A Minuscule Immovable Lab

Edit: this should be called “Minuscule Movable Lab”, clearly I missed the title. 

A quick post with an odd purpose – to shrink a room or lab down to a tiny size so it is easier to transport. For this to work the lab or building would need to be constructed specifically as a container, so that once it is very small it can be picked up like a storage box. Another spell then follows to ensure the room’s contents stay intact as it is carried.

What I really love about using a Target of Structure or Room is that the complexity of all the content is in-built in the effect. There is no additional scaling needed to target everything within the room. My reservation is that these spells are very high level, which means only more advanced PCs might be able to have them.

Chamber as Ornament

Muto Terram 40, R: Touch, D: Moon, T: Room

The target room and all its non-living contents is shrunk to a tiny size; a standard room is shrunk to a thumbnail, with the content also reducing proportionally. The caster can opt to affect only the room’s contents. Requisites are required when cast on non-Terram materials.

(Base 4, +1 Touch, +3 Moon, +2 Room, +2 incredibly small)

For the design of Chamber as Ornament picking the base level was normally for a doubling of each dimension, or an increase of mass by eight times. In Ars Magica it is also generally easier to shrink a thing than to enlarge a thing. When reducing a 16x reduction is reasonable at the base, and for a room that turns a chamber into a chest. A further reduction by adding another magnitude makes that chest into a cup, then another for a cup to a thumbnail.

Another design consideration was the Duration of Moon which is how I see the spell being effective, however both these spells are better as enchanted devices which can be turned on and off.

Then to keep the items in place when the room is shrunk this spell is needed. It might also serve to ensure a lab is slightly harder to break into and ransack. The caster must also have a way to remove it if they need to – which is where the power is probably best as a complex enchanted item.

Keep Everything in Place

Rego Terram 40, R: Touch, D: Moon, T: Room

The target room and all its contents is fixed in place so that nothing can move. Objects stay as placed, doors are held, and pots of water will stay full even if disoriented.

This spell does not affect living targets such as trees, animals, or people. Requisites are required when cast on non-Terram materials.

(Base 5, +1 Touch, +3 Moon, +2 Room)

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

Spells to Repair a Dwelling

Over time I’ve written a few new Perdo and Rego spells for Terram and Herbam to damage parts of objects or structures (often using Target: Part as it is slightly harder but far more versatile), so in support of a breadth of magical spells for Ars Magica, here are a few ways to repair buildings and structures.

There are two approaches: Creo rituals which might be thought of as healing or restoring damage, and Rego Crafting spells (Houses of Hermes: Societates, Rego and Creo Craft Magic p. 60) which reconstruct the building using available materials. In design I think both need to be specific to the base materials involved, and requisites which may be required.

For using Creo there is a canonical spell with a similar effect which can be used to benchmark the difficulty. The spell Seal the Breach (a CrTe20 Ritual, Lords of Men sourcebook, p.116) repairs a gap within one wall, however a new spell with a larger effect and broader applications is far more useful and no more complicated or powerful.

Recondition the Battered Castle

Creo Terram / Herbam 20, R: Touch, D: Momentary, T: Structure, Ritual

The targeted wood, stone, and glass structure is repaired of all structural damage, such breached walls, collapsed rooms, fallen ceiling, etc.

The repairs are basic and very likely obvious, so while they are functional they lack any ornate features, quality finish, or embellishments.

(Base 3, +1 Touch, +3 Structure, +1 complexity)

With every ritual having a minimum level 20, it makes sense to load as much scope into the effect if the spell will initially be lower than level 20.

Recondition the Battered Walkway

Creo Terram / Herbam 20, R: Touch, D: Momentary, T: Part, Ritual

The targeted wood, stone, and glass is repaired of all structural damage, such breached walls, collapsed rooms, fallen ceiling, etc. Or if the structure is too large for  a single casting, this spell can affect part of the greater whole and be applied many times.

The repairs are basic and very likely obvious, so while they are functional they lack any ornate features, quality finish, or embellishments.

(Base 3, +1 Touch, +1 Part, +3 size)

Another higher level ritual is needed to include complexity of an ornate structure, such as a damaged Conjured Mystic Tower; written up below. I like the fact that casting another CtMT would be cheaper than using this ritual, because it makes a kind of sense that while the tower was once a single piece of stone, it now is better treated as a structure with all its content. Nice too that all the items within the tower have the option to be repaired.

Recondition the Mystic Tower

Creo Terram / Herbam 40, R: Touch, D: Momentary, T: Structure, Ritual

The targeted structure and all its content is repaired of all wood, glass, stone, and metal structural damage, such as breached walls, collapsed rooms, or fallen ceiling.

The repairs suitably match the quality of the base structure, making repairs invisible unless a requisite material is missing.

(Base 5, +1 Touch, +3 Structure, +3 complexity)

A version for a boundary might be a more simple solution to covenants which are initially in a state of disrepair.

