Arcane Bridges – Tunnels between ACs in Ars Magica

I had a thought to trying forming an arcane tunnel between two thing which are arcane connections to each other, thereby allowing communication and spell casting between the two points at an equivalent of Range: Touch.

Why? Well those ACs might be enchanted devices which use spells to communicate.

So the “near” endpoint is not connected to the caster, but between two items that are already valid arcane connections to each other. Or the caster can target the endpoint near them as normal, and not be directly target-able from the other end. Or allow another Magus near one endpoint to target the other location. Or as a mechanism for two parts of an enchanted device to send signals to another without using the R: AC for the subsequent spells.

Opening the Intangible Bridge

Rego Vim Gen, R: Arcane Connection, D: Concentration, T: Individual

This spell opens a magical tunnel between two arcane connections, one of which is in the possession of the caster. Spells cast through this tunnel must be at least one magnitude less than the level of this spell.

(Base Gen, +4 Arc, +1 Conc, +1 additional Arcane target)

And a version to affect all the endpoints if multiple ACs are to be used, using target: Group.

Opening the Intangible Network

Rego Vim / Imaginem Gen, R: Arcane Connection, D: Concentration, T: Group

This spell opens a magical tunnel between either the caster and a set of up to ten arcane connections, or an arcane connection the caster posses and a set of endpoints. Spells cast through this tunnel must be at least two magnitudes less than the level of this spell, and may optionally use the target: Group to affect all endpoints at once.

(Base Gen, +4 Arc, +1 Conc, +2 Group)

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

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Rise Before Dawn

This spell was discussed a while back with questions raised about spell timers – essentially it’s odd that the spell would have an effect which changes over the course of the duration.

I think it is plausible to design an effect in this way because the spell is not changing the broad scope of its effect in each casting, instead it behaving in a prescribed manner. This is akin to the complexity which could be designed in an item.

Rise Before Dawn

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

Caster is kept in a relaxed state to help facilitate a good night’s rest, and then woken shortly before the spell expires.

(Base 4 change mental state, +2 Sun, +1 complexity of two mental states)

This spell is intended to allow a magus to get proper rest in difficult circumstances or an agitated mental state, but also awaken before their Parma Magica expires so it can be refreshed. It seems reasonable to have an extra magnitude to allow the degree of control.

It is a spell which I think would be popular in the Order of Hermes, particularly amongst the combative Magi.

Each troupe will have to decide if this is stretching hermetic complexity in design, given how complex some spells are I think this is a safe effect.

Sunrise

Sample crafting spells, 30 Days of Magic

Spell to create impromptu weapons, improving the abilities of families and animals, and helping villages. Making weapons and tools available is a significant way to improve the quality of life for struggling communities, these spells offer the caster some ability to assist.

Barbarian’s Lost Tools

Rego Animal 10, R: Touch, D: Momentary, T: Group

The targeted animal bone and hides are shaped into a narrow variety of weapons or tools, such as pins, knives, pegs, frames, spools or sheaths. Caster must succeed a Int + Finesse 6+ check to create serviceable tools, and have enough raw materials at hand. Weapon statistics should be slightly worse than their normal counterparts, and optionally may be considered weaker than a standard weapon.

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

Barbarian’s Welcome Shelter

Rego Animal / Herbam 10, R: Touch, D: Momentary, T: Group

The targeted wood and hides are shaped into their choice of a narrow variety of covers, blinds, lean-tos, tents, and shelters. Caster must succeed a 9+ Finesse check, and have enough raw materials at hand.

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

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

spells for Controlling the Gaze of Another, 30 Days of Magic

Online discussion highlighted that there are two Mentem spells already in Ars for making a target look at the caster (Catching the Eye (CrMe15, from MoH p92), and Look At Me (CrMe15, from A&A p32)), and one Imaginem spell (Fooling the Eye (CrIm10, from HoH:S p68). The Mentem spells look almost identical.

Aside – As some versions were discussed a while back recently on the Ars Magica forums I thought to make a ReCo spell to do the same. It is important to note the difference in the Rego Corpus baselines, of Base 2 to “make a target lose control” and to actually dictate where somebody looks which should be higher (which I commented), and then later it was proven that cannon spells exist doing both.

Well bother! New information means that a Base 2 is plausible.

The ability to make a person look in a particular place is a little less powerful than controlling all their motion, but more powerful than just ruining their gaze, so is roughly a Base 5 by my guess. It is not the same as Base 2 at all.

