.

Awareness of the Waves

Intellego Imagonem 10, Atlantean, R: Water-way, D: Conc, T: Individual

The caster can hear and see from any point within a water-way, and must concentrate to move their point perception.

(Base 2 for two senses, +3 Water-way, +1 Conc)

An effect which is published within the Ars Magica online Grimoire, reproduced here as it is a match to the spell above. The two effects allow a magus living on an island to quickly scan their surroundings.

Awareness of the Road

Intellego Imagonem 5, Faerie, R: Road, D: Conc, T: Individual

The caster can hear and see from any point on a road, and must concentrate to move their point perception.

(Base 2, +2 Road, +1 Conc)

Eyes and Ears Within

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

The caster can see and hear everything occurring within a structure, and must concentrate to move their perception throughout. The caster must concentrate to listen to specific areas, and a thriving location may be overwhelming.

(Base 2, +1 Touch, +1 Conc, +3 Structure)

The Everlasting Quill

Muto Aninmal 20, R: Touch, D: Sun, T:Individual

The item made of animal products touched becomes hardy and almost unbreakable, and extremely resistant to wear and damage.

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

Capture the Frozen Scene

Rego Imagonem 5, R:Touch, D: Ring, T: Individual

Effect moves an image from one place (such as in a mirror) to within a ring within a pace, and sustains the image for the duration.

(Base 2 to move an image a pace, R:+1 Touch, D: +2 Ring, T: Ind)

Illusion of the Standing Wizard

Rego Imagonem 10, R:Personal, D: Sun, T: Individual

Wizard’s image appears to stay in place and not significantly moving, but instead can shift up to a pace from the spot when it was cast. Moving further than this breaks the spell.

(Base 2, +2 Sun, +1 additional image +1 moving image)

I’ve been published in Sub Rosa magazine, Issue 17 now available

Issue 17 is the newest issue of Sub Rosa for Ars Magica, and it’s available now. And for the first time I have an article published. It is a simple contribution – a collection of new spells for Ars Magica. After reviewing the mag cover to cover I’m a little embarrassed by such a simple list when compared to the creative and historic material the Sub Rosa magazine contains. I am darn chuffed though.

Sub Rosa Issue 17 cover