Spells to Chop Up Mountains, 30 Days of Magic

An insane spell similar to Cascade of Rocks (Ars p.155) to chop a massive segment of hillside or mountain into small usable chunks. Moving them is another matter.

Pathway Through the Mountain

Perdo Terram 40, R: Touch, D: Momentary, T: Part

This spell tunnels through rock and earth to create a pathway as chosen by the caster, removing up to 100,000 cubic paces of material. This area is equivalent to a pathway 3 paces high and wide, and 5 miles long.

(Base 4, +1 Touch, +1 Part, +5 size, +1 flexible shape)

Carve Mountain into Rubble

Perdo Terram 45, R: Touch, D: Momentary, T: Part

Cuts the rock and earth in the shape chosen by the caster, equal to 1,000,000 cubic paces into cubic foot segments, likely ruining the stability of a large area and causing significant damage. This area is equivalent to a cube 100 paces to a side, or a dome 78 paces high and 157 paces wide at the base.

(Base 4, +1 Touch, +1 Part, +6 size, +1 flexible shape)

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

Six more Lava spells for Ars Magica, 30 Days of Magic

Continuing from the first few lava spells, here are 6x more based upon transforming other things into lava. It’s notable that lava is a high base difficulty, so spells quickly become high level. Toying with tricky lava spells is also easier for magi with either a suitable focus or the Elemental Mastery virtue.

Molten Instability

Muto Terram 30, R: Voice, D: Concentration, T: Part

Transforms an area of stone or rock up to 10 cubic feet into lava.

(Base 5 “to affect lava”, +2 Voice, +1 Concentration, +1 Part, +1 size)

Stability Across the Molten Floor

Muto Terram 30, R: Touch, D: Concentration, T: Part

Transforms an area of lava into rock and magically sustains the change, transforming up to 10 cubic feet into lava, which when arranged can create a large pathway across the otherwise dangerous material.

(Base 5 “to affect lava”, +2 Voice, +1 Concentration, +1 Part, +1 size)

This lava spell is akin to turning a room into a solid metal cube, as metals and lava are equivalent difficulty.

Chamber Plunged into the Inferno

Muto Auram / Terram 30, R: Touch, D: Diameter, T: Room

Transforms the air within the target room into lava, submerging all inhabitants and likely causing significant damage to all unprotected materials; which inflicts +60 damage.

(Base 4, +2 lava, +1 Touch, +1 Diameter, +2 Room)

And while its easy to create, a similar spell to encase the inside of a room in iron.

Chamber Encased in Iron

Muto Auram / Terram 35, R: Touch, D: Sun, T: Room

Transforms the air within the target room into iron, encasing all inhabitants and objects.

(Base 4, +2 metal, +1 Touch, +2 Sun, +2 Room)

Then two laval pools of slightly different styles.

Pit of Lava

Muto Terram 35, R: Voice, D: Diameter, T: Part

Transforms the earth in the shape of cube 10 feet per side into lava. People or objects will slowly sink into the lava, suffering +15 damage per round, and then compounding into greater damage as they become partially covered (see Hermetic Projects p.14).

(Base 5 “to affect lava”, +2 Voice, +1 Diameter, +1 Part, +2 size)

This second version of a lava pit viciously drops the unfortunate victim into a watery lava pool.

Pit of Fluid Lava

Muto Terram / Aquam 40, R: Voice, D: Concentration, T: Part

Transforms the earth in the shape of cube 10 feet per side into very fluid lava. People or objects will quickly drop into the lava, suffering +15 damage per round, and then compounding into greater damage as they become partially covered (see Hermetic Projects p.14). Victims will also sink without a successful swim check.

(Base 5 “to affect lava”, +2 Voice, +1 Concentration, +1 Part, +2 size, Aquam requisite)

This spell is interesting as the same spell turning an area from earth to mud can target a much larger area cheaply, but does not inflict the intense damage of lava on the target when they drop within it.

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

Spell discussion: Sense the Feet that Tread the Earth, 30 Days of Magic

Now that I look at it “Sense the Feet that Tread the Earth” (InTe30, from Ars core rulebook p.154 – aka StFtTtE) is an interesting spell because it does not require an arcane connection and can grant information that would be otherwise very difficult to determine.

Within the spell design are three factors worth noting; (a) the InTe Base 4 which “sees” an object and immediately around it, (b) that the object touched can perceive without using requisites, and (c) the StFtTtE spell views a 1 mile radius around the object. It might also be argued that this spell is also not directly scrying, but is certainly indirect scrying – so should have some breadth for compassion in the in-game lore which strongly inhibits Magi scrying on one another.

