Arcane Bridges – Tunnels between ACs in Ars Magica

I had a thought to trying forming an arcane tunnel between two thing which are arcane connections to each other, thereby allowing communication and spell casting between the two points at an equivalent of Range: Touch.

Why? Well those ACs might be enchanted devices which use spells to communicate.

So the “near” endpoint is not connected to the caster, but between two items that are already valid arcane connections to each other. Or the caster can target the endpoint near them as normal, and not be directly target-able from the other end. Or allow another Magus near one endpoint to target the other location. Or as a mechanism for two parts of an enchanted device to send signals to another without using the R: AC for the subsequent spells.

Opening the Intangible Bridge

Rego Vim Gen, R: Arcane Connection, D: Concentration, T: Individual

This spell opens a magical tunnel between two arcane connections, one of which is in the possession of the caster. Spells cast through this tunnel must be at least one magnitude less than the level of this spell.

(Base Gen, +4 Arc, +1 Conc, +1 additional Arcane target)

And a version to affect all the endpoints if multiple ACs are to be used, using target: Group.

Opening the Intangible Network

Rego Vim / Imaginem Gen, R: Arcane Connection, D: Concentration, T: Group

This spell opens a magical tunnel between either the caster and a set of up to ten arcane connections, or an arcane connection the caster posses and a set of endpoints. Spells cast through this tunnel must be at least two magnitudes less than the level of this spell, and may optionally use the target: Group to affect all endpoints at once.

(Base Gen, +4 Arc, +1 Conc, +2 Group)

These and other new Ars Magica spells are found in the Grimoire.

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Variations on supernatural creature might stripping spells

I couldn’t find a room based Demon’s Eternal Oblivion (Ars Magica, p.160, Perdo Vim) so here are variants mixing supernatural realms, and demonstrating scaling up for Perdo Vim spells for rooms and big structures.

Strike Against the Undesirable Faerie

Perdo Vim General, R: Touch, D: Momentary, T: Individual

Reduces the Faerie Might of the creature touched by (Level of this spell +5), as long as the spell penetrates each creatures magical resistance.

(Base Gen, +1 Touch)

This effect could (arguably) be learnt at PeVi1 and still inflict +6 Might damage. This also shows that there are ways to help penetrate against powerful supernatural creatures when each dice roll counts; and could also be invested in a device to gain additional penetration – particularly a weapon with an “on-strike” trigger.

Excise the Unwelcome Magical Guests

Perdo Vim General, R: Touch, D: Momentary, T: Room

Reduces the Magical Might of all suitable creatures inside the affected chamber by (Level of this spell -5), as long as the spell penetrates each creatures magical resistance.

(Base Gen, +1 Touch, +2 Room)

Scaling means that this spell taken at PeVi5 has no effect, however at level 10 the spell will still inflict 5 points of night and may also identify creatures affected by they spell as they react. It’s a spell that probably is only spont cast by powerful wizards.

Excise the Unwholesome Demonic Interlopers

Perdo Vim General, R: Touch, D: Momentary, T: Structure

Reduces the Infernal Might of all suitable creatures inside the affected structure by (Level of this spell -10), as long as the spell penetrates each creatures magical resistance.

(Base Gen, +1 Touch, +3 Structure)

spells Investigating Auras, 30 Days of Magic

Writing these spells out longform as I keep needing them in games and have been wanting to add these to the spell library for a long time. For the purposes of the 30 Days of magic its a bit of a cheat.

The core rules has a spell to identify if the caster is within a Magical aura (called Sense of Magical Power (InVi2) Ars p.157) and spells to help determine the strength of a Divine aura (called Sense the Weight of the Divine Power (InVi3) MoH p.102) then a magus then needs more.

Sense of Divine Power

Intellego Vim 2, R: Touch, D: Momentary, T: Individual

Caster knows if they are within a Divine aura.

(Base 1 for a magical aura, +1 Touch)

Sense of Faerie Power

Intellego Vim 2, R: Touch, D: Momentary, T: Individual

Caster knows if they are within a Faerie aura.

(Base 1 for a magical aura, +1 Touch)

Sense of Infernal Power

Intellego Vim 2, R: Touch, D: Momentary, T: Individual

Caster knows if they are within a Infernal aura.

(Base 1 for a magical aura, +1 Touch)

… and then…

Sense the Weight of the Faerie Power

Intellego Vim 3, R: Touch, D: Momentary, T: Individual

Caster knows the strength of the current Faerie aura.

(Base 2 for a magical aura, +1 Touch)

Sense the Weight of the Infernal Power

Intellego Vim 3, R: Touch, D: Momentary, T: Individual

Caster knows the strength of the current Infernal aura.

(Base 2 for a magical aura, +1 Touch)

Sense the Weight of the Magical Power

Intellego Vim 3, R: Touch, D: Momentary, T: Individual

Caster knows the strength of the current Magical aura.

(Base 2 for a magical aura, +1 Touch)

I think having a magus cast several spells to identify their auras isn’t overly interesting storytelling, but the InVi guidelines from Ars p.158 are clear; Garrumph.

Find hundreds of other new spells for Ars Magica on my New Spells page.

