Seven Lesser Enchanted Devices for Guards and Watchmen

These are a few enchanted items for Ars Magica grogs, intended to increase their effectiveness. The goal of these items is to make the grogs more efficient without compromising their capacity to respond, which means a range of situational powers is better than one large dramatic one. The powers have many uses per day as they can be used by every member of the guard, if these were designed for a single user they would be slightly lower level.

For example a power which affects the weapons of the grog would be avoided. Powers which affect the grog’s equipment are better as they also avoid warping.

The Seven Charms of the Earnest Guardsmen – this set of steel charms is set upon a life sized oak bust of a grizzled guardsman who is helmed and armored in scratched and worn gear. Each charm is held in place and enchanted separately as a lesser enchanted device. The bust is anchored in place in the watch-house or garrison of the covenant. The charms place enchantments upon the user, allowing a each charm to be used by many members of the covenant.

The items were designed as lesser devices and set together, this way further enhancements could be added over time and items could be replaced if another power was preferred. Each item could also be taken and worn, and each is a two way arcane connection to the wooden bust.

Each power is activated by touching the selected charm with one hand and the target’s chest with the other.

Charm of the Bear’s Hide – a steel chain around the neck of the statue, with a small bear shaped token attached. As per Gift of the Bears Fortitude (Ars p.131) (MuAn 35), (Base 15, +1 Touch, +2 Sun), with +5 for 24 uses per day.

Twin Charms of the Perceptive Hound – two steel cloak pins, shaped for a leaping dog and a sniffing dog, when worn together one jumps the other.

First pin’s effect is Nose of the Bloodhound (MuCo/An 10), (Base 2, +1 Touch, +2 Sun), with +5 for 24 uses per day. This effect changes the target’s nose to be that of a hound, greatly increasing their ability to track by scent and notice unusual odours.

Second pin’s effect is Ears of the Bloodhound (MuCo/An 10), (Base 2, +1 Touch, +2 Sun), with +5 for 24 uses per day. This effect changes the target’s ears to be that of a hound, greatly increasing their hearing abilities.

Charm of the Perceptive Watchman – a full steel helm. As per Eyes of the Cat (Ars p.131) (MuCo/An 10), (Base 2, +1 Touch, +2 Sun), with +5 for 24 uses per day.

Charm of the Resilient Gambeson – a steel brooch set upon the bust’s chest, shaped as a round-shield and decorated with a gauntlet symbol. As per Doublet of Impenetrable Silk (Ars p.118) (MuAn 20), (Base 4, +1 Touch, +2 Sun), with +5 for 24 uses per day.

Charm of Preternatural Growth – a steel pauldron strapped to the shoulder of the bust. As per Preternatural Growth and Shrinking (Ars p.131) (MuCo/AnTeHe 15), (Base 3, +1 Touch, +2 Sun), with +5 for 24 uses per day. The target and their equipment increases in size by one category to a maximum of size +1.

Charm of the Allied Turb – a diamond shaped steel badge worn over the bust’s heart which signifies the covenant symbol. (MuIm 10) (Base 1, +1 Touch, +2 Sun, +1 detailed), with +5 for 24 uses per day. The target’s appearance is altered to match their untransformed form (for those with some of the effects above), and also to be wearing a tunic of covenant colors and symbol. This effect is used in combination with the others to indicate those on duty and also the expiry of the other effects.

Final note: beware the warping some of these items will cause if used regularly. Initially I had a goal to create all the items with no warping, however it proved too difficult.

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Milestone 600+ New spells for Ars Magica

From June 23 to August 5 to post another 50 spells, reaching 600 in total, and not just spells – this past three month over a dozen new magical items were detailed, and some observations on Ars, and a few new rules and guidelines too.

What’s in store for the spell list? Well, many more ice spells, more lost spells revised from older editions, notes on improving labs, more magical items, and a discussion of a few spell guidelines which have angles to discover.

I think I have around 30 spells ready to go, and far too many half written blog posts to scratch away at. Happy Ars Magica gaming folks.

The Voiceless Chambers hook and map, with Ars Magica mechanics

The Voiceless Chambers by  demonstrates why he is a favourite blogger and mapper for me. Each week a new map is sketched and shared (for free online, and via a Pateron account for supporters). The Voiceless Chambers has a fantastic introduction, and this post is about some of the magics involved created as Ars Magica spells and magic items. All kudos and high praise for the story hook and map by Dyson.

The hook begins:

When the Sorceress Queen Nemorlienne finally died, some efforts were made to keep her that way. While her rule was generally good for the state of the nation, those closest to the halls of power found her ways destructive and maniacal and her magically-augmented temper shortened many an advisor’s lifespan.

Like the other deceased queens, she was first burned to ashes and then those ashes converted into a gem using dark alchemies. However, unlike those before her, her tomb was sealed completely and magically, and in addition to the usual magical guards and wards over the tomb, the whole place was made magically and perpetually silent so no one could seek her counsel even in death.

