MuVi spells to change the spell recipient (3 of 3)

Continued from Wizard’s Misdirection to Return Home and Wizard’s Misdirection to Receive Blessings, a variation to pass a spell to a target touched.

Wizard’s Misdirection to My Friend

Muto Vim General, R: Voice, D: Momentary, T: Individual

This spell changes the intended target of another spell, to target a person the caster of this spell is touching. If the new target is invalid then this spell has no effect. This spell must be one magnitude higher than the spell to be altered.

(Base Gen for a significant change, +2 Voice)

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MuVi spells to change the spell recipient (2 of 3)

Continued from Wizard’s Misdirection to Return Home, a variation to force the spell to affect the caster of this MuVi spell.

Wizard’s Misdirection to Receive Blessings

Muto Vim General, R: Voice, D: Momentary, T: Individual

This spell changes the intended target of another spell, to target the caster of this spell. If the new target is invalid then this spell has no effect. This spell must be one magnitude higher than the spell to be altered.

(Base Gen for a significant change, +2 Voice)

 

MuVi spells to change the spell recipient (1 of 3)

I’m pondering the chaos of Muto Vim spells again, and all sorts of silly stuff is fluttering by my mind’s eye. As MuVi effect must have a very specific intent and effect, I’ve written three variants on the theme for changing the intended specific target, but not the Hermetic Target type. I did especially so that the three variants are (hopefully) clearly written and ready to use. Although doubtful, it is possible for a Vim specialist to cast these effects spontaneously instead of fast-cast-formulaic, to affect another magi’s casting so a quick reference is handy.

Wizard’s Misdirection to Return Home

Muto Vim General, R: Voice, D: Momentary, T: Individual

This spell changes the intended target of another spell, to target the caster of that other spell. If the new target is invalid then this spell has no effect. This spell must be one magnitude higher than the spell to be altered.

(Base Gen for a significant change, +2 Voice)

A new Hermetic Target: Sphere

To affect a single thing requires Individual but it cannot easily affect the area immediately around a thing. A new target Sphere represents the area surrounding a point, creature, or object; based upon the standard size for each form, then increasing with each added magnitude.

Target: Sphere (+1) The spell affects up to or including an area immediately surrounding an object or point. The sphere may define an edge or boundary where the magic takes place, or affect a material within its boundary. Typical range for most sphere spells is Touch. A moving sphere adds one magnitude.

Base size varies with Form, limited as:

  • Animal / Corpus – a sphere with a diameter as wide as the creature can reach and step at full extension in all directions. Estimated a sphere with a diameter a pace wider than the arm span of a man. Magnitude increases the sphere diameter by two paces.
  • Aquam / Auram / Terram – equal to sphere with the standard mass of Individual, perfectly shaped. There is no Finesse or difficulty check for creating the sphere as it is an intrinsic property of the target. Magnitude increases volume of material as normal.
  • Herbam – a sphere with a diameter equal to the target plant at its greater of height or width, or a standard plant, including the root system. Magnitude increases volume by x10.
  • Ignem – the distance which the light illuminates or the fire warms effectively as a diameter sphere.
  • Imagonem – the area surrounding a point equal to three yards in diameter.
  • Mentem / Vim – An area surrounding a point measured as Corpus above.

I can see Sphere being a minor breakthrough to create, and being handy for a range of specific uses, although not overly powerful. The ideas for use are for detection spells around the caster and wards. Other uses are likely possible, but these seem the most thematic.

Sphere of Awareness

Intellego Corpus 15, R: Touch, D: Diameter, T: Sphere

The target can sense other humans within a sphere equal to one pace immediately around them in all directions.

(Base 3 for general information, +1 Touch, +1 Diameter, +1 Sphere, +1 moving sphere)

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

New Ars Target: Wall

A new meta-magic target which allows all forms to be created in variants of a Wall.

Target: Wall (+1) Used as barriers, curtain walls, and other circumstances where a non-standard shape for the Form is desirable. While the target name implies a wall the final orientation and shape may vary to suit the casters needs, such as being used instead as a bridge, and it also includes simple crenellations to assist with defence.

It may also find a use with MuVi spells which allow for changing of the target spell, or characters with the Flexible Formulaic Magic virtue. If being researched in-play it should be a Minor Hermetic Breakthrough.

The Target creates a wall to a specific dimensions limited by the standard maximum of the spell’s Form. Unless otherwise specified the wall area is generated to a ratio of 10 wide, by 5 high, by 1 thick. Extra magnitudes expand this volume as normal.

  • Use of Wall is more typical for earth and stone, although any Form is permitted.
  • For creation effects a wall must be placed along a stable surface or between at least two stable points, such as two trees, a fence post and another wall, or even in an existing gateway to block the area. The spell could not anchor to a person, or to an item which is easily mobile, such as a cart.
  • The spell will allow an existing wall already in existence to be targeted as a discrete thing even when it is part of a greater whole (such as for Mu or Pe effects), essentially T: Part is included in this special target.

Sample Spells – these spells are variants of either previously written custom spells. demonstrating the source for a wall of ice or fire, and for wrecking walls of stone.

Wall of Protecting Ice

Creo Aquam 15, R: Touch, D: Diameter, T: Wall

This spell conjures a wall of ice in a simple shape and orientation chosen by the caster. The ritual will create 5600 cubic feet of liquid; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. The wall contains simple crenellations atop for improved defence.

(Base 3, +1 Touch, +1 Diameter, +1 Wall, +1 size)

Wall of Defensive Fire

Creo Ignem / Rego 35, R: Voice, D: Sun, T: Wall

Conjures a blazing wall of fire shaped to the caster’s desire, which inflicts +15 damage to anyone who crosses it. Optionally the caster may elect to create defensive segment and holes in the wall, and also ensure that the heat of the wall projects in one direction, which makes the wall ideal as an additional defensive barrier.

