Effects to Protect Characters
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.
Pitch Brush
ReAq(Ig) 48 Pen: +0, 6 uses per day.
R: Touch, D: Moon, T: Part
This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges' worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).
(Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day)
Required Lab Total to invest effect: One Season (96), Two Seasons (72), Three Seasons (64), Four Seasons (60).


MuAq(Te) 24 Pen: +0, constant effect R: Touch, D: Sun, T: Part
These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly follow behind, but this would require a lot of agility.
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat.
(Base 4, +1 Touch, +2 Sun, +1 Part, free Terram requisite; +4 constant effect)
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).
Steed of Vesuvius
MuAn(Ig) 45
R: Touch, D: Sun, T: Individual
This spell magically transforms a horse so that he is able to gallop across molten lava as if it were a cobbled road. The horse also has no fear of the heat or fumes expelled by the lava, and he does not suffer from the heat of the lava or the toxicity of the fumes. The rider of the horse does not receive any protection from this spell.
When the spell expires, the horse suffers a Long-Term Fatigue level.
The requisite is free because it is part of the guideline and required for the effect.
(Base 25, +1 Touch, +2 Sun, +1 Size, free requisite)
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three Seasons (60), Four Seasons (57).

Dragon's Blood
Mu(Re)Co(Ig)(Te) 70
R: Personal, D: Year, T: Part, Ritual
This ritual changes the blood of the caster into lava. This does no harm to the caster himself, and his super-heated blood means that he is immune to any heatbased damage that causes +15 or less damage (which includes lava).
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster's melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect.
(Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat)
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).
Covenant of the Dragon
Mu(Re)Co(Te)(Ig) 85
R: Touch, D: Year, T: Group, Ritual
This ritual changes the blood of a Group of up to 100 individuals into lava. This has the same effect on each member of the Group as the ritual Dragon's Blood. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see ArM5, page 168).
(Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat)
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).


PeAu 34
Pen: +0, constant effect
R: Touch**, D:** Sun, T: Individual
This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it. This allows the wearer of the mask to breathe without trouble in the heart of a volcanic crater, or on a river of lava. The air affected by the mask tastes slightly unpleasant, but this does not cause any damage to the wearer.
Although the mask is constantly active, once the toxicity of the air has been removed, the air itself is no longer the subject of a magical effect. This means that the air is not resisted by characters with Magic Resistance, so magi can breathe using the mask without lowering their Parma Magica.
Note that Muto effects which change the air to be non-toxic are of little value to magi, as the effect only lasts as long as the spell duration. This means that when the magus tries to breathe the magically changed air, his Magic Resistance will resist the air as it is the subject of a magical effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.
(Base 15, +1 Touch, +2 Sun; +4 constant effect)
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).