Ars Magica Digital Codex

Blades of Grass, Leaves of Cutting

MuHe 30

R: Voice, D: Sun, T: Group

This spell makes all the grass and leaves of a group of plants as sharp as a sword's blade; this can make an area utterly impassable for even the most armored of individuals.

(Base 4, +2 Voice, +2 Sun, +2 Group)

Awaken Consciousness of Plant

MuHe(Me) 55

R: Voice, D: Year, T: Group, Ritual

This spell works exactly as the spell, Stir the Slumbering Tree (ArM5, page 137), only it is used to awaken multiple plants at once rather than one or two at a time. Once raised, the plants have a state of consciousness that resembles that of a human. The plants can see and hear what's going on around them and at a normal human level of perception. Such plants tend to share some mental attributes or personality traits with the caster. The plants can rearrange their leaves, stems, or branches over the course of several hours, though too slowly for people to observe the movement from second to second. The size bonus enables the spell to awaken an entire forest grove in one go.

(Base 4, +2 Voice, +4 Year, +2 Group, +2 Size)

Prune Plant

Pe(Re)He 20

R: Voice, D: Momentary, T: Individual

The magus can instantly trim various parts of a plant into any shape that he wishes. The magi must specify the shape of the plant when he casts the spell. The magus cannot increase the size of the plant, nor kill a plant by over-pruning it with this spell, but he can remove or rearrange the branches and leaves in any way that he likes, just as if he where pruning it normally.

(Base 3, +2 Voice, +1 size, +1 Rego Requisite)

Wilt

PeHe 35

R: Voice, D: Momentary, T: Part

This spell causes a plant to wilt and die instantly, though it does not affect any enchantments or spells currently on the plant. Larger plants are still affected, but only parts of them at a time when the spell is cast.

(Base 5, +2 Voice, +1 Part, +3 size)

Ring of Ever Bloom

ReHe 15

R: Touch, D: Ring, T: Circle

This spell forces the plant or flower to continue to bloom even out of season.

(Base 4, +1 Touch, +2 Ring)

Controlled Growth

ReHe 25

R: Touch, D: Year, T: Individual, Ritual

Using this spell, the magus can shape the growth of a plant over the course of the next year, as if he were properly pruning it, caring for it, and so on. The eventual shape of the plant is determined when the spell is cast and it can be as simple or as complex as the magus desires, although truly complicated designs, such as making a bush grow in the shape of someone's face, may require a Finesse check. Once the plant reaches the shape and dimensions that the magus wishes, it stops growing until the spell ends or a new spell is cast upon it. Once the spell ends, the plant will then grow normally, but it still retains its magically 'pruned' shape, until it grows naturally out of it. Fast grow spells, or other methods used to accelerate the growth of plants, will still work, but until this spell ends the plant will not grow past the design limits originally set. This spell does not change the essential nature of the plant nor give it anything that an exceptionally good gardener couldn't.

(Base 4, +1 Touch, +4 Year)

Tree Top Walk

ReHe 25

R: Voice, D: Concentration, T: Group

This spell moves the branches of nearby trees so that the magus can literally walk from one tree to the next without ever touching the ground. The trees do not uproot themselves, but they do bend in unnatural ways to help the magus reach them and walk unhindered from branch to branch. Of course, the trees' branches still need to be strong enough to support the magus' weight.

(Base 4, +2 Voice, +1 Concentration, +2 Group)

Prison Floral

ReHe 30

R: Touch, D: Ring, T: Circle

In an effort to protect his grogs, Gwidion developed this spell after discovering that many of his enchanted plants were starting to Warp under his magical effects. A circle is drawn around many of the aggressively Warped plants to help contain them and protect others from their more-bizarre effects. The spell imprisons the plant within the circle.

(Base 15, +1 Touch, +2 Ring)

Command of the Forest

ReHe(Me) 55

R: Touch, D: Sun, T: Group, Ritual

The magus can make a whole wood of plants (up to 10,000 individuals in mass) move with purpose and intelligence to obey the magus' commands, even if those commands are to uproot and run directly into a bonfire or to hit someone with its branches. The plants continue to obey the command until either the task is complete or the spell expires.

(Base 10, +2 Voice, +2 Sun, +2 Group, +3 size)

Ignem Spells

Warmth of the Wood

CrIg 10

R: Touch, D: Sun, T: Part

This spell heats the bark of a tree, the wood of a cart, or even the planks of a house so that it is warm to the touch. This a good effect to help dispel the chill of the night and keep the magus warm without having to build a fire.

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

Frosted Timber

PeIg 20

R: Touch, D: Sun, T: Part

This spell cools the bark of a tree, the wood of a cart, or even the planks of a house so that it is cool to the touch. This a good effect to help dispel the heat of the night and keep the magus cool during the hotter seasons.

(Base 4, +1 Touch, +2 Sun, +1 Part)

Magi of Hermes

Imaginem Spells