A few spells to Illustrate an Intangible Tunnel, 30 Days of Magic

These spells demonstrate remakes of Opening the Intangible Tunnel (ReVi Gen, ArM, p.162) to instead include a visual representation of the tunnel which makes using one far easier for other Magi. There is also a variation on OtIT for Group targets.

Aside – I wasn’t sure if these spells needed either (a) a method to detect the tunnels within the spell, or (b) can actually create a visual guide for an intangible thing. I’m sure that Imaginem does not need a requisite for the material it is changing or creating an image upon, as there are many sample spells which do this in Ars RAW and none use requisites for the spells. That said the consensus in the official Ars Magica forums indicated that without requisites the spells just wouldn’t work. Ah well.

Opening the Illustrated Tunnel

Rego Vim / Imaginem Gen, R: Arcane Connection, D: Concentration, T: Individual

This spell opens a magical tunnel between the caster and the target (identical to the spell Opening the Intangible Tunnel) except the the caster’s endpoint of the tunnel is clearly visually represented as a swirling vortex styled by the casters sigil.

Spells cast through this tunnel must be at least one magnitude less than the level of this spell.

(Base Gen, +4 Arc, +1 Conc, +1 Im sub effect)

The spell below is used to allow others to target the end of a detected Intangible Tunnel style spell, for better cooperation between Magi. It could also use R:Touch to make the spell easier to learn and cast.

Illustrating the Intangible Tunnel

Creo Imaginem / Vim 10, R: Voice, D: Sun, T: Individual

This spell creates a visual representation upon an Intangible Tunnel. The caster must already be aware of the particular endpoint of the tunnel to create this illusion, either discovered by another means, or because they were the caster of the tunnel spell. The Vim requisite anchors the illusion to the tunnel.

Typically the tunnel illustration is visually styled from the casters sigil, or rarely this spell designed to be presented to another sense.

(Base 1, +1 Moves with the tunnel’s endpoint, +2 Voice, +2 Sun)

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

Spells to Resist Scrying, 30 Days of Magic

I think it is interesting to consider anti-scrying spells in Ars Magica. While there is not specific guideline, we do have examples from rulebooks that perform very similar tasks. The closest example is spells to prohibit teleportation spells (Impede the Impertinent Interloper (PeVi Gen), from Transforming Mythic Europe, p.109); see also a discussion on fooling Intellego magic on the Ars Magica forums, and a spell for an item written as part of a magical defence system (also a PeVi Gen spell).

The spells below are variants to prohibit scying – each of which use the Perdo Vim guideline for manupulating a specific type of magic, as “scrying spells”.

It’s worth pointing out that “Perdo Vim fields” are disliked by some gamers in the Ars broader community. Specifically the Target: Personal spells below are probably borderline – I understand and respect the view however it seems a very plausible use of magic.

Blind the Unwanted Gaze

Perdo Vim Gen, R: Personal, D: Momentary, T: Individual

This spell cancels a scrying spells which is active upon the caster. This spell can only cancel spells of a level less than the (level of this spell + 20
+ stress die (no botch)).

(Base Gen)

Impede the Prying Upon Me

Perdo Vim Gen, R: Personal, D: Sun, T: Individual

This spell prohibits scrying spells from detecting the caster. This spell can only protect against spells of a level less than the (level of this spell + 10
+ stress die (no botch)).

(Base Gen, +2 Sun)

Impede the Prying Upon Us Encircled

Perdo Vim Gen, R: Touch, D: Ring, T: Circle

This spell prohibits scrying spells from detecting the target. This spell can only protect against spells of a level less than the (level of this spell + 5
+ stress die (no botch)).

(Base Gen, +1 Touch, +2 Ring, +0 Circle)

Impede the Prying Upon Thee

Perdo Vim Gen, R: Touch, D: Moon, T: Individual

This spell prohibits scrying spells from detecting the target. This spell can only protect against spells of a level less than the (level of this spell + stress die (no botch)).

(Base Gen, +1 Touch, +3 Moon)

Impede the Prying Eyes

Perdo Vim Gen, R: Touch, D: Sun, T: Room

This spell prohibits scrying spells from peering inside the targeted room.

This spell can only cancel spells of a level less than the (level of this spell – 5
+ stress die (no botch)).

(Base Gen, +1 Touch, +2 Sun, +2 Room)

Please take a look at the other material on this blog – SpellsMagical ItemsNpcs, and many stranger things for the Ars Magica roleplaying game.

Reduced Might Stripping, a House Rule for Ars Magica supernatural opponents

Aside

A great house rule to limit the impact of might stripping spell effects on supernatural creatures in Ars Magica – Multiple applications of Perdo Vim do not stack, specifically for reducing a creatures Might or affecting an Arcane Connection. Once damaged only a more powerful spell will inflict more damage. Makes the famailiars tougher too.

Found via a discord group I’ve been chatting to. Clever idea!

Lost Spells (part 15) to destroy vis

More lost spells from sources around the web which are updated for 5e Ars Magica. This spell destroys pawns of vis. I have to ask why a caster would do this (demonically tainted vis perhaps?), however it seems a legitimate use for Perdo Vim.

Burning Vis

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

Up to 1 pawn of Vis per 5 levels of this spell are destroyed.

(Base General, +2 Voice)

Over 650+ new spells for Ars Magica can be found here.