But someone has broken the outer seals of the crypt, …

(read more)

This is how these implied effects might be written up for the Ars Magica RPG…

In terms of naming style Ars often has thematic and descriptive names for spells and effects, however as this is a non-standard setting I thought it would be fun to go for a more cultish feel. As if all parts of the process have to be ceremonial.

First effect to silence the chambers is performed by enchanting one of the last stones placed within the interior walls of the chambers has been enchanted to nullify all sound within.

A Hidden Stone Which Brings Silence To All, Lest She Be Disturbed (PeIm 29, Lesser Device), a fist sized cube of high quality marble, carved with deliberately creepy and dangerous looking sigils. It is buried deep within one of the interior walls of the chambers.

Quiet Loose Tounges Within the Crypt

Perdo Imagonem 20, R: Touch, D: Diameter, T: Structure

All sound within the targeted structure is destroyed for the duration, rendering it deathly silent.

(Base 3, +1 Touch, +1 Diameter, +3 Structure)

(As device: +1 mag for extra duration, +4 levels for adjusting to Constant effect, Ars p.99)

The Voiceless Chambers, you feel the Ars Magica and high magical & mystical flavour all through the description.

Then, creating a normal gem with magical aura as a distraction from the real gem is a great fantasy theme.

A False Majesty Unworthy of Her Presence, Lest They Call Her (CrVi 59, Lesser device), a beautiful and valuable gemstone by normal standards which has been enchanted to appear invested to resist magical inspection. The gem has also been fixed as an Arcane Connection to a non-enchanted twin, so that recovery by the high priests is far easier. Investing the effect creates a legitimate magical presence, and then the protective effect ensures the investigation will be troublesome which completes the deception.

Invested Shell of Simple Obfuscation

Creo Vim 45, R: Personal, D: Momentary, T: Individual

The shell resists attempts to divine any invested effects if they are level 50 or below. Investigation spells therefore must be rituals.

(Base 45, to resist investigation effects upon itself up to level 50 effects) 

(As device: +2 mags, +4 levels for Constant effect modification)

See Shell of False Determinations (Ars p.157 for a similar effect) which seemingly can be cast upon objects to perform a similar outcome although it is unclear to me how that spell is effective in the long term with a Momentary duration; odd.

Then, the enchantments on the true jewel of Queen Nemorlienne are very important, as they setup significant restrictions for use of the gem.

The real change for the dust and gem in the introduction is the alchemical change from the remains of the sorcereress into the gem. In Ars Magica that could be as simple as creating a fixed arcane connection, which runs contradictory to the lore in the introduction but also perhaps hints that the priests wish to retain access to Her after her death. Cool and creepy. It has two effects within it and is also set as a permanent arcane connection, the first effect prohibits using the gem an a connection, and the second makes the gem appear flawed.

A True Key Against Those Who Call Beyond the Grave, Lest She Hear Their Call (PeVi 37, MuIm 12, Greater device) an even more beautiful gemstone than the distraction above, this gem is striking and lovely to behold and obviously extremely valuable. The best magi from the realms worked years to craft and enchant this gem, to protect their realm and the ghost of the dead Queen Nemorlienne.

Impede the Meddling Scryers and Fools

Perdo Vim, R: Personal, D: Sun, T: Individual

This spell limits the target so it cancels any other spell attempting to use the target as an Arcane connection for the purposes of scrying, unless it is greater than the (level of this spell +10 + stress dice (no botch)).

(Base Gen, +2 Sun)

(+4 to raise to constant effect, +3 to affect everyone except the current Priesthood)

With a more general version which might be more useful as a Duration: Ring and Target: Circle, which can be used outside an enchanted item.

Impede the Meddling Scryers and Seekers

Perdo Vim, R: Touch, D: Ring, T: Circle

This spell limits the target so it cancels any other spell attempting to use the target as an Arcane connection for the purposes of scrying, unless it is greater than the (level of this spell +5 + stress dice (no botch)).

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

And an effect to reduce glamour of the gem, to make it appear inconsequential. Note that the effect could be slightly lower, however I’ve used a target touch as I intend the effect to be listed as a normal spell, not just for investment in an enchanted device.

Lacklustre Sheen to a Perfect Vessel

Muto Imagonem 5, R: Touch, D: Sun, T: Individual

The item touched is made to look and feel far less valuable or ornate. It remains true to its basic type, however it will appear ordinary, scratched, tarnished, rough, dishevelled or poorly formed.

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

(+4 to raise to constant effect, +3 to affect everyone except the current Priesthood)

Then, as almost every chamber is decorated with artworks, tributes and prizes, the priests have used these as animated defences for the chambers, as tomb guardians.