The first spell here target’s a foe close to the caster, the second far further away. I’ve modified my posted higher level version so that it lasts a longer duration too, as the level 4 version is already very useful.

Look Away Peon

Rego Corpus 4, R: Voice, D: Momentary, T: Individual

Causes the target to look where the caster dictates, potentially making their movements and interactions very difficult; often used to then cast Range Eye spells.

(Base 2, +2 Voice)

Look At That

Rego Corpus 10, R: Sight, D: Diameter, T: Individual

Causes the target to look where the caster dictates, often used to then cast Range Eye spells.

(Base 2 +3 Sight, +1 Diameter)

Its less subtle than the Mentem or Imagonem versions, as the target will certainly know they have been manipulated.

Also plausible is Rego Mentem as a way to control a target’s actions. A base of 5 will incline the target to respond in a particular way and seems more intended for emotions rather than control. A base 15 will dictate an action for a moment so it is expensive but safe.

Lift Up Thine Eyes

Rego Mentem 30, R: Sight, D: Momentary, T: Individual

Causes the target to look where the caster dictates, often used to then cast Range Eye spells.

(Base 15, +3 Sight)

Find hundreds of other new spells for Ars Magica on my New Spells page.

DM from the over of the old DnD DMG

Hounds of Wood and Stone, 30 Days of Magic

I made an Ice Hound spell a while ago, and then a set of spells for Statues of Man – so these are to expand the set of conjured assistance across a variety of materials.

Shape the Clay Hound

Creo Terram / Rego Animal 25, R: Touch, D: Moon, T: Individual

This spell creates a large (size +0) dog shaped from clay, and animates it under the caster’s control so it can follow simple commands. The Animal requisite grants the animation the behaviours and habits instinctive to a trained sled dog.

(Base 1, +1 Touch, +3 Moon, +1 detailed shape, +1 Rego)

I first thought to make the hound from stone or steel but clay has a lower base – a doubt I have is that the base for Rego Animal an object as an animal is now lower than the creation spell, so this might be invalid.

Shape the Wooden Wolf

Creo Herbam / Rego Animal 25, R: Touch, D: Moon, T: Individual

This spell creates a large (size +0) wolf shaped from wood, and animates it under the caster’s control so it can follow simple commands. The Animal requisite grants the animation the behaviours and habits instinctive to wild wolves.

(Base 3, +1 Touch, +3 Moon, +1 detailed shape, +1 Rego)

I’ve seen it argued that the extra mag for detailed shape is not needed, which I disagree with as this is a created item.

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

A few spells to Illustrate an Intangible Tunnel, 30 Days of Magic

These spells demonstrate remakes of Opening the Intangible Tunnel (ReVi Gen, ArM, p.162) to instead include a visual representation of the tunnel which makes using one far easier for other Magi. There is also a variation on OtIT for Group targets.

Aside – I wasn’t sure if these spells needed either (a) a method to detect the tunnels within the spell, or (b) can actually create a visual guide for an intangible thing. I’m sure that Imaginem does not need a requisite for the material it is changing or creating an image upon, as there are many sample spells which do this in Ars RAW and none use requisites for the spells. That said the consensus in the official Ars Magica forums indicated that without requisites the spells just wouldn’t work. Ah well.

Opening the Illustrated Tunnel

Rego Vim / Imaginem Gen, R: Arcane Connection, D: Concentration, T: Individual

This spell opens a magical tunnel between the caster and the target (identical to the spell Opening the Intangible Tunnel) except the the caster’s endpoint of the tunnel is clearly visually represented as a swirling vortex styled by the casters sigil.

Spells cast through this tunnel must be at least one magnitude less than the level of this spell.

(Base Gen, +4 Arc, +1 Conc, +1 Im sub effect)

The spell below is used to allow others to target the end of a detected Intangible Tunnel style spell, for better cooperation between Magi. It could also use R:Touch to make the spell easier to learn and cast.

Illustrating the Intangible Tunnel

Creo Imaginem / Vim 10, R: Voice, D: Sun, T: Individual

This spell creates a visual representation upon an Intangible Tunnel. The caster must already be aware of the particular endpoint of the tunnel to create this illusion, either discovered by another means, or because they were the caster of the tunnel spell. The Vim requisite anchors the illusion to the tunnel.

Typically the tunnel illustration is visually styled from the casters sigil, or rarely this spell designed to be presented to another sense.

(Base 1, +1 Moves with the tunnel’s endpoint, +2 Voice, +2 Sun)

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

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)