Experimenting with Unusual Qualities of Sand

I’m not sure when or why these spells would be handy, or why sand was chosen. Perhaps as base components of a lab with an experimental specialisation. Or a Magus with a minor magical focus in sand, akin to a focus in bronze, stone, or ice – as sand is not quite as versatile as other focuses but still has many applications.

Remarkably Magnetic Sand

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

The targeted sand is made magnetic, gathering together and allowing moulding into unusual shapes.

(Base 3 for slightly unnatural, +1 Touch, +2 Sun)

Remarkably Bright Sand

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

The targeted sand glows with an eerie luminescence, while noticeable it is not bright enough to replace a useful source of light.

(Base 4 for highly unnatural, +1 Touch, +2 Sun)

Transmutation Between Oil and Sand

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

The targeted sand is changed to oil, and oil to sand.

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

All the 544+ new spells for Ars Magica can be found here.

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A simple Terram spell – Overload of Sand and Clay

A quick and simple Terram effect, for dropping earthen material on a spot or person. Invented as a spell for various mischiefs; drop into battles, disrupt horses, or onto inbound ships.

Overload of Sand and Clay

Creo Terram 10, R: Sight, D: Diameter, T: Individual

This spell creates a pile of dirt, sand, or clay of up to ten cubic paces in size. Dropping from a specific location may require a finesse targeting roll.

(Base 1, +3 Sight, +1 Diameter, +1 flexibility in materials)

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

lovelyforest

The old sand in the eyes trick

My intent for these spells was to duplicate the effect of throwing dirt or sand into the eyes of a foe. I’m pleased that the final spell is low level, so very spont’able. As a distraction spell the objective is not at all to harm, but rather irritate. Mechanically a covered eye might be ruled in many ways circumstantially by the Ars Magica storyguide.

Irritating Flurry of Detritus

Rego Terram 5, R: Voice, D: Momentary, T: Individual

The spell gathers and projects a cone shaped flurry of dirt, sand, dust, mud or other Terram based material toward an opponent, which inflicts no damage, but may confuse, irritate, or perhaps even blind the opponents. The spell is effective on all rudimentary Terram substances.

The flurry can target opponents up to 20 paces away, as it creates a cone of dust with a five paces diameter at that distance. Correctly directing the cone toward an opponent requires a successful Finesse roll to hit the target, with a +3 bonus due to how wide the cone is.

Coincidentally the flurry may assist with targeting invisible targets, due to the material leaving traces all over them. The spell is little use in clean environments.

(Base 3 to move earth in an unnatural manner, +2 Voice)

A key factor is the spell projects dirt and muck, which also benefits from ignoring the target’s magical resistance.

Then I started pondering how the same style of effect might be reworked so that it surrounds the caster in a continuous series of projected earth as long as they concentrate.

Irritating Storm of Detritus

Rego Terram 20, R: Voice, D: Concentration, T: Group

The spell projects many segments of dirt, sand, dust, mud or other Terram based material, which inflicts no damage, but may confuse, irritate, or perhaps even blind the opponents. The spell is effective on all rudimentary Terram substances. The caster is surrounded but unaffected by the storm. The dirt is thrown about from the ground rather than propelled by magic, so the spell is not hindered by magical resistance.

The storm extends up to a radius of 20 paces around the caster. Coincidentally the storm may assist with targeting invisible targets, due to the material leaving traces all over them. The spell is little use in clean environments, and may provide partial obscurement in sandy or filthy environments.

(Base 3 to move earth in an unnatural manner, +2 Voice, +1 Concentration, +2 Group)

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

hugeSandstorm

A selection of spells for a Terram Wizard

What type of spell effects would a Terram mage desire? I’m glad you asked. Here a few spells involving Terram magic in one way or another.

Portentous Levitation of the Mighty Obelisk

Rego Terram 30, R: Sight, D: Concentration, T: Group

Move an exceptionally large volume of stone as directed by the caster. A single block of up to 10 cubic paces in volume, or any smaller combination of stones may be moved, with the massive blocks moving at walking pace and smaller blocks moving as fast as a bird flies. The spell’s normal behavior is to float the mass a pace above the ground so that it follows behind the caster for the spell’s duration, and the stones will do so unless controlled otherwise.

The effect can be used to make the stone float high into the air up to the range of the spell.

When the effect is cancelled the stone will be have naturally, which may be used as a targeted attack using Finesse to crush a target. Dropping the stone or cancelling the spell above a target may crush them, inflicting +5 for a fist sized rock, +10 for a building stone, +21 for a large boulder, and up +35 for a massive obelisk or a massive volume of rocks.

A successful Finesse roll is required to strike a target. Particularly large blocks or a large number of blocks will be easier to target, and can inflict structural damage to buildings. It may however take more than one combat round to place the blocks above a target. The sheer volume of rock moved with the spell could also lift small modest sized stone dwellings from the ground, or slowly tear walls apart.

(Base 3 to move earth in a very unnatural fashion, +1 affect stone, +3 Sight , +1 Concentration, +2 Group)

This effect is similar to the Ominous Levitation of the Weighty Stone (HoH:S p38), and can be used to guide damage effects for different sized slabs. The intent was to provide a utility spell for moving stone, which also has far more combative potential.

