Change emotions to dust

Another spell for transforming emotions in Ars Magica

My Foremost Sadness is Dust

Muto Mentem / Terram 10, R: Personal, D: Diameter, T: Individual

The caster most prevalent emotion at the time of casting is transformed into dust and falls away from their body. Useful as a way to ameliorate fear, lust, or any of a number of emotions which may affect the caster.

(Base 5, +1 Diameter)

Circle of Blades, a WFRP 4e spell

This spell has many names and variants – the invisible myrmidons, circle of blades, wall of swords, the faithful swordsmen, all which indicate the same supernatural effect. Variants create different hand weapons, such as hammers, spears, knives, or shields; or may be thematic to the wind of magic used by flaming swords, shadowy daggers, and so on.

Circle of Blades

CN: 10, R: WPB Yards, T: Special, D: WPB Rounds, Arcane

This spell creates a set of floating swords which can be directed by the caster to fight an opponent in close range, or defend the caster. The swords cannot move further away from the caster than their range, and may move as the caster moves.

The weapons fight in unison, striking in attack once each round and defending as required. The blades may also significantly outnumber or distract an opponent. This spell creates WPB swords, which count as magical weapons, with each +2 SL creating an additional sword.

The swords attack and defend using the caster’s WS as their base skill, modified for outnumbering as appropriate; inflicting WPB +4 + attack SL damage. Additionally each two swords conjured count as an extra opponent for the purposes of calculating outnumbering.

A Law of Tzeentch Chaos spell – Turbulence of Tzeentch

Soon there will probably be a plethora of Chaos magic spells for WFRP; enough to daunt even the most faithful Witch Hunter. Till then perhaps this spell might help turn the favours of the dark powers.

Turbulence of Tzeentch

CN: 7, R: WP Yards, T: WPB Yards AoE, D: WPB Rounds, Chaos.

This spell draws on all the winds of magic and casts them into violent disarray. All Channeling and Casting skill checks within the area of effect using a single wind are made more difficult, suffering a -20 penalty to checks. This turbulence is an advantage for casters using multiple winds who instead gain a +20 bonus on Channeling and Casting skill checks. Additionally any miscast roll results are +20% higher.

Knock Back, an Arcane spell

This is what Push (WFRP p. 244) might have been if designed to affect a single target. This was the principal reason this version was written up as I cannot see Push being useful although the concept was good. There are just too few times when a Witch or Wizard is surrounded by opponents and also not fighting along side allies. Far better to affect less people but be able to target selectively.

Knock Back

CN: 7, T: 1, R: WPB, D: Instant, Arcane

This spell forcefully lifts the target of their feet and throws them away from the caster. The target is moved WPB bonus yards and gains the Prone condition. For every +2 SL the target is knocked a further WPB yards.

Targets must resolve their sudden movement as if they had fallen, likely resulting in some injury.

Larger creatures require an additional +4 SL to be knocked back for each increase in their size larger than humans; smaller targets are treated the same as humans.

A few spells for the Lore of Metal, for WFRP

Gold Wizards have an odd mix of spells in the core Warhammer book – they’re certainly situational rather than broadly beneficial like the spells in the Lore of Death or Lore of Life. Prior editions and the lore had other spell ideas to draw from so here are a few converted to 4th edition and revamped a little around the edges.

Gehenna’s Golden Gun

CN:13, R: WPB Yards, T: Special: D: Willpower minutes.

The wizard drops a golden ingot or nugget to the floor, summoning the artifice of his craft to transmute the ingot into a mighty weapon of war or a superior personal weapon.

This spell transforms the sizable portion of gold thrown to the ground into the Wizard’s choice of a weapon of advanced warfare, black powder, or engineering categories. In addition to the Black Powder and Engineering Ranged weapons, all manner of Imperial artillery are also possible; such as Trebuchet, Flame Cannon, Great Cannon, Arbalest, Helstorm Rocket Battery, and so on.

The transformed weapon is resplendent – overtly gilded in gold and other fine metals; and gains a bonus quality suitable to its form, representing the perfection of purpose.

This spell has greatly increased the favour for Alchemists from the Lore of Metal across the Empire; as artefacts of war may be quickly supplied and deployed.

Then another, useful combatively.

