A few Lava spells for Ars Magica

Due to a discussion on the Ars forums I drafted some lava based spells for Ars Magica. The spells are a little rough, as I’m unfamiliar with lava as part of the Terram Form. It is worth noting that creating lava is Creo Terram, however making it any hotter requires Ignem to assist as a requisite (see Hermetic Projects p.12 for more details on lava in Ars). Base 5 CrTe is 1 cubic foot of lava, which flows very slowly, and inflicts +15 damage (see Hermetic Projects p.14).

Please note – Lava as written at Base 5 inflicting +15 damage is exceedingly powerful. This is better than CrIg Base 5 (+10 damage), and should be pondered seriously by players before being used. As noted in the comments below it is a little broken in terms of game balance, but I cannot (yet) find an explanation which contradicts the book references.

Ball of Burning Lava

Creo Terram 15, R: Voice, D: Momentary, T: Individual

A ball of lava covers a small area within range. This inflicts +15 damage to items and people splashed by the lava. This spell creates 1 cubic foot ball of lava.

(Base 5, +2 Voice)

Spray of Fluid Lava

Creo Terram / Aquam 20, R: Voice, D: Momentary, T: Individual

A liquified spray of lava covers a small area within range. This inflicts +15 damage to items and people splashed by the lava. This spell creates 10 cubic feet of lava which burns then disapates. Aquam requisite allows the lava to flow more freely.

(Base 5, +2 Voice, +1 Size, Aquam free)

Shroud of Immolating Lava

Creo Terram 30, R: Voice, D: Diameter, T: Individual

This spell creates a blanket of lava 100 cubic feet in size, which remains for the spells duration, inflicting +15 damage each round.

(Base 5, +2 Voice, +1 Diameter, +2 Size)

Cast of Molten Lava

Creo Terram 35, R: Sight, D: Concentration, T: Individual

For as long as you concentrate a jet of lava springs from your outstretched hand, covering an area within range with 5 cubic feet of lava each round. This inflicts +15 damage to items and people splashed by the lava, +20 for those partially covered, and up to +60 damage for anyone fully enveloped by the stream. Over the duration this spell creates a maximum of 100 cubic feet of lava, enough to cover people or the side of a building. The lava disappears when the caster ceases concentrating.

(Base 5, +3 Sight, Voice, +1 Concentration, +2 size)

Erruption of Molten Lava

Creo Terram / Ignem 40, R: Voice, D: Momentary, T: Individual

A massive erruption of lava is created within the target area, inflicting +25 damage to items and people affected by the lava, +30 for those partially covered, and up to +70 damage for anyone fully enveloped by the stream. This spell creates a cube of lava up to 1000 cubic feet, enough to envelop a small building.

(Base 5, +2 Voice, +3 size, +2 inflicts +10 extra damage, Ignem Req)

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

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Enchanted Device: Paper Armour (stolen)

A neat idea lifted from Sea of Stars is a Paper Charm that gives the target better armour (that’s armor for you North American folks) by Sean Holland. In the example the AC is improved moderately, which implies the effect is overall shielding the target from harm; a form of damage reduction in non-DND speak.

The priestess walked slowly down the line of nervous villagers, each clutching a simple tool that they hoped to use as an effective weapon. Stopping in front of each, she placed a charm against each villagers chest and in a second, they were clad in white paper armor.  While the protection the charms gave was limited, it gave the villagers hope that they would be able to stand against those who would harm their homes and families.

These paper charm are marked with the symbols for protection and safety.  When the command words (or prayers) are spoken and the charm is placed on a person, it unfolds into a suit of paper armor to protect them for a short time.

The armor has no weight and causes no penalties, it lasts for three hours and then dissolves into a handful of shredded paper.

Here is the same effect written up as a device with charges (in effect a temporary magic device) for Ars Magica. Paper warrior from Kubo and the Two Strings
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Hermetic Recycling of Covenant Scrap, a sample magic items for Ars Magica

Goal in this blog post was to make an item which processes and separates substances into like types, and then allows them to reform as usable segments. Proposed as several “machine-like processes”, the first which separates different forms from one another, the second which separates substances within a form, and the third which removes a sub-type.

A tent was chosen to be portable and allow the magical effect to utilise Target: Room, and charms were used so they could be portable between tents and rooms – perhaps used in the same room or materials might be moved between them.