(Base 10, +2 Voice, +2 Sun, +1 Wall)

Breach the Outer Defenses of Stone

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

The affected segment of wall is turned from stone to sand, destroying its cohesion and likely causing chaos for defenders.

(Base 3, +2 Voice, +1 Wall)

Designed as a triggered effect when a target walks through a doorway or narrow area (in an item), using Wall as a special area of effect.

Wall of Magic Nullification

Perdo Vim Gen, R: Voice, D: Momentary, T: Wall

Cancels any active magic effect with a level less than or equal to half the (level + 1 magnitude) of this spell + a stress die (no botch). Conditional aspects for penetration and Parma magica are identical to Winds of Mundane Silence (Ars p.160)

(Base Gen, +2 Voice, +1 Wall)

See 500+ other new spells for Ars Magica, and the main Ars page on this blog for more strange and useful Ars Magica related material.

Spells to mitigate warping in Ars Magica

When I initially thought of the effect I was planning to see it used on the friends of my Magus character, so they suffer less effects from the application of short term powerful transformation spells. The wider blog post and subsequent spells grew from this concept.

Ars Magica’s spell rules for Warping dictate that a target of a powerful effect (roughly magnitude 6 or higher) will recieve a Warping point each time a spell is cast upon them, and a personalised spell will mitigate this warping. Typically the personalised version of the spell is created in as a lab exercise.

As a storyguide I’ve previously guided players to assume that a spell with Range: Personal is always considered “personalised” for the caster because I assume that part of the task of learning the effect is also learning how to design it for themselves. This means that by default all other spells are never personalised. It is plausible that a spell could be designed at another range but still be personalised for the caster, as there is an argument to be made that any effect can be designed specifically for the caster, but that should not be the default and certainly not unless agreed in advance.

Given that Muto Vim spells can radically change almost any singular aspect of a spell (purpose, range, duration, target, sigil, effect power, splitting, etc), it seems probably that a Muto Vim spell could also be able to change another spell so that it is considered personalised for the other spell’s target, or personalised for the caster.

Note that the RAW indicate that the warping occurs on first application of an effect and also each season/year it is in effect. This means that this first set of spells is a partial measure to avoid Warping, as it can only mitigate the initial application of the spell.

Further below in this post I’ve written about potentially mitigating the long term effects, but that is not being suggested by these first two spell designs.

Inhibit the Egregious Deviations of the Warp

Muto Vim Gen, R: Touch, D: Momentary, T: Individual

This spell alters the target spell so that it is considered tailored for it’s target for the purposes of any warping it may cause. This spell may alter any effect which is equal to the Muto Vim spell’s level.

(Base of a Significant Change to less than or equal to spell level +1 mag, target own spells as +1 Touch)

I’m happy with this spell concept. It applies a plausible effect which is not overpowered in the setting and not unbalancing in the game. This spell must be learnt above level 30 to have any purpose at all, more likely level 40+ to be broadly effective. That does not seem unbalancing, given how much effort is required to design a high level effect.

The logical variant is to personalise spells which are cast by others, where the Magus will be the target. Through cooperative casting (see the Vim guidelines) one caster’s first spell effect will not warp the target Magus because they cast the spell below in unison.

Inhibit the Selfish Deviations of the Warp

Muto Vim Gen, R: Voice, D: Momentary, T: Individual

This spell alters the target spell so that it is considered tailored for the caster, as if the target spell was designed for the caster to not cause warping. This spell may alter any effect which is equal to the Muto Vim spell level less one magnitude (spell level -5). It is designed with Range Voice because  it must be cast cooperatively with another wizard to limit the warping effects of their spells.

(Base of a Significant Change to less than or equal to spell level +1 mag, target own spells as +2 Voice)

I think the second effect is the more powerful, because it may also be used in place of the first, although at a slight disadvantage in effective power level. When using these effects they are not useful to learn at less than level 30 and 35 respectively (due to the rules for warping with regard to mag 6 effects), so it is far more likely that either of these effects will need to be learned at level 40 or higher. That will be at least a challenge to many characters; a goal not a quick means to an end.

Base of a Significant change is due to a change in treatment of the target which can be considered a change in target according to the Ars guidelines on p158. Continue reading

New Ars Target: Pair

Sharing the concept of Pair – as created by Erik Tyrrell in the Ars Magica forums, a new Target for Ars Magica could be “discovered” as Pair. As +1 Target which is limited to two standard Individuals.

“Pair” (meaning two individuals) as a target of equivalent level to “Part” is something that would make both MuVi and flexible formulaic magic a heck of a lot more useful and less wonky.

In the context of a +1 mag adding x10 the target material size, or +2 Group allowing for up to 10x targets in an identifiable group; this range adds flexibility, but does not break any existing range. In fact it is less than what you’d otherwise get with the +1 mag bump, which makes it both clever and reasonable.

There is also the gap within the core Targets where it would be reasonable to see Pair (+1) between Individual (+0), and Group (+2). It shows a progression of scale in a manner similar to Momentary, to Diameter, to Sun, then Moon.

Logic would need to remain in the typical use of the size and material expansion, where an effect is altered to affect a Pair using this rule, and then each is expanded for increased size as well. In effect the spell design should have to pay for expansion of both targets. Or indeed it may be possible to pay for one, and not the other if only one requires boosting to affect it.

It also makes the virtue Flexible Formulaic Magic more streamlined; so I can’t think of a reason why not to endorse this.