Flying ship splashdown, 30 Days of Magic

Intended for enchantment on the prow of a ship or the hull, this effect alters the earth near the ship so that it takes on the consistency of water. The device will trigger (detected via another effect) when any Terram materials approach the ship, or by an activation phrase. It may also be of use for flying ships to soften unexpected landings, as well as getting a ship inland or beached safely.

Wash Away the Impeding Earth

Muto Terram / Aquam 30, R: Voice, D: Concentration, T: Part

The targeted earth or stone takes on the consistency of water. Up to 100 cubic paces can be affected.

(Base 3, +2 Voice, +1 Conc, +1 Part, +2 size, +1 include stone)

(+5 Device maintains concentration, or as a persistent effect?)

The effect will also cause devastation to earth and stone structures. Find these and other spells in the free new spells compendium for Ars Magica.

Advertisements

Lost Spells (part 11b) Protecting a ship

As part of a November 2017 Ars Magica writing challenge – I’m doing one spell a day.

Another spell to assist or hinder a ship at sea.

Eye of the Hurricane

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

The caster directs the winds and rain surrounding a precise location, such as surrounding a ship within range, regardless of the prevailing conditions around it. This is useful to guide a ship through very severe weather as it can ignore the surrounding conditions.

(Base 5, +2 Voice, +2 Sun, +2 Group, +1 precise location)

Over 645+ new spells for Ars Magica can be found here.

Lost Spells (part 11a) Protecting a ship

As part of a November 2017 Ars Magica writing challenge – I’m doing one spell a day.

A spell to assist or hinder a ship at sea.

Stealing of the Wind from the Sails

Perdo Auram 45, R: Voice, D: Sun, T: Group

The winds and rain surrounding a precise location are neutralised, such as a ship within range become calm and still regardless of the prevailing conditions around it. This is useful to becalm a ship or protect it during a vicious storm.

(Base 10, +2 Voice, +2 Sun, +2 Group, +1 precise location)

Over 645+ new spells for Ars Magica can be found here.

More Tidal Aquam spells

The following are spells for wizards who need to defend against water borne attackers, be those boats, mermen, swimmers, or natural creatures. For some of these effect there are several ways to reach the desired outcome, so a few similar spells might be included.

Drown the Floating Menace

Muto Aquam 25 / Auram, R: Voice, D:Momentary, T: Part

This spell alters the water in the target area so that it is briefly transformed into air, and then quickly back again. Anything within the target area will fall as they lack the support of the liquid.

If the spell is targeted beneath a specific spot, such as beneath a particular person or boat a targeting roll is required. The effect is designed to affect a cubic area, with a volume of up to 56,000 cubic feet of water (roughly 36 wide x 43 long x 36 ft deep). The difficulty of the targeting roll should be adjusted accordingly.

(Base 4 change a liquid to gas with Au req, +2 size increase, +2 Voice, +1 Part)

And a variant using Perdo Aquam.

Swallowed by the Sea

Perdo Aquam 35, R: Waterway, D: Momentary, T: Part, Atlantean

A large amount of water is destroyed; if targeted upon a ship it will drop into the hole and be crushed as water fills the void. It looks as if the sea opened its mouth and swallowed the ship whole.

If the spell is targeted beneath a specific spot, such as beneath a particular person or boat a targeting roll is required. The effect is designed to affect a cubic area, with a volume of up to 56,000 cubic feet of water (roughly 36 wide x 43 long x 36 ft deep). The difficulty of the targeting roll should be adjusted accordingly.

(Base: 5, R: Waterway +3, D: Momentary, T: Part +1, Size +2)

In design the spell is tricky for two reasons. Firstly the Base 5 is for greatly reducing the volume of water instead of destroying outright. Leaving an amount (be that a tiny fraction, or even a third) of water behind after the spell takes effect is moot when the overall effect is placed, and the base is smaller.

Secondly the choice of Range: Waterway was used here because it allows targeting of a craft that can be perceived upon the same waterway (according to RoP:M p 43), and certainly includes Sight range.

Perfection of Tidal Wrath

Rego Aquam 40, R: Sight, D: Concentration, T: Individual

A tall churning tidal wave is created from a body of water. Once invoked the wave may be directed by the caster to crash upon specific targets, change direction, or flow back into the background water source.

At maximum the wave is ten miles wide and 100 paces wide and 15 paces high. The wave will decimate coastlines and wreck swimmers, vessels, or creatures caught within it.

(Base 10, +3 Sight, +2 size, +1 Concentration)

And finally, for a true crushingly powerful spell which is boosted (from the Ars Magica Core p125) to horrible proportions.

Neptune’s Wrath Unbound

Rego Aquam 50, R: Sight, D: Momentary, T: Individual, Ritual

A terribly large wave is created in a very large body of water. Once invoked the wave is uncontrolled, and needs 15 miles of water surface to gather into full height. At maximum the wave is ten miles wide and 200 feet high. The wave will destroy coastlines for miles inland, and potentially wipe clean islands or flat countryside.

(Base 10, +3 Sight, +5 size, ritual for large effect)

It is unlikely that a magus would actually need this spell… All the new spells for Ars Magica can be found here.

Conjure a few more Boats

In a spells post recently there were two spells for acquiring a boat. In that post I mentioned creating larger vessels. As a post here with those spells, and also a short discussion of the complexity in Creo effects and the difference in spell level for permanent vs non-permanent effects.

There is also no reason why the same spells below can’t be reworked for any wooden crafted item, such as buildings, carts, etc. Ships are simple in terms of being discrete things, but a variation could conjure almost anything.

