Spells to protect against stone and blades, 30 Days of Magic

Two simple defensive spells for non-combatants, one is especially useful for defense against the Invisible Sling of Vilano or Wielding the Invisible Sling (other ReTe spellsstyle spells.

Personal Ward Against Stone

Rego Terram 15, R: Personal, D: Concentration, T: Individual

This spell protects the caster from being touched by stone objects.

(Base 5, +1 Concentration, +1 stone)

Personal Ward Against Steel

Rego Terram 20, R: Personal, D: Concentration, T: Individual

This spell protects the caster from being touched by metal objects and weapons.

(Base 5, +1 Concentration, +2 metal)

Items and spells of Wind and Water for Covenants

An ice and winter themed wizard I’m writing will be joining a newly founded covenant soon, so I’m pondering how he might contribute toward the covenant’s establishment, development, and well-being. He already has spells which might be handy to defend against mundane attackers, so in this blog post I am thinking more utility effects.

Some of these spell effects make more sense when invested into items, and despite being forewarned by the theme of the game my Magus is currently ill equipped for starting a hidden or independent covenant.

…Hmm, and that is also kind of the point of the game to me – having a character who is great at setting up a remote covenant would be tricking the meta-game and just be a call to the GM to raise the difficulty level higher.

These spells and item are part of my brainstorming for ways to assist.

Hidden Hypocaust – (CrIg 24) is a charm placed at a central location within the main structure which warms the structure. This enhances the living conditions for the inhabitants due to the warmth provided; grants the Magical Heating – Superior Heating lab virtue. The charm has been crafted with many variations in shape, popular recently is investment in decorative items such as mirrors and tapestries as they are wall mounted.

A Pleasantly Warmed Tower

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

The floors, walls and ceilings of the targeted structure are warmed to the touch, providing a pleasant environment.

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

As an item add (+3 environmental trigger for sunrise and sunset, +1 for two uses per day) although not designed as a constant item so it can be moved to different building if required. 

Note: There has been a lot of discussion on using back to back Sun duration vs Constant effects on the Ars Magica forums and my 2c is that both options are fine; it is the designers intent which determines how the item works. Given that the alternative is for the device to be D: Conc with +5 Maintain Conc – thus requiring somebody to trigger it – its almost moot.

And as a spell for a single room lab…

A Pleasantly Warmed Sancta

Creo Ignem 15, R: Touch, D: Sun, T: Individual

The floors, walls and ceilings of the room touched are warmed to the touch, providing a pleasant environment.

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

Another side affect of living in colder climates is the freezing affect on books. This spell could be used as is as an enchantment for a travelling trunk, or used in a lab.

Librarians Dehumidifier – (PeAu21) a small brass sigil in the shape of a fire inset with a book, which when placed upon a wall or inside a container will dehumidify the contained space.

Dry the Damp Storeroom

Perdo Auram 15, R: Touch, D: Concentration, T: Room

Reduces the ambient humidity in the chamber to be dry, making it a useful effect for libraries and potentially healthier for inhabitants.

(Base 4, +1 Touch, +1 Concentration, +2 Room)

As an item add (+5 device maintains concentration, +1 for two uses per day).

The Protective Weathervane – An oak and iron eagle with platinum and agate highlights designed to be set atop a tall building so it can “see” the surrounding weather. The weathervane is very high quality workmanship and is made up of many interconnected parts, some enchanted. The parts are Head, Wings, Tail, Body, and Whistle; with the head and wings currently enchanted.

These item effects are intended to be combined into a multi-part item to assist a covenant have healthier living conditions and better weather all year round. The intent is to use Creo Auram to push the poor or hazardous weather away from the covenant, so it appears that only mild weather falls there. The Protective Weathervane device was made as several lesser items so that the overall crafting time avoided the seasons to open the device for enchantment and reduce vis costs.

Item: Wings of the Protective Weathervane (CrAu28), a set of iron and oak eagle wings, inset with platinum tips (oak +7 protection from storms, platinum +4 air), which are bolted together with the other weathervane parts. When triggered the conjured gale force wind blows the detected weather event away from the weathervane out to sea. The Wings have unlimited uses so that they may be triggered multiple times during severe weather, and activate any number of times each day.

Item: Head of the Protective Weathervane (In19), an eagle head shaped from oak and iron with agate (agate +3 air) eyes and a platinum beak (+4 air), which is bolted onto a weathervane. The constant effect can detect powerful weather and will trigger the other effects.

Item: Whistle of the Protective Weathervane, a thumb sized platinum and oak bird whistle which can be used to trigger each of the other powers. Although it is very high quality it is not enchanted yet.

Sweep Away the Wayward Stormclouds

Creo Auram 15, R: Sight, D: Diameter, T: Individual

This spell creates a single gale force wind high up in the air which blows in a direction the caster chooses. This is intended to push away other weather phenomenon within sight, but may have other uses.

(Base 3 “gale force”, +3 Sight, +1 Diameter)

As item add (+10 Unlimited uses, triggered by a high pitched whistle, or linked trigger +3 from the InAu spell below)

Sailor’s Blindingly Obvious Opinion

Intellego Auram 5, R: Sight, D: Momentary, T: Individual

Detects if the weather within sight which is stronger than mild wind or rain will approach the caster.