Gehenna’s Golden Hounds

CN:10, R: WP Yards, T: Special: D: WPB Rounds.

The wizard summons a massive pair of clockwork hounds, which bound after his chosen prey and drag it screaming to its doom.

The two summoned hounds immediately seek out the caster’s selected foe, and moving to new opponents once prior victims have fallen. The hounds are frenzied and must attack something each round they are present, even if that is an ally or the caster themselves.

Each additional +2 SL in casting adds another hound to the pack. The hounds use the stat-block from Dire Wolves (WFRP, p.328) without the Undead and Unstable traits, and gain Armour 3 and Painless traits.

Enjoy!

A clockwork tiger by BryanSyme, which is how I see the clockwork hounds looking.

Blood and Sacrificial Magic, something dark and sinister for WFRP Magic

I was thinking late one night about magic options which suit Warhammer Fantasy roleplay that are thematic and the concept from some other RPGs seemed suitable – a Witch (or any other spell caster) could power their magic by either hurting their own body, or hurting somebody else. Essentially burn life to power magic.

Blood Magic (Talent, 1 Max)

The character may choose to burn their own energy as wounds to gain additional success levels on a Language Magic or Channelling skill checks. For each wound taken the character may add +1 SL. The character must choose how many wounds they will sacrifice before each roll, with the wounds are inflicted at the end of the skill check regardless of the outcome of the check.

The cosmetic effect of the wound loss may be as simple as a grimace in pain for a small bonus, or physically harming themselves with knives or tools and such for impressive bonuses. Perhaps their Lore spirals around them – lightning for some, or fire, or swathes of dark ribbons that pierce the casters body.

…And then somewhat darker and probably a forbidden talent known only to those already on a dark path – hurting others.

Sacrificial Magic (Talent, 1 Max)

The character may inflict wounds upon themselves or others to gain additional magical success. For each 3 wounds inflicted the caster gains +1 SL on a Language Magic or Channelling check. If the wounded person also dies the caster gains an additional +2 SL.

…This is an outwardly evil talent; would lend a sense of dread to have spells powered by the victims of a demonologist.

Sea Magic shared in The Ratter WFRP magazine

Very pleased to share that the Warhammer Fantasy RPG post on Sea Magic was shared in Issue 10 or The Ratter WFRP Fanzine. Huzzah!

The Ratter WFRP Fanzine #10–Fall Bar Brawl-– There is 150 pages of content. Contents: Water Load of Nonsense-The Giant Waterfall on the Stir, Master Chef Career for 2e, Sea Magic, Alternate Magic Point Rules, Mounted Combat Options, Magic Items Creation, two WFRP adventure scenarios, and NEW SPECIAL SOURCEBOOK DOWNLOADS: Vampire Counts, DopplegÄnger Characters, and Hedge Wizards!

It can be downloaded from the The Rat Catchers Guild Discord or this Dropbox link.

Cover art by @Thatweirdkiid

Spells for Bjornaer magi, like Leaps, Teleports, Transmutes, and simple Clothes spells

These 15x spells were designed for (yet another) unplayed Bjornaer magus for Ars Magica – as frustrating as it is to look back and not see the guy i play, I didn’t want to cast aside the work that went into them.

These and many other new Ars Magica spells can be found in the Grimoire section of this blog.

Firstly, some effects to conjure animals using the Muto art instead of Creo; essentially shaping the animal from material in the world around the magus.

Shape from Earth a Ravenous Wolf

Muto Terram / Animal 20, R: Touch, D: Concentration, T: Part

A wolf rises from the place touched by the caster. This beast is immune from the effects of the Gift, but is otherwise normal; and without additional magic the caster has no special control or relationship to the beast.

(Base 5 “to turn earth into an animal”, +1 Touch, +1 Concentration, +1 Part)

Shape from Earth a Lumbering Bear

Muto Terram / Animal 25, R: Touch, D: Concentration, T: Part

A bear rises from the place touched by the caster. This beast is immune from the effects of the Gift, but is otherwise normal; and without additional magic the caster has no special control or relationship to the beast.

(Base 5 “to turn earth into an animal”, +1 Touch, +1 Concentration, +1 Part, +1 size)

Assuming a crocodile is size +0, if they are size -1 then this spell should conjure 100?, and good as it means the crocodiles will be hostile in water too.

