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.

Self repairing armor enchantments

Self repairing armor isn’t prevalent in any legends in the medieval setting that I’m aware of, however it is a mythic concept which an Ars Magica magus might choose. The Magi of Hermes source book introduced the spell level 15 guidelines (p.39 and p.139).

An enchantment effect placed within a suit of armor can be written up as:

The Eternal Suit (CrTeHeAn 29) This suit of full mail is enhanced to always appear new and unblemished.

Sustained Regeneration of Armor

Creo Terram Herbam Animal 25, R: Personal, D: Sun, T: Individual

The armor enchanted repairs all minor damage, scars, or nicks, immediately returning the armor to an “as new” condition after being damaged.

This spell will also protect against spell designed to harm the armor, although it cannot protect against total physical destruction or extreme physical damage which would render the armor immediately useless.

(Base 15, +2 Sun) (+1 two uses per day, +3 environmental trigger: sunrise/sunset)

This effect will keep an item in pristine condition, however it will also make the object subject to magic resistance. This effect is also probably more desirable in a device which contains other enhancements, rather than a lesser device with only this effect.

There is also the weakness that if the spell was ever removed or suspended all the repaired damage would return at once, likely wrecking the item. Pragmatically a spell which makes items inherently stronger is better (like strength of adamantine), although as detailed in Magi of Hermes p.139 a ritual spell could permanently repair and item, very expensively.

A similar effect using Range: Touch and Target: Group could be used to target multiple items worn by a warrior. This is obviously better for applying the effect to a changing set of equipment, although that flexibility increases the final level dramatically.

A design note of difference is to also alter the effect from a permanent effect to an activated power. I suggest the user temporarily discards any weapons before activating so that they will not be resisted by MR.

A further consideration is the warping the spell inflicts on the items, which maybe of concern over many years.

The Eternal Tools of War (CrTeHeAn 46)

Sustained Regeneration of Arms and Armor

Creo Terram Herbam Animal 45, R: Touch, D: Sun, T: Group

All the arms, armor, clothing and equipment worn by the user will repair themselves against damage, nicks, cuts and scars, immediately returning the items to as new condition after being damaged.

This spell will also protect against spell designed to harm the wearers equipment, although it cannot protect against total physical destruction or extreme physical damage which would render an item immediately useless. This effect can target up to 100 separate items worn by the user.

(Base 15, +1 Touch, +2 Sun, +2 Group, +1 group size increase) (+1 two uses per day)

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

Necromancy spells, part 2

This is the next post in a series of necromantically themed new spells for Ars Magica. Necromancers probably have an abundant supply of bodies in many sagas but those bodies also get damaged. Here are a few spells to repair the damage to human corpses.

Firstly a spell to repair damage using Creo Corpus and then an alternate using Rego Corpus magic. The Creo effect probably produces a far more wholesome looking body, although the repair using Rego is permanent.

Restore the Abandoned Vessel

Creo Corpus 25, R: Touch, D: Moon, T: Individual

The targeted corpse has all wounds closed and sealed, discoloration or rotting removed, bones reset and fused, and skin freshly restored.

The damage is not repaired properly as it would need to be for a living target, but superficially appears to be no longer present, and any basic structural faults fixed. All restoration is undone when the spell ends.

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

This spell has the same limitations as all Creo effects, the restoration isn’t permanent – and frankly unless the body was one which was valuable for sentimental reasons it is overkill to fix using vis. Still if you have that need…

Circle of Perfectly Presented Corpses

Creo Corpus / Animal 20, R: Touch, D: Momentary, T: Circle, Ritual

Corpses inside the target circle have all their wounds closed and sealed, damage repaired, discoloration or rotting removed, bones reset and fused, and skin freshly restored.

The damage is not repaired completely and perfectly as it would need to be for a living target, however this spell will permanently address any basic structural faults and return the corpse to sound mechanical function.

This effect has been further refined to enhance the visage, pallor, presentation, shape and complexion of the corpse so that gains a more “ideal appearance”. The corpse appears fresh, wholesome, and perfect.

(Base 5, +1 Touch, +1 an ideal state, +1 Animal requisite, Ritual)

I’ve added the +1 complexity change for the perfect state, and an animal requisite as the ritual would otherwise be below level 20. It makes for a very handy permanent ritual; although still a somewhat concerning one – why does the corpse need to be perfect?

Repairing a corpse might be desirable for cosmetic reasons, such as desiring mundane gear or armour to sit correctly, and can also be performed without the need for a ritual although the outcome will not be as pleasant.

Gross Repair the Abandoned Automaton 

Rego Corpus 15 Herbam Terram Animal, R: Touch, D: Momentary, T: Group

This spell uses the raw materials on hand to physically repair a damaged human or animal corpse back to basic function. Spell requisites allow for a variety of miscellaneous materials to be used in the reconstruction of a corpse.

Bones are pinned or replaced, flesh padded out, and limbs reattached, wounds or skin is stitched back together.

It is important to note that ReCo and ReAn based animation spells will work on skeletal remains so there is no real requirement for a corpse to be fleshed out.

A finesse check determines the quality of the repairs, with 12+ required for a high quality outcome, although a 6+ will allow the base materials to be added into the target corpse. Suitable raw materials must be on hand for the repair and will determine the appearance of the corpse afterward.

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

 For these and over 250 other new Ars Magics spells see the list of spells.undead