A few spells inspired from Snow White for Ars Magica

Here are some spells based upon Snow White (as best as I can fit them) for Ars Magica. Some of the magical effect from the story are detailed in the core rules; such illusions, transformation, scrying, and forms of divination.

The Queen’s poisoned apple could be written many ways. A straight wounding poison, an extended sleep spell, and a faerie sleep spell. The trick with hermetic magic is to create a poison which knocks the target unconscious rather than wounding them. A Creo spell shouldn’t be able to replace the process for creating potions although by creating specific poisons within another substance is a work around. YSMV. My thought is that a toxin can wound, fatigue, sleep, or other effect; and the trick is really getting the target to eat it.

This means proposing a new Creo Aquam guideline for a fatiguing toxin instead of a wounding one. Not a huge leap.

  • Creo Aquam Guideline: Base 5, to inflict 1 level of fatigue if a Stamina check is failed against a difficulty of 3.
  • Each magnitude adds an additional fatigue level. Optionally each magnitude also increases the difficulty check by 3.

Draft of Weariness

Creo Aquam 20, R: Touch, D: Sun, T: Individual

The draft of toxin conjured inflicts a fatigue level if the imbiber fails a Stamina check vs 3.

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

Which means a low powered spell matching the poison-apple using fatigue would be as below, noting that the higher of the two base effects is chosen; Base 1 CrHe to create a fruit, and Base 5 for the poison.

Fruit Created for Suffering

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

The food conjured is tainted with a powerful magical toxin which inflicts a fatigue level on anyone who eats it if they fail a Stamina check vs 3. The spell may create a single discrete item of unprocessed food, such as fruits.

(Base 5, +1 Touch, +2 Sun, Herbam requisite free)

Fruit Imbued with Suffering

Muto Herbam / Aquam 20, R: Touch, D: Sun, T: Individual

The targeted food is tainted with a powerful magical toxin which inflicts a fatigue level on anyone who eats it if they fail a Stamina check vs 3. The taint becomes harmless when the spell expires.

(Base 5, +1 Touch, +2 Sun, Aquam requisite free)

The base for altering Herbam is MuHe3 however as the base for the toxin was CrAq5 that was used, which rationalised the free Aq requisite.

All the new spells for Ars Magica can be found here.

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Spells of Tailored Poisons

Here are a few more poison oriented spells, starting with a lethal dose and then getting into some weirder options, and one very good way to kill a specific wizard.

The Ars Magica spell guidelines tell us that a lethal dose of poison is base 25 with an ease factor of 3 to resist, and each additional magnitude increases the ease factor by 3. Yet an Incapacitating wound is 20 and a Heavy wound is 15. I like that the potency and severity are balanced in the guidelines.

A Sip of Consummate Ruin

Creo Aquam 50, R: Touch, D: Diameter, T: Individual

This spell creates a single dose of a lethal poison, enhanced to be highly potent; which requires a Stamina check against an ease factor of 12 to resist.

(Base 25, +1 Touch, +1 Diam, +3 for an additional 9 to the ease factor to resist)

With a duration so short the caster would have to know it will be used soon, perhaps on a blade or in a drink. And with such a high level spell it is unlikely to penetrate another Magi’s magical resistance.

The alternative to the poison having a duration is to design a spell which conjures an exceptionally virulent poison permanently with vis. As a permanent creation it no longer is resisted by Parma Magica.

A Quaff of Absolute Havok

Creo Aquam 45, R: Touch, D: Momentary, T: Individual, Ritual

This spell creates ten doses of a poison which inflicts an Incapacitating wound, enhanced to be highly potent; which requires a Stamina check against an ease factor of 12 to resist.

(Base 20, +1 Touch, +3 for an additional 9 to the ease factor to resist, ritual, +1 size)

On to stranger and more magical poisons. Firstly spells designs for poisons to affect a specific person. A poison spell, which only affects one person, designed as a mild poison so it could be boosted as desired.

As the options get more diverse the complexity increases which really makes these spells very particular.

A Sip for My Oldest Nemesis

Creo Aquam 35, R: Touch, D: Sun, T: Individual

This spell creates a single dose of poison with enhanced potency, which will only affect Sir Dion of Alexandria. It requires a Stamina check against an ease factor of 6 to resist. The poison inflicts a medium wound.

(Base 10, +1 Touch, +2 Sun, +1 for an additional 3 to the ease factor to resist, +1 for a specific person)

A poison spell, which only affects a Bloodline.

A Sip for That Cursed Family

Creo Aquam 45, R: Touch, D: Sun, T: Bloodline, Faerie

This spell creates a single dose of poison with enhanced potency, which will only affect members of Sir Dion of Alexandria’s bloodline. It requires a Stamina check against an ease factor of 6 to resist. The poison inflicts a medium wound.

(Base 10, +1 Touch, +2 Sun, +3 Bloodline, +1 for an additional 3 to the ease factor to resist, Faerie spell)

A poison spell, which affects the person you have an AC to, or you are touching.

A Sip for My Newest Nemesis

Creo Aquam 40, R: Touch, D: Sun, T: Individual

This spell creates a single dose of poison with enhanced potency, which will only affect a person the caster is touching or has an arcane connection to. It requires a Stamina check against an ease factor of 6 to resist. The poison inflicts a medium wound.

(Base 10, +1 Touch, +2 Sun, +1 for an additional 3 to the ease factor to resist, +1 for a specific person, +1 for flexibility)

There is no reason that the poison crafted by any of these spells cannot vary in nature, perhaps made into inks to emulate the terrible ink from the novel and film The Name of the Rose. As spell it could be identical, and crafting the poison as an ink is a very insidious way to distribute it. Especially if that ink also affects only a Bloodline or an individual, or the recipient is not protected by magical resistance.

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

Spells to Conjure, Transmute, and Evaporate Poisons

Poison is one of the areas where many game systems get complex very quickly. This is probably because poison can be such a wonderful and dangerous element in any story and surrounded by mystery in real life. Here is a quick exploration of some poisoning techniques exposed via spells in Ars Magica.

Within the Ars Magica spell guidelines are many powers that have not been expanded into complete spells. This post is an extrapolation of those guidelines specifically for creating liquid poisons. Many sagas might find the explanations obvious, but I hope that by demonstrating some variations there will be wider use of the more obscure guidelines.

The Assassin’s Lethal Draft is a non-subtle spell which conjures a dose of poison so harmful that it will kill everyone except the hardiest person. It is very high level, fast acting, and despite its potency, difficult to use.

The Assassin’s Lethal Draft

Creo Aquam 45, R: Touch, D: Diameter, T: Individual

This spell creates a single draft of lethal poison that inflicts a Fatal wound on the person who drinks it, unless they succeed a Stamina check of 9+.

The poison created is a dram (or teaspoon) of colorless odorless liquid, which may be added to drinks or conjured within a cup the caster is touches. The poison is harmless if it is not ingested.

(Base 25 for a fatal poison, +2 to increase the check to 9+, +1 Touch, +1 Diameter)

While the spell creates a very powerful poison, it’s application is not easy and it is not subtle, and it could be argued that other spells can achieve more flexibility with fewer levels. Despite that, it shows that Creo Aquam magic has powerful uses.

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