(Base 2 “detect one property of air”, +3 Sight)

As an item add (+14 constant)

Snow Shovel’s Touch – a reuseable rod of oak which transforms fallen snow, gathered ice, and frost, and then gathers it elsewhere as ice.

Lift the Blanket of Winter

Rego Aquam 20, R: Voice, D: Momentary, T: Special
The targeted snow, ice, and frost covering all materials in the target area is lifted away to a place the caster chooses, and converted to ice. A simple Finesse check of 6+ is required to lift the covering and place it elsewhere.

Regular timely use will assist plant survival and decrease maintenance needs on dwellings and pathways in wintertime. The spell affects a 5 pace radius surrounding the targeted point within range.

(Base 3, +2 Voice, +2 Special Area Target, +1 move away as directed)

As an item add (+10 unlimited uses)

 Note: this item could just as easily be Perdo Aquam, or even Muto/Rego Aquam – however that does not suit my ice wizard. This gives the covenant a little extra icy water.

Route the Turbulent River

Rego Aquam 25, R: Touch, D: Moon, T: Part

The targeted river is rerouted to a new pathway chosen by the caster for the duration of the spell. The caster may opt to shift all the river or a part to create a split path for the water. The affected water is also moved at a rapid speed to better create a permanent channel.

(Base 4, +1 Touch, +3 Moon, +1 Part)

The intent of the spell was to allow a new stream to be cut from an existing river, so that a covenant could gain a water supply. The spell might also be used to cutoff a water supply to a downstream village or flood through a village.

Fantasy tower in rain

Two Lightning Ward spells

As The Incantation of Lightning is a dramatic, well known, and flavorsome spell in the setting it makes sense that a defense might be created. Personal wards are not cumbersome to create but they have to be specific, so a paranoid wizard in Ars Magica needs to create a range of them and activate them proactively.

Personal Ward Against Lightning

Rego Auram 20, R: Personal, D: Sun, T: Individual

The caster is warded against all natural lightning, and magical lighting effects must be at least double the level of this spell to affect the target.

(Base 10, +2 Sun)

As a core guideline the Base 10 to allow the Target to be protected against a type of very severe weather, such as lightning.

What is odd in this spell is to allow magically generated lighting to also be warded. The intent is to have a defense against Incantation of Lightning and a rego wards is appropriate way to do that. As a very specific ward I think it is reasonable to allow a lot of protection.

Circular Ward Against Lightning

Rego Auram 25, R: Touch, D: Ring, T: Circle

The targets within the warded circle are protected against all natural lightning, and magical lighting effects must be at least double the level of this spell to affect the target.

(Base 10, +1 Touch, +2 Ring, +0 Circle)

This and over 390 other new spells for Ars Magica can be found here.

Protecting spellbooks with Transformation magic

Rather than looking at stenographic illusions or encryption techniques to protect highly valuable books, transformation of the physical texts is a solutions which offers protection against mishap and also very effective security. The approach also has the advantage of being based firmly within the existing spell guidelines.

Transforming the Tome

Muto Animal 25 / Terram. R: Touch, D: Sun, T: Individual

This spell temporarily transforms a book into a small very hard object, such as a gem or piece of metal. The form of the object is chosen by the caster. This facilitates concealing and carrying the text in a more convenient manner.

(Base 5 major unnatural change, +1 complexity of affecting a book, +1 Touch, +2 Sun, requisite is free)

The idea is to transform the book into something else with non-permanent magic, and suspend or remove the transformation when it needs to be used. For example an effect could transform a valuable magical text into a small steel rod (or stone crystal, a stone marble, or anything which is highly resilient, etc), and switch it back when needed. Continue reading

Protecting a Magi’s sanctum

a wizard's labA wizards lab is an iconic part of many rpg’s game lore – a lab might be a deep underground sanctum, a lofty tower veiled in lightning, or even a humble forest hut; regardless the laboratory is needed for a spell caster to research and invent in almost all settings. It makes sense to me that a wizard would protect that area with hefty locks and powerful magic.

Here are some thoughts for an enchanted item for laboratory protection for use in Ars Magica, and perhaps some other games. I’m loathe to create many mechanical breakdowns for a few rpg systems, as the actual creation rules vary so greatly. If the mechanics don’t fit an rpg then junk them, and keep the descriptions.

The Tile of Archavious – This circular ceiling panel is 1 pace diameter and an inch thick. The tile is designed to be bolted to the roof of the area to be protected, and is molded with a medusa head at its center, with the snakes surrounding the head is a sun burst style. It is constructed from a core of magnetized iron, and plated in silver. The magnet will weakly attract metals with a pace or so. The tile has been enchanted with two effects, which work in unison to provide a paralysing effect on intruders into Archavious’s laboratory.

The item’s triggering mechanism is a constant effect which detects intruders, and the immobilization effect will stop any large man sized human or animal (size +1) who enters the area unless the spell effect is resisted due to resistance. The intent of the effect is to freezes any targets in place, holding them until the magi’s return. Continue reading