A spell to create an Elegant Church

Tailoring of spells is a standard part of Ars Magica. This is a rework of Conjuring the Mystic Tower to create a cathedral instead of a tower. As such it has the same mechanics but a different description.

Conjuring the House of the Gods

Creo Terram 35, R: Touch, D: Mom, T: Individual, Ritual

This spell creates a large cathedral, subject to the desires and designs of the caster. A typical layout has a broad central hall, several tall spires, many private chambers along all sides, stairways between levels, window spaces along all walls, a subterranean vault, and a smaller private chapel to one side.

Walls 1-3 feet thick at the base. The cathedral is bordered by a 1 pace tall wall set 10-15 paces from the outer edges of the church. The cathedral has room to accommodate hundreds of worshipers in the main hall, and their supporting staff dwellings, supplies and meeting places.

The spell provides 10,000 cubic paces of stone. The complexity modifier allows for the structure to be ornate, and made a single piece of stone with shutters, doors and such built in. When small parts are needed they are created within the single piece using thin stone slivers. The overall spell design has allowed for some internal and artistic complexity.

(Base 3 to create stone, +1 Touch, +4 size, +3 complex design, ritual)

Within the game where I hope the spell will be used there are many types of faith, with flexible design the same spell can create very different catherdrals, as long as the building is sufficiently church like. It would not be possible to use CtMT to create this style of building just like a spell to create a horse cannot create a dog.

Find this spell and hundreds more for Ars Magica in my grimoire.

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

A spell for a small covenant – Conjuring the Arcane Watchtower

Almost as grand as a true wizard’s tower (Conjuring the Mystic Tower), this spell is for a covenant start-up or a small expansion. It is large enough to house multiple magi but not so massive as to house a large covenant. The size was chosen to limit the vis needed, and also to be the basis for an outpost covenant or a chapter house. Alternatively the spell could be cast multiple times to create a full covenant worth of space.

Conjuring the Arcane Watchtower

Creo Terram 25, R: Touch, D: Mom, T: Individual, Ritual

This spell creates a watchtower, subject to the desire and designs of the caster. The standard tower has five above ground floor levels, a battlement on top, adjoining stairs, internal stone features, a single reinforced door, windows in the mid and upper floors, a small cell in the foundations below, and walls 3-4 feet thick at the base. It is also surrounded by a 2 pace tall wall set 5 paces from the outer edge of the watchtower. The tower has room to accommodate three wizards labs, and their supporting staff dwellings, supplies and meeting places.

The spell provides 1000 cubic paces of stone. The complexity modifier allows for the structure to be a single piece of stone with shutters, doors and such built in. When small parts are needed they are created within the single piece using thin stone slivers. The overall design of the tower cannot be ornate, as the spell complexity has allowed for internal complexity rather than artistic merit.

(Base 3 to create stone, +1 Touch, +3 size, +2 complex design, ritual)

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

arcanewatchtower

A simple Terram spell – Overload of Sand and Clay

A quick and simple Terram effect, for dropping earthen material on a spot or person. Invented as a spell for various mischiefs; drop into battles, disrupt horses, or onto inbound ships.

Overload of Sand and Clay

Creo Terram 10, R: Sight, D: Diameter, T: Individual

This spell creates a pile of dirt, sand, or clay of up to ten cubic paces in size. Dropping from a specific location may require a finesse targeting roll.

(Base 1, +3 Sight, +1 Diameter, +1 flexibility in materials)

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

lovelyforest

The Crucible of Wonder, an enchanted device

Magi in Ars Magica have the potential to create wondrous magical items all around them, to better enhance their magic. Initially a player’s mind might go to items like a Wand of Fire, however the real power in Ars is the long game, and the lab is where the long game shines for a character. With that as a basis – here is the Crucible of Wonder, an enhancement to a lab which is also nominally a forge and workshop.

The Crucible of Wonder is a massive stone bowl, with a matching cap roughly over three paces in diameter and height. It is held in an insulated frame of stone and metal, to allow the materials to be poured, and the crucible to be moved safely.

Within the crucible are many enchantments detailed below (there are not specifically designed as lab enchanted devices from the Covenants source-book, but may be useful as such). A magical crucible does not need to do much more than heat something efficiently and well, so this item has three effects – to heat, to be unbreakable, and to be moved safely. None of these effects are terrifically high level, meaning that crafting a similar device is probably viable for a player-character wizard.


Firstly, the crucible is enchanted to resist damage and breakage, based upon the Hardness of Adamantine (MuTe25, HoH:S p.37) spell reworked with reduced power to protect stone instead of metal.

Unbreakable Vessel of Stone (MuTe 24)

Muto Terram 20, R: Personal, D: Sun, T: Individual

A stone object is instilled with supernatural strength and hardness, becoming essentially unbreakable.

(Base 4, +1 affect stone, +2 Sun, +1 size)

(Enchantment effect: Muto Terram 24 (Enchantment mods: Constant +3 Env trigger sunrise/set, +1 for 2 uses/day))

Written as a stand alone spell for use on other large stone objects this would be:

Hardness of Bedrock

Muto Terram 25, R: Touch, D: Sun, T: Individual

A stone object of up to ten cubic paces is instilled with supernatural strength and hardness, becoming essentially unbreakable for the duration.

