Lost Spells (part 9) Acids and Fire Water

Some spells based upon various supernatural liquid substances, and it appears acids especially have become slightly harder to create from older editions…

This first spell for conjuring a corrosive acid could be created upon the target without the Rego requisite, which technically makes it an easier spell to cast. In prior editions, there must have been some complexity for targeting and also for different material types, however in 5th edition it is far simpler to accept that the acid itself is resisted, so therefore the Rego component will hit automatically, or the acid may be created upon the target directly.

Globe of Corroding Waters

Creo Aquam / Rego 30, R: Voice, D: Momentary, T: Individual

Creates a globe of acid which is flung at the target inflicting 20 damage, and will corrode items and people alike.

(Base 20, +2 Voice)

This spell is cosmetically different, but essentially a very similar effect using concentration to constantly supply fresh acid.

Dragon’s Bile

Creo Aquam 35, R: Voice, D: Concentration, T: Individual

Creates a spray of acid that arcs out from the caster’s hand, covering the target. The spray is 1/2 foot across at the peak (the caster’s hand) and 2 paces across at the base 5 paces away. Damage from the acid is +20, and the acid damages everything it hits.

(Base 20, +2 Voice, +1 Concentration)

The last spell I changed from Sight/Conc to be Touch/Moon as I think it better suits how such a substance will be used. It might be a siege defense tool or a horrible bath. It becomes an unnatural fluid inflicting damage at the level, as per the Spell Guidelines.

Fire of the Deep

Muto Aquam / Ignem 20, R: Touch, D: Moon, T: Individual

This spell transforms about a barrel’s worth of water into a non-viscous fluid that burns and destroys like fire, inflicting +4 damage. It is not burning oil, as other spells produce, but a substance which itself is, in many respects, fire. It is more intense than ordinary fire, but similar in its effects – paper is burnt to ash, wood charred and eventually consumed, stone merely blackened and heated. Unlike ordinary fire, however, this does not spread (though it may light other fires), nor can it be doused by mundane means, so long as the spell is maintained.

(Base 4 for a highly unnatural substance, +1 Touch, +3 Moon)

Over 642+ new spells for Ars Magica can be found here.

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More Tidal Aquam spells

The following are spells for wizards who need to defend against water borne attackers, be those boats, mermen, swimmers, or natural creatures. For some of these effect there are several ways to reach the desired outcome, so a few similar spells might be included.

Drown the Floating Menace

Muto Aquam 25 / Auram, R: Voice, D:Momentary, T: Part

This spell alters the water in the target area so that it is briefly transformed into air, and then quickly back again. Anything within the target area will fall as they lack the support of the liquid.

If the spell is targeted beneath a specific spot, such as beneath a particular person or boat a targeting roll is required. The effect is designed to affect a cubic area, with a volume of up to 56,000 cubic feet of water (roughly 36 wide x 43 long x 36 ft deep). The difficulty of the targeting roll should be adjusted accordingly.

(Base 4 change a liquid to gas with Au req, +2 size increase, +2 Voice, +1 Part)

And a variant using Perdo Aquam.

Swallowed by the Sea

Perdo Aquam 35, R: Waterway, D: Momentary, T: Part, Atlantean

A large amount of water is destroyed; if targeted upon a ship it will drop into the hole and be crushed as water fills the void. It looks as if the sea opened its mouth and swallowed the ship whole.

If the spell is targeted beneath a specific spot, such as beneath a particular person or boat a targeting roll is required. The effect is designed to affect a cubic area, with a volume of up to 56,000 cubic feet of water (roughly 36 wide x 43 long x 36 ft deep). The difficulty of the targeting roll should be adjusted accordingly.

(Base: 5, R: Waterway +3, D: Momentary, T: Part +1, Size +2)

In design the spell is tricky for two reasons. Firstly the Base 5 is for greatly reducing the volume of water instead of destroying outright. Leaving an amount (be that a tiny fraction, or even a third) of water behind after the spell takes effect is moot when the overall effect is placed, and the base is smaller.

Secondly the choice of Range: Waterway was used here because it allows targeting of a craft that can be perceived upon the same waterway (according to RoP:M p 43), and certainly includes Sight range.