This spell uses the Target Group so that many dangerously large stones can be moved around. On a battlefield that will make a very effective difference.

Aside – I had to google to find out what a cubic pace was, and how large it might be. It’s a disused measure which is wonderfully medieval. A cubic pace is cube with three feet to each side (forum discussion). Anything which is made from 10 cubic paces of stone is large and very heavy (approx 25 tons); crushingly so for squishy things like men and beasts.

The spell is intimidating but not very subtle. To rectify that an invisibility effect is needed.

Hide the Frightening Mass

Perdo Imagonem 25, R: Touch, D: Concentration, T: Group

Render the target object or creature invisible (any combination of mass up to 100 standard Corpus sized images) for the spell’s duration. The image destroyed could be a single large object, or many small ones.

(Base 4, +1 Touch, +1 Concentration, +2 Group, +1 size increase)

To make the spell more battle worthy the Terram specalist might employ a few cancellation effects, using Perdo Vim; and a Muto or Rego Vim spell to maintain it longer than concentration.

Any self respecting Terram wizard should be able to conjure sand, stone, mud, clay, or steel. Conceptually the style of spell to do so is very similar to each other, but according to the way Hermetic magic works separate spells are needed.

Conjuration of the Sand and Clay Deluge

Creo Terram 15, R: Voice, D: Sun, T: Individual

This spell creates up to 100 cubic paces of clay, dirt, mud, or sand. The caster can choose the volume of material, the shape it initially appears, and the point it appears when the spell is cast. This flexibility has a range of uses such as burying opponents, quickly summoning barriers, or even dampening fires.

(Base 1 for 10 cubic paces, +2 Voice, +2 Sun, +1 size, +1 flexibility in material and volume)

Then a variation to show how massive proportions of material are possible but probably unneeded; 100 or 10,000 cubic paces is a significant change, but I think the first spell will be enough.

Conjuration of the Sand and Clay Tide

Creo Terram 25, R: Voice, D: Sun, T: Individual

This spell creates up to 10,000 cubic paces of clay, dirt, mud, or sand. The caster can choose the volume of material, the shape it initially appears, and the point it appears when the spell is cast. This flexibility has a range of uses such as burying opponents, quickly summoning barriers, or even dampening fires.

(Base 1 for 10 cubic paces, +2 Voice, +2 Sun, +3 size, +1 flexibility in material and volume)

A spell to conjure a big stone, perhaps to drop on people, or quickly create a defensive wall, or bridge.

Conjure the Crushing Slab

Creo Terram 25, R: Voice, D: Sun, T: Individual

The spell conjures a mass of stone, up to 100 cubic paces in size. Size and shape are determined by the caster. The final shape can be deliberate, but must be inelegant, as the spell design has no allowance for significant complexity in the shape.

(Base 3, +2 Voice, +2 Sun, +2 Size)

A Terram magus will need some permanent materials to work with. This effect carves smaller segments of stone from a larger mass, subject to the size whim of the caster. It could be cast upon statues, other segments, walls, or a mountainside. Given a moderate sized stone block, the caster could cut thousands of suitable projectiles, and the effect is low level enough that most specialists could spontaneously cast the spell.

Cut from Stone the Projectiles of Vilano

Perdo Terram 15, R: Touch, D: Momentary, T: Group

This effect carves segments of stone from a larger mass. The shape and size of the segments is chosen when cast, from as small as tiny pellets or up to a cubic pace of stone. It is not possible for this spell to create intricate detail, form and shape of the result must be utilitarian.

The spell design allows it to produce the segments from a much larger mass by using a Target: Part within the design, although Target: Group is needed in the final level so that multiple projectiles can be cut at once.

(Base 4, +1 Touch, +2 Group)

Then a spell to carve a giant obelisk so it is essentially natural and won’t be stopped by magical resistance in combat scenarios.

Cut from Stone the Titanic Obelisk

Perdo Terram 20, R: Touch, D: Momentary, T: Part

This spell cuts a segment of stone from a larger mass, up to 100 cubic paces in size. Exact shape and size is determined by the caster, but is limited to basic shapes and forms without intricacy.

(Base 4, +1 Touch, +1 Part, +2 Size increase)

Lastly two more pragmatic effects, to make short work of disarming an enemy warrior.

Vacillate the Soldier’s Arms Between Steel and Sand

Muto Terram 10, R: Voice, D: Momentary, T: Individual

The metal weapons and armor of all members in a group are temporarily changed from metal to sand. As sand has no cohesive strength it dissipates and the items are misshapen and ruined when they return to their normal state.

(Base 3 to change stone to earth, +1 to effect metal, +2 Voice)

Vacillate the Company’s Arms Between Steel and Sand

Muto Terram 20, R: Voice, D: Momentary, T: Group

The metal weapons and armor of all members in a group are temporarily changed from metal to sand. As sand has no cohesive strength it dissipates and the items are misshapen and ruined when they return to their normal state. This spell can affect up to 10 standard individuals.

(Base 3 to change stone to earth, +1 to effect metal, +2 Voice, +2 Group)

More custom spells can be found in the New Spells for Ars Magica page.