Ars Magica Digital Codex

Discourse of Glowing Tongues

ReIg Level 10

R: Touch, D: Conc, T: Ind

This spell controls the sounds created by a fire to make them form words. The alteration is subtle; words are formed of the natural roar, crackles, and hisses of the fire — not with any additional sound. Someone listening at the fire who knows to expect the words can make them out with a Perception + Awareness roll against an Ease Factor of 3. A character who is not aware that the fire is speaking needs to roll against an Ease Factor of 9 on a Perception + Awareness test to realize that the fire is making words at all.

Ranulf and his apprentice (who is also quite talented with the Art of Ignem) use this spell to target fires that are subject to the Unified Flame spell. Because the Unified Flame is cast by Ranulf within his covenant, the communication is not impeded by his covenant's Aegis of the Hearth. Neither Ranulf nor his apprentice knows Discourse of Glowing Tongues as a formulaic spell; instead, they cast it spontaneously when needed. Note that this spell has a Range of Touch and may be difficult or even damaging to cast on a particularly hot fire.

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

Discriminating Flames

ReIg 25

R: Voice, D:Sun, T: Ind

This spell controls a fire, preventing it from directly heating or burning a particular substance (such as human flesh or the wood of the elm tree) chosen by the caster at the time of casting. The caster must either have a sample of the material to be protected, or must cast the spell with an appropriate casting requisite. Ranulf frequently casts this spell several times upon the same fire in order to make the fire safe for specific environments. The spell only affects the fire that it is cast upon. Other fires, including fires that have been lit from the subject of this spell, are not affected. Fires up to ten times the size of a hearth fire can be targeted with this spell.

(Base 4, +2 Voice, +2 Sun, +1 size)

Petite Phoenix

ReIg Level 30 R: Voice, D: Conc, T: Ind

This transmutes a fire into the shape of a small bird. The reshaped fire moves as the will of the caster directs. The fire has a Size of –6, a Dexterity of +3, and a Quickness of +7. The heat of the original blaze is unchanged by this spell. The bird has no more substance than the original fire did and is not subject to most types of attacks, but still may be extinguished with water, Perdo Ignem magics, and similar methods. Being made entirely of flame, the petite phoenix can not pass through solid objects, but objects that are smaller than the bird may pass through it. Ranulf often uses Petite Phoenix

in conjunction with Transmutation of Fire to move objects such as doors and inconvenient sections of walls. Fires targeted by this spell can be up to ten times the size of a hearth fire.

(Base 10, + 2 Voice, +1 Concentration, +1 size)

Ward Against Immolation

ReIg 35

R: Per, D: Diam, T: Ind

The caster is rendered immune to heat and fire less than that of the most powerful of Ignem magics. The caster and his possessions receive a +35 bonus to Soak against damage from heat. While this spell is active, Ranulf can (due to the resistance to heat provided by his Ignem Form resistance bonus) tolerate, barely, the heat generated by his Self Immolation spell. However, Ward Against Immolation, like Self Immolation, is a spell of Duration Diameter. As a result, Ranulf must cast this protective spell prior to casting Self Immolation; if Ranulf fails to cast Ward Against Immolation again before the original casting expires, the Self Immolation spell would cause him severe harm (as a Personal Range spell, it does not need to penetrate his Magic Resistance).

(Base 4, +1 Diameter, +6 intensity of heat)

Unified Flame

ReIg Level 35

R: Arc, D: Sun, T: Group

This spell alters the target fires to resemble one another in all ways. The fires to be targeted by this spell must all be Arcane Connections to one another. The targeted fires change over the course of a few minutes to mirror one another completely in the shape of their flames, the sound of their roar and crackling, and the smoke that they produce. Any changes in one fire will be reflected in the others. The affected fires all take on a slightly unnatural appearance as their flames move into a configuration that does not completely match the logs that they are burning, and they are altered by the sigil of the casting wizard.

When Ranulf's apprentice is away from him, the apprentice is instructed to kindle a fire using a coal stored in the Chest of the Ember Seed just after sunset every evening. While this spell is normally intended to unite two fires, the spell was designed with a Target of Group. Ranulf believed that the effort required to create a spell that affected just two fires would be as great as or greater than the work needed to develop a spell that targeted a group, because of the difficulty of using non-standard Targets. As a result, more than two fires can be affected by this spell, and the caster could be completely unaware of the additional fires (possibly allowing a communication to be intercepted, see Discourse of Glowing Tongues above).

This spell is an example of magic created to match the needs of the magus. For most magi, any number of Intellego spells would provide a significantly easier method of communication. Yet for Ranulf, who has a Magical Focus in unnatural fires and the Deficient Technique Flaw with Intellego, the season that he invested to invent this spell was a wiser choice than trying to learn magics not suited to his talents.

(Base 3, +4 Arcane Connection, +2 Sun, +2 Group)

Terram Spells

Transmutation of Fire

MuTe(He,Ig) Level 40 R: Voice, D: Sun, T: Part

This spell transmutes an object of stone, wood, or soil, or part of some such object, into a fire. The fire is still essentially the original object and will not be extinguished for lack of fuel, but it can be doused or extinguished in other ways. The transmuted fire is no larger than 2 paces in size and it is hot enough to do +5 damage. Objects smaller than 2 paces in size will turn into fires of their own size when they are subjected to this spell.

(Base 5, + 2 Voice, +2 Sun, +1 part, +1 to affect stone, +1 Herbam requisite)

Vim Spells

Group Wizard's Boost (Form)

MuVi Level Gen R: Touch, D: Mom, T: Group

The magus casts this spell as another spell of a level 10 or more levels less than the Group Wizard's Boost is being multi-cast. The effect of each of the targeted spells increases five levels in power. The effects of the extra five levels of power are for the Storyguide to determine. A Wizard's Boost spell may not affect a spell more than once.

(Base General, +1 Touch, + 2 Group)

Wizard's Expansion (Form)

MuVi General

R: Voice, D: Momentary, T: Individual

The Target of the targeted spell increases by one category; all targets affected by the expanded spell must be legal targets for the original spell. There are ten versions of Wizard's Expansion, one for each form. The targeted spell must be at least one magnitude lower than this spell. A single spell may not be affected more than once with this spell, but when two magi cooperate, a spell can be the target of both Wizard's Expansion and Wizard's Reach, providing that one of the two Muto Vim spells

Magi of Hermes

is at least two magnitudes higher than the target spell.

(Base effect, +2 Voice)

The Patient Spell

ReVi Level Gen R: Touch, D: Conc, T: Ind

When this spell is cast in conjunction with a second spell (requiring an Intelligence + Concentration roll against an Ease Factor of 9), the other spell is delayed in taking effect until the caster ceases concentration on The Patient Spell. The target spell can be of no higher level than the level of The Patient Spell. A spell held using The Patient Spell may be released to interrupt an action in the same manner as a fast cast spell, requiring the same "fast casting" roll of Quickness + Finesse (ArM5 page 83).

Ranulf uses The Patient Spell to provide himself with an opportunity to cast Boreal Flames with Pilum of Fire. Maintaining concentration on The Patient Spell while casting another spell requires an Intelligence + Concentration roll against an Ease Factor of 9 to perform successfully; this is easier than normal, because the spell is designed for this use.

(Base effect, +1 Touch, + 1 Concentration)