Effect: Charm of Separation of Four Types (Re Te / Mu He An Aq 40)

The small silver charm shaped as one pointed cross set within a circle, is pinned into place on the inside of the targeted room, and activated to separate materials into their art type. Some uses will see the charm displayed along side its brethren on handing strips. If present, the materials are sorted into barrels or shelves in each location.

Separation of Stone, Stakes, Solvent and Sinew

Rego Terram / Muto Herbam Animal Aquam 30, R: Touch, D: Momentary, T: Room

This effect alters the physical properties of all the affected materials to become malleable, allowing the base type of elements to be separated from each other toward the edges of the room. All materials in the room are separated according to their Hermetic Art type to the cardinal points in the room, with the remaining materials left in the centre.

(Base 4, +1 Touch, +2 Room, +1 Muto sub-effect, +2 affect processed and crafted materials, reqs free) 

(+10 Unlimited uses)

Then a charm for sub-division by Art type is needed. For simplicity, only one is presented here, assuming a similar level is needed with different requisites.

Effect: Charm of Separation of Within Terram (Re Te / Mu 40)

The small silver charm shaped as two pointed crosses overlapping at 45 degrees to make a starburst. If present, the materials are sorted into barrels or shelves in each location.

Separation of Steel, Stone, and Sand

Rego Terram / Muto 30, R: Touch, D: Momentary, T: Room

This effect alters the physical properties of all the affected materials to become malleable, allowing the base type of elements to be separated from each other toward the edge of the room. All Terram based materials in the room are separated according to the sub-type Hermetic Art type such as stone, steel, sand or clay, with any remaining materials aside.

(Base 4, +1 Touch, +2 Room, +1 Muto sub-effect, +2 affect processed and crafted materials, reqs free) 

(+10 Unlimited uses)

Then a clean-up spell to dispose of the unwanted matter.

Effect: Charm of Clean-up (PeTe/AnAqHeCo 35)

A small silver charm shaped as a circle with an x across its diamater, with a small hollow within the corss point of the X.

Disposal of the Unsorted Remains

Perdo Terram / Animal, Aquam, Auram, Herbam, Corpus 25, R: Voice, D: Momentary, T: Room

The non-living material placed in the centre of the targeted room are destroyed.

(Base 5, +2 Voice, +2 general materials)

(+10 Unlimited uses)

Maintenance and Cleaning spells

Replacing the work based activities of servants and grogs with magic is interesting. It can be argued that it helps keep covenant costs or staff numbers down, but also that the vis spent is really wasted as it could be used for so much more (spend silver instead of vis). Simple work replacement devices can turn menial life of the Middle Ages into something akin to our lives in modern times.

These are work replacement spell effects, and some parts are based upon the enchanted devices such as the Abluere Magica (presented in Covenants sourcebook p 52), with parameters changed to affect larger volumes, add extra materials, or to provide more efficiency.

The spells also demonstrate changing the normal spell Target from Individual to Circle or Room.

Work of the Wooden Tub

Rego Herbam / Animal Terram 5, R: Touch, D: Momentary, T: Circle

Clothes and equipment within the circle are cleaned and laundered, as if cleaned by a skilled servant. A very simple Finesse check is required to ensure success (3+), otherwise damage maybe done, items missed, or remain soiled.

(Base 4, +1 Touch, +0 Circle)

Tidy Room of the Pedantic Servant 

Rego Herbam / Animal Terram 20, R: Touch, D: Momentary, T: Room

The room and all its contents are ordered, squared away, and stacked neatly, as if performed by a skilled servant. A basic Finesse check is required to ensure success (3+ to 6+), otherwise damage maybe done, items missed, or remain unordered.

(Base 4, +1 Touch, +2 Room, +1 complex materials)

Many hundred of new spells for Ars Magica can be found here.

Lost Spells (part 13) Understand how something was made

A quick spell to allow the caster to understand how a complex item was crafted. I feel the base level could have been lower, 10 instead of 15 and still impart the same information – however I wanted to ensure that overly complex crafted items were supported. I also wanted the casting requisites included so that it is clear the spell can be used on any crafted item.

The Craftsman’s Eye

Intellego Terram 25, R: Touch, D: Concentration, T: Individual

Tells the caster how a complex object was physically crafted or repaired. The spell has no effect for an object which was not crafted, and gives no hint as to purpose, creator; and grants no information about secondary damage. More complex crafting processes require extended concentration time. Casting requisites apply for non-Terram components or items.

