2x Lost spells (part 16) Illusory Guards, 30 Days of Magic

Some illusion spells inspired from an old 4e Ars Magica spell list with revisions as I didn’t follow what the old spell actually intended.

Illusion of the Patrolling Guardsman

Creo Imaginem 15, R: Touch, D: Sun, T: Individual

Makes an image of a clothed and equipped person that can make noise. When cast the behaviour of the illusion is decided. The illusory person can move about, speak, and behave as a human does.

(Base 2, +1 Touch, +2 Sun, +1 move in a prescribed manner, +1 intricacy)

Very similar to the …Phantasm of the Human Form (CrIm25, Ars p.144) the material difference here is that the spell is designed to allow a fixed path and action and a range reduction.

Illusion of the Frozen Guardsman

Rego Imaginem 25, R: Touch, D: Sun, T: Individual

The target’s image appears to be doing what the caster desires, while the target separates their physical actions from their visual appearance. The image will not reflect the target’s actions unless it is returned to overlapping their body, or by the caster concentrating. The target can move up to 100 paces away from their image.

(Base 5 for up to 100 paces away from the body, +1 Touch, +1 for an additional sense, +2 Sun, +1 Changing image)

This spell allows a guardsman to appear to be standing still while they wander elsewhere, which has advantages for Magi and companions alike performing covert actions within plain sight.

Find over 703 new spells for Arsmagica.

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Ars Magica – 30 Days of Magic Challenge

The NanoWriMo challenge happens each year and last year I wrote about 43 new spells as part of an Ars forum 2017 challenge, and I’m going to try again this year – calling it the 30 Days of Magic. Fancy eh.

This year however I know for certain that I cannot write a post every day due to work and life commitments, I have created over 30 new spells which are staggered out in blog posts over the 30 magical days. Most are variations or simple effects. So the actual goal is to write a few posts, and share the Ars related links of other contributors too.

At the wrap up I’ll link to each blog post with new spells here too like last year…

 

Broken use of T: Room in my Ars Magica spells

Bit saddened because it was pointed out a day or so ago that T: Room cannot be used with Creo when something is created in Ars Magica. Whoops.

I kind of knew this, but didn’t mentally click to the impact. Darn it. This means that a few of my custom spells are wrong, and need to be fixed. Mostly I hope that converting from a target of  +2 Room to +0 Individual with +2 size will not break the spell size calculations. In some cases a complexity modifier was needed when thinking about the way the spell works.

ArM5 p113, Targets and Creo wrote – “The target of a Creo spell that actually creates something is the thing created. The target is thus always Individual or Group. A spell to create a part of something is either a healing spell or a Muto spell, depending on the part created. A Creo spell with target Room cannot be used to fill a room with something. Instead, use target Group with an appropriate size modifier. The Creo guidelines for each Form give the level required to create different kinds of thing. The size is determined using the standard rules for target size.”

My affected spells are:

  • A Pleasantly Warmed Sancta (CrIg15), reworked as +0 Individual, +2 Size.
  • Warmth of the Cozy Solar (CrIg15), reworked as above.
  • A Pleasantly Warmed Tower (CrIg20), reworked as +0 Individual, +3 Size.
  • Every Hearth Both Comfortable and Warm (CrIg30), reworked as +2 group, +1 non-standard as the spell is now conceptually broken.
  • Immolation of Harrenhal (CrIg40), reworked as +3 size and +1 complexity in shape.

The master list of new spells and each related blog post has been fixed. It also means that the mistake I made with Room is the same with Structure. Fixed those too, Grumble.

Copyright Magic the Gathering (I guess one of the card illustrations?) Is this a mana cube?

I’m not sure if this cube is floating, burning and falling, or what.

Milestone 700+ New spells for Ars Magica

The blog has 701 spells in total now – and that is about as many as I intended in ever drafting, so anymore will be far more staggered apart as time permits. Hope they are useful in your games.

Vanilla Covenants Project – Asteria of Verditius

Continuing the ad-hoc Ars Magica character creation for the Vanilla Covenants Project – community sourced set of examples of beginning covenants for the Ars Magica RPG setting.

Asteria of Verditius

Asteria specializes in creating magical items out of bronze. Originally trained in Italy, she eventually moved to Cornwall. This is where the finest tin in the world is mined, and it allows her to create the finest bronze. Like most Verditius, she is incapable of enjoying the company of other members of her House, which also made the move to Stonehenge attractive. She drinks too much, and is very protective of her reputation, but beyond these minor foibles, she’s willing to discuss her work with the younger magi.