Shape from Earth a Float of Crocodiles

Muto Terram / Animal 25, R: Touch, D: Concentration, T: Group

A group of ten large crocodiles slip from the place touched by the caster. The beasts are immune from the effects of the Gift, but are otherwise normal; and without additional magic the caster has no special control or relationship to the beasts.

(Base 5 “to turn earth into an animal”, +1 Touch, +1 Concentration, +2 Group)

… Another spell invoking poisonous serpents.

Shape from Earth a Knot of Vipers

Muto Terram / Animal 25, R: Touch, D: Concentration, T: Group

A group of ?? poisonous vipers slither from the place touched by the caster. The beasts are immune from the effects of the Gift, but are otherwise normal; and without additional magic the caster has no special control or relationship to the beasts.

(Base 5 “to turn earth into an animal”, +1 Touch, +1 Concentration, +2 Group)

Then I wanted a spell to make a mundane animal easy to transport/steal.

Bringing the Mouse to Market

Muto Animal 25, R: Touch, D: Moon, T: Individual

The animal touched is transformed into a mouse.

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

Then a way for the bjornaer character to transform clothes and possessions, use with the D:Sun extender.

Encumbering Adornments Transformed

Muto Terram / Animal 15, R: Personal, D: Concentration, T: Individual

The caster’s personal items and clothes are transformed into a leather strap upon their ankle. Additional requisites may be required when cast.

(Base 5 “to turn earth into an animal”, +1 Concentration, +1 complex items)

Encumbering Miscellanea to Stone

Muto Terram 30, R: Touch, D: Concentration, T: Group

The items gathered are transformed into a single small rock.

(Base 5, +1 Touch, +1 Concentration, +2 Group, +1 stone)

Then spells which use the sensory magic rules – Mentem effect to change mental state to fear. A variation on Panic of the Trembling Heart (CrMe15, Ars p.148) which is designed for use with sensory magic.

Growl of the Monstrous Bear

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

Creates an overpowering fear in all who hear the caster.

(Base 4, +3 Sound)

This item plan allows an item to detect a change of shape and trigger helpful illusions.

Perceive the Change (InAn14, HoH:MC p.24) to determine if the item is touching an animal. (Base 3, +1 Touch, +2 Sun; +1 two uses/day, +3 environmental trigger
sunrise/sunset)

Illusory Robes (MuIm18) creates the image of a set of robes upon the target, so their vanity is maintained. (Base 1 to change visual appearance, +1 Touch, +1 Concentration, +1 moving image, +1 image can move about)(+5 levels for maintaining concentration, +5 level for 24 uses a day, +3 Linked Trigger).

This is a slightly different device sign as the wearer is expected to be moving to and from their animal shape many times per day this effect is triggered by the “Perceive the Change” invested power, and may also be cancelled or activated independently.

A wizard may also be found in the wilderness and without clothes, so this allows then to gather materials and clothe themselves.

Robes for the Demure Adventurer

Muto Herbam 10, R: Touch, D: Concentration, T: Individual

The targeted Herbam based plant or processed item touched is transformed into a plain cotton robe. The caster may make minor style choices for the robes thickness and cut when the spell is cast. A finesse roll is required to determine the quality and fit of the robes.

(Base 3 to turn a Herbam item into another item, +1 for a finished item, +1 Touch, +1 Concentration)

Reworked as a device …

Robes for the Demure Bjornaer – MuHe 15 (Effect Base 3, +1 finished, +1 Concentration)(+5 levels for maintaining concentration, +5 level for 24 uses a day).

Doublet of Impenetrable Cotton

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

The target’s Herbam based clothes are significantly strengthened, granting a +3 bonus to soak. Consolidations in form and usage are identical to Doublet of Impenetrable Silk (MuAn15).

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

Transforming Mythic Europe (TME p.107) has guidelines for teleportation and instant transportation.

Bjornaer’Step

Rego Animal 15, R: Personal, D: Momentary, T: Individual

The caster in an animal shape instantly transports them self up to 5 paces in any direction, provided he can see his destination or has an Arcane Connection to it. The caster must succeed a Intelligence+Finesse check of 6+ or their appearance goes awry. A Talisman moves with the caster automatically however casting requisites are required to bring along any other clothing or personal equipment. Animal forms of up to size +4 may use this spell.