Conjure the Merchant’s Dream

Creo Herbam / Terram 50, R: Touch, D: Moon, T: Ind

This spell temporarily creates a moderate sized wooden boat, one or two sails, oars, and running gear suitable for twenty travelers and their gear, and requiring a crew of four to operate properly. The ship will have a modest cargo hold and a few small cabins. The ships draft is designed to allow it to sit high on the water, so it may use rivers as well as oceans for travel. The spell requires a finesse check to determine the quality of the boat.

(Base 3, +2 treated and processed Herbam materials, +1 Touch, +3 Moon, +2 increased target size for a moderate boat, +2 complexity, +1 Terram)

The spell would certainly be lower level if placed into an item so that the item could maintain concentration. It also may be better for a Rego Vim spell to be cast to maintain concentration, and reduce the spell level down by 10 levels (+3 Moon becomes +1 Concentration, altering the level downward to CrHe/Te 40). Sure, that adds a requirement on a second high level spell, but it also saves the spell bordering on a ritual.

There is a larger ship, designed as a proper ritual.

Conjuration of the Dawn Treader

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

This spell permanently creates a large wooden boat, multiple sails, oars, and running gear suitable for fifty travelers and their gear, and requiring a crew of nine to operate properly. The ship will have a sizable cargo hold, multiple decks and internal cabins for crew and guests. The ship is not suitable for travel on small rivers, but may use larger ones. The spell requires a finesse check to determine the quality of the boat.

(Base 3, +2 treated and processed Herbam materials, +1 Touch, +3 increased target size for a large boat, +2 complexity, +1 Terram)

Interesting that the larger ship is a lower level spell due to the magnitudes of increased Duration in the temporary version, although the lower is a ritual so requires vis.

merchant_ship

Conjuration of the Titan’s Barge of War

Creo Herbam / Terram 45, R: Touch, D: Momentary, T: Ind, Ritual

This spell conjures a permanent monumentally large ship, suitable for transporting incredible amounts of cargo or acting as a vehicle for war. The ship created is clearly unnatural and fearsome as no ship in history would be even close to this size.

The ship is outfitted for war, and contains defensive structures, armaments mounted along the hull, and also a large ram. It is designed with multiple sails, oars, and running gear suitable for its size, and smaller boats to use for short commutes.

Due to how large the ship is a crew will have to learn over many weeks to operate this ship properly. The ship’s draft is so deep than it cannot be docked in most ports. The spell requires a finesse check to determine the quality of the boat.

(Base 3, +2 treated and processed Herbam materials, +1 Touch, +4 increased target size for a large boat, +2 complexity, +1 Terram)

It is worth mentioning that an official Ars Magica product Hermetic Projects already has a ritual spell for conjuring a full ship, although it uses a Target of Structure in the book, which has then been errata’ed to Target: Individual. It also used a +3 complexity modifier which seems incredulously exorbitant. The reason (I think) such a high modifier was chosen was to reflect the “build” process of crafting a ship identically to a real ship. If the ritual forgoes the idea that the ship is perfectly constructed to manual methodology, then it can take simplifications in design and form, which in turn reduce the complexity of the spell. A +3 complexity modifier should be saved for spells like Conjuring the Mystic Tower, thus the spells here have been designed with a +2 complexity modifier (see a summary of complexity below).

Remember too that the spell has already “paid” for the spell to construct a treated and finished herbam product in the cost breakdown. That payment should already include the complexity of conjuring finished items instead of raw plants. The degree of complexity beyond this should be for items which have increasing ornate detail, many moving parts, stress points, and other plainly obvious or beautiful features which take significant thought and planning.

An explanation of my thoughts on relative complexity:

  • Standard (+0 mags) – These items have little or no complexity in function or moving parts. e.g. Mounds of matter, swords, chairs, walls.
  • Slightly Complex (+1 mags) – a few moving parts, and a few different materials. e.g. a Cart with tack and harness. A simple small boat. A building with a few uniform rooms and floors.
  • Moderate Complexity (+2 mags) – many features which move independently from the whole, many compartments, or sub-functions. Many different materials. e.g. ocean going ships. A moderate sized building with multiple rooms, hallways, walk ways including doors and some features.
  • Highly Complex (+3 mags) – Fully formed towers will inconsistent internal structures, with as many complex features as desired. Complex machinery. This is about as complex as a spell can get. e.g. Conjuring the Mystic Tower.

roman_warship_by_radojavor-d55uf49

Sub Rosa Issue 10 Review

The next issue of the Ars Magica magazine Sub Rosa was  released on June 6, and like last issues there is a lot worth considering for Ars Magica players.

This issue has a heavy focus on the mystery of ships with new ways to incorporate maritime elements and themes into games.

“A mild winter has left us busy but issue #10 is now here, full of stormy skies and unfamiliar magic, with a dash of mystery and a ship to sail it by.

Accented with lavish art, you’ll find pieces from Ars Magica veterans like Jeff Menges and Angela Taylor alongside Sub Rosa regulars like Vincent Belmont, Alexandra Dopp, Barrie James and Jason Tseng.

Weighing in at 60 pages, the Storyguide’s handbook considers the Dramatic Journey, Mark Lawford gives you the blueprints for a Hermetic Shipwright, and there are mystery cults and twilight scars to go around.

Vulcanis Argens returns and there’s a thundering scenario sure to keep your saga engaged, no matter what Tribunal your troupe calls home.” (cont)

Quick Review – Another excellent issue. My first impression was that it contains material which I can use in any Ars Magica game, but also some great new ideas for odd encounters and scenarios.

I have a love for boats and ships in roleplaying games as I think they were a fundamental part of the world, but are largely ignored in most settings. This issue provides magical backdrops and ideas, complete with stats, and a small scenario.This builds from material already published in the Hermetic projects book, but is provided stand alone for use as well.

One part of a story reminds me of a SpellJammer touch – which is all I needed to see to know I’d be reading the article a few times at least. Continue reading