Ars Magica Digital Codex

Constraint of the Strangling Vestments

ReAn 35

R: Voice, D: Diam, T: Group

The target's clothes develop a life of their own, and tighten around their owner's limbs rendering him unable to move. This spell only affects clothes of wool, leather, and fur. The constricting clothing makes it very hard for the wearer to breathe, and he risks strangulation; causing him to make a Deprivation roll (ArM5, pages 180–181) every 30 seconds (or 5 combat rounds). Since Rego Animal lacks a guideline for making an animal product move with a purpose, the Rego Herbam guidelines have been used as an analogy.

(Base 10, +2 Voice, +1 Diam, +2 Group)

Corpus Spells

Sealing the Lips

ReCo 10

R: Voice, D: Sun, T: Ind

The target is rendered unable to speak. It appears that his lips have been stitched together; this is a cosmetic effect.

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

Herbam Spells

Clothe the Naked Form

CrHe 10

R: Touch, D: Sun, T: Ind

Creates an individual garment made of linen or cotton, most commonly undergarments such as the chainse or braies (see the Clothing of the Thirteenth Century insert). A Finesse roll determines the quality of the clothes; an Ease Factor of 6 results in a garment of standard quality. If an Ease Factor of 9 is achieved then the caster can specify the brightness of the dye and any regional variations in style. Julia uses this spell rather than The Tailor's Craft Done in an Instant when she has no cloth at hand.

(Base 1, +1 Touch, +2 Sun, +2 treated and processed)

The Travelers' Fortress of Cloth

CrHe 20

R: Touch, D: Sun, T: Group

This spell creates a tent of waterproof canvas and wooden poles that is large enough to sleep 10 people. The canvas sides appear to grow out of surrounding vegetation, and erect and fasten themselves together. A Finesse roll determines the complexity and comfort of the tent; if the basic Ease Factor of 6 cannot be achieved then the tent leaks and has a musty smell, whereas an Ease Factor of 9 results in a pavilion of superior quality.

(Base 1, +1 Touch, +2 Sun, +2 Group, +2 treated and finished product)

Magi of Hermes

Weaver's Trap of Threads

CrHe 20

R: Voice, D: Sun, T: Group

A huge net of thick threads grows in the indicated area, filling a space 5 paces by 5 paces by 6 feet high. With supports the nets can hang vertically, forming a wall, otherwise they act just like a fishing net. Everyone caught in the area is captured within the nets. Getting free requires a Strength stress roll against an Ease Factor of 9; or else someone who is not trapped may use an edged weapon to free a victim, which takes three rounds. Fire is exceptionally effective against the nets, but risks burning anyone caught within. The nets are not sticky, and cannot trap anyone who stumbles into them.

This spell is a deliberate reference to the better-known spell Weaver's Trap of Webs, but the thought of emulating a spider is abhorrent to the arachnophobic Julia. Consequently, her version of this spell is less potent, as linen threads are less strong than spider's silk.

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

The Clothier's Craft Done in an Instant

ReHe 4

R: Touch, D: Mom, T: Ind

Given an amount of linen or cotton cloth, the caster forms it into a garment according to her specifications. Typical garments made with this spell are the chainse or braies (see the Clothing of the Thirteenth Century insert) which are traditionally made of linen. A Finesse roll is necessary to determine the success of the craft magic; the Ease Factor is 9 for clothes of standard quality since it represents a day's work done in an instant. If the Finesse roll fails the caster is left with a useless pile of scraps of cloth. Creating a fabric of a different color than the raw material requires a supply of appropriate dye, but does not change the Ease Factor. Julia typically uses this spell to manufacture clothes out of the magical cloth that she makes (see Enchanted Items).

If starting with raw flax or cotton fibers, this spell would have needed to use the level 5 Rego Herbam guideline "treat and process items made of plant products" given in Covenants, page 51. Julia has no need for this version, since her Faerie Blood allows her to effect the transformation from fiber to cloth anyway.

(Base 3, +1 Touch)

The Mended Tear

ReHe 5

R: Touch, D: Mom, T: Part

The caster lays a piece of linen or cotton thread over a rent in any fabric and runs her finger over it; the cloth or leather is immediately repaired with a neat stitch. This Craft Magic spell requires successful Finesse roll against an Ease Factor of 6.

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

The Animate Attire

ReHe 20

R: Voice, D: Conc, T: Ind

One item of clothing starts to writhe and thrash under the direction of the caster. The clothing causes a major distraction to its wearer and can trip him up; he suffers a –3 to all actions, and rolls 3 extra botch dice while under the effect of this spell. While thirteenth century clothes are predominantly made of wool, underclothes are made of linen and this spell produces the best effect when cast on the victim's chainse or braies.

(Base 5, +2 Voice, +1 Conc)

Embroidering the Wizard's Robes

ReHe 20

R: Touch, D: Mom, T: Ind

The caster traces out a design on a piece of cloth, and a piece of thread follows her finger and is embroidered into the cloth. A Finesse roll of Ease Factor 9 is required for simple designs, but a 12 is needed for intricate embroidery. Failure to achieve this Ease Factor results in a tangled mess that needs to be unpicked by hand. Julia often "signs" any cloth or clothes she makes using this spell.

(Base 15, +1 Touch)