(Base 10, +1 size)

Gift of the Lion’s Pounce

Rego Animal 15, R: Personal, D: Momentary, T: Individual

Allows the caster in an animal shape to pounce up to 15 feet vertically or 25 feet horizontally (2 feet less for each Encumbrance point). The caster must succeed a Dex – Encumbrance check vs 0 to land without incident, and a miss indicates a Light Wound, and a botch indicates a Medium Wound. The caster can only pounce once for each casting of the spell, and that pounce must be made within ten seconds. Animal forms of up to size +4 may use this spell.

(Base 10, +1 size)

Bjornaer’Leap

Rego Animal 20, R: Personal, D: Momentary, T: Individual

The caster in an animal shape instantly transports them self up to 50 paces in any direction, provided he can see his destination or has an Arcane Connection to it. The caster must succeed a Intelligence+Finesse check of 6+ or their appearance goes awry. A Talisman moves with the caster automatically however casting requisites are required to bring along any other clothing or personal equipment. Animal forms of up to size +4 may use this spell.

(Base 15, +1 size)

The Fur That Turns Aside Daggers

Muto Animal 15, R: Personal, D: Diameter, T: Individual

The fur and hide of the caster’s form is thickened to grant a +3 Soak bonus.

(Base 5 for a slightly unnatural effect on a living animal, +1 Diameter, +1 size)

As a variant on a spell called The Fur That Turns Blades (MuAn20, see Lexora of House Bjornaer in Through the Aegis, p.43). I wrote Gift of the Bear’s Fortitude to Beasts a while ago using the Muto Corpus level 15 baseline as an equivalent, but there is precedent for this level of effect due to the base 4 used in the Doublet of Impenetrable Silk (Ars p.118) which grants +3 soak to clothing (dead animals) and the base 5 guideline in animal allows for living beasts. This is a dramatic difference in level, so troupes can choose which is right for them.

Also now that I’ve seen the comparison I find it hard to accept that the base 15 is correct for animals, given that level 15 can change an animal into an inanimate object. I’ve updated the spell Gift of the Bear’s Fortitude to Beasts to include a Terram requisite and grant a +9 bonus instead as it now has the supernatural strength from Terram.

Tailor the Tattered Handmedown

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

The targeted Animal based item is resized to fit the caster and any minor damage is repaired.

(Base 3 to turn an animal based item into another item, +1 Touch, +2 Sun, +1 also make minor repairs)

A few new Steam spells

Long ago I was discussing ice in Ars Magica as a complex material which (may) require a broad amount of magical arts to manipulate. Steam is similar. So I decided to craft a few steam based spells to see how they might look. I know steam is not a great choice for a Magus but a steam effect will be rare and far less wizards have wards against steam than steel. Transforming water or ice to steam is done with ReAq, creating steam with CrAu, and Muto for a variety of spell effects.

Transformation Between Steel to Steam

Muto Terram / Aquam 30, R: Voice, D: Concentration, T: Part

Part of the targeted metal object or jet of steam is transformed to the other element.

(Base 3, +2 Voice, +1 Concentration, +1 Part, +2 metal, +1 two way transformation)

Transformation Between Soil to Steam

Muto Terram / Aquam 20, R: Voice, D: Concentration, T: Part

Part of the targeted earth and soil or jet of steam is transformed to the other element.

(Base 3, +2 Voice, +1 Concentration, +1 Part, +1 two way transformation)

These and other new Ars Magica spells are found in the Grimoire.

A Fire spell for Leopold, cloaked in flames

I’m hoping this spell is evocative of the Lore of Fire, and also worthy of introducing into a Warhammer Fantasy game. I’ve seen a spell like this in dnd and ArM so it’s thematic enough to be in the zeitgeist of fantasy games.

Cloak of Cascading Flames

CN: 5, R: Self, T: Self, D: WP minutes, Fire

The wizard is surrounded in a cloak of fire which affects everyone within melee range but not the wizard them self; inflicting 2 +SL wounds to all creatures and igniting nearby flammable objects. Whilst active the wizard also gains protection from intense effects of cold and exposure.

This is a dangerous spell if used among allies fighting closely.