A spell to Burn Down a Castle

This is a quick spell to burn a building down from the inside. In the design I wanted an effect which would allow a pyromancer to immolate parts of a building but not others. Picture a staircase and rooms burning, which directs the panicking inhabitants down the only “safe” passage. Nasty!

It means adding a dual-target adjustment in the spell design, to grant the flexibility and control desired. I thought about creating the spell as Diameter instead, but thematically liked the idea that the magus can at will cancel the effect, and once several rounds have passed the building will continue to burn even though the spell has expired.

Immolation of Harrenhal

Creo Ignem 40, R: Touch, D: Concentration, T: Structure

Heats an entire structure, or a sub-part chosen by the caster, and everything within it to melting point, which creates a devastatingly dangerous environment for the inhabitants and materials. All items including typically non-flammable items will catch fire, and likely continue to burn after the spell expires.

(Base 10 to melt an object, +1 Touch, +1 Concentration, +3 Structure, +1 Part flexibility)

This and over 505 other new spells for Ars Magica can be found here.

An anchor becomes a saviour

Based upon Supple Iron and Rigid Rope (Ars p154), this spell makes use of the Terram generic materials examples to float items like wood.

Floating Anchor and Sinking Oar

Muto Terram 15, R: Voice, D: Diameter, T: Part

Makes a buoyant object sink or a sinking object buoyant. Casting requisites of Forms appropriate to the materials affected are required.

This spell was invented by a Magus who hated swimming and loathed the idea of drowning at sea.

(Base 3, +2 Voice, +1 Diameter, +1 Part)

I took the same Base level as Supple Iron and Rigid Rope and upped the range as it’s probably more useful to make an float after it’s just gone overboard; or likewise sink. Then Target: Part so that clothes and other things can be selected on a variety of target’s. Diameter should be plenty to sink or rescue something.

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

A boat stuck in ice

A few spells inspired from Snow White for Ars Magica

Here are some spells based upon Snow White (as best as I can fit them) for Ars Magica. Some of the magical effect from the story are detailed in the core rules; such illusions, transformation, scrying, and forms of divination.

The Queen’s poisoned apple could be written many ways. A straight wounding poison, an extended sleep spell, and a faerie sleep spell. The trick with hermetic magic is to create a poison which knocks the target unconscious rather than wounding them. A Creo spell shouldn’t be able to replace the process for creating potions although by creating specific poisons within another substance is a work around. YSMV. My thought is that a toxin can wound, fatigue, sleep, or other effect; and the trick is really getting the target to eat it.

This means proposing a new Creo Aquam guideline for a fatiguing toxin instead of a wounding one. Not a huge leap.

  • Creo Aquam Guideline: Base 5, to inflict 1 level of fatigue if a Stamina check is failed against a difficulty of 3.
  • Each magnitude adds an additional fatigue level. Optionally each magnitude also increases the difficulty check by 3.

Draft of Weariness

Creo Aquam 20, R: Touch, D: Sun, T: Individual

The draft of toxin conjured inflicts a fatigue level if the imbiber fails a Stamina check vs 3.

(Base 5, +1 Touch, +2 Sun)

Which means a low powered spell matching the poison-apple using fatigue would be as below, noting that the higher of the two base effects is chosen; Base 1 CrHe to create a fruit, and Base 5 for the poison.

Fruit Created for Suffering

Creo Herbam / Aquam 20, R: Touch, D: Sun, T: Individual

The food conjured is tainted with a powerful magical toxin which inflicts a fatigue level on anyone who eats it if they fail a Stamina check vs 3. The spell may create a single discrete item of unprocessed food, such as fruits.

(Base 5, +1 Touch, +2 Sun, Herbam requisite free)

Fruit Imbued with Suffering

Muto Herbam / Aquam 20, R: Touch, D: Sun, T: Individual

The targeted food is tainted with a powerful magical toxin which inflicts a fatigue level on anyone who eats it if they fail a Stamina check vs 3. The taint becomes harmless when the spell expires.

(Base 5, +1 Touch, +2 Sun, Aquam requisite free)

The base for altering Herbam is MuHe3 however as the base for the toxin was CrAq5 that was used, which rationalised the free Aq requisite.

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

Gift of the Bear’s Strength, and Hybrid Transformations using Muto

Thank you to Theomund for the comment on another post which started me thinking about the limits of what Muto Corpus / Animal spells can do, and what the guidelines imply. Initially the suggestion was to use the gorilla as the base animal, however I’ve used a bear in the naming as I think bears are more prolific in medieval Europe and the bear has a very high strength star in the Book of Beasts.