(Base 15, +1 Touch, +1 Concentration)

Perhaps the spell might be used to gain a circumstantial bonus to craft similar items with Rego crafting magic. E.g. Caster spends time inspecting a normal sword, and gains a minor bonus to their Finesse check, as they now understand some parts of the process.

Over 650+ new spells for Ars Magica can be found here, and posted as part of a spell-a-day in November.

Spells for cheating at dice and cards

These are spells which manipulate the outcome of games of chance. Perhaps more suited to grogs and companions, or given as enchanted effects in items, or for the utmost advantage to Gentle gifted Magi.

Gambler’s Favored Dice

Rego Terram 3, R: Touch, D: Momentary, T: Individual

The targeted dice, stick, or other random game tool will roll as the caster desires. Game pieces made from other materials require requisites at casting time.

(Base 2, +1 Touch)

It would make rpg games a bit too easy at least.

Gambler’s Favored Throw

Rego Terram 10, R: Voice, D: Momentary, T: Group

The targeted dice, sticks, or other random game tools will roll as the caster desires. Game pieces made from other materials require requisites at casting time.

(Base 2, +2 Voice, +2 Group)

Then as an item.

Fidget for the Unlucky Gambler – this small stone token is shaped like a knuckle  bone, and threaded with a loop of leather so it can be carried on a belt, wrist, or on the neck. It is enchanted with the Gambler’s Favoured Throw spell above, with unlimited uses (Final device level ReTe20; spell as above ReTe10 and Unlimited uses per day), and actived by rubbing the fidget in a particular way.

These are a few spells I’d like my Merinitia to create and use if the pbp game take off again, as it’s sneaky and suits his more subtle approach.

Gambler’s Desired Card

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

The targeted dice, stick, card, or other game piece is altered visibly to suit the desired outcome of the caster while they concentrate. With care this spell could significantly change the outcome in games of chance.

(Base 1, +1 Touch, +1 Concentration, +1 detailed image, +1 moving object)

Gambler’s Desired Hand

Muto Imagonem 20, R: Voice, D: Concentration, T: Group

The targeted dice, sticks, cards, or other game materials are altered visibly to suit the desired outcome of the caster while they concentrate. Up to ten discrete things may be affected; with care this spell could significantly change the outcome in games of chance.

(Base 1, +2 Voice, +1 Concentration, +2 Group, +1 detailed image, +1 moving object)

To find hundreds more new spells for Ars Magica check out the iron bound grimoire.

Ice spells (part one) Transform ice

This quick post follows Ars Magica spells for the creation of The Wall from Game of Thrones, a series based on Frozen (posts 2, 3, 4), and a few spells for cold climates. These spells are more like the tools a wizard could have, rather than theatrical effects based upon TV and film.

Vacillate Between Earth and Ice

Muto Terram / Aquam 25, R: Voice, D: Diameter, T: Part

The Terram based material affected is briefly transformed into ice. The maximum target size is determined by material type, from ten cubic paces for earth, a cubic pace for stone, and a cubic foot for metals. If the selected material is larger than these limits, then only the smaller area is transformed.

(Base 3 to change earth to ice, +2 to effect metal, +2 Voice, +1 Diameter, +1 Part)

Transmute into Ice

Muto Terram / Aquam 15, R: Touch, D: Sun, T: Individual

The targeted object is transformed into ice, affecting up to a cubic foot of material. Requisites are required when cast for any non-terram components.

(Base 3, +1 for general approach, +1 Touch, +2 Sun)

Subsume the Frigid Beast

Rego Aquam 25, R: Sight, D: Concentration, T: Part

This spell alters the ice within the target area so that it is transformed into steam. Anything within the target area will fall as they lack support, and items resting upon these surfaces will be quickly encased when the spell is ended.

If the spell is targeted beneath a specific spot, such as beneath a particular creature a targeting roll is required. The effect is designed to affect a bowl shaped area, with a volume up to 5600 cubic feet, although the maximum volume is not required.

(Base 3, +3 Sight, +1 Conc, +1 Part, +1 size)

Object of Unbreakable Ice

Muto Aquam / Terram 15, R: Touch, D: Sun, T: Individual

The ice object touched is made very strong and non-brittle, gaining resistance to shattering and the resilience of stone. The object may be as large as a small pond.

(Base 4 for highly unnatural substance,+1 touch, +2 sun)

This might have been even lower level except using Concentration allows for the ice material to be moved as steam or have the spell end after only a moment and the ice returns.

Many hundred more new spells for Ars Magica are in the Grimoire.