Recondition the Ruined Township

Creo Terram / Herbam 35, R: Touch, D: Momentary, T: Boundary, Ritual

All dwellings within the defined boundary made from wood, stone, and glass are repaired of all structural damage, such breached walls, collapsed rooms, fallen ceiling, etc.

The repairs are basic and very likely obvious, so while they are functional they lack any ornate features, quality finish, or embellishments.

(Base 5, +1 Touch, +4 Boundary, +1 complexity)

For approaches using Rego more interpretation is needed as the Rego crafting kick-in, there is also a degree of complexity involved when trying to use Rego in large areas. Instead of a spell affecting an entire castle the Rego magic works better when it is targeted to a much smaller area, both in the volume of material needed and also the complexity and effort modifications in the Finesse skill checks.

Renovation of the Neglected Walkway

Rego Terram / Herbam 25, R: Touch, D: Momentary, T: Group

Using appropriate available materials the caster can repair damage to buildings and walls made from stone, metal, or wood. To ensure the reconstruction is suitable a successful Finesse check vs 12+ is required for each repaired segment. Detailed planning and assistance from expert sources may reduce the Finesse difficulty for a specific area.

This spell will not prepare the source materials or ensure they are fit for purpose, so other spells may be required.

(Base 5, +1 Touch, +2 Group, +1 group size)

Comprehend the Handwork of Dilapidation

Intellego Terram / Herbam 25, R: Touch, D: Momentary, T: Part

This spell allows the caster to examine a whole structure or segment, and understand its current state of disrepair. The information gleaned extends beyond basic damage to include the internal structures and how it might best be repaired.

(Base 15, +1 Touch, +1 Part)

These and over 552 other new spells for Ars Magica can be found here.

A Pick Pocket spell for the Discerning Burglar

A Magus with shady inclinations could gather a stable rudimentary level of wealth very easily. After donning a spell to move amongst mundanes without difficulty these spells might be useful to garner money or other useful materials from passing traders and townsfolk.

Smell of Wealth and Decadence

Intellego Terram 10, R: Personal, D: Concentration, T: Smell

You can smell any particular Terram material which is chosen as the spell is cast. In the inventor’s version of the spell the different metals smell like various pungent herbs and precious stones smell like citrus fruits; with the potency relating to their approximate distance and volume.

(Base 2, +1 Concentration, +2 Smell, +1 for any Terram based materials)

Sight of the Astute Burglar 

Intellego Terram / Herbam Animal 25, R: Personal, D: Concentration, T: Vision

You can see a chosen type of Terram material through 3 paces of other interposing materials made from Terram, Herbam, or Animal products, and know roughly how much is present and how pure it is. The spell’s inventor wished to inspect the contents in warehouses, crates, and shops without raising suspicion.

(Base 2, +1 Concentration, +4 Vision, +1 for any Terram material, +1 to see through intervening material)

These effects are similar to the Probe for Pure Silver (InTe4) and The Miners Keen Eye (InTe, both in Ars p.153) reworked with alterations to suit more regular sneaky uses.

Then these spells are akin to Invisible Hand of the Thief (MoH p.93) with alterations to steal from within containers or rooms. They make theft of valuables very easy, especially when combined with the Intellego spells above.

Highjack the Piquant Purse

Rego Terram 25, R: Voice, D: Momentary, T: Room

Teleports the content of the targeted container or space which must be within 5 paces to a place the caster is touching, and optionally the container may also be teleported. Requisites are added when casting on non-Terram materials.

(Base 4, +2 Voice, +1 secured items, +2 Room)

Highjack the Handy Haversack

Rego Terram 35, R: Sight, D: Momentary, T: Room

Teleports the content of the targeted container or space which must be within 50 yards, to a place the caster is touching, and optionally the container may also be teleported. Requisites are added when casting on non-Terram materials.

(Base 4, +3 Sight, +1 secured items, +1 for transport up to 50 paces, +2 Room)

All the 545+ new spells for Ars Magica can be found here.

Specialised versions of Opening the Intangible Tunnel

I’ve been re-reading the Ars Magazine Sub Rosa recently and came across a spell concept that I really liked – versions of Opening the Intangible Tunnel which limit the type of magic which can be cast through them (see Sub Rosa #13, p.97). Types might include spirit magic (as in the Sub Rosa article), or teleportation magic, or a type linked to one of the fifteen Hermetic arts such as Intellego.

This would make the tunnels useful for Magi with major specialisations, as Spells cast back through the tunnels might be limited to types where the target is not as strong, where the initial caster is much stronger, and where the target of the Specialised tunnel has no idea what the sub-type is.

It’s sneaky and very tactical. Great stuff. Here is aversion for Scrying with Intellego, and a version for cold themed spells.

Watchful Eye of the Magician

Rego Vim General, R: Arcane, D: Concentration, T: Individual

A specialised version of Opening the Intangible Tunnel (Ars p. 162) which only allows Intellego based scrying spells to be used within it.

