Suppressing the magic of others, a meta-magic question for Ars Magica

An aside I pondered a while ago – how hard is it to suppress the magic of others?

The effect from the core rulebook called Suppressing the Wizard’s Handiwork uses the Rego Vim guideline for a caster’s own spells and lasts only while the caster concentrates. It is an excellent example of a core spell designed to inspire variations. From that inspiration, here is a variant designed to suspend the spells of others.

Suppressing the Conjurer’s Incantation

Rego Vim (Gen), R: Voice, D: Concentration, T: Ind

Suspends a spell cast by another, less than or equal to Half (Vim spell level -1 magnitude) of this spell.

(Base to suppress spells cast by another, equal to half (level +5 mag) of the Vim spell, +2 R to Voice)

It illustrates that suspending the spells of others is very difficult, even more so if this effect was redesigned to extend to Sun duration; effectively suspending effects of less than or equal to half of (level -3 mags). Meaning the spell must be at level 25 and will only neutralise spells of level 5 or less – not worth it at all when compared to how easily a Wind of Mundane Silence can remove effects.

As with many things, it is easier to destroy than change or maintain. Interesting.

Advertisements

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.

img_1177

Spells for cheating at dice and cards

These are spells which manipulate the outcome of games of chance. Perhaps more suited to grogs and companions, or given as enchanted effects in items, or for the utmost advantage to Gentle gifted Magi.

Gambler’s Favored Dice

Rego Terram 3, R: Touch, D: Momentary, T: Individual

The targeted dice, stick, or other random game tool will roll as the caster desires. Game pieces made from other materials require requisites at casting time.

(Base 2, +1 Touch)

It would make rpg games a bit too easy at least.

Gambler’s Favored Throw

Rego Terram 10, R: Voice, D: Momentary, T: Group

The targeted dice, sticks, or other random game tools will roll as the caster desires. Game pieces made from other materials require requisites at casting time.

(Base 2, +2 Voice, +2 Group)

Then as an item.

Fidget for the Unlucky Gambler – this small stone token is shaped like a knuckle  bone, and threaded with a loop of leather so it can be carried on a belt, wrist, or on the neck. It is enchanted with the Gambler’s Favoured Throw spell above, with unlimited uses (Final device level ReTe20; spell as above ReTe10 and Unlimited uses per day), and actived by rubbing the fidget in a particular way.

These are a few spells I’d like my Merinitia to create and use if the pbp game take off again, as it’s sneaky and suits his more subtle approach.

Gambler’s Desired Card

Muto Imagonem 5, R: Touch, D: Concentration, T: Individual

The targeted dice, stick, card, or other game piece is altered visibly to suit the desired outcome of the caster while they concentrate. With care this spell could significantly change the outcome in games of chance.

(Base 1, +1 Touch, +1 Concentration, +1 detailed image, +1 moving object)

Gambler’s Desired Hand

Muto Imagonem 20, R: Voice, D: Concentration, T: Group

The targeted dice, sticks, cards, or other game materials are altered visibly to suit the desired outcome of the caster while they concentrate. Up to ten discrete things may be affected; with care this spell could significantly change the outcome in games of chance.

(Base 1, +2 Voice, +1 Concentration, +2 Group, +1 detailed image, +1 moving object)

To find hundreds more new spells for Ars Magica check out the iron bound grimoire.

Spear of Tempered Ice, a lesser enchanted device

This lesser device was designed to be a limited use and limited lifespan weapon against creatures with magical resistance.

Backstory – Crafted by the ice wizard Agnarr in preparation for returning to a dangerous and desolate locale where he previously fled a linorm wyrm. Agnarr expects that the staff will assist but not guarantee his future safety.

This hardwood staff has been carved with graceful arcs, circles, and scroll-work along its length, then stained and sealed with a black resin. The style was chosen as a nod of respect to the wind wizards in the arctic north who helped save him and his companions.

It makes use of the limited lifespan rules in Ars Magica device enchantment to provide an enchanted item within a single season, otherwise Agnarr could not craft the device in one season. After seeing how handy the boost is for characters enchanting a device, the 70 year limit isn’t really a limit in most sagas, as 70 years is a darn long time in game years.

The basic effect is an improved Dagger of Ice (HoH:S) spell which hurls the ice projectile far more quickly.

Effect: Spear of Tempered Ice (CrAq/Re 46)

Creo Aquam / Rego 20, R: Voice, D: Momentary, T: Individual

As per “Dagger of Ice” (HoH:S p35) altered to be sharper and stronger, inflicting +15 damage.

(Base 3, +2 Voice, +1 Rego requisite, +2 enhanced damage)

Device mods: +5 for 24 uses a day, 70 year lifespan from first use, +21 Pen grants +42 vs MR

Ice spells (part two) Shaping and blocking with ice

Following again the spells relating to ice and snow, and all the other frosty effects from a while ago (the Wall from GoT, a series on Frozen (posts 2, 3, 4), and spells for cold climates). It seemed that my Ice Magus for Ars Magica was missing a basic spell to drop a huge block of ice in place, encase something in ice, and a way to shape it easily; sonand these spell effects add this capacity.