(Base 4, +1 Touch, +1 affect stone, +2 Sun, +1 size)

Then, to ensure it can operate as intended in the lab efficiently, a heating enchantment is invested (CrIg/Re 30) on the inside of the crucible so it can be set to a temperature desired by the user, beyond the temperature to melt any metal.

Heat of the Conflagrant Forge (CrIg/Re 35)

Creo Ignem / Rego 25, R: Personal, D: Concentration, T: Individual

An area of the target up to three paces in each dimension can be set to a temperature chosen by the user, up to hot enough to melt any metal. Rego requisite is required to optionally keep the outside of the object cool while the inside is heated.

(Base 10 to melt lead, +1 increase heat to include melting any metals, +1 Conc, +1 size)

(+5 Device maintains concentration, +5 for 24 uses per day)

Lastly an effect to facilitate movement of the crucible. A buoyant bowl of molten metal isn’t a wise idea in a lab, so care is still needed (final effect as ReTe 19).

Pleasant Alleviation of the Weighty Burden

Rego Terram 10, R: Touch, D: Concentration, T: Individual

This spell allows a large primarily stone object to be moved easily. It will not move or float by itself but can be moved more easily, as if almost weightless due to the spell assisting the manual effort. The object can only be lifted a few paces of the ground and may only move at walking speed; exceeding these limitations ends the effect.

(Base 2, +1 Touch, +1 affect stone, +1 Concentration, +1 size)

(As constant effect +9 as: +1 mag for D:Sun, and +4 for two uses per day and an environmental trigger)

Happy smelting – see the other magical items and spells created for Ars Magica.

A Miscellaneous Destruction spell

Rego Terram acts as the default form for moving miscellaneous items around, and destroying small things of all forms is almost as handy – so this spell is Perdo utility spell for generic destruction.

The intent is to design a spell which is usable as a more generic defense spell which could then be Mastered and fast cast. I’d argue this effect is no more of a rort than The Unseen Arm (Ars Magica page 155).

Miscellaneous Destruction

Perdo Terram 25, R: Voice, D:Momentary, T: Part

A miscellaneous object or substance is destroyed by this effect, or if the object is larger than its standard size the caster can destroy part of the item.

Casting requisites are required for non-Terram substances. Complexity in design allows for destruction of more than the base material type in each substance. E.g. metals are effects within Terram.

(Base 3 for destruction of earth, +2 for more complex materials such including metal Terram, +2 Voice, +1 Part, +1 flexibility in approach)

I can see a generic destruction effect being controversial as it might replace spells for specific forms. The real problem was deciding what the base effect level might be and if additional mags were needed for the general approach. I decided to add additional magnitudes to reflect both. This is a very desirable spell for a Perdo specialist who can then master one effect instead of many – thus it might break the first rule.

This and around 395 other new spells for Ars Magica can be found here.

Self repairing armor enchantments

Self repairing armor isn’t prevalent in any legends in the medieval setting that I’m aware of, however it is a mythic concept which an Ars Magica magus might choose. The Magi of Hermes source book introduced the spell level 15 guidelines (p.39 and p.139).

An enchantment effect placed within a suit of armor can be written up as:

The Eternal Suit (CrTeHeAn 29) This suit of full mail is enhanced to always appear new and unblemished.

Sustained Regeneration of Armor

Creo Terram Herbam Animal 25, R: Personal, D: Sun, T: Individual

The armor enchanted repairs all minor damage, scars, or nicks, immediately returning the armor to an “as new” condition after being damaged.

This spell will also protect against spell designed to harm the armor, although it cannot protect against total physical destruction or extreme physical damage which would render the armor immediately useless.

(Base 15, +2 Sun) (+1 two uses per day, +3 environmental trigger: sunrise/sunset)

This effect will keep an item in pristine condition, however it will also make the object subject to magic resistance. This effect is also probably more desirable in a device which contains other enhancements, rather than a lesser device with only this effect.

There is also the weakness that if the spell was ever removed or suspended all the repaired damage would return at once, likely wrecking the item. Pragmatically a spell which makes items inherently stronger is better (like strength of adamantine), although as detailed in Magi of Hermes p.139 a ritual spell could permanently repair and item, very expensively.

A similar effect using Range: Touch and Target: Group could be used to target multiple items worn by a warrior. This is obviously better for applying the effect to a changing set of equipment, although that flexibility increases the final level dramatically.

A design note of difference is to also alter the effect from a permanent effect to an activated power. I suggest the user temporarily discards any weapons before activating so that they will not be resisted by MR.

A further consideration is the warping the spell inflicts on the items, which maybe of concern over many years.

The Eternal Tools of War (CrTeHeAn 46)

Sustained Regeneration of Arms and Armor

Creo Terram Herbam Animal 45, R: Touch, D: Sun, T: Group

All the arms, armor, clothing and equipment worn by the user will repair themselves against damage, nicks, cuts and scars, immediately returning the items to as new condition after being damaged.

This spell will also protect against spell designed to harm the wearers equipment, although it cannot protect against total physical destruction or extreme physical damage which would render an item immediately useless. This effect can target up to 100 separate items worn by the user.

(Base 15, +1 Touch, +2 Sun, +2 Group, +1 group size increase) (+1 two uses per day)

These spells are part of the free new spells compendium for Ars Magica.