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

Advertisements

A few Ars Magica cantations

The Apprentices source book introduces a type of spell specifically for beginning wizards known as Cantations. These are low level spell effects. A few occurred to me while I considered effects useful in daily life.

Discover the Peace of Thunder, Wind, and Rain

Creo Imagonem 4, R: Touch, D: Sun, T: Individual

This spell creates the sound of thunder, wind, and rain at the location touched, equivalent volume to a speaking person.

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

Discover the Melody of the Absent Minstrel

Creo Imagonem 5, R: Touch, D: Sun, T: Individual

This spell creates the sound of music, equivalent volume to a speaking person. The style and instruments are chosen when cast, and quality is dependent on a finesse check.

(Base 1, +1 Touch, +2 Sun, +1 clear music)

And a simple prank which I could see an apprentice using.

Discover the Disquiet of the Obtrusive Tone

Creo Imagonem 4, R: Touch, D: Sun, T: Individual

This spell creates a simple sound infrequently over the spell’s duration. The caster determines the sound to be created (dripping water, chirp of a bird, a cat’s meow, a cough) and the interval between the occurrences when the spell is cast. In typical use a drip of water sounds every diameter for the spell’s duration.

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

Further unsurprisingly many useful effects are already in the core rules. This effect is a re-work of Calm the Motion of the Heart (Ars p150) to only affect the caster.

Calm the Motion of My Heart

Perdo Mentem 5, R: Personal, D: Mom, T: Individual

Removes one emotion from the caster until it reoccurs again naturally.

(Base 5)

It seems the type of effect that could be cheaply added to an item to allow somebody to artificially deal with an anger problem, or many other issues which arise from misplaced or forlorn passion.

music