Perfection of Tidal Wrath

Rego Aquam 40, R: Sight, D: Concentration, T: Individual

A tall churning tidal wave is created from a body of water. Once invoked the wave may be directed by the caster to crash upon specific targets, change direction, or flow back into the background water source.

At maximum the wave is ten miles wide and 100 paces wide and 15 paces high. The wave will decimate coastlines and wreck swimmers, vessels, or creatures caught within it.

(Base 10, +3 Sight, +2 size, +1 Concentration)

And finally, for a true crushingly powerful spell which is boosted (from the Ars Magica Core p125) to horrible proportions.

Neptune’s Wrath Unbound

Rego Aquam 50, R: Sight, D: Momentary, T: Individual, Ritual

A terribly large wave is created in a very large body of water. Once invoked the wave is uncontrolled, and needs 15 miles of water surface to gather into full height. At maximum the wave is ten miles wide and 200 feet high. The wave will destroy coastlines for miles inland, and potentially wipe clean islands or flat countryside.

(Base 10, +3 Sight, +5 size, ritual for large effect)

It is unlikely that a magus would actually need this spell… All the new spells for Ars Magica can be found here.

More spells for Sea-going Wizards

Here are a few more useful spells for sea-going wizards in Ars Magica; using Aquam and Auram arts. For some spells there are two versions of each effect for short term effects and daily effects, or different ways of achieving the same result.

Purify the Flasks of Neptune

Perdo Aquam 25, R: Touch, D: Momentary, T: Circle

This spell removes the saltiness from all water within the circle. The spell can affect an equivalent volume of 5 paces wide by 2 paces deep.

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

Distill Water

Rego Aquam 5, R: Voice, D: Momentary, T: Individual

This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.

To be effective the caster must succeed a moderate Finesse check vs 9.

(Base 3, +2 Voice)

Forceful Wave at the Stern, from Afar

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

A wave forms against the chosen target, powerfully pushing against it. Depending on how the caster orients the effect, this can be used to significantly hasten travel, or to hinder or immobilise a target ship.

Designed with extended range, the spell is useful to hold off or escape pursuit.

(Base 4, +3 Sight, +1 Concentration, +1 with increased force)

Forceful Wave at the Stern, till Dusk

Rego Aquam 25, R: Voice, D: Sun, T: Individual

A powerful wave forms against the chosen target, pushing against it. Depending on how the caster orients the effect, this can be used to hasten travel or to hinder it.

(Base 4, +2 Voice, +2 Sun, +1 with increased force)

Summon the Wind, Briefly

Creo Auram / Rego 20, R: Sight, D: Concentration, T: Individual

This spell creates a powerful wind which the caster can direct by concentrating. The wind is powerful enough to blow over objects, extinguish flames, and propel a boat’s sail.

(Base 3 for gale force wind, +3 Sight, +1 Concentration, +1 Rego)

Summon the Wind, till Dusk

Creo Auram / Rego 25, R: Sight, D: Sun, T: Individual

This spell creates a powerful wind which the caster can direct by concentrating. The wind is powerful enough to blow over objects, extinguish flames, and propel a boat’s sail.

(Base 3 for gale force wind, +3 Sight, +2 Sun, +1 Rego)

Cloak of Fog, Briefly

Creo Auram / Rego 20, R: Touch, D: Concentration, T: Individual

This spell creates a large obscuring fog centered the item touched, which then travels with the target. The fog totally obscures vision in a 25 pace radius, then thins gradually over the next 100 paces from the center of the fog cloud.

(Base 3, +1 Touch, +1 Conc, +1 Rego requisite, +2 unnatural presence)

Cloak of Fog, till Dawn

Creo Auram / Rego 30, R: Voice, D: Sun, T: Individual

This spell creates a large obscuring fog centered the target, which then travels with the target. The fog totally obscures vision in a 25 pace radius, then thins gradually over the next 100 paces from the center of the fog cloud.

(Base 3, +2 Voice, +2 Sun, +1 Rego requisite, +2 unnatural presence)

These effects and many others are part of the free new spells compendium for Ars Magica, containing over 350 new spells.

happy seaside covenant