Few more minor spells from magical items, 30 Days of Magic

I wrote up more low level items were created as part of the “apprentice level items” thread, which means there are a few more low level effects to write up as new spells too (and fixed).

Cloak of Gloom and Shadow

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

Light surrounding the caster is reduced to near darkness, becoming deeply dark, gloomy, and shadowy for two to three paces around them, then lightening gradually to five or six paces.

(Base 2, +1 Touch, +2 Sun, +1 modifier for an unusual Target) 

Uncontrolled Tantrum

Rego Terram 10, R: Touch, D: Momentary, T: Room

When cast the room and all items inside are thrown a few paces away from the activator. Their movement will not inflict damage, but may damage the room and its contents. Requisites are needed if non-terram items are to be included.

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

These spells are part of the New Spell Compendium for Ars Magica.

Quick effects for Wizards who like Winter

Another few effects for a wizard concerned with cold climates, particularly because of a penalty the wizard has in temperatures which are too hot. These are spells which might have peripheral uses but are mainly so that Agnarr Cold-Heart (an Ice mage) will be comfortable in warmer weather.

Aura of Winter’s Cold

Perdo Ignem 10, R: Personal, D: Sun, T: Individual

An area 1 pace immediately surrounding the caster is lowered to just above freezing for the duration.

(Base 4 to chill and object, +2 Sun)

Circle of Winter’s Cold

Perdo Ignem 15, R: Touch, D: Ring, T: Circle

The temperature within the targeted circle is lowered to an uncomfortable chill.

(Base 4 to chill and object, +1 Touch, +2 Ring)

Solar of Winter’s Cold

Perdo Ignem 25, R: Touch, D: Sun, T: Room

The temperature within the targeted room is lowered to an uncomfortable chill.

(Base 4 to chill and object, +1 Touch, +2 Sun, +2 Room)

Ward Against Summer’s Heat

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

Target is protected against all normal warm temperatures and supernatural effects inflicting +5 fire and heat damage. Such effects are unable to approach within 1 pace of the target, and will dim as they pass.

(Base 4, +2 Sun)

I was contemplating a version for a castle or tower, but it is more efficient to craft the spell into a device when the  and the intent is to have a stable repeatable effect.

Ward Aganist Warmth (PeIg 34) – A steel outline shapes with intricate snowflake markings, to a hand width.

Tower of Winter’s Cold

Perdo Ignem 30, R: Touch, D: Sun, T: Structure

The temperature within the targeted structure is lowered to an uncomfortable chill.

(Base 4 to chill and object, +1 Touch, +2 Sun, +3 Structure) (+4 levels for constant effect trigger)

Finally a stranger effect which I think might serve best as an item to enhance a covenant, being that it is fairly superficial and a little fun.

Soothing Bath

Creo Aquam / Rego Ignem 20, R: Touch, D: Sun, T: Individual

Creates a pool of very warm soothing water which holds it’s unnatural heat and shape; sized to allow 2-3 bathers.

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

Find 600+ more new spells for Ars Magica in the Grimoire.


A frozen castle, but not in a cartoony way

In Ars Magica a fire might not be considered magical (and therefore resisted by magic resistance) if it does not have fuel. Although it’s circumstantial, once an item is set on fire it may burn normally and harm everyone just like abnormal fire. A spell I wrote a little while ago to burn a castle (Immolation of Harrenhal) plays with this demonstrating how dangerous an entire building might be to both magical and mundane inhabitants. Once it is burning naturally the environment is deadly.

So the same is perhaps true of freezing things. Trapping a foe in a freezing chamber that they cannot escape from will chill, fatigue and maybe incapacitate them as long as it stays cold enough.

Freezing of Harrenhal

Perdo Ignem 35, R: Touch, D: Concentration, T: Structure

This spell cools an entire structure, or a sub-part chosen by the caster, and everything within it to below freezing, which creates a dangerous environment for the inhabitants and materials. All items inside will be affected either by the initial freezing or the remaining chilling temperatures which likely continue after the spell expires. Whilst active the spell inflicts +5 cold damage per round.

(Base 5 to freeze water, +1 Touch, +1 Concentration, +3 Structure, +1 Part flexibility)

These and others effects I’ve pondered over the past few years are part of the new spells grimoire for Ars Magica.