A Wooden Puzzle of Horrible Death, Revealed to those who Seek Her Glory, (ReHe 42, Lesser device), an item which animates wooden decorations in the room to become weapons. The rooms are deliberately stocked with edged weapons, arrows, laminated spurs, large spars, and solid blocks. Many such items are sequestered within the chambers.

Animate Her Treasures of Wood as Weapons of Woe

Rego Herbam 35, R: Touch, D: Sun, T: Room

The all wooden items in the targeted room rise and attack any creatures within it, crushing, slicing, and pummelling the occupants. The objects strike with an Initiative +5, and Attack +7 and inflict +10 damage each round.

(Base 10, +1 Touch, +2 Sun, +2 Room)

(+4 to raise to constant effect, +3 to affect everyone except the current Priesthood)

Then, several rooms within the chambers has been enchanted to protect against intrusion.

The effects are designed as a warding device which can act to protect a room or also act an a prison if need be (as a reworking of Ward Against the Curious Scullion (ReCo30), Covenants p.104).

A Constant Guard Against Trespassers, Interlopers, and Thieves, (ReCo 44, Lesser device), a small sphere of polished gold, inscribed with runes and sigils denoting terror and disease to any who trespass. The sphere as been buried within an internal wall of the central crypts away from the entry point so that is difficult to access even if it can be detected. Several of these warding globes were crafted and installed in the chambers.

Solar Impervious to Curious Scullions

Rego Corpus 40, R: Touch, D: Sun, T: Room

Humans find it impossible to enter or leave the targeted room.

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

(+3 Environmental trigger, +1 for 2 uses per day)

A final aside – if you like this please have a look at the material which Dyson Logos create, and also at the large arrange of other Ars Magica material written over the many here’s on this blog. Spells, Magical Items, Npcs, and many stranger things for the Ars roleplaying game.

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Milestone 400+ New spells for Ars Magica

I’ve posted over 400 new spells for Ars Magica now, reaching my blogging goal for 2016 a few months early. October onward will have a mix of character concepts, variations to rules, the odd conversation on the Ars Magica setting, and more spells that have been sitting in draft for a very long time. Some of those spells are inspired from Game of Thrones and Snow White, so a little less serious; but very flavorsome.

New pdf of all new Ars Magica spells

Quick and exciting post – through the hard work of a great member of the Ars Magica community – Shawn Devlin – who also happens to be a coder – here is a new version of the New Spells for Ars Magica content in Pdf 

Secondly Shawn has created this along with a github hosted site for generating Ars Spell books from xml to do this yourself – all crafted by his talented hands. That means that any other budding authors can generate grimoires of spells using the same technique; gratis. That is pretty awesome. 

It’s all the 360-odd spells I’ve written in full, listed with page numbers by spell Technique and Form and then Name at the back.

Milestone unlocked, 350 spells and forging forward

Aside

Yehaw, yesterday saw the blog post over 350 new spells for Ars Magica, and very pleased to report that I’ll reach ~400 spells by the end of 2016 (yep, another shameless promotion). There is enough hoohey, cantrips, strange asides and odd enchantments planned for the future to end the year with a very large grimoire. Happy casting folks…

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Silly Gardening spells

Here are some spells I wish I had in daily life to get more omph from the weekend. Admittedly it is an absurd list of desired special spell powers, but your mind goes to strange places mid way through a gardening marathon.

Gather the Unwanted Scraps

Rego Terram 15 / Animal Corpus Herbam Aquam, R: Sight, D: Momentary, T: Group

This spell collects up to a cubic pace of non-living refuse within the caster’s line of sight, scraps, dirt, stones, off-cuts, or other leftovers from the surrounding area which the caster can see and collects them into either a pile or a designated container.

A simple finesse check determines how well the area is swept clean of unwanted materials. As sweeping and cleaning is a rudimentary task the finesse difficulty is 3 or higher. Botch results may be very unsightly.

(Base 2, +2 Sight, +2 Group, +1 size)

Compost the Unwanted Scraps

Rego Terram / Perdo Herbam Animal Corpus Aquam 10, R: Touch, D: Momentary, T: Room

This spell accelerates the decomposition of a container or room with wide variety of non-living ingredients within it into a useful compost. Composting is simple work but lacks appeal often due to the source of the ingredients. The Perdo requisite significantly assists the decomposition in a timely and efficient manner, and also removes undesirable elements permanently.

A finesse check determines the quality of the resulting product, with a 6 or higher producing a passable compost. Botch results may create a useless product or even a compost which is toxic.

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

Discern the Gardener’s Delight

Intellego Terram 5, R: Voice, D: Momentary, T: Part

This spell determines the quality of soil, earth, or compost in terms of it’s fitness for use in a garden. The caster learns the general quality and suitability of the material for use in gardening.

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

These effects, like all the others I’ve pondered are part of a new spells compendium for Ars Magica.