The intent is to create a barrier of ice for defence or strategic purposes, which might also be used to crush opponents.

Obstructive Ice Block

Creo Aquam 30, R: Voice, D: Moon, T: Individual

This spell creates a large block of ice in a simple shape (walls, rings, arcs) and orientation chosen by the caster within range, up to 5600 cubic feet of ice; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. A Finesse check is required for particularly fine placement or targeting specif people.

(Base 3, +1 simple shapes, +2 Voice, +3 Moon, +1 Size)

Then a spell similar to The Mystical Carpenter (ReTe25, Cov p.51) this effect is for carving and shaping ice to a desired shape using Rego magic. Combining that with a previous spell which makes the ice as strong as metal might grant some wider applications.

The Mystical Ice Carver

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

The targeted ice is shaped as if worked upon as an ice carving. The spell affects a large volume, or even a part of huge ice formations, up to 5600 cubic feet.

While the spell is intended to be used to carve specific useful shapes in the ice it is also possible to carve out space within the ice as a cavity or to destabilise an area of ice. A Perception + Finesse check is required to confirm the quality of the work, with an initial ease factor of 6 for simple shapes.

(Base 5, +1 Touch, +1 Part, +1 flexibility, +1 size)

A memory from a previous edition, is the effect to totally envelop the target in conjured ice. It has since also been made into a Magic the Gathering card, which is well, nice?

Encase in Ice

Creo Aquam 20, R: Voice, D: Sun, T: Indivdiual

The target is surrounded in ice, potentially encasing the target. Enveloped targets may attempt to break free, see Shackles of Frozen Ice (ReAq20, HoH:S p.35). If the target is too large the ice will cover an area up to 560 cubic feet.

(Base 3, +2 Voice, +2 Sun, +1 flexibility in shape)

Find these and many more new spells for Ars Magica in my grimoire.

Ice spells (part one) Transform ice

This quick post follows Ars Magica spells for the creation of The Wall from Game of Thrones, a series based on Frozen (posts 2, 3, 4), and a few spells for cold climates. These spells are more like the tools a wizard could have, rather than theatrical effects based upon TV and film.

Vacillate Between Earth and Ice

Muto Terram / Aquam 25, R: Voice, D: Diameter, T: Part

The Terram based material affected is briefly transformed into ice. The maximum target size is determined by material type, from ten cubic paces for earth, a cubic pace for stone, and a cubic foot for metals. If the selected material is larger than these limits, then only the smaller area is transformed.

(Base 3 to change earth to ice, +2 to effect metal, +2 Voice, +1 Diameter, +1 Part)

Transmute into Ice

Muto Terram / Aquam 15, R: Touch, D: Sun, T: Individual

The targeted object is transformed into ice, affecting up to a cubic foot of material. Requisites are required when cast for any non-terram components.

(Base 3, +1 for general approach, +1 Touch, +2 Sun)

Subsume the Frigid Beast

Rego Aquam 25, R: Sight, D: Concentration, T: Part

This spell alters the ice within the target area so that it is transformed into steam. Anything within the target area will fall as they lack support, and items resting upon these surfaces will be quickly encased when the spell is ended.

If the spell is targeted beneath a specific spot, such as beneath a particular creature a targeting roll is required. The effect is designed to affect a bowl shaped area, with a volume up to 5600 cubic feet, although the maximum volume is not required.

(Base 3, +3 Sight, +1 Conc, +1 Part, +1 size)

Object of Unbreakable Ice

Muto Aquam / Terram 15, R: Touch, D: Sun, T: Individual

The ice object touched is made very strong and non-brittle, gaining resistance to shattering and the resilience of stone. The object may be as large as a small pond.

(Base 4 for highly unnatural substance,+1 touch, +2 sun)

This might have been even lower level except using Concentration allows for the ice material to be moved as steam or have the spell end after only a moment and the ice returns.

Many hundred more new spells for Ars Magica are in the Grimoire.

Spells to Control Animals

The core spell String of the Unwilling Marionette allows for controlling human targets and there is no core spell to do the same to animals. In the Rego Animal guidelines the level 5 will paralyze an animal, 10 makes an animal passive, and 15 will allow commands to be issues and followed. Similar but not the same. Although it is not RAW I think a level 10 base is reasonable to control the major movements of an animal.

Leash for the Unwilling Puppet

Rego Animal 30, R: Voice, D: Concentration, T: Individual

The caster concentrates to control the movements of the target animal, including walking, running, or moving in place. If the animal tries to resist the movements appear jerky. This spell affects creatures up to size +4.

(Base 10, +2 Voice, +1 Concentration, +1 increase target size)

Leash for the Unwilling Herd

Rego Animal 40, R: Voice, D: Concentration, T: Group

The caster concentrates to control the movements of a group on animals, who must all be controlled in the same way. Movement includes walking, running, or moving in place. If the animals try to resist the movements appear jerky. This spell affects creatures up to size +4.

(Base 10, +2 Voice, +1 Concentration, +2 Group, +1 increase target size)

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