The first factor has an interesting range to figure out – the base for InTe4 for earth is 10 cubic paces (Ars p.152), however this spell then adds +3 mags to expand the area of effect 100x times to a 1 mile radius. Logically then a base radius is a 100th of that, equivalent to 5.3 feet – so call it roughly 5 feet radius around the targeted point.

The second note on removing material requisites is due to the InTe note ” Intellego Terram spell levels are not affected by the material of the thing affected.” That is a very powerful hook to use in creating variations of this style of scrying.

To further clarify the spell a little, I suggest that StFtTtE cannot detect items which are not walking primarily upon the earth, not moving, and the information sought by the spell must be narrow in nature. i.e. The spell must answer a specific question. Just as “who is walking in the area?” is asked by StFtTtE. This would mean that StFtTtE has no ability to see what people are doing indoors, and also not perceive things that are not moving. Separate spells are needed for different types of information.

Lastly this highlights that other Forms could have similar effects, like this version for ice and snow written in late 2017, which uses the lower base MuAq3. Here are x5 more variations to be included in the 30 Days of Magic.

Sense the Vessels that Skim the Seas

Intellego Aquam 30, R: Touch, D: Concentration, T: Part

The caster gains abstract knowledge of all objects upon the surface of a body of water for 10 miles around them, allowing them to see objects such as boats, swimmers, or even wreckage in a manner identical to Sense the Feet that Tread the Earth.

(Base 3, +1 Touch, +1 Concentration, +1 Part, +4 Size)

Sense the Immediate Malign Steps

Intellego Terram 20, R: Touch, D: Concentration, T: Part

The caster gains abstract knowledge of what is moving upon the surface of the earth around them up to approximately 50 feet radius, in a manner identical to Sense the Feet that Tread the Earth.

(Base 4, +1 Touch, +1 Concentration, +1 Part, +1 Size)

Sense the Pathway that Twists through the Forest

Intellego Herbam 35, R: Touch, D: Concentration, T: Part

The caster gains abstract knowledge of the layout and formations of trees and plants for 10 miles around them, allowing them to see pathways and groves in a manner identical to Sense the Feet that Tread the Earth.

(Base 4, +1 Touch, +1 Concentration, +1 Part, +4 Size)

It is also plausible to sense inside the earth or water as readily as what is upon the earth. For that kind of spell the area of effect returns to a more traditional scaling up of volumes, and quickly demonstrates how restricted those spells are at low level.

Sense the Denizens that Swim the Deep

Intellego Aquam 25, R: Touch, D: Concentration, T: Part

The caster gains abstract knowledge of all objects within an area of up to 235,000 cubic feet in size within a body of water (a cube 62 feet to a side), allowing them to see any moving creatures or objects in a manner identical to Sense the Feet that Tread the Earth.

(Base 3, +1 Touch, +1 Concentration, +1 Part, +3 Size)

Sense the Hollows that Confound the Earth

Intellego Terram 35, R: Touch, D: Concentration, T: Part

The caster gains abstract knowledge of the layout and formations within the earth equal to 100,000 cubic paces (or a cube 46 paces to a side), allowing them to see hollows, tunnels and routes in a manner identical to Sense the Feet that Tread the Earth.

(Base 4, +1 Touch, +1 Concentration, +1 Part, +4 Size)

Adding +3 extra magnitudes to these spells makes them more useful for scanning through mountains and oceans, however it makes their spell level very high:

  • InAq25 becomes InAq40 – allowing 235 million feet, or a cube 620 feet per side
  • InTe35 becomes InTe 50 – 10 million cubic yards, or a cube 460 paces per side.

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

Spells to protect against stone and blades, 30 Days of Magic

Two simple defensive spells for non-combatants, one is especially useful for defense against the Invisible Sling of Vilano or Wielding the Invisible Sling (other ReTe spellsstyle spells.

Personal Ward Against Stone

Rego Terram 15, R: Personal, D: Concentration, T: Individual

This spell protects the caster from being touched by stone objects.

(Base 5, +1 Concentration, +1 stone)

Personal Ward Against Steel

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

This spell protects the caster from being touched by metal objects and weapons.

(Base 5, +1 Concentration, +2 metal)

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) Continue reading

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
Continue reading

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. Continue reading