To begin an answer – the MuCo2 baseline which is commonly used for minor transformations an abilities seems far too low to allow for a wholesale change. A full transformation into an animal is MuCo10, and birds or fish is MuCo20, and the themes of Ars Magica seem to imply that moving to a know form (wolf, bird, etc) is easier than a partial or unknown form. So I think a Muto Corpus 15 base is better to represent this type of hybrid man/animal transformation. The transformation might grant a few new attributes or adjustments as long as the additional powers or aspects are very similar and thematic. Further additional magnitudes should allow even more strange abilities, such as combining attributes from different animals.

This is aligned with Gift of the Bear’s Fortitude, which uses a MuCo15 base, which transforms all of the target’s body to grant a combat mechanic advantage and does not use an Animal requisite.

This is very similar to what  I suggested for the Monstrous Transformations of Behemoths and Dragons and also in a Discussion on Muto Transformation Magic in an earlier posts:

(based upon the appropriate guideline for land or sea/air animals) … A few similar thematically alterations only cost +1 mag, but many will cost another +1 mag. So the extra +1 mag allows for say 12-15 powers, where the limited one allows for a few.

This means that once the base level has allowed for an animal transformation, an additional magnitude should allow for a strange transformation (making a rough new MuCo Baseline of 15 for partial transformations), and then a further magnitude should allow for a good spread of physical abilities. I think it’s logical to use the same spells as a guide for a hybrid form; as that is basically what the Behemoth was.

Aside – There has not been a Muto Corpus spell which adds to a stat, probably as it is covered by Creo Corpus although the Ars Magica system seems to allow for many different ways to achieve an end.

New Hermetic Baseline – Muto Corpus 15 – Allows a partial transformation of a human to a land animal, granting aspects of both the animal form and human form. Requisites are probably needed.

New Hermetic Baseline – Muto Corpus 25 – Allows a partial transformation of a human to a sea or air animal, granting aspects of both the animal form and human form. Requisites are probably needed.

A spell transforming with an aspect of animal strength might be as follows. This uses a “partial transformation” of MuCo/An15. This is a useful spell as it allows the target to continue to use human sized weaponry and armor against targets, and not suffer a limitation of striking MR due to an active spell (discussed here).

Gift of the Bear’s Strength

Muto Corpus / Animal 30, R: Touch, D: Sun, T: Individual

Changes the target’s body to gain the broad musculature of a bear which enhances their frame, increasing Strength by +3. Equipment and clothing are not altered by this spell and may no longer fit suitably.

(Base 15, +1 Touch, +2 Sun)

A spell to transform into a hybrid creature might be:

Form of Hulking Werebear

Muto Corpus / Animal 30, R: Personal, D: Sun, T: Individual

Transforms the caster into a chimeric blend of man and bear, resulting in a large bipedal hybrid. The humanoid form increases in size by 2 to a maximum of Size +2, retains rudimentary humanoid head, hands and feet, although the gross shape and size change causes most equipment to be difficult to wear. Replace all physical attributes with those of an adult bear (Strength, Stamina, Dexterity, Quickness, and Size) and average Perception, Awareness, and Communication. The bear’s natural claw and bite attacks are halved in effectiveness. Equipment and clothing is not altered by this spell.

(Base 15, +2 Sun, +1 additional attributes and bear themed abilities)

Related link on Ars forums http://forum.atlas-games.com/viewtopic.php?t=32533, and other custom spells for Ars Magica can be found on the new spells page.

 

A spell to Carve into Earth and Stone

Another spell variant to hollow an area beneath the earth, this time with a high degree of precision in the design to allow for stair, arches, and other building features.

Hollow the Detailed Vault

Perdo Terram 30, R: Touch, D: Momentary, T: Part

The stone mass targeted by this spell is destroyed in a manner consistent with the caster’s desires, typically in such a way to create hollows, rooms, or internal spaces. The spell does allows for a sophisticated level of detail, including stairways, ramps, pillars, or balconies. A maximum volume of up to 100 cubic paces of stone can be affected at one time.

(Base 4 Destroy rock or stone, +1 Touch, +1 Part, +2 size increase, +2 complexity)

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

underground tunnel

Auto-cleaning of arms and armor 

A quick spell to momentarily clean all the gear worn by a combatant.

Immaculate Handiwork of the Squire

Rego Animal, Corpus, Herbam, Terram 20, R: Touch, D: Momentary, T: Group

The equipment and clothing of the individual touched is spotlessly cleaned. Highly complex equipment or disastrously filthy equipment may require a finesse check, subject to troupe considerations.

(Base 4, +1 Touch, +2 Group, +1 size increase to a hundred parts and components)

The base 4 in Rego Herbam is used in Ablure Magica (from Covenants p. 52), which seems a reasonable starting point.

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

Milestone 500+ New spells for Ars Magica

The blog hit a new milestone today – 501 spells written for Ars Magica, which is 100 new spells since September 2016. Enjoy the spells folks, Happy Ars Magica gaming.doorways from one realm to the next