(Base effect, +4 Arc, +1 Conc)

Walk Across Their Graves

Rego Vim General, R: Arcane, D: Diameter, T: Individual

A specialised version of Opening the Intangible Tunnel (Ars p. 162) which only allows Ignem based spells with a cold theme to be used within it.

(Base effect, +4 Arc, +1 Diameter)

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

A selction of new spells to guide interaction, behaviour, and thoughts

A few spells for influencing the mindset of opponents. There are many spells in Rego Mentem which influence a target’s response or attitude for general interaction (to be authoritative, or to be ignored) but many other reactions are desirable and only powerful Magi would be able to cast desired effects spontaneously.

Focus of the Alert Guardsman

Rego Mentem 25, R: Voice, D: Sun, T: Individual

The target will be far more inclined to concentrate on watching, protecting, and guarding as instructed, gaining resistance to distractions or their own inherent laziness. This will temporarily neutralize a negative personality trait, or add and enhance a positive one by +3.

(Base 5, +2 Voice, +2 Sun)

Predilection for Steadfast Loyalty

Rego Mentem 25, R: Eye, D: Moon, T: Individual

The target becomes far more likely to behave in a loyal and supportive manner toward a person indicated when the spell is cast, altering their personality traits for the specific person by +3.

(Base 5, +1 Eye, +3 Moon)

Predilection for Aimless Wandering

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

Causes the target to make poor choices about their travel arrangements and any directions they give or follow. For the spells duration the target is highly unlikely to make any progress toward their destination and become confused when trying to follow instructions.

(Base 5, +3 Sight, +2 Sun)

Predilection for Paranoid Delusions 

Rego Mentem 30, R: Voice, D: Moon, T: Individual

The target is very inclined to suspect the worst in all situations, often looking for betrayal or lies in their interactions for the spells duration.

(Base 5, +2 Voice, +3 Moon)

Predilection for Aimless Wandering, till Moonrise

Rego Mentem 35, R: Sight, D: Moon, T: Individual

Causes the target to make poor choices about their travel arrangements and any directions they give or follow. For the spells duration the target is highly unlikely to make any progress toward their destination and become confused when trying to follow instructions.

(Base 5, +3 Sight, +3 Moon)

Predilection for Drunken Revelry

Rego Mentem 35, R: Voice, D: Sun, T: Group

The group of targets of this spell will be strongly more inclined toward extreme inebriation, continuing festivities, and enjoying themselves.

(Base 5, +2 Voice, +2 Sun, +2 Group)

Rout the Cowardly Army

Rego Mentem 40, R: Voice, D: Sun, T: Group

The targets of this spell will be strongly more inclined toward being cowed, fleeing, routing, or thinking they are beyond their own capabilities. This spell will affect up to 1000 targets.

(Base 5, +2 Voice, +1 Diameter, +2 Group, +2 group size)

Bravery Within the Siege

Rego Mentem 45, R: Touch, D: Moon, T: Structure

The targets of this spell are granted bravery, and will be greatly inclined to defend themselves against attackers, and enthusiastic about their survival and performance. This spell will affect everyone within the targeted large structure.

(Base 5, +1 Touch, +3 Moon, +3 Structure, +1 structure size)

Many other new spells for Ars Magica can be found in my grimoire.

knight-on-patrol

Lost Spells (part 5) Guide a Missile

When originally written as Guiding the Hunter’s Arrow the spell increased the accuracy of the missile, which under 5th edition Ars magica is somewhat different.

Guiding the Arrow of the Hunter

Rego Herbam 10, R: Sight, D: Momentary, T: Individual

Targeted missile is directed unerringly by the caster. The missile can travel as far as the caster can see, and cannot miss, but is resisted.

(Base 3, +3 Sight)

Guiding the Arrows of the Company

Rego Herbam 20, R: Sight, D: Momentary, T: Group

Targeted missiles are directed unerringly by the caster, affecting many scores of missiles concurrently. The spell cannot miss, but is resisted.

(Base 3, +3 Sight, +2 Group)

Edit – note that these spells do not alter the range or damage of the projectile, they just guide to a target. 

Then as an item: 

The Hunter’s Wish (ReHe 20) – a bow enhanced to cast Guiding the Arrow of the Hunter when the user utters a command word while firing. This allows the bow to be used normally against magical opponents (who may have MR), and to be deadly accurate against normal opponents. Enchanted as ReHe 10 above, with +10 unlimited uses.

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

Lost Spells (part 4) Magical Footprints and Rings

Two strange-ish terram spells, revised from their old versions from prior editions.

Marked Footsteps

Creo Terram 5, R: Touch, D: Sun, T: Individual

The target’s footsteps leave traces of a terram material where they tread, which means they can be easily followed. The material type is chosen when cast from sand, clay, or dirt.

(Base 1, +1 Touch, +2 Sun, +1 unusual target)

The Faithful Ring

Muto Terram / Rego 10, R: Touch, D: Sun, T: Individual

Resizes a ring so that it will stay on a person’s finger. It will fit snugly and comfortably, and cannot be removed for the duration.

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

And all the new spells for Ars Magica can be found here.