Stats at Gauntlet

Characteristics: Int +3, Per 0, Pre 0, Com 0, Str -2, Sta +1, Dex +3, Qik 0
Size: 0, Age: 25 (25), Height: 168 cm, Weight: 72 kg, Gender: Female
Decrepitude: 0, Warping Score: 0 (0), Confidence: 1 (3)

Virtues and Flaws:

Affinity with Metalsmith, Affinity with Terram, Deft Form (Terram), The Gift, Hermetic Magus, Improved Characteristics, Inventive Genius (Invent Lab Totals: +3), Minor Magical Focus (Bronze), Personal Vis Source (Terram), Puissant Magic Theory, Puissant Metalsmith, Puissant Terram, Verditius Magic* [Preparation Abilities: Philosophiae/*Craft], Blatant Gift (Interactions: -6 with normals), Deficient Form (Imaginem), Deleterious Circumstances (Against wind), Hatred (Non productive artistic types), Mentor (Verdi upper heirachy), Weakness (Drinking)

Personality Traits: Disciplined +3, Perfectionist +3, Spontaneous -2

Abilities:

Artes Liberales 1 (geometry), Athletics 2 (Climbing), Awareness 3 (flaws in stone and metal work), Finesse 1, Italian 5 (talking about metal and stone), Latin 4 (Hermetic terms), Magic Lore 1, Magic Theory 3+2 (Terram), Metalsmith 4+2 (Bronze) [Category: Laboratories], Parma Magica 1 (Terram), Philosophiae 2 (Verdi Runes), Scribe 1, Stonemason 3 (Statues and Busts) [Category: Buildings]

Arts: Cr 5, In 2, Mu 5, Pe 3, Re 6, An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 0, Me 0, Te 10+3, Vi 0

Spells:

  • Bindings of Bronze from Robes of Silk (MuAn(Te) 15) +6.
  • Measurement of Metal (InTe 10) +16
  • The Bronze Dart (Mu(Re)Te 15) +24
  • A Window of Singular Direction (MuTe 15) +19
  • Hardness of Adamantine (MuTe 25) +19
  • The Spell of Worked Bronze (ReTe 5) +26.
  • Forge of Purest Bronze (ReTe 15) +26
  • Ominous Levitation of the Weighty Bar (ReTe 20) +20

Custom spells known:

Bindings of Bronze from Robes of Silk

Muto Animal 15, R: Voice, D: Diameter, T: Individual

This spell turns an item of Animal based clothing or equipment worn by the target into bronze (typically a shirt, robe, etc), thereby hampering movement, affecting function, and increasing load. Exact effects will vary according to the articles worn by the target, ranging from no effect to practically complete immobilization.

(Base 4 to change a animal product to metal, +2 Voice, +1 Diameter, +0 Terram)

The Bronze Dart

Muto Terram / Rego 15, R: Voice, D: Momentary, T: Individual

A 10-inch bronze dart rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Voice range. It does +10 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.

(Base 3, +2 Voice, +1 affect metal, +1 Rego requisite)

Measurement of Metal

Intellego Terram 10, R: Touch. D: Momentary, T: Individual

This spell informs the caster of the purity and quality of an amount of metal.

(Base 5, +1 Touch)

The Spell of Worked Bronze

Rego Terram 25, R: Touch, D: Momentary, T: Group

The magus may transform a piece of bronze into a finished form, as if a Bronzeworker had shaped and formed it. Up to ten cubic feet may be transformed.

The magus must pass a Perception + Finesse roll substituting for Craft: Bronzeworker against an Ease Factor at least 3 higher than the mundane Ease Factor. Failure reduces the bronze to a slumped lump as if an incompetent beginner had worked on it.

(Base 2, +1 Touch, +2 metal, +2 Group, +1 flexibility, +1 size)

Forge of Purest Bronze

Rego Terram 20, R: Touch, D: Momentary, T: Group

This spell smelts and purifies up to ten cubic feet of bronze source materials. The pieces may be existing bronze work or raw copper, zinc, or lead bars. To achieve a suitable final result the caster must succeed a Finesse difficulty check of 12+. Appropriate craft skills may be add to this roll.

(Base 2, +1 Touch, +2 Group, +2 metal, +1 size)

Ominous Levitation of the Weighty Bar

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

As per Ominous Levitation of the Weighty Stone, HoH:S p38, but directs items made of metal.

(Base 3, +2 Voice, +1 Concentration, +2 affect metal)

Continue reading

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.

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.