Arcane Tunnels for Road and Waterway in Ars Magica

An aspect of having new spell ranges of Road and Waterway with Faerie Magic and Atlantean virtues (and many others) is the limited range of spells which are designed using them. Magi might be reluctant to take these virtues as their existing spells are not geared for the new ranges. Muto Vim spells can greatly change that, as does the major Virtue Flexible Formuliac Magic, and some spell mastery options.

An additional way to help mitigate this is the use of a special version of an Intangible-Tunnel-style effect which seek to connect the caster to a remote Waterway or Roadway via an arcane connection.

These variant Rego Vim spells establish a mystical connection to the road or body of water, so instead of the caster needing to personally touch it, the caster touches the AC. In effect it is a special mystic tunnel which bridges the Range of an intangible tunnel spell instead of the Target of the intangible tunnel spell.

If approved by the troupe these spells add significant leverage to the magi with access to the ranges because they allow for those effects to be used at great range, and this might be a controversial option. I think the style of wizard who sits in their lab using Arcane Connections is already present in Ars Magica, and these spells are no more powerful than an Intangible Tunnel itself. The caster is still required to learn the new “Mystical” tunnels as Rego Vim spells, and also still required to cast a spell with the appropriate Range.

Opening the Mystical Roadway

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

This effect establishes a mystical connection to a Roadway to which the caster has an Arcane Connection. Spells cast through this mystical tunnel must still be cast using the Range: Roadway parameter (an aspect of the Faerie Magic virtue), and may not be higher level than this spell.

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

Opening the Mystical Waterway

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

This effect establishes a mystical connection to a Waterway to which the caster has an Arcane Connection. Spells cast through this mystical tunnel must still be cast using the Range: Waterway parameter (an aspect of the Atlantean virtue), and may not be higher level than this spell.

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

I think that is quite a nice treat for characters with these virtues, when using these variant OtIT effects – all they need is an arcane connection to a road or waterway to affect anything within it. It could be pretty neat.

For these and over 200 other new Ars Magics spells see the list of spells.

a portal to where?

Road spells, because they’re a tad rare

The Faerie Range: Road is somewhat enigmatic. It can facilitate some interesting effects but is not well represented in the core spells. Some effects are very useful when rewritten as range Road but are often just as useful as range Sight or Voice. Road comes into it’s own strength when it can exploit the physical distance to the target beyond R: Voice. The Magi of Hermes book for Ars Magica added a few spells for R:Road and triggered all sorts of other spell ideas.

Here are a few odd spells either affecting the actual road so that the greater range can be used, or using the Faerie range Road specifically.

Many of the effects assume that the caster has some way (like a R: Road Intellego spell) which allows for the awareness of things upon the road to be performed. A sample spell doing just that is in the page of other custom spells in the Intellego Imagonem section. It’s a spell that every user of this Virtue should learn, and it’s extremely low level.

The other nice way for Faerie Magi to target people on the road is to use a range extension Muto Vim spell on an effect which is approx range Touch. Most troupes will also allow a Muto Vim spell to modify the spell to the same difficulty; meaning changing a Voice spell to Road using MuVi as well.

Firstly a sort of mystical cheat. The road may end before the caster desires, or not approach a place where they wish to connect it to. This first spell could potentially be used to remotely extend a road.

The Never Ending Road

Rego Terram 15, R: Road, D: Momentary, T: Part

This spell targets a point on the road which the caster is in contact with and allows the construction of a continuing piece of roadway, a change, a segway, or an alteration of the road up to the limit of the target size. A finesse check is needed when cast to determine the quality of the spell’s work, 6 or higher for dirt, and 9 or higher for stone as building roadways is not complex work. Special structures such as archways or bridges may require 12 or higher, subject to the complexity of the task.

The spell effect draws construction materials available in the target area of the altered section of road, or within a pace of the nearest edge of the road. The spell may also be used for improvement and maintenance on an existing part of a roadway, such as removing obstacles, fixing degradation, or upgrading a section.

Roads made from dirt, clay, or sand can alter up to 100 cubic paces of material, and stone 10 cubic paces. The spell’s designer placed any extra materials to be used in the construction by using other spells, or mundane means.

(Base 3 for both dirt and stone, +2 Road, +1 Part, +1 for extra size)

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Magic for Traveling

Traveling is usually a major part of roleplaying games set in medieval times – a typical rule-set will give you some guidelines for walking, horses, carts, and perhaps ships. I think it is also fair to say that having accelerated travel is something that can give characters a major advantage in how stories are resolved and in moving the rpg story along.

The Ars Magica setting is almost a boilerplate medieval setting, with the magic system allowing wizards to completely disregard the limitations that mundane commoners live with in terms of travel. Within the magic system’s core rules are examples of transformation into birds, flight via wind, and a few variations on teleportation. That is all fine for the wizards, but it leaves the mundanes unchanged – and when a wizard needs mundane protection their companions being slow is an impact to them as well.

Here are some ideas for spells which will help transport and travel for both mundanes and magi. Some effects are purely designed for magi to get around, while others could be used